mg979
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[ Star Traders 2 Supporter ]
Posts: 13
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Post by mg979 on Jun 23, 2016 4:13:05 GMT -5
I'm not expecting to see this in HoS at all, but maybe for the future... I'm not saying that enemy scaling doesn't work well, since it does difficulty- and balance-wise, but I kind of hate it when the beetle I'm facing is slightly stronger than the beetle I faced 1 minunte before just because one of my heroes gained a level. Will it be possible in future games to see enemy level more map-dependent and less auto-scaling?
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Post by fallen on Jun 23, 2016 8:45:32 GMT -5
mg979 - sorry that you dislike the scaling balance within the game. Every map has a minimum and maximum level, and monsters spawned within it will scale into that range. Many of our games feature either a symmetric scaling (the enemies scale to your level, with a multiplier based on difficulty -- this would be Heroes, Battleforce, Cyber Knights) or a timer-based scaling (the world scales on its own difficulty, and it is your responsibility to keep up -- this would be Star Traders, Age of Pirates). I am not sure at this moment what Legends of Steel will do, but our preliminary talks about the scaling would be more in line with your suggesting. Generally, that would be achieved by shrinking the band of minimum and maximum levels. In Heroes, that band is pretty wide.
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mg979
Initiate
[ Star Traders 2 Supporter ]
Posts: 13
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Post by mg979 on Jun 23, 2016 9:36:17 GMT -5
Ok thanks, it's not that I dislike it entirely, the fact that there is a min and max level for each map is already a good thing, I noticed already in another game that moving to Reis Lodge after doing the cult's temple in Baron Koda's lands, I found enemies of a lower level than I met already. This is only a bit annoying when it happens in the same map, that is you gain some levels and in the same map you find already stronger enemies, because often you cannot improve your skills without going to an inn, so gaining a level actually puts you at a disadvantage. It's not too bad generally anyway.
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Post by fallen on Jun 23, 2016 10:39:42 GMT -5
mg979 - that makes sense, thanks for the feedback. Maybe it is something we can address in the sequel, avoiding a dynamic scaling that checks when the monster is made what its level should be, and instead checks what the map started at.
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Post by Someone on Jun 23, 2016 21:14:18 GMT -5
Scaling is okish now, but having it appear more transparent to the player as a per map or something makes sense. It seems weird and sometimes opaque strategy wise atm.
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Post by fallen on Jun 23, 2016 22:05:14 GMT -5
Scaling is okish now, but having it appear more transparent to the player as a per map or something makes sense. It seems weird and sometimes opaque strategy wise atm. Thanks for the post! Hope you'll join up and stick around
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Post by Cory Trese on Jun 26, 2016 17:36:22 GMT -5
Very interesting feedback. We've heard from players that this is something that helps keep the game dynamic. There are lots of different mechanics at work striving to provide different challenge levels at different points in the game.
I'm not sure they all come together perfectly, but it certain does produce a game that remains playable over so many levels!
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