Most other mods made right now are on a smaller scale (which I prefer since I am a control freak). Since that is nearly impossible to accomplish, varying up encounters through pacing helps make variety. Having very hard enemies to kill will wear players out after a couple of encounters and it will become annoying to go through unless every single fight feels dynamic and unique. You claim here that having a lot of monsters makes everything AoE-centric, which is completely true when the design is done poorly. The idea is that if you only ever have smaller, stronger monsters then your strategy is going to get samey. So pacing isn't purely about managing easy versus hard encounters, but also changing things up by giving you tons of weaker monsters or giving you smaller encounters with larger, tougher ones. Not only is pacing dependent on the genre of game you are designing, but also based entirely on the mechanics and methods in which the player can overcome the challenges. Pacing is a pretty complex subject, and it really hard to get right. I don't really understand why you are being downvoted, but let me explain to you what I mean: There are a lot of things in your messages that honestly display your lack of understanding in what you are talking about. Do I want to change them to be more in line with my vision of the conversion I am making? yes. I left them for people to transition through to synergies with for a reason. It sounds more like you want to play the game in one manner ("and for outlanders to actually have a chance (hehe)") and haven't found the mod to be what you personally want. Some things won't translate perfectly and I don't balance based on low pop, but its there for those who feel the need for less, or for lesser computers. People like yourself who want the 'less is more' variation can do so with LOW POPULATION version of synergies which I keep up to date with the main HIGH POPULATION version. You do realize there are in fact two different versions of the Mod for this very reason. Idk, it just seems like the way this mod is taking the game is in bad taste, considering the amazing design of enemy abilities and player spells. Sam_Geist was awesome enough to clue me in on some pertinent information i was missing before, and while my opinion mostly hasnt changed, i am a little more accepting of what the mod is and will become. right now i could do it in my sleep, all i have to do is spam 2 or 3 buttons and presto, loot.Įdit: i would like to thank everyone for their replys. then you are forced to play strategically, you know, dodging stuff and actually PLAYING the game. so why not just have enemies be REALLY FUCKIN HARD to kill, but have much much fewer of them. repulsion hex is almost completely worthless, and yet to be an outlander it would seem that an ability like that is crucial to survival. the idea that i can pull a ranged mob to me and stun it (guaranteed if i have 5 charges) seems like that would be something to build fights around. The amount of abilities that are not viable in this scenario make me want to cry. Why does everyone think this is so great? i mean, kudos to the guy who made it, but.wtf? wade through hundreds of mobs, aoe them down.
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