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Now that we have a new difficulty level

15 replies [Last post]
Thu, 08/01/2013 - 06:20
Thimol's picture
Thimol

let's give it actual difficulty.

Y'know, the old stuff?

Enemies being able to change direction while attacking and not taking an eternity to actually hit the knight hip-thrusting at their face. Oh, and menders being a threat, and not a nuisance that you had to chase to the ends of the observable universe just to bonk their heads and lift their wallets.

Thu, 08/01/2013 - 06:35
#1
Bopp's picture
Bopp
too hard

Programming-wise, it's much easier to increase the monsters' healths and damage outputs. But I agree that better AI is more interesting than larger numbers.

Thu, 08/01/2013 - 08:47
#2
Thimol's picture
Thimol
-----

Programming-wise, it's much easier to increase the monsters' healths and damage outputs.

you forget it was like what I just said at one point in time. They probably have it archived or something. If not they have time until the next update to stick it in.

Thu, 08/01/2013 - 08:53
#3
Juances's picture
Juances

Yes, but they'd need both systems. With health, it's just a variable multiplied by a number depending on diffuculty.

Thu, 08/01/2013 - 08:56
#4
Theopholis's picture
Theopholis

I can definitely get behind this. I'd love to see some of the old AI coming back on Elite mode.

Smarter Enemies are more fun, require more skill to fight, and don't cause much of a hardship on the servers.
Health-Buffed Enemies are boring and just take a lot of hack-and-slash to kill. No harder on the servers at least.
More Enemies is the worst option. Luck begins to play a huge roll in the fight, it's still as boring, and it causes more lag.

Thu, 08/01/2013 - 08:57
#5
Bopp's picture
Bopp
yes, I know

Yes, I know that it was like that (wolvers used to be interesting), and I know that you said so. But I stand by my comment. Putting that code back in may be more than a cut-and-paste job, and it would certainly require testing. It's much easier to scale up some numbers; the code already exists for party size.

I'm not really arguing with you. I want the same thing you do. I'm just not holding my breath. :)

Thu, 08/01/2013 - 09:00
#6
Thimol's picture
Thimol
-----

@Juances: That I can concede, though faster attacking COULD simply be a coefficient of time or gblgdg? And with menders, [I think] it could be a matter of deleting/adding a whole metric tonne of code, assuming they still held on to it.

Well, they did overhaul a heating and crafting system, no? This should be small potatoes in comparison, if not just as large.

and it would certainly require testing.

why

Thu, 08/01/2013 - 09:03
#7
Thimol's picture
Thimol
-----

Also I don't want to belittle the work programmers/coders have to put in. It's certainly a tedious, strenuous and lengthy job that requires much precision, and mistakes are certain with the large amounts of text coding requires.

I'm just saying that this needs to be addressed eventually.

Thu, 08/01/2013 - 09:13
#8
Theopholis's picture
Theopholis
Cake, and grief counseling, will be available ...

"and it would certainly require testing."
"why"

Everything should be tested.

Thu, 08/01/2013 - 09:40
#9
Jenovasforumchar's picture
Jenovasforumchar
Whaaaaat?

They only increased the damage output and the health bar of enemies in Elite Mode?

I really thought they actually were talking about improving the AI (or simply reactivate the old code for Elite Mode)

my vote for a AI improvement.

and all updates need testing before they get released. what would be if they just release it and as effect no more gremlins would spawn in normal mode because anything important got overwritten?

Thu, 08/01/2013 - 09:56
#10
Grimranger's picture
Grimranger

I agree. Nick said that they have some things to add to Elite mode though.
I expect to see the changes in 6 months to a year.

Thu, 08/01/2013 - 10:05
#11
Shamanalah's picture
Shamanalah
my 2 cents

It's funny to see Vanguard derping when not spawn killing everything on FSC

This is for too few % of the server player base... No -1

Only a hundred people would enjoy it out of the thousands that are playing. And thousands would rage about it and whine on the forum. Making you the minority.

They got it right. This is just a beginning. New changes got in, accepted. Now it's time to move on...

To quote Nick:

"But that’s not all! We’ve got plenty more surprises in store for the future. So gear up and prepare for more of what you love from Spiral Knights: cooperative, action-packed adventures with your friends in a world unlike any other! (Just be sure to feed your sprite before you leave.)"

Thu, 08/01/2013 - 10:11
#12
Thimol's picture
Thimol
-----

Everything should be tested.

I'm pretty sure that was already tested. In beta. A rollback to the good ol' days (when you could get a bolt of tanned leather for a nuckuhl!) won't require anything new.

Thu, 08/01/2013 - 11:15
#13
Burq's picture
Burq
Actually...

As much as I'd like some enemies to return to being an actual threat (devilites and wolvers, but specially wolvers), returning some of the old behavior would suck hard: I dont want retrodes to hit me immediately the moment they spawn again (with lag, they used to be one of the things that would actually kill me and it just felt cheap) or zombies to gain their homing jump.

That said, I do support that Elite mode gives monsters a tweaked harder AI: right now, the only thing that really gives me trouble in Elite mode is Trojans beign able to tank 2 unboosted blitz charges and t3 arenas; with so much hp, menders become such a pain in the ass having Venom Veiler around feels almost necessary in everything but gremlin arenas. Everything just takes more hits but forces you to actually put attention since hearts, pills and vitas drop a lot less in elite mode.

Seriously, I've gone dozens of random elite runs without seeing a single vitapod dropping!

Thu, 08/01/2013 - 11:37
#14
Fauxhownd's picture
Fauxhownd
And while were at it, how

And while were at it, how about making the loot better, like you guys promised? I get better loot in Advanced than I do in Elite.

Thu, 08/01/2013 - 11:43
#15
Owlert's picture
Owlert
.

I'd like to see more of those rotating balls of damage, like in Shadow Lairs and Ghosts in the Machine. I like fighting around those things! It wouldn't give the hardcore community the easily accessible difficulty they crave, but that would be an interesting way to add difficulty. Gun puppy room in FSC with that, anyone? :}

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