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Post by chesspupil on Jan 9, 2016 21:21:01 GMT -5
I am curious why there are no wandering monster bands...
I mean eventually the characters rout all the Rankin but spiders and beetles should be essentially endless... a slow way to top up an extra level before the big boss...
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Post by anrdaemon on Jan 9, 2016 21:30:45 GMT -5
Computation restrictions. You'll run out of battery in an hour, if the game has to calculate AI for hordes of monsters roaming around.
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Post by chesspupil on Jan 9, 2016 21:38:28 GMT -5
Invalid argument... AI could be set up to add 0-2 groups at each map segment load out... dead bodies lead to carrion clean up crews....
Also scouting party that fails to report in is often sought after if the wandering monster needs to be a human...
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Post by anrdaemon on Jan 9, 2016 21:47:18 GMT -5
Oh, you mean that. Then just go to Hunting Lodges or Storm Bastion.
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Post by fallen on Jan 9, 2016 21:48:25 GMT -5
The game features no wandering monsters or grinding zones as a purposeful design. All combats are related to travel, quest, or subquest.
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Post by chesspupil on Jan 9, 2016 22:20:59 GMT -5
As another writer commented there are phases of the game that force the players to return to camp or an inn after nearly every combat simply to save on potion use for a combat where it is really needed.It drains the fun out of it IMO to make those trips. A wandering monster or two would make those return inn runs not quite as safe a bet.
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Post by anrdaemon on Jan 9, 2016 22:34:49 GMT -5
So, you caomplain that you had to return to a camp because you're drained on SP and buffs, yet you propose to make these trips even worse by pushing mobs against tpe party? If that is your definition of "fun" i don't want to know what is your definition of "boring".
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Post by chesspupil on Jan 9, 2016 23:01:56 GMT -5
To up the fun value I would suggest that the party can camp on the spot... rather than make a trip across three maps to find the last camp. Honestly though I do not care for your inflammatory comments.... (direcly above poster only)
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Post by fallen on Jan 9, 2016 23:03:34 GMT -5
chesspupil - thanks for the feedback. The opportunity to make big changes to the game like adding wandering monsters passed a long time ago. Now with 140 dungeons and the end of the storyline in sight, we'll look to Legends of Steel to consider that option.
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Post by chesspupil on Jan 10, 2016 22:19:54 GMT -5
For the next game then...If it is a matter of the PCs getting too advanced what about this idea: Key monster HP and attack stats are based on average player stats rather than a stock file entry. If the concern is that grinding the player up two or three levels on wandering creatures makes the boss weak or the future levels too easy you could always program in a future game that certain enemies have 100% or 150% or as difficulty level indicates of players average attributes or levels.
Otherwise if there would be no such additions I would urge that the players could make camp just about anywhere rather than hiking back to town or camp to rest up and recover SPACE or HP to speed up game play if the players are making the trek to economize on potion use to save up for a armor or weapon up grade.
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Post by fallen on Jan 10, 2016 23:10:20 GMT -5
chesspupil - Heroes of Steel uses a scaling model already for monsters. They scale up to your level, within limits for each region and area. Therefore, you can enter areas that are too hard (your level is below the monster minimum level) or too easy (your level is above the monster maximum level). We just wanted to make a huge RPG without any grinding. I understand the issue about walking back to camp, and its something we're looking into, but compared to finishing Episode 4, it's not as high priority atm.
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