Does the slider adjust the encounters automatically or does the author have to manually input the size and difficulty of each encounter depending on the choices available?
(Asking as a player, so don't get too technical please ).
Well, with a difficulty slider you adjust what encounters do players sees. Eg.
If you choose "easy" in dialog prompt you'll not spawn anything, only story driven encounters.
If you choose "medium" you'll spawn additional packs that are sepparated from story driven encounters (to not make it too hard).
If you choose "hard" you spawn hard encounters on top of story driven packs along with patrolling encounters.
What you'll do with each dialog prompt is your own choice, but you should rather keep encounters very simple (only easy and standard encounters) as trash mobs.
The reason I asked is, I was giving feedback on a quest with a slider and having run it on all modes (easy, normal, hard), I didn't see any difference in difficulty between the three.
When you linked to the bug list, I thought perhaps I was going to read it was a known issue with the slider, but I am obviously missing the reason for you putting that link in
So I am not sure I am any the wiser, but thanks for helping anyway.
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lolsorhandMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 981Bounty Hunter
edited July 2013
You have to manually make encounters spawn/despawn depending on choice, so yeah manual :P (You bind the spawn/despawn to a certain dialogue prompt.)
Yes, the foundry author has to put in all the encounter choices - there is no difficulty slider provided by Cryptic. It is an attempt by foundry authors to allow some adjustment by the players due to problems seen with Cryptics level based scaling. It might be super-easy at lower levels, but then nearly impossible at level 60. So authors have attempted to allow some compensation.
Comments
If you choose "easy" in dialog prompt you'll not spawn anything, only story driven encounters.
If you choose "medium" you'll spawn additional packs that are sepparated from story driven encounters (to not make it too hard).
If you choose "hard" you spawn hard encounters on top of story driven packs along with patrolling encounters.
What you'll do with each dialog prompt is your own choice, but you should rather keep encounters very simple (only easy and standard encounters) as trash mobs.
Besides:
http://nw-forum.perfectworld.com/showthread.php?237862-FAQ-Foundry-Tips-Manuals-Tutorials-amp-Bugs
Siegebreaker - NW-DGDPWV2U5 - story about the ambush, escape and great rescue of the city.
I'm a streamer and I know it!
The reason I asked is, I was giving feedback on a quest with a slider and having run it on all modes (easy, normal, hard), I didn't see any difference in difficulty between the three.
When you linked to the bug list, I thought perhaps I was going to read it was a known issue with the slider, but I am obviously missing the reason for you putting that link in
So I am not sure I am any the wiser, but thanks for helping anyway.
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
Thank you lolsorhand, that is exactly what I wanted to know
I can give proper feedback to the author now. Thanks again.
Encounter Matrix | Advanced Foundry Topics