|
Post by wascalwywabbit on Jan 20, 2016 17:33:45 GMT -5
It's really interesting how fast the death rate falls off for players after they hit combat #24. Not sure why exactly that seems to be the magic point in the game, but after completing that combat deaths drop off (relative to user count) by around 85% That's only counting the last 3 months -- we did a lot of work last year to smooth out hot spots and resolve particularly deadly encounters early in the game. The results have been very positive in terms! That's very cool... Is that why the battle just before/outside Oskahold is so much easier now - I thought there used to be 1 or 2 more groups of Ratkin than there are now. I thought maybe my familiarity with the game made it seem quicker/easier, but if you actually adjusted battles maybe that's why.
|
|
|
Post by fallen on Jan 20, 2016 18:12:31 GMT -5
wascalwywabbit - I guess that reinforces Cory's point. We have not changed the fight outside of the east gates of Oskahold in ... 2 years? So, it is your familiarity with the game and its tactics, not a change we made. We did make a lot of other changes in other places (see the beds right after you level in Red Hill), but I was in charge of them, so I can say, no the east gate was not modified.
|
|
|
Post by wascalwywabbit on Jan 20, 2016 18:23:34 GMT -5
Thanks for letting me know.
|
|
|
Post by Cory Trese on Jan 20, 2016 21:50:42 GMT -5
The change we made 2 years ago to the east gate did reduce deaths in that combat by a lot, however. =) It was a good change
|
|
|
Post by En1gma on Jan 20, 2016 22:02:34 GMT -5
That fight was down right awful the first few times through it... My brutal game is plowing through to the spider caves before Oskahold, and I'm not looking forward to it.
|
|
|
Post by wascalwywabbit on Jan 20, 2016 23:21:43 GMT -5
My last time thru I was actually a little disappointed I didn't get to fight those 1-2 extra Ratkin groups I must've imagined I played the first time or two. :-p
|
|
|
Post by Cory Trese on Jan 21, 2016 1:17:15 GMT -5
My last time thru I was actually a little disappointed I didn't get to fight those 1-2 extra Ratkin groups I must've imagined I played the first time or two. :-p It's all in your imagination, we didn't change the number of battles. Just how they are positioned, the difficulty of the AI and the availability of camping (as fallen said.) Thanks for playing!
|
|
|
Post by wascalwywabbit on Jan 21, 2016 3:52:56 GMT -5
My last time thru I was actually a little disappointed I didn't get to fight those 1-2 extra Ratkin groups I must've imagined I played the first time or two. :-p It's all in your imagination, we didn't change the number of battles. Just how they are positioned, the difficulty of the AI and the availability of camping (as fallen said.) Thanks for playing! Well regardless it's those sorts of compelling battle's tactical moments along with the strategy, story and exploration that make it a diamond that gets an ever better cut and polish.
|
|
|
Post by chesspupil on Jan 22, 2016 0:24:35 GMT -5
Sorry, this isn't something we will be adding to Heroes of Steel. It is in the same vein as previous requests to regenerate SP as you move around the map. We'd basically be asking players to do a small repetitive task many times over to get SP. This is already accomplished... the party usually can back track to a camp or town to rest and restore... saving all potions for later... and it is tedious... but will help you buy weapons and armor faster... still a thrill killer for me though....
|
|
|
Post by fallen on Jan 22, 2016 1:21:03 GMT -5
Sorry, this isn't something we will be adding to Heroes of Steel. It is in the same vein as previous requests to regenerate SP as you move around the map. We'd basically be asking players to do a small repetitive task many times over to get SP. This is already accomplished... the party usually can back track to a camp or town to rest and restore... saving all potions for later... and it is tedious... but will help you buy weapons and armor faster... still a thrill killer for me though.... Thanks, we definitely hear that feedback. However, replacing one mechanic that involves occasional walks (turn on Fast Movement) compared to the suggested "use a Talent to restore SP" ... I can't sign on for that idea. The idea of the repetition of a task on a small level would be very painful and a big loss for the game.
|
|
|
Post by chesspupil on Jan 22, 2016 5:43:04 GMT -5
Oh I agree and simply waiting for SP to come back by letting the device cook away batteries would be as bad too. Good luck with tweaking that mechanic. If your monsters level with the party then wandering ones are still a way out...as long as the treasure is just ad wandering... but even that one has its draw backs...
|
|
|
Post by wascalwywabbit on Jan 22, 2016 9:26:25 GMT -5
This is already accomplished... the party usually can back track to a camp or town to rest and restore... saving all potions for later... and it is tedious... but will help you buy weapons and armor faster... still a thrill killer for me though.... Thanks, we definitely hear that feedback. However, replacing one mechanic that involves occasional walks (turn on Fast Movement) compared to the suggested "use a Talent to restore SP" ... I can't sign on for that idea. The idea of the repetition of a task on a small level would be very painful and a big loss for the game. Maybe it's because they were action games that had that mechanic that it came to me and wasn't at first seen as a bother. You had to balance attacks for special recharge. The thought of turn based tedium didn't hit me until you helped anrdaemon get that point thru my thick head.
|
|
|
Post by wascalwywabbit on Jan 22, 2016 9:42:24 GMT -5
Oh I agree and simply waiting for SP to come back by letting the device cook away batteries would be as bad too. Good luck with tweaking that mechanic. If your monsters level with the party then wandering ones are still a way out...as long as the treasure is just ad wandering... but even that one has its draw backs... Time delay/ wait mechanics are the worst - pathetic attempt at manipulative abuses of the player... I'd rather have clicker even tho they are not great either especially turn based. Yes, one or two scavengers that drop potions could work, but that will turn into a slow grind to get ahead of the curve too, or the opposite, a nuisance in the way of the story arcs. Problem is anything is gonna upset the balance more than is what's wanted. I tried to kill two birds with one stone: remove the 'mistake' of basic attacks and reduce backtracked camping. It was only half thought out tho. There may be a real solution, and honestly sp drain gear and talents are a great start, but even if so I'm not gonna be the one capable of putting better solutions forward.
|
|
|
Post by Cory Trese on Jan 22, 2016 10:31:22 GMT -5
Basic Attacks resolve the "I cannot act without SP" issue. That's why they exist.
They only have one level because the player won't depend on them -- they're managing SP as a resource through potions, SP drain, camping and spells that transfer SP.
|
|
|
Post by CdrPlatypus on Jan 22, 2016 10:33:09 GMT -5
Remember when torrent watershed did not have a camp? Fun times.
|
|