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Stream of consciousness: Difficulty is difficult

  • Marrend
  • 08/21/2011 06:54 PM
  • 2550 views
Considering recent comments, this game's too hard for it's own good. Thus, allow me to take a step back, and consider how I "balanced" this in the first place.

For Matsumori Days, I basically averaged out all the character's stats, and put those values into a character slot. If I was building a critter that was supposed to be level 3, I looked at what the values were for the "average" level 3 character. STR and/or INT were based on how much damage the critter "wanted" to do. Which, itself, was based off whatever the maximum health of that level character was at (normally 10% of health, with bosses 25% of health). It mostly worked in Matsumori Days because the party size was fairly consistant at four. Four bodies to distribute damage to, as it were, evened things out.

For full disclosure, I essentailly used the exact same calculations for this game's creatures. Which is, probably, where this game's difficulty lies. There's only one character to soak the damage. Not to mention that there's no reliable on-feild mana restoration like there was in Matsumori Days.

The obvious choice seems to be to reduce the damage that creatures "want" to do. However, I haven't the slightest clue what numbers to aim for. Arbitrarily, I'm going to be using 5% of health for normal foes with 15% for boss foes to see how that pans out.


As for indicating where the maps transition, I'm looking at the "!Flame" set, but if there's a better/more approripriate suggestion, I would like to hear of it.

Posts

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chana
(Socrates would certainly not contadict me!)
1584
What is "!Flame" set ?
Marrend
Guardian of the Description Thread
21806
"!Flame" is one of the RTP pieces. The contents include, most notably, a "shiny point" that I think I've seen used for treasure hunts. That's the graphic I think I want to use for area transition, but I'm uncertain how it will show up with the snowy areas. I'll be playing around with it, certainly.

Anyway, the initial tests are in: the first boss can be defeated as early as level 22 rather than 30, and the very last boss (that I only bothered to attempt at level 50) can be defeated as early as level 35. Then again, with how this game works, this isn't as much grind as it sounds. Much better overall, though.

That's just altering the enemy damage output. Should I move health values, it's possible the bosses can be defeated earlier. I'm deliberating over changing the health values, but I'm just overall happy with how that turned out!
chana
(Socrates would certainly not contadict me!)
1584
I think it's important you REALLY ease out the foe the player grinds with, so the grinding is not too painful; remember the LT, the player didn't manage to beat one single foe, so how do you level up with that?!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
How late in is the first boss? Because going from level 1 to 22 in any short amount of time seems like grinding overkill no matter what game it is (even going at a 1:1 ratio of battle-to-level) unless the boss is a couple of dungeons later into the game than most.
Marrend
Guardian of the Description Thread
21806
Odd note: I was doing some test-battles with some normal fights before I finagled with numbers, to see how bad things were. I found that the "two skeletons" battle simply could not be won with a Level 1 character. Or, if it was possible, the case was pretty unlikely (a skeleton had to miss at least once). Testing with a level 2 character, I managed to survive, though I can't tell you much health (or mana) I had left.

While the above problem is pretty much negated, I will still have to run through the game to see, exactly, how much grinding is involved. If I find myself being bored at all (The grinding I did before this latest re-vamp was quite boring, I'll admit.), it's probably time to do something else. I don't quite know what yet, but something!


*Edit/update: I've got the first boss down to being manageable, but tough, for a level 15 character. I'm still going off test battle data, though, so who knows what this means in reality. Saying that, it's totally totally possible to obtain that without too much grinding. Anyway, the last boss is still bent on being faced by a level 35 character. My aim is to tone him down to be manageable, but tough, for a level 25 character (as the hardest encounter in the game is on the tough side for a level 20 character), but I've no idea what that could translate to when actually playing the game. I technically want players to be at level 30 before that fight, but allowing an earlier victory should be possible.


*Edit/update: The numbers I was using simply were not working with me. The final boss was insistent on being faced by a a level 30 character. So, bosses (in general) got another cut in damage output, dealing about 10% of health rather than 15%. It's possible, but rough, to defeat the final boss with a level 25 character using battle test data. In reality, well, I'm getting to that.

I know that to get to Level 12 (minimum level needed to defeat the first boss as of current re-vamp), to 20 (minimum level to defeat hardest normal foe), players have anywhere between 4 to 22 fights (very largely depending on what one fights, and survives to tell the tale for some cases). To achieve level 25 from 20, we're talking on the order of 5-33 fights (again, very largely depending on what one fights). I obviously haven't totally gotten rid of the grinding factor, but I think I'm happy enough with this outcome.


*Edit/update: That must have been the quickest playthrough of any game I've ever done. Like, ever. 17 minutes and 43 seconds according to my end-of-game save file. Perhaps I did grind a bit after fighting the first boss, but, seriously, I don't think difficulty is as much of an issue anymore.
Marrend
Guardian of the Description Thread
21806
I took a peek at calunio's article, and, suffice it to say, he had trouble with the game's difficulty. This just makes me downhearted, as I must assume he got the "fixed" version that is linked to the "main download" which is also linked to the event.

To me, it's not that hard. That statement can be taken with a grain of salt, however, as I know how this game is supposed to be approached. Maybe, if I had someone other than me playtest this thing, I could have avoided making this blog altogether!
You should always know that any player will find your game harder than you, always. So if it's hard for you, it's super hard for the players. If it's ok for you, it's hard for players. If it's easy for you, it's ok for players, and so on.
author=Marrend
I took a peek at calunio's article, and, suffice it to say, he had trouble with the game's difficulty. This just makes me downhearted, as I must assume he got the "fixed" version that is linked to the "main download" which is also linked to the event.

To me, it's not that hard. That statement can be taken with a grain of salt, however, as I know how this game is supposed to be approached. Maybe, if I had someone other than me playtest this thing, I could have avoided making this blog altogether!

You know, it might not be a bad idea to just ask for one or two beta testers before your release. It looks like there are more than a few people following most of your projects that I'm sure would be glad to help.
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