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Difficulty Discussion

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

  1. Cereas

    Cereas Subatomic Cosmonaut

    Okay buddy... Now you are being ridiculous, sorry!
    What you are suggesting is to take away the choice of the player/team to play a style they want to. What if you play with 4 friends of yours and everyone wants to play a healer, shouldn't everyone be allowed to do so, even if it is not the most optimal setup? Why wouldn't it be possible (or almost impossible) for a healer-only-team to win a bossfight? Certainly, it would take A LOT of time until the dps of a team like that crushes the boss' healthbar but it should be entirely viable! All it should take for different team compositions to be viable are different tactics and a different kind of skill. For example: A Tank has to redirect the hits to him, a DPS has to dodge a lot to avoid the hits and a healer has to keep an eye on the entire situation to provide support where it is needed. But there shouldn't be any restriction nor a big penalty connected to your choice of a class.
    Also -because you mentioned that you were against my suggestion of hard-hitting bosses- , it is just as much the choice of the player to gear entirely towards insane DPS though not being able to survive one hit of the boss, as just the choice of which block the player wants to set in order to build his base. It's the players fault if he/she desires to wear that type of equipment. He/she could have just worn some equipment parts which let him/her survive one/some hits whilst still maintaining the role of a damage-dealer. Since there won't be predefined classes in Starbound why would you still force a team of players that would like to play the entire game together into certain roles?
    Let's think about your logic one last time: What conditions have to be provided for a tank or even a healer to be necessary in a bossfight? Essentially abilities of said boss that are unavoidable which would make a tank (because he/she'd suck up the hit) or a healer (because he/she'd heal the victim of the hit) necessary. That is just plain bad (MMORPG-) gamedesign!

    Cheers, Cereas
     
  2. I'm under the impression that the typical roles - Tank, Dps and Healer - will not be in Starbound and instead the game will rely on people wearing and wielding whatever they please and handling the situation in whatever style they prefer. It is also very likely that each person will be his/herown healer, by carrying medpacks/potions to use when necessary.
     
  3. Tea Mate

    Tea Mate Existential Complex


    You didn't even read what I wrote, did you?
    It would not. Perhaps you read someone else's post, but my post was about exactly the opposite. What I said was that each role should be useful in a teamfight. I didn't say that you would have to have THAT EXACT ROLE SETUP to beat that certain boss(which, truth be told, is a stupid presumption on your part not based on anything I said). I just gave that boss fight with explanations as an example to show that in boss fights, every role would be useful. I actually argued FOR the ability of as many team-setups being able(at least theoretically, i can't imagine someone attacking a boss with 4 supports practically) to beat the boss. Of course, some team-setups should be better than others against certain bosses, but that's part of what you call tactics. And it would be nigh-impossible to make everything equal to all types of teams anyway.

    About one-hitting bosses:
    It's no longer a matter of choice in that case. Of course, you can attack the boss with 4 supports and win(if supports will be able to deal damage). But it will no longer make sense to do that. Because compare for yourself:
    DPS'S can kill it many times faster. Their skills will be useful, since they are made to deal damage.
    Supports will take a ton of time to kill that boss. Not to mention that their healing skills would be useless, due to dying after 1 hit.
    Both die from one hit.
    Now tell me, what sensible team would take a support against a boss that can 1-hit kill you? They will become unwanted and very rarely used in high-threat-level planets. Then, even if a person wants to be a support, he won't be able to use it, because it will be useless. Sure, I agree that a boss might have some charged-slow-super attack that can ALMOST kill you in one hit. And bosses in high threat level planets should deal a lot of damage, but killing top-tiered players in one hit is just plain stupid. The only games where it works are a few arcade games and bullet-hell like games.

    Wow, you can surely read. Or maybe not, because I said that every role should be USEFUL, I never said every role should be NECESSARY. Use ctrl+f if you want, you won't even find that word in my previous post.
    Next time, please read what you intend to argue against to prevent wasting my time.
    Also, I find it astounding that in the first part of your post you argue against what you presume I said which would limit player choice, and yet in the second part of the same post you say exactly the opposite, that it's the players "own fault" if he chooses to attack a boss with certain setup.
    I am sorry, but seriously, next time find out what you're talking about, make up your mind, and only THEN post.
    I believe it was mentioned somewhere that "your role will be determined by your items", and I presume that means that there will be roles, if items can determine them.
    http://community.playstarbound.com/index.php?threads/list-of-announced-game-information.450/
    Here's the quote:
     
  4. Thanks for sharing that. But now I wonder, what about taking on bosses in Singleplayer? Will the bosses' difficulty scale to the amount of players present, thus suspending the need for several roles? Or will NPCs have to be used to fill in the roles? Questions, questions. :D
     
  5. Tea Mate

    Tea Mate Existential Complex

    I think it was mentioned somewhere that boss difficulty will be scaled depending on the team size, though I can't be certain.
    What i think:
    Some things can actually be easier single player. For example it's easier to predict where the boss intends to hit. You have a better control over him and the whole battlefield as well. When in teams, you can't always be certain what another player might do; in single palayer however there's less unpredictable, because the only thing you need to predict there is a programmed AI with a set pattern of attacks.
    Also, I guess that if you intend to solo a boss, you can keep your role, and yet you'll probably have to use items a bit to the universal side.
    So it should be possible to solo bosses in single player either way.
     

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