Jul 12, 2005, 11:17 PM // 23:17
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#1
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Jungle Guide
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A possible fix to make the game harder.
I personally feel that this game is getting to easy and that ANet takes any suggestions for making it easier to heart. I have a way to keep everyone happy. Add a difficulty slider like in Morrowind. In morrowind you could move the slider from 0 to 100 with the default at 50. Give players the ability to change the difficulty after their account has beat the game.
The higher the difficulty the better the drops but the stronger the monsters. THIS WOULDN"T CHANGE THE PLAYER AT ALL. (Keeping them the same in PvP). This is how it would work for every 1 point increase on the difficulty slider every monster gets +2% Health, Energy, and Damage dealt (Possible also increasing the chance to use skills like enchant removal and such).
The drop rate should also increase by .2% for every notch the difficulty is increased.
This would work like this: A Hydra has a 1% chance to drop a crystalline sword on normal difficulty, on 100 difficulty (the max) the hydra has a 10% chance to drop the same crystalline sword. The drop rate would also be lowered so that at 0 difficulty NOTHING at all drops. No materials. No gold. NO nothing. But you would now be able to pwn those pesky mursatt
XP should also be increased or decreased by the same amount. I.E. at 0 difficulty nothing gives you xp but at 100 difficulty you gain xp*1.1.
To stop a person being dragged through a harder difficulty than they can play the instance is loaded based on the LOWEST DIFFICULTY SETTING IN THE PARTY. Say that 7 people have the difficulty set to 100 and 1 person has it at 75, the whole instance is now set to the 75 difficulty level. A persons current difficulty level should be added next to their name so that there are no mistakes in forming a party.
The difficulty level should only be changeable in towns/outposts and not during an instance.
As I already stated on your first run through the game you have to play at the default setting. This is to teach people the basics and so that they know the story.
To stop people from abusing this by putting the difficulty to 0 to complete a quest this should be added: A quest can only be completed if your difficulty is at least 45. Yes this is 5 points lower than the default but what happens when you just can't find a good group for villainy and need to use henchmen? The easier difficulty compensates for the bad PUGS. Could this be abused slightly? Yes, but most of this game can be slightly abused (look at the griffon run video for proof) stuff like that was probably never intended by ANet and by comparison abusing this would be a minor abuse.
Please post either constructive criticism, suggestions for improving this idea, possible flaws that you see, or your support and why you support the idea. Explain all your posts: No "This idea sucks." Explain why the idea sucks. Please try to stay on-topic and I will ask a mod t o delete the off-topic posts as I am tired of all the suggestion threads getting filled with off-topic drivel.
BTW Here is another thread were this idea was partially brought up and it has a little discussion about it in their. http://www.guildwarsguru.com/forum/s...578#post240578
EDIT: Look at my third post on the page before commenting.
Last edited by EmperorTippy; Jul 12, 2005 at 11:30 PM // 23:30..
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Jul 12, 2005, 11:23 PM // 23:23
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#2
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Mop bucket
Profession: W/Me
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This isn't a one player game, this is a group game so the difficult can't be increased without making it harder for new players or lower level players.
Now they lowered the number enemies and implemented a smart A.I then it might just work.
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Jul 12, 2005, 11:25 PM // 23:25
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#3
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Jungle Guide
Join Date: Jun 2005
Guild: DOOM
Profession: E/N
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I am reminded of the Diablo 2 /Players 8 command.
The problem with this is that people would keep it at a hard difficulty until they come to a hard mission, then they would put it at zero. In my opinion this would make the game too easy.
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Jul 12, 2005, 11:26 PM // 23:26
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#4
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Jungle Guide
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I mentioned that the dificulty would be unchangeble until AFTER your account had beat the game. I.E. Killed the L--- in Hells Precipice. I also said that the difficulty of the instance is based on the lowest difficulty in the party so if 1 person has it set to 50 and everyone else has it set to 100 the difficulty for the whole instance would be 50 for evertyone in the party.
