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Re: Shifting sands

PostPosted: Sat Oct 29, 2011 9:51 pm
by The Avatar
Well actually, Darvin, I think they are all changed.

Getandafix was different, Durr and Hurr were different. I am pretty sure they just weakened the algorithm. instead of 1.5 normal stats it might be 1.3 normal stats, for example.

Re: Shifting sands

PostPosted: Mon Oct 31, 2011 9:39 am
by Nandrew
The Avatar wrote:Well actually, Darvin, I think they are all changed.

Getandafix was different, Durr and Hurr were different. I am pretty sure they just weakened the algorithm. instead of 1.5 normal stats it might be 1.3 normal stats, for example.


Yeah, we basically just cut stats across the board for some of the directional dungeons.

As for the difficulty of the North, we're gonna see how making one direction a little easier can encourage less veteran players to "fully explore" at least one major plot arc. We may, in fact, not buff the bosses at all: we'll just correctly label the difficulties as something closer to "Normal" and spawn Vicious variants after a few victories (much like some of the dungeons in the east).

We want to start moving in this direction for quite a few of the existing dungeons: scalable challenges and all those other buzzwords. :P

Re: Shifting sands

PostPosted: Mon Oct 31, 2011 5:12 pm
by q 3
I think it would be neat to have something like an "increase difficulty" preparation available for all dungeons; some of the central dungeons in particular have their own fun gimmicks (like Chokebox and Doubledoom), but quickly become too easy once you know what you're doing. Letting the player select a higher stat modifier, if they wish, would let you have that scalability for every dungeon, without having to place a bunch of duplicate dungeons the map.

Re: Shifting sands

PostPosted: Mon Oct 31, 2011 7:21 pm
by gjaustin
q 3 wrote:I think it would be neat to have something like an "increase difficulty" preparation available for all dungeons; some of the central dungeons in particular have their own fun gimmicks (like Chokebox and Doubledoom), but quickly become too easy once you know what you're doing. Letting the player select a higher stat modifier, if they wish, would let you have that scalability for every dungeon, without having to place a bunch of duplicate dungeons the map.


I'll second this, since I think it's a really good idea.

Preferably, the multiplier would affect the value of your trophy as well.

Re: Shifting sands

PostPosted: Mon Oct 31, 2011 8:31 pm
by The Avatar
Preferably, the multiplier would affect the value of your trophy as well.


The thing is this would either be rather pointless, because if you're good enough to beat it with better stats you probably don't need the money, or abusable because people could pump level 8 lord gobb's stats like crazy and get a lot of money.

Also, a question. When you beat the indomitable with 4 classes does it open a separate vicious version or just replace the hard one.

Re: Shifting sands

PostPosted: Tue Nov 01, 2011 5:26 am
by 232
Both the Indomitable and the Count open up separate versions.

Re: Shifting sands

PostPosted: Tue Nov 01, 2011 9:15 pm
by The Avatar
I know, I just got them both, but thanks anyways!

Actually, I like the vicious versions as they are harder, but not as hard as namtar, for example.


Beat vicious count on first try with whupazing elf paladin, and dragon shield, of course.

Re: Shifting sands

PostPosted: Thu Nov 03, 2011 1:32 am
by Darvin
Actually, I like the vicious versions as they are harder, but not as hard as namtar, for example.

While I'd agree BlahBlah isn't harder, I'd say Indomitable on vicious is harder than Namtar.

Re: Shifting sands

PostPosted: Thu Nov 03, 2011 12:21 pm
by The Avatar
While I'd agree BlahBlah isn't harder, I'd say Indomitable on vicious is harder than Namtar.

So true, so. so true

Re: Shifting sands

PostPosted: Fri Nov 04, 2011 5:55 pm
by zeemeerman2
gjaustin wrote:
q 3 wrote:I think it would be neat to have something like an "increase difficulty" preparation available for all dungeons; some of the central dungeons in particular have their own fun gimmicks (like Chokebox and Doubledoom), but quickly become too easy once you know what you're doing. Letting the player select a higher stat modifier, if they wish, would let you have that scalability for every dungeon, without having to place a bunch of duplicate dungeons the map.


I'll second this, since I think it's a really good idea.

Preferably, the multiplier would affect the value of your trophy as well.

Like done in Gemcraft Labyrinth? (Rightclick-open in new tab both images to see all of them. I changed some things... ;) )
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Quick photoshop:
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