Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Game Difficulty
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Mon Feb 04, 2008 10:55 am    Post subject: Reply with quote

Moogle1 wrote:
Rya.Reisender wrote:
Well at least this lets all players finish a game, just that the bad ones might have to invest some more hours.


Isn't this how most games work?
That's how good games work. Bad games have you investing less hours, but more gas money to return the game.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Feb 04, 2008 11:55 am    Post subject: Reply with quote

Oh I actually read it as if you'd support a system like in Lunar 2 because you said it's a "better idea". But didn't realize you mean "it's still bad, though".

Well guess we all agree that monster level shouldn't depend on player level (or at least the mobs shouldn't get stronger as fast as the players are).
Back to top
View user's profile Send private message MSN Messenger
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Feb 04, 2008 12:05 pm    Post subject: Reply with quote

There are situations where it's appropriate. In 7th Saga, you're occasionally forced to fight one of the rival apprentices. It makes sense that they're at your level, since they've been adventuring at the same rate as you. Other enemies stay at a constant level.

7th Saga's brutal difficulty is one of the best things about the game. It actually got a more difficult release in US than in JP, though this was unintentional.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Mon Feb 04, 2008 12:12 pm    Post subject: Reply with quote

Quote:
Well guess we all agree that monster level shouldn't depend on player level (or at least the mobs shouldn't get stronger as fast as the players are).
Actually, if you have leveling up in a game, mobs need to be ahead of the player while they catch up in levels, and at the point where a reasonable level is gained, the characters should be about equal with the mobs. Equipment is a factor in this too. Equipment you may get in a dungeon could significantly help you kill mobs.

Also, grinding shouldn't be a problem unless you are terrible at EXP tables or balance (which is a realistic scenario in indie RPGs or Korean MMOs) even if you require a couple/few (depending on how fast you level) level ups. If you are not up to par in level with the next mobs you encounter, then the mobs should pose a challenge that's fun for the player until he can get up to speed.

I think a lot of games that don't put as much emphasis on leveling likely have some other system that requires you to spend time, such as Item making, Junction System, and other stuff they come up with...
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Mon Feb 04, 2008 1:29 pm    Post subject: Reply with quote

Well it doesn't really need be all about leveling, although I prefer that. Even if it's about equipment, it's still related to leveling because you need the money for the equips.

A good leveling table would be where you gain a level every 4-6 battles. If it starts getting more than 10 battles to gain a level it's getting boring.

In general it should be like this:

1. Player rushes through the game -> Difficult battles
2. Player explores everything and never runs from battles -> Normal battles
3. Player levels up frequently and earns money until he can buy the best equips available -> Easy battles



I don't support systems like "Item Making" because they ruin the gameplay a lot and either force you to use a "Item Making guide" in order to even have a slight chance to continue or try for hours until you fully figured out the system.
If any of those special systems are in the game, they should at least be very simple.
Back to top
View user's profile Send private message MSN Messenger
Ronin Catholic
Deadliest of Fairies




Joined: 23 Jul 2007
Posts: 530
Location: My Girlfriend

PostPosted: Mon Feb 04, 2008 1:46 pm    Post subject: Reply with quote

My favorite item making system so far was that in Dragon Quest 8.

Now, to get back on topic, here's what I think:

Your game should either be really easy, where one-hit-kills against enemies are common, and healing/reviving is easy.

OR they should be tough, forcing the player to think carefully about all his resources. I actually thought, once, of making a game where you begin with 99 full-heals, but can never, ever, gain any more through the game.

In either case, the bosses should be noticably harder than the random encounters.
_________________
"I didn't start the flame war;
I don't know what you thought here
'Twas that way when I got here"

"I didn't start the flame war;
I can't understand a word you're saying
nor the game you're playing~"
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Mon Feb 04, 2008 2:09 pm    Post subject: Reply with quote

Quote:
Well it doesn't really need be all about leveling, although I prefer that. Even if it's about equipment, it's still related to leveling because you need the money for the equips.
You are still leveling up making gold, and even then I mention equipment you find in dungeons specifically.

Quote:
I don't support systems like "Item Making" because they ruin the gameplay a lot and either force you to use a "Item Making guide" in order to even have a slight chance to continue or try for hours until you fully figured out the system.
If any of those special systems are in the game, they should at least be very simple.
I don't support them much either, but if you've played a PS1/PS2 RPG where you don't even pay attention to your level, it's probably because they have something like that, so therefore RPGs like that are awful examples are what I'm talking about in terms of level balance. I mention these due to their horrid example.

Quote:
1. Player rushes through the game -> Difficult battles
2. Player explores everything and never runs from battles -> Normal battles
3. Player levels up frequently and earns money until he can buy the best equips available -> Easy battles
Thank you, captain obvious. The aim is to make #3 difficult and very time consuming to do, with the rewards you get eventually outdone by harder enemies unless the player chooses to grind fest again, so if you level up to the point where it's beginning to take 30-50 battles to get to the next level up, then it's time to move on.

Quote:
Your game should either be really easy, where one-hit-kills against enemies are common, and healing/reviving is easy.

OR they should be tough, forcing the player to think carefully about all his resources. I actually thought, once, of making a game where you begin with 99 full-heals, but can never, ever, gain any more through the game.
No in-between?

EDIT: *removes some mindless anger*

I think an easy game can be done without cranking up the healing. Bosses just have to not screw you over in one turn. Random battles in an easy game may be easy, but PLEASE FOR THE LOVE OF BOB do not make them give lots of EXP! This will RUIN THE GAME. Use the same philosophy of level balance as you would any other RPG.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Tue Feb 05, 2008 2:57 am    Post subject: Reply with quote

I don't like the 99 potions at the beginning idea at all. It's one of those examples that would ruin gameplay for me simple because that would mean if you run out of potions you'll have to start over the whole game, what's the point in forcing the player to do that?