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Jul 12, 2005, 11:30 PM // 23:30
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#5
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Jungle Guide
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Look at the above post and were I stated that if the difficulty is below 45 mission and quest completion doesn't count and you arn't teleported to the next town after compleating the next mission. Maybe this could also be added: If difficulty is below 45 player can't play any mission after the one they have to beat even if they run to it and they can't enter any new instances or towns/outposts if difficulty is less than 45. This stops quickl skill runs also.
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Jul 12, 2005, 11:32 PM // 23:32
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#6
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Jungle Guide
Join Date: Jun 2005
Guild: DOOM
Profession: E/N
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Quote:
Originally Posted by EmperorTippy
Look at the above post and were I stated that if the difficulty is below 45 mission and quest completion doesn't count and you arn't teleported to the next town after compleating the next mission. Maybe this could also be added: If difficulty is below 45 player can't play any mission after the one they have to beat even if they run to it and they can't enter any new instances or towns/outposts if difficulty is less than 45. This stops quickl skill runs also.
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If you are still able to put the difficulty below 45 on missions, then this would be abused by jerks who would put it lower just for the "fun" of annoying the heck out of people (I know this is far-fetched, but it could happen, and there are enough jerks for it to happen).
Also, I am sorry for not reading through all of your post (though I had, but it turns out I hadn't)
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Jul 12, 2005, 11:36 PM // 23:36
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#7
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Jungle Guide
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It's ok its kinda long. Because of the jerks is why I added the bolded part.
Quote:
Originally Posted by EmperorTippy
To stop a person being dragged through a harder difficulty than they can play the instance is loaded based on the LOWEST DIFFICULTY SETTING IN THE PARTY. Say that 7 people have the difficulty set to 100 and 1 person has it at 75, the whole instance is now set to the 75 difficulty level. A persons current difficulty level should be added next to their name so that there are no mistakes in forming a party.
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Jul 12, 2005, 11:39 PM // 23:39
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#8
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Wilds Pathfinder
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I'd rather let Anet decide how to set the difficulty in their game.
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Jul 12, 2005, 11:41 PM // 23:41
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#9
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Jungle Guide
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Quote:
Originally Posted by crazy diamond
I'd rather let Anet decide how to set the difficulty in their game.
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As I stated in the bold print please explain why this is a bad idea and why ANet should decide how to set the difficulty ingame.
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Jul 12, 2005, 11:50 PM // 23:50
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#10
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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One thing that Battle.net didn't do was allow the players the "freedom" to set the difficulty per se. The more players, the more difficult the mission and all that within the context of the level of the game you were playing (i.e. normal, nightmare, hell levels).
Something like this is doable in GW, I'd say. The harder the mission (UW, FoW), the higher the level of difficulty and the higher the level of the monsters. Add into that mix the NUMBER of players on a mission...the more players, the more difficulty is added to the mission's base. If a player chooses to work with henchmen, the same would apply.
If players drop, a percentage of the mission's "difficulty" drops with them, thereby not penalizing the players that are left to complete the quest/mission.
Also, the amount of experience should rise with the difficulty. That would be a nice feature as well.
Last edited by Aniewiel; Jul 13, 2005 at 12:02 AM // 00:02..
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Jul 12, 2005, 11:57 PM // 23:57
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#12
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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No, I read the whole long diatribe. What I was NOT doing is saying that it should be done exactly as Diablo did it. What I was suggesting is that something along those lines could be done easily and would accomplish what it is you're suggesting. And, as a matter of fact, I didn't make any "judgement" on whether or not Battle.net's plan was "right" or "wrong", nor did I open up a discussion of their merits. I used them as an -example-.
Guess I should just keep my flipping mouth shut if I don't have anything worthwhile to add, hm? Geez.
Quote:
Please post either constructive criticism, suggestions for improving this idea, possible flaws that you see, or your support and why you support the idea. Explain all your posts: No "This idea sucks." Explain why the idea sucks. Please try to stay on-topic and I will ask a mod t o delete the off-topic posts as I am tired of all the suggestion threads getting filled with off-topic drivel.
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I thought my reply fit YOUR parameters rather well. *shrugs* Sorry for saying anything, that's for damned sure.
