Author Topic: Difficulty adjustments.  (Read 2775 times)

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Mateusz P-G

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Difficulty adjustments.
« on: June 25, 2012, 08:14:49 AM »
In recent versions we've gained new opportunities to level up quickly via quests
and addition of new monsters which can summon their allies. This has led to faster
"farming" and overall difficulty drop as the player grows quickly in power and his
enemies soon become hopelessly outmatched.

Higher player level also makes traps become a minor nuisance instead of posing
any real danger, as later on they become instantly discovered (chance of finding
a trap is level-based).

As the player easily reaches level 30+ now, higher depth monsters need to grow
in power as well, and trap-detection algorythm could use some tweaking, or the
difficulty level of detection should be changed to something like 3xcurrent depth
against the player level.

What do you guys think?
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GnPTurtle

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Re: Difficulty adjustments.
« Reply #1 on: June 25, 2012, 01:20:57 PM »
I think you're probably right, but the thought of a high-level troll makes me cringe
GnPTurtle

Mateusz P-G

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Re: Difficulty adjustments.
« Reply #2 on: June 25, 2012, 01:33:14 PM »
I know, I should have been more precise. What I meant is a large boost in
enemies' offensive potential, not all of their stats in general. Once the Troll
goes into "omg heal heal heal" mode, its harmless anyway.

What frustrates me is not how the enemies last too short, as sometimes
I get to hit a flimsy goblin a couple times, landing pathetic 1-2 damage hits
with weapons (and muscles) that should cut him out of existence together
with a large portion of the dungeon's floor and walls - see this thread.

Its how they're completely hopeless in their attempts to harm me. Many
times I don't even have to use a single potion for a whole dungeon floor
as leveling up or descending lower will heal me up anyway. And I'm not
even using any sort of draining weapon or spell.
« Last Edit: June 25, 2012, 01:39:16 PM by Mateusz P-G »
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Dweller admin

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Re: Difficulty adjustments.
« Reply #3 on: June 25, 2012, 11:51:06 PM »
I totally agree. You can expect to see beefier monsters in the next version. Bring healing potions!

Mateusz P-G

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Re: Difficulty adjustments.
« Reply #4 on: June 26, 2012, 07:28:43 PM »
First of all, there's simple beefing up the Attack values on monsters (or Magic for
spellcasters). Then there's a couple more things to explore like:
- Harmfull debuffs with a set duration (only lasting a couple turns).
These could be: Weakened, Blinded, Ablaze, Cursed, Confused (nasty!), Silenced,
Bleeding, Crippled, Entangled, Winded etc.
- Enemies (maybe Wraiths?) with Vorpal/Demonic/Nether  attacks which always
deal non-reducable damage,  like taking away 5 HPs every time, no matter the
Defence stat. This will make the HP stat usefull at last.
- Summoning Traps spawning not 1 but say 3-5 monsters to surround the Player.
- More punishing Traps: pits, acid, explosions, debuffs. Spikes really got old with
their miserable 1-3 dmg.
- Lower the chance to discover Traps, also, make them spawn randomly like
monsters, apart from preset trap tiles tied to some room types. If they do spawn
randomly like this already, make their rate higher.
- Traps or monsters that would make the Player Character visible for all the other
monsters on a level. (Alarm Traps, Eye of the King giving some kind of Clairvoyance
buff to its allies).
- In addition to the above one, also monsters with infravision or some other way
to see thru walls, just like Clairvoyance buff.
- Increase initial monster count when new dungeon level gets created (I mean
upon entering). Also, lower exp of higher tier monsters to keep it balanced.
- Introduce a level cap at 30 (most chars that didn't farm ad nauseum, should be
lvl 28-32 from my experience).
- Add Unidentified Potions and Scrolls, like in classic Rogue(likes), but that's going
a bit too far methinks, I guess it would have been introduced since the very beginning.
« Last Edit: June 26, 2012, 09:45:20 PM by Mateusz P-G »
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ZiZNaK

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Re: Difficulty adjustments.
« Reply #5 on: June 27, 2012, 01:39:51 PM »
- Add Unidentified Potions and Scrolls, like in classic Rogue(likes), but that's going
a bit too far methinks, I guess it would have been introduced since the very beginning.
I agree with most of your suggestions EXCEPT for this one!!  The one thing I really like about dweller is the lack of an identification process.  It would totally slow down the game and create a ton of other commands the user would need to identify things.  While I do enjoy figuring out what stuff is in many other rouge like variants I have to ask it stay out of dweller.  It can be very tedious at times.  I like being able to tell that whatever I picked up can help me out by increasing whatever stats it can.  If identification is implemented I would hope it's a very easy system.  Really though I'd rather just leave it alone.  It's a total FLOWKILLER if you ask me.
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Mateusz P-G

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Re: Difficulty adjustments.
« Reply #6 on: June 27, 2012, 08:53:53 PM »
Well, I didn't need identification scrolls or an identitying NPC, I meant those classic
randomised unidentified potions and scrolls which You have to try out by Yourself
and may either waste a good one for nothing or drink poison hoping for a healing
one.

But like I said, this would be going a bit too far, anyway.

Thing is Dweller could use anything that is at least simmilar to risky.
 ;)
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Mateusz P-G

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Re: Difficulty adjustments.
« Reply #7 on: June 29, 2012, 11:57:34 PM »
Sorry for double post, but this is something really wicked:

I'm currently trying out a challenge in which I forbid myself any kind of equipable
items apart from some Potions and Scrolls on the quickslot bar (on a Warrior).
Funny, but I'm at depth 4 and still rolling without much trouble. What's the attack
speed of unarmed attacks? It seems pretty good to me.

Anyways, it only proves how easy the game has become when I can effortlessly
defeat everything up to Orcs with no equipement at all, and that's like lacking at
least 10 bonus Attack and Defence I could normally have.
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Dweller admin

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Re: Difficulty adjustments.
« Reply #8 on: July 08, 2012, 05:58:31 PM »
Guys, please let me know how you find 1.20.1. Is the difficulty better? Start of a game, mid and end game?