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Difficulty Discussion

Discussion in 'Starbound Discussion' started by Karoo, Jul 18, 2012.

  1. Loki ISP

    Loki ISP Human-Cyborg Relations

    It all depends on how that difficulty is achieved. If it is an "arms race" style (bigger numbers win)......meh....I don't really care, as it will get boring.

    If, however, enemies become smarter/require more strategy/prep and not just grind as difficulty spikes, provide me a good range from 1-100, with the highest being totally optional - maybe even only providing some kind of cosmetic item/shiny. Maybe even have specific challenges that are designed with multiplayer in mind.....providing an even greater challenge for soloer and/or impetus for us all to collaborate.

    Kinda like how Guild Wars was supposed to be before Nightfall-on peverted it into a numbergrindfest.
     
  2. Watrz

    Watrz Void-Bound Voyager

    I hope they add smarter oponents on higher difficulty planets or give a certain mob type the advantage of not being spawned alone (they come with larger groups, say 5-10 (or higher). But if they go with fewer enemies i hope they make them VERY difficult for the player on the highest planets, as i like a challenge. If they actually do add very powerfull weapons, i hope they would give the weapons significant drawback (very slow movement while wielding, having very expensive ammo , draining all your energy, not being able to equip accesories Ect.), so that you still have stuff to go for but not being OP.
     
  3. Soup

    Soup Giant Laser Beams

  4. Vladplaya

    Vladplaya Cosmic Narwhal

    I hope the game is difficult, but everything should be soloble, and I hope that difficulty will scale depending on how many friends you are playing with, so if you are not soloing, its still difficult, even if you are playing same content. (should be server option to turn scaling off, of course)
     
  5. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    I'd prefer difficulty to be chosen by the player through options, but the planet level system sounds okay. But I'm honestly not fussed on having the game overly difficult.
     
  6. Serris

    Serris Scruffy Nerf-Herder

    to be honest, any boss that can 1 or 2 hit you has nothing to do with hard work, mainly with luck.

    i don't really see difficulty becoming a problem. if something is too easy, just handicap yourself. take on planet lvl 100 bosses butt nekkid
     
  7. Dr scoobie

    Dr scoobie Giant Laser Beams

    They are, Tiy said so himself.
    regardless of gear.
     
  8. Soup

    Soup Giant Laser Beams

    I agree. There's a fine line being difficult and frustrating/cheap deaths.
     
  9. Dr scoobie

    Dr scoobie Giant Laser Beams

    Insta death is horrible.
    just as horrible as 2h long boss battles
     
  10. Kix

    Kix Phantasmal Quasar

    I disagree. Insta-death moves with viable techniques to avoid said death are perfectly fine, especially when the boss has several different insta-death moves with differing escape techniques. Two hour battles are much worse because they become tedious.
     
    Dr scoobie and Cereas like this.
  11. Seburo

    Seburo Subatomic Cosmonaut

    I remember hearing about this as well and I love the sound of it.
     
  12. 11clock

    11clock Big Damn Hero

    I hope that the scalable difficulty does much more than increase enemy stats.
     
  13. What does luck have to do with anything? If a hit doesn't connect, the hit doesn't 'hit'. That's not luck, that's reflex.
     
    11clock, Cereas and WoxandWarf like this.
  14. Soup

    Soup Giant Laser Beams

    My experience with bosses which utilize 1-hit kills:

    Either it's a long fight, in which case the 1-hit kills become immensely frustrating when you get killed near the end due to a small mistake
    OR it's a short fight, in which you die a couple times while learning the boss's moves, after which it's trivial to beat.

    Neither of these options is particularly appealing (though neither is the bullet sponge method.)

    I think my point is: single mistakes getting you killed is not good design and it's not fun.
     
  15. Soup

    Soup Giant Laser Beams

    Never played it, but that sounds like the right sort of balance I'm looking for.
     
    WoxandWarf likes this.
  16. Serris

    Serris Scruffy Nerf-Herder

    if the boss deals the 2shot attack twice and die, it's bad luck. then you have to retry until he doesn't do his 2shot attack. over and over and over.
     
  17. Haruhi Suzumiya

    Haruhi Suzumiya Scruffy Nerf-Herder

    Getting hit by an attack isn't bad luck...
    You can evade...
     
    WoxandWarf likes this.
  18. It's not difficult to anticipate in Starbound's style of combat. You *can* see where the enemy is and where it shoots. Not unless there is a hitscan move, which there likely won't [and if there is, there likely won't be any killer hitscan moves. That's definitely a dick move], it is completely possible to completely manuever through combat.

    Agility and speed != Luck

    The only 'luck' you'll ever get is when you're standing still in the midst of battle.
     
  19. Serris

    Serris Scruffy Nerf-Herder

    if you can only be hit once or twice you can be as agile as you like. if you get hit you're dead. since computer AI is based on an rng, this means luck and a favorable RNG.
     
  20. Haruhi Suzumiya

    Haruhi Suzumiya Scruffy Nerf-Herder

    RNG doesn't force you to get hit.

    Let's say there is a boss that has move that is a powerful laser beam. The AI can try to hit you, but it can miss because you quickly dart out of the way, that is skill, not good luck. If he hits you, it is your mistake, not bad luck.

    If a move was a spread attack that you can't dodge, but has a 50/50 chance of hitting or missing, that is luck, because you can't control if you get hit or not, and I'm pretty sure this won't be in the game.
     

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