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Jul 12, 2005, 11:59 PM // 23:59
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#13
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Academy Page
Join Date: Mar 2005
Location: Canada
Guild: Furniture Liberation Army
Profession: N/Me
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Quote:
Originally Posted by EmperorTippy
This isn't supposed to be about what Battle.net did or didn't do and wheather it was good or bad. This game is made for a team of 4,6, or 8 players unlike Diablo were you could solo the whole game if you wanted. I don't mean to sound mean but did you even read my entire first post and not just click the link at the bottom which is the olny place Diablo is mentioned?
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chill pill dude, she agreed with you.
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Jul 13, 2005, 12:03 AM // 00:03
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#14
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Jungle Guide
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Sorry if I sounded snotty and you are right it does fit my paremeters. I don't think that doing something were difficulty is based on the number of players would work in GW merely because of the fact that it is built for a team while Diablo was built for a single person. It appears that ANet want's to promote playing as part of a team not as a single person. Having difficulty based on the number of players promotes soloing becauses it is easier while in my way at the higher difficultys you couldn't solo anything after ascalon.
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Jul 13, 2005, 12:06 AM // 00:06
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#15
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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Apology accepted...I've had a bad day so I am sorry as well.
But if someone opts to "solo", perhaps the amount of experience and the difficulty meter is reduced to it's lowest acceptible level for the area -regardless- of how the player has it set.
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Jul 13, 2005, 12:07 AM // 00:07
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#16
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Jungle Guide
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You know, there are also other ways of increasing difficulty. Instead of going into FoW with 8 people, try 6. Try non-standard builds. Try using a party full of Necromancers and Mesmers only. There are lots of things that you can do to make the game more difficult.
This idea would just make botters much more effective. If they dial down the difficulty enough, they'll have safe farming against high level mobs. The only way to stop this would be to drastically reduce the drop rates, but that would just hurt the legitimate player who sucks at the game.
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Jul 13, 2005, 12:35 AM // 00:35
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#17
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Jungle Guide
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Quote:
Originally Posted by theclam
You know, there are also other ways of increasing difficulty. Instead of going into FoW with 8 people, try 6. Try non-standard builds. Try using a party full of Necromancers and Mesmers only. There are lots of things that you can do to make the game more difficult.
This idea would just make botters much more effective. If they dial down the difficulty enough, they'll have safe farming against high level mobs. The only way to stop this would be to drastically reduce the drop rates, but that would just hurt the legitimate player who sucks at the game.
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I already can solo all of UW except the coldfires and when equipped right I can get them about 50% of the time. Its still to easy. I have cleared FoW with a 4 man team already and am thinking of trying a 3 man next.
As for what Aniewiel said. Why? The difficulty is set by the player and if they can solo it than good for them but by the time the drops are noticble better all the farming build I am now aware of would be nuteralized. the monsters more damage health and energy along with actually using enchantment stripping stops most of the solo farming builds.
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Jul 13, 2005, 12:38 AM // 00:38
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#18
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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The farming builds you know NOW may be neutralized. That said, and as the article about MMO sweatshops indicated, it won't take them long to "fix" that and make it doable by a bot or some other type of exploitation.
Having AN set the difficulty slider is the only thing that will reduce the likelihood of exploitation.
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Jul 13, 2005, 12:44 AM // 00:44
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#19
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Mop bucket
Profession: W/Me
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Quote:
Originally Posted by Sam Katha
chill pill dude, she agreed with you.
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Considering the people the people in this board jump on one another I'm not surprise he responded the way he did.
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Jul 13, 2005, 12:45 AM // 00:45
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#20
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Smite Mistress
Join Date: Jun 2005
Location: The Land of AZ, USA
Profession: Rt/E
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Quote:
Originally Posted by CaptainGuru
Considering the people the people in this board jump on one another I'm not surprise he responded the way he did.
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What's that supposed to mean? I've only very rarely posted here and... clue me in, would you?
If my post came off as nasty, it wasn't intended to be that way.
*is utterly confused*
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