Quote:
Thank you, captain obvious.

It's funny how you can even get angry when you agree with me. xD

Quote:
The aim is to make #3 difficult and very time consuming to do, with the rewards you get eventually outdone by harder enemies unless the player chooses to grind fest again, so if you level up to the point where it's beginning to take 30-50 battles to get to the next level up, then it's time to move on.

Hm I personally wouldn't make it this strong grinding though. If the player reaches a boss he can't beat, only around 10 battles should be enough to enable him to beat the boss.



I also think the problem of RPGs is that they don't have anything like a "Score". Otherwise I'd say make an easy RPG, but good players get a higher score (for example when defeating bosses faster or without taking damage or something). Or make a hard RPG but when someone dies he'll get significally stronger and in exchange loses points.
Back to top
View user's profile Send private message MSN Messenger
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Feb 05, 2008 3:05 am    Post subject: Reply with quote

Quote:
It's funny how you can even get angry when you agree with me. xD
I wasn't angry, but it was still a recap of "this is how RPGs work".

Quote:
Hm I personally wouldn't make it this strong grinding though. If the player reaches a boss he can't beat, only around 10 battles should be enough to enable him to beat the boss.
Uh... If you get to the point where you have to spend forever to get to the next level, then the boss should not be unbeatable at this point. The player would be wasting his time grinding.

Boss difficulty lies in a level range, not a specific level.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Tue Feb 05, 2008 3:14 am    Post subject: Reply with quote

It's not really how RPGs work, seeing that many fail at reaching a good game balance.

I'd say the boss difficulty really should lie on a single (or maybe 2) level. Like Boss A is hard with level 10, normal with level 11 and easy to beat with level 12. This way everyone can beat him without getting too bored from grinding. This is assuming it takes 10 or more battles to gain a level, though. If you level up faster (my suggestion is still every 4 battles), then maybe a range for levels is better. Even better would be a difference between well equipped and bad equipped, too, though. Like if a bad player reaches a boss he can't beat, he has the chance to go back to the town for now and from the money he earned in the dungeon he can buy way better equips which a good player who directly defeated the boss didn't need.

Edit: Obligatory mention that I don't like RPGs where you always have enough money to buy all the equips available at the moment you reach the shop.
Back to top
View user's profile Send private message MSN Messenger
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Feb 05, 2008 3:21 am    Post subject: Reply with quote

Quote:
It's not really how RPGs work, seeing that many fail at reaching a good game balance.
It's how they work. It's the natural mechanics of the level up system and stat gain, and anyone can see the effects of it. The balance is tweaking the actual intensity of the effects to make the game more fun.

Quote:
Like Boss A is hard with level 10, normal with level 11 and easy to beat with level 12. This way everyone can beat him without getting too bored from grinding. This is assuming it takes 10 or more battles to gain a level, though. If you level up faster (my suggestion is still every 4 battles), then maybe a range for levels is better. Even better would be a difference between well equipped and bad equipped, too, though. Like if a bad player reaches a boss he can't beat, he has the chance to go back to the town for now and from the money he earned in the dungeon he can buy way better equips which a good player who directly defeated the boss didn't need.
This is just a rewording of what I have been saying, except that your gap between levels is very extreme. If it takes 10 battles to level up, then a range of 10-15 is more reasonable, because you may gain two or three levels just exploring the dungeon, and getting to level 15 is beginning to push it. If you wanted there to be a huge gap between level differences, then there needs to be some more effort put into getting from level 10 to 11 if that is all the difference it makes to have a boss go from medium to easy difficulty.

It is all a natural relation between every single thing. If you have preference for one thing, then you need to adjust something else to balance it out.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Tue Feb 05, 2008 4:31 am    Post subject: Reply with quote

Well I think your view is more extreme. If I'm stuck at a boss and know I just need 10 more battles to be strong enough to beat him that's good. But if I had to do 30-50 battles as you say, then I'd probably just quit the game altogether.
Back to top
View user's profile Send private message MSN Messenger
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Feb 05, 2008 4:41 am    Post subject: Reply with quote

If getting from level 10-11 has great benefits, then it will be a 15-18 battle affair. 11-12 will be 22-30. 12-13 will reach up into the 40's likely, and it is between 12 and 13 that you are already more than strong enough to defeat the boss, and you shouldn't need that extra level.

So no, it's barely extreme at all, unless you are a dumbass.
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Tue Feb 05, 2008 5:23 am    Post subject: Reply with quote

I think you have no idea how much 15-18 battles are. ^^'
A whole dungeon shouldn't even have that many battles forced on the player. Oookay...

To explain it better, let's say each battle takes 2 minutes, that's already 30-36 minutes of your free time wasted just to gain a single level!
Back to top
View user's profile Send private message MSN Messenger
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Feb 05, 2008 5:33 am    Post subject: Reply with quote

Quote:
I think you have no idea how much 15-18 battles are. ^^'
A whole dungeon shouldn't even have that many battles forced on the player. Oookay...
Again, you do most of your battling exploring the dungeon and such, and since you only need to level up once to be able to have a comfortable time defeating the boss, it doesn't sound like such a bad prospect.

Rya.Reisender wrote:
To explain it better, let's say each battle takes 2 minutes, that's already 30-36 minutes of your free time wasted just to gain a single level!
2 minute random encounters!? Great Scott, man!
_________________

TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 2 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group