-Scourge Posted June 15, 2014 Posted June 15, 2014 (edited) would it make it more balanced? or at the least make it easier to balance? here's what i mean. -increase our shields by x5, our health by x10, our armor by x2, our damage by x1.5 -increase the enemies' shields by x5 their health by x10, their damage by x2.5 (maybe increase spawn rate aswell?) these numbers are just an example --------------------------------------------------------------------------------------------- what inspired this idea is mostly the stalker and pvp in warframe. you could die almost instantly for 2 main reasons. your health/shields/armor is too low or their damage is too high so what if DE buffed what keeps us alive greatly and buffed the damage slightly?instead of nerfing everything. (enemy level scaling would be tweaked to be fairly balanced with this changed) edit: lets say. currently you have 300 shields and 500 hp. and the stalker dealt 400 damage per a hit. you'd die in two. what if you had 1500 shields and 5k hp and the stalker dealt 1000 damage per a hit you'd die in atleast 6.5 hits so 7 hits and that's not even factoring in armor. it isn't even close to the same. edit 2: the idea is to basically boost hp/shields so we don't die instantly but also increase the damage done/dealt a little bit just so it doesn't become a bulletsponge fest. edit 3: a big change in numbers may be hard to adapt to. so.. :alt scaling: -increase our shields by x2.5, our health by x5, our armor by x2, our damage by x1.5 -increase the enemies' shields by x2 their health by x5, their damage by x2.0 stalker example with these changes lets say. currently you have 300 shields and 500 hp. and the stalker dealt 400 damage per a hit. you'd die in two. what if you had 750 shields and 2500 hp and he did 800 damage per hit you'd die in 4.06 hits so 5 hits ____________________________________________________ so what if this happened.. would it be better or worse? will be making a new thread with a similar idea but better. edit: here it is! Armor 2.0 And Survivability Mods ABANDON THREAD Edited June 16, 2014 by -Scourge
Aciaj613 Posted June 15, 2014 Posted June 15, 2014 Well you see Mr. OP. That CANNOT happen by any means. The %s we use for mods would cause the numbers to go off the scale if we were to upgrade our health by 420% with 5x the increase.
OriVerda Posted June 15, 2014 Posted June 15, 2014 If you basically double everything than all it will do is make those damage markers produce more digits. Reminds me of that time someone made a Command and Conquer mod where he beefed up everything in game. The result was that everything played exactly the same as it normally would have without the mod.
Marthrym Posted June 15, 2014 Posted June 15, 2014 Well, multiplicating every aspect by the same amount would ultimately change... nothing.^^' Except numbers maybe.
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 currently the damage players can dish out on other players is over their hp+shields combined. if we buffed their hp+shields way more than buffing the damage, how is it the same?
Metalarcher Posted June 15, 2014 Posted June 15, 2014 Or you could just lower all these values, and actually change them while doing so...I can stand in front of a Crewman's Dera for like 15 seconds without anything really happening...why is that? Inflating the values but keeping the same meaning just overcomplicates things...
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 Well you see Mr. OP. That CANNOT happen by any means. The %s we use for mods would cause the numbers to go off the scale if we were to upgrade our health by 420% with 5x the increase. yes, it will go over the current scale. i'm saying let's make a new scale.
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 Or you could just lower all these values, and actually change them while doing so...I can stand in front of a Crewman's Dera for like 15 seconds without anything really happening...why is that? Inflating the values but keeping the same meaning just overcomplicates things... that's one way to do it. but how low can you go? by making a new more balanced scale. you can open up a path for new content. a good example of this is a game called runescape. they had to x10 the scale of their hp and damage twice just to make room for new content.
Renegade343 Posted June 15, 2014 Posted June 15, 2014 The mechanism you proposed basically means we are fighting with larger values. Which translates to same gameplay flow, but with larger numbers. Which means we are still on square one.
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 (edited) The mechanism you proposed basically means we are fighting with larger values. Which translates to same gameplay flow, but with larger numbers. Which means we are still on square one. that's not exactly the case. you see i gave everything different values so it doesn't "stay the same" example 5x shields and 10x health to 1.5x damage is not the same. what would be the same is 10x shields 10x health 10x damage Edited June 15, 2014 by -Scourge
Renegade343 Posted June 15, 2014 Posted June 15, 2014 that's not exactly the case. you see i gave everything different values so it doesn't "stay the same" example 5x shields and 10x hp to 1.5x damage is not the same. what would be the same is 10x shield 10x health 10x damage It will still be relatively the same nonetheless when we multiply that to the existing values (higher values).
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 (edited) lets say. currently you have 300 shields and 500 hp. and the stalker dealt 400 damage per a hit. you'd die in two. what if you had 1500 shields and 5k hp and the stalker dealt 1000 damage per a hit you'd die in atleast 6.5 hits so 7 hits and that's not even factoring in armor. it isn't even close to the same. Edited June 15, 2014 by -Scourge
Renegade343 Posted June 15, 2014 Posted June 15, 2014 what if you had 1500 shields and 5k hp and the stalker dealt 1000 damage per a hit you'd die in atleast 6.5 hits so 7 hits and that's not even factoring in armor. it isn't even close to the same. Remember enemy damage is scaled exponentially. By multiplying everything, you make the curve steeper.
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 Remember enemy damage is scaled exponentially. By multiplying everything, you make the curve steeper. i didn't mention this in my post because i thought it would be obvious that if this was implemented, De would tweak the scaling in game modes like defense/survival... etc.
LukeAura Posted June 15, 2014 Posted June 15, 2014 Scratch that.Reverse it. We need to reduce the effect of scaling but with the same idea in mind. All damage has to be reduced, as well as tweak enemy scaling. Why? Because Guns have damage outputs that range from 200 at base to 20,000+ at the high end in a very condensed level system. 100x more powerful than they start. 300 vs. 30,000, but with relatively more health to compensate just means further removing our ability to make meaningful nondamage choices.
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 Well, multiplicating every aspect by the same amount would ultimately change... nothing.^^' Except numbers maybe. for answering your question: it would be the same. If you basically double everything than all it will do is make those damage markers produce more digits. Reminds me of that time someone made a Command and Conquer mod where he beefed up everything in game. The result was that everything played exactly the same as it normally would have without the mod. this will change nothing. pay more attention to the numbers, please multiplying everything by the same amount will change nothing. does x10 health to x2.5 damage taken look the same to you? if so then i'm sorry i've got nothing more to say.
-Scourge Posted June 15, 2014 Author Posted June 15, 2014 Scratch that. Reverse it. We need to reduce the effect of scaling but with the same idea in mind. All damage has to be reduced, as well as tweak enemy scaling. Why? Because Guns have damage outputs that range from 200 at base to 20,000+ at the high end in a very condensed level system. 100x more powerful than they start. 300 vs. 30,000, but with relatively more health to compensate just means further removing our ability to make meaningful nondamage choices. tbh there is another way to achieve the goal my idea tries to accomplish. (buff survivability and make room for stronger weapons) by reworking the armor system. buff it and make it clear how much damage it absorbs. and make it absorb damage dealt to shields as well. there.
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