/SELF BRAG MODE ON
I think honestly that this solution is the best possible
(I realize that maybe wasn't clear how I explained it, hopefully after tomorrow's blog post will be completely clear)
Oh, this boss is SOOOO hard. I better grind against a few goblins, and come back later. ... Oh no, the boss is now two levels harder than before. This is SOOOO unfair.jack1974 wrote:Why discourages grinding?
Well, I agree. But then, if a fight is too hard, I lower the difficulty, and think nothing about it. For me the autoleveling means that I do not need too much fiddling with difficulty, or thinking about if doing the sidequest makes the game too easy or not doing it makes the game too hard. Others have a competitive streak, and NEED to fight all fights with minimum party AND at the highest level.I think honestly that this solution is the best possible
Well the boss is two level harder if your party is two level harder. So is relatively the same level as beforeLonestar51 wrote: Oh, this boss is SOOOO hard. I better grind against a few goblins, and come back later. ... Oh no, the boss is now two levels harder than before. This is SOOOO unfair.
Well, nobody will force you to fight the fight with all party members (apart the early stages when there aren't many). So those who wants that can do it.Lonestar51 wrote: Well, I agree. But then, if a fight is too hard, I lower the difficulty, and think nothing about it. For me the autoleveling means that I do not need too much fiddling with difficulty, or thinking about if doing the sidequest makes the game too easy or not doing it makes the game too hard. Others have a competitive streak, and NEED to fight all fights with minimum party AND at the highest level.
Which is exactly my point: Some people will want to play with "hard" or "impossible" settings, but still grind their way to having easy wins.jack1974 wrote:Well the boss is two level harder if your party is two level harder. So is relatively the same level as beforeLonestar51 wrote:Oh, this boss is SOOOO hard. I better grind against a few goblins, and come back later. ... Oh no, the boss is now two levels harder than before. This is SOOOO unfair.
With this system the relative difficulty of battles remains intact (more or less).
Does this mean that a goblin with a random build will be sometimes easy (wrong skills chosen by RNG) and sometimes very hard ("right" skills chosen by RNG)?But wait, while the enemy base values will align to the party, obviously as your party levels up, they'll learn new skills and be more powerful. Don't think that with this system there's no more strategy in building your party. Choosing one skill instead of another can change some battles radically already at lower levels. [...]
Same thing for the enemy, they have various skills like for Loren. The only change is that the base values are more balanced, but two identical Goblin could have very different skills (one that targets a single party and another with area of effect damage) so the battle will be very different too.
I balance that by checking the items available, but those who like to grind will be able to earn enough money to buy better equipment. The grinding will still be "active" but different, for example getting a weapon with a specific elemental damage that works against a specific enemy race, or vice versa armors that offer a protection against an elemental damage. To be honest I can't really say how well that works at this point since I'm only testing the plot battlesLonestar51 wrote: BTW: How are you balancing the skill-gain with the equipment-gain? Assuming I get XP for two levels ups, but depending on the route taken I might either have two rusty daggers as loot, or some +100 swords of smiting. This could upset the balance as well.
I can decide the range of randomization, by default I just put a small one (+/- 5% change of values) so that doesn't break anything. For random/optional encounters I might do more randomization so could be fun to play, like a sort of random challenge and not fixed battlesLonestar51 wrote: Does this mean that a goblin with a random build will be sometimes easy (wrong skills chosen by RNG) and sometimes very hard ("right" skills chosen by RNG)?
As I recall, there was a degree of "autoleveling" in the original Loren as well, but it wasn't fully linear as some stats were affected more than others. The cyclops, for example, were more dangerous at level 22 than at level 18. With strike-through, they could kill one of your back row mages or thieves with a single attack at level 22, while at level 18 they needed two. You may have nerfed Cyclopses a bit since, but the underlying "autoleveling" is still there.jack1974 wrote:I balance that by checking the items available, but those who like to grind will be able to earn enough money to buy better equipment. The grinding will still be "active" but different, for example getting a weapon with a specific elemental damage that works against a specific enemy race, or vice versa armors that offer a protection against an elemental damage. To be honest I can't really say how well that works at this point since I'm only testing the plot battlesLonestar51 wrote: BTW: How are you balancing the skill-gain with the equipment-gain? Assuming I get XP for two levels ups, but depending on the route taken I might either have two rusty daggers as loot, or some +100 swords of smiting. This could upset the balance as well.![]()

Winter season? I thought the game was called "seasons of the Wolf"?jack1974 wrote:it's towards the end of second chapter. In Winter Season there are four,
Lonestar51 wrote:yes, that is me.jack1974 wrote:Bah you nit-picking people!![]()