Closed GoogleCodeExporter closed 8 years ago
I think Oscar has rejected this type of idea earlier by saying later
maps/quests and multiple monsters in same fight, like at certain chokepoints,
will be instead.
But some kind of way to increase difficult rate (and hopefully loot too) is
wanted.
Original comment by kims...@gmail.com
on 18 Jan 2011 at 10:44
i wouldnt wanna make the game any easyer casue than the game would be to easy
and would be boring cause u would level to quik and be to strong and then what
do u do after that noting to realy do..u saying just change there names?
Original comment by breid3...@hotmail.com
on 19 Jan 2011 at 5:24
or would be cool maby if beside the attack bar would be a percentage chance
that u are gonna win or not?
Original comment by breid3...@hotmail.com
on 19 Jan 2011 at 5:25
@c3: yes, maybe even a chance to hit, but this does not seem to have anything
to do with this particular thread.
As an alternative, a mini calculator could be provided with the game or
separately. You just type stats there and the chances appear. Enter
AC/BC/HP/damage (yours + monsters 1-2-3). Optionally, you can enter AC/BC only
and only chance to hit (no damage estimation) will be displayed.
As poor man's solution, it could be possibly implemented as a plain form
accessible from the project homepage. All you need to do is push HOME + Browser
to invoke and HOME + Andor's Trail to get back. ;)
As a minimum-effort integration, a button could be implemented that invokes
this link (parameters in URL).
As an integrated solution (possibly a PRO version? :) ) the calculator could be
an Activity where the Intent includes all these data so you don't have to type
anything.
Original comment by surrano
on 24 Jan 2011 at 2:18
Thanks for the report.
If you ever played Oblivion, you can get a feel for how it works to have random
monsters depend on your current level. Personally, I think a system where the
monsters are a fixed level is more rewarding. To be able to return to some area
that you found very hard a few levels ago, and now is very easy is at least for
me a rewarding experience.
Maybe we will add some difficulty option to the game that changes the monster
difficulty.
At the moment, you have an indicator on the monster info page (and the confirm
page when you attack monsters) that calculates your possibility to defeat the
monster. It is not recommended to try fighting a monster that gets an
"Impossible" rating :) This calculation takes everything about both the players
and the monsters stats into account.
Original comment by oskar.wi...@gmail.com
on 29 Jan 2011 at 10:36
I completely agree that it is rewarding to come back to an area that used to be
difficult and is no longer so. This is why I suggested that the fixed quests
not change difficulty levels of the monsters, rather just the random critters
on the general map that you take between towns.
I guess the 'problem' that I am trying to solve is the down time in-between map
releases. Once you reach a certain level and finished the currently available
quests, there's not much to accomplish to improve your character and/or
explore. There should be some form of open-ended mission or task that can keep
the player challenged once they have completed the content of the game. If the
random monsters become more difficult, then at least the player has something
to keep him occupied.
Original comment by arthurya...@gmail.com
on 1 Feb 2011 at 7:37
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 3:16
Maybe this would be solved by the random dungeon generator suggested in issue
12.
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 8:09
Many players dislike this feature. It means all of the game feels bland and
average, there's no challenge, no sense of adventuring, and no danger. You can
walk anywhere as a novice and get through by fighting snails, and if you do
level up, once you're level 40 you don't feel any stronger because everything
takes the same amount of work to kill and every random lame thief will come
equipped in full platinum.
We suffered this in games like Oblivion, and I think gamers, especially more
traditional games coming from roguelike and dungeon crawler backgrounds, made
it clear in the Internet that they tended to dislike this kind of thing.
Comment 8 mentions the random dungeon generator; I want to express my opinion
that creature levels should be chosen according to how deep, high or far you
are into whatever it's generating (perhaps with a random chance of growing an
abnormally strong or weak foe every now and then, for extra fun and gotchas),
but never according to the your level, for the same reasons. A powerful
character should feel powerful and crush whatever happens to be near the
entrance, while a lame character should feel lame and threatened right from the
start.
Original comment by mprz1024@gmail.com
on 19 Apr 2011 at 9:12
IMO this issue should be closed as its not the way we should adjust the
difficulty.
There is issue 12 for the random dungeon generator:
http://code.google.com/p/andors-trail/issues/detail?id=12
And issue 130 for a difficulty option:
http://code.google.com/p/andors-trail/issues/detail?id=130
Original comment by SamuelPl...@gmail.com
on 9 Jul 2011 at 6:37
Closing wontfix.
Scaling creature difficulty based on player combat proficiency is not something
we will do.
Original comment by oskar.wi...@gmail.com
on 13 Jul 2011 at 8:32
Original issue reported on code.google.com by
arthurya...@gmail.com
on 18 Jan 2011 at 10:27