[quote=“pisskop, post:5, topic:11500”]how does one make the game have difficulty settings? Do we set official standards to -pardon the term- measure our edicks by?
All this is is a challenge to exploit. and unlike other games how do we do this?
-less favorable npc interactions? NPCs whom you fail charisma rolls on attack or flee from you
-less items, more evo, etc? options set at default. I find the defaults skull-bleeding easy, but at what quanity is it ‘hard’ or ‘nightmare’? most ‘normal’ difficulty in games are designed to draw in more players.
Difficulty in the game rn typically means either 2 things:
-making the early game harder.
doable to a large extent by character creation. