Difficulty setting

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darkgod
Master of Eyal
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Difficulty setting

#1 Post by darkgod »

In next beta there will be a difficulty setting to choose (at birth it cannot be changed in game).

Easy mode
Easy game setting
All damage done to the player reduced by 20%
All healing for the player increased by 10%

Normal mode (default)
Normal game setting
No changes to the rules.

Nightmare mode
Hard game setting
All damage done to the player increased by 20%
All healing for the player decreased by 10%

Insane mode
Absolutly unfair game setting
All damage done to the player increased by 20%
All damage done by the player decreased by 20%
All healing for the player decreased by 20%

I was pondering if achievements/unlockables should be enabled in easy mode, maybe not ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

paboperfecto
Wyrmic
Posts: 216
Joined: Tue Mar 31, 2009 7:45 pm
Location: New Mexico

Re: Difficulty setting

#2 Post by paboperfecto »

I would think not for achievements/unlockables in easy mode. However it might be neat to have a dialog pop up saying what they would have gotten had they been in normal mode, just don't write it to the file that those things are saved in.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Difficulty setting

#3 Post by Frumple »

Sweet monkey gods, unlockables yes, achievements no, with some achievements only attainable at higher difficulty levels. It'd make it less tempting/necessary to crack open the memory editor in order to play the whole game instead of just parts of it. Giving a reward for braving the gauntlet is a good idea, but blocking core content (S'hard to get more core to a *band lineage RL than race/class combos) is a bit of jerk move, yanno'?

A bit early on to make sure the player's got mechanics down before rampaging with the good stuff is all well and good, but holding out on the people who can't navigate the land of unavoidable insta-death easily is just harsh, and not in the equitable and fair manner of curbstomp that RLs normally deal in. At the most, I'd suggest limiting non-easy unlockables to particular item sets or non-story areas/monsters; bonus content, basically.

Gwai
Sher'Tul
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Joined: Wed Apr 27, 2005 1:55 pm

Re: Difficulty setting

#4 Post by Gwai »

Love the game, so I'm not complaining but it does strike me as odd that the strongest and thus easiest classes are locked and the weaker classes are out for the beginners.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: Difficulty setting

#5 Post by madmonk »

Gwai wrote:Love the game, so I'm not complaining but it does strike me as odd that the strongest and thus easiest classes are locked and the weaker classes are out for the beginners.
Which means a steep learning curve for beginners...

It is also a good point because if the curve is too steep they will be put off.

A question of game balance.
Regards

Jon.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
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Re: Difficulty setting

#6 Post by darkgod »

Well archers have the same advantage as mages: distance

With the diffilculty setting in next beta and the rank affecting stats this beta this should be much nicer to begginers
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: Difficulty setting

#7 Post by madmonk »

I agree, the tweaks you did to this beta gave me the feeling it was easier...

Still dying but at least I am advancing a level or two before I do.
Regards

Jon.

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