Emails are disabled - for account issues, post in #help on the NI Discord.

Adjusting Wave Boss Spawn Mechanics
#19
(28-01-2025, 09:54 AM)DR. Wrote:
(28-01-2025, 08:56 AM)Hamsterino Wrote: A higher difficulty mode without any drops would be nice to have besides the "normal" servers, as a challenge (like the halloween challenge). As an idea, why not bring back 20 waves, so there's 5 extra waves to make actually finishing a run considerably harder, which I'd find a lot more entertaining than just making the existing bots more challenging.

Making runs talking longer as a form of difficulty isn't the best game design in my opinion. Its punishing the person that may only have 2 hours they can game each week for an example

If this hypothetical run takes a little bit over an hour to complete and this guy can only game 2 hours every week.. ehh

1. you cant actually finish 2 full runs because you only have the time for 1 and a bit
2. If they wipe from a silly mistake on wave idk 17 It takes a longer amount of time to get up to that wave 17 again vs wave 13 etc

It's not about how much time one has to play, since the amount of time it takes for one run to be completed will always be the same for everyone (roughly). I mean, how long does a run today take, 30 minutes? I don't think adding 5 waves doubles that, but even if it does, then the guy who only has 2 hours can only play one run, so be it. You could say the same right now: ''What about the guy who only has 1,5 hours per week to play, he can't finish 3 full runs because he only has time for 2 and a bit''. I believe we're talking about a pretty rare case here anyway, and you'll never be able to satisfy everyone like that.

(28-01-2025, 09:54 AM)DR. Wrote: Making things difficult in terms of combat where players skill is actually rewarded and more importantly, in this game, communication I think is better suited for the majority of players.

There's only a few ways coming to my mind to make combat more difficult:
1. Increasing bot health: lame, since it just takes longer to kill them, which won't impact the run that much, unless it takes so much longer that it becomes frustrating (imagine a follower taking 10 volcs to the head before he dies)
2. Increasing bot damage: speaking as a sentry main: lame, since you're onehit by many things already. other than that, this might be the most logical decision, especially since RG got an extra 2 shield skill and even cades aren't an issue if you've got 3 engis
3. Turning off auto-block for everyone: no explanation needed, that's a horrible idea
But doing any of these without any other (better) idea would be like removing 1/4th of the classes for no reason.
Would be a shame to put a single Durendal as a loot history...
(ignoring the Ebonwood Pike)
(ignoring the Gloves of Vidar)
(ignoring the Rupturers)
(ignoring the Sun Glaive)
(ignoring the Thunder Pike)
(ignoring the Rending Bolts)

Completed Solo Runs: Beginner, Normal, Hard, Cavalry, Ragnarok All Of Them


Messages In This Thread
Adjusting Wave Boss Spawn Mechanics - by Venom - 27-01-2025, 08:15 PM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 12:42 AM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 02:15 AM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 05:01 AM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 09:54 AM
RE: Adjusting Wave Boss Spawn Mechanics - by Hamsterino - 28-01-2025, 12:44 PM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 08:33 PM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 01:09 AM
RE: Adjusting Wave Boss Spawn Mechanics - by Spek - 28-01-2025, 01:29 AM
RE: Adjusting Wave Boss Spawn Mechanics - by DR. - 28-01-2025, 10:54 PM



Users browsing this thread: 45 Guest(s)