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Ideas for the Foundry after Aug 22 patch

lightbringer1102lightbringer1102 Member Posts: 69 Arc User
edited August 2013 in The Foundry
I noticed that like most online games, the difficulty of an enemy is directly proportional to the enemies health. In other words, the health increases as the only indicator for the enemies difficulty as the major part. Specifically in the foundry, it's frustrating to try to edit a single boss type encounter and make it a hard encounter. What about DPS (damage per second)? it's almost non-existent in this game for solo encounters, I mean we as players have an enormous advantage on DPS over encounters because we can customize our characters.

So, when I fight a single boss in a foundry quest, all I have to do is move away from his strikes because I have no one else to pay attention to. Most single encounters have a long strike animation, so it's easy to out maneuver them even without a blocking(guardian) or dodging(thiefling) skill. The point is, either there is too few many solo encounters or somehow cryptic has to increase those solo encounter's DPS. I'm not talking about group encounters, because many would say to just add more creatures to increase the DPS and therefore you'd have a hard encounter.
but why can't we fight solo boss type encounters in the same caliber of a hard group encounter within the foundry quests?

Second, there must be away to be able to make our foundry encounters to detect the size of the party doing our quests when it goes live? So the encounters difficulty will get "upgraded" automatically as players add on to do our quests. Lots of games have this mechanic already, because we as foundry authors we don't want to worry about making our quests for group or solo. I believe DIABLO 3 uses this mecanic, where when a player joins the party, the difficulty of the monsters increases instantly and automatically.
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Post edited by lightbringer1102 on

Comments

  • klixanklixan Member Posts: 447 Bounty Hunter
    edited August 2013
    Hehe I have the opposite desire, I want to make monsters easier! :) But that's because I'm designing missions for solo players.

    However, if we just had the ability to customize the encounters to suit our needs, then everybody would be happy.

    For instance, I really like ogres, but I'll never use them because I consider them too hard. So if I had the ability to edit their hitpoints and damage to tone them down a notch, then that would be brilliant.

    Ah well, I guess we can hope!
  • lightbringer1102lightbringer1102 Member Posts: 69 Arc User
    edited August 2013
    klixan wrote: »
    Hehe I have the opposite desire, I want to make monsters easier! :) But that's because I'm designing missions for solo players.

    However, if we just had the ability to customize the encounters to suit our needs, then everybody would be happy.

    For instance, I really like ogres, but I'll never use them because I consider them too hard. So if I had the ability to edit their hitpoints and damage to tone them down a notch, then that would be brilliant.

    Ah well, I guess we can hope!

    Yes, but if your designing your quests for solo players, and people can still do your quest in a group in-game? So if they decide to do it as a group even if it's designed for solo, your encounters are going to be extremely easy for them? With my idea, even if they do your quest as a group, it will still be easy but at least it will offer a bit of a challenge since the encounters would get an upgrade because it will detect the group size. But you still won't be worried about your quest being overly difficult. It's just more realistic and simplified. Also, if I had the ability to tone their difficulty, I would do so in terms of DPS. Since your Ogre example, even if you give him 200 000 hit points, I could eventually bring him down. Why, because I will constantly dodge his attacks and could do so without drinking a potion.
    Part#1 (Belial) NW-DCVQ737WR
  • klixanklixan Member Posts: 447 Bounty Hunter
    edited August 2013
    I see where your coming from and I like your idea. I too played Diablo and I think you could change the difficulty by typing 'players 8' or something like that.

    My only issue is, I'd like to keep it optional. For instance, I have a quest that's specifically designed to be easy for new players and solo players. By rights, a group should find it ridiculously easy.

    But this week, I had a group of three newbie players run it and they all seemed to like it and they all left me positive reviews. So I would hate to take that choice away from people.

    But this is why I think difficulty sliders are so brilliant! I just wish they were easier to implement. I think your idea could work very nicely with difficulty sliders by making the whole process automated. All I ask is that players can still chose which level of difficulty they want, regardless of group size.
  • antonkyleantonkyle Member Posts: 776 Arc User
    edited August 2013
    klixan wrote: »

    For instance, I really like ogres, but I'll never use them because I consider them too hard. So if I had the ability to edit their hitpoints and damage to tone them down a notch, then that would be brilliant.

    What class do you play? I play a GF and I think ogres are really easy. The reason being is they are so obvious with there attacks. All of which I can just block. Also because I'm a Dwarf I can just run through there legs. Same with my TR Halfling, just keep running through his legs, he can't hit me.

    Now I don't know what they are called but it's a hard encounter (two) and they vanish and reappear. They are hard for me. Block doesn't work for half their attacks and they are always right on top of you. Not come across them yet in the foundry and they are always re-skinned when I play against them.

    Also, you probably know but I thought I'd mention it just in case. you can re-skin any encounter. So you could have Ogres by doing this. But if it's the combat then that won't help.
  • klixanklixan Member Posts: 447 Bounty Hunter
    edited August 2013
    I play a cleric, but I'm the most hopeless cleric in the game! It's just as well I'm a solo player, cause trust me, you don't want me on your team!

    I know the monsters your talking about and they're another good example of monsters I won't use (I can't remember their names either). I've tried your trick of reskinning encounters, but sometimes the sound messes up. It's kinda silly having an ogre running about yelling 'For the Nasher's' for instance :)

    With a bit of luck, I'm just hoping they'll give us the ability to customize our own encounters (including monster sounds!).
  • antonkyleantonkyle Member Posts: 776 Arc User
    edited August 2013
    Dose the stance not change the sound? I'm not sure. Shame if not.

    Cleric is what I did first. Got to mid thirties and thought, oh HAMSTER I'm HAMSTER! So I feel your pain, It's an odd one, imo I just want to heal if I'm a healer, there is just too much of a balance with the cleric. I have played a healer in every MMORPG I have ever played. The Cleric was a huge disappointment for me. I almost ditched the game over it. Then I rolled my TR which was good, much better but still not great for me. A couple of weeks ago I decided to delete my Cleric so I could play a GF as I thought they looked pretty good while pvping. Since then I have found a new love of the game. They are just great. Both for PVP and PVE.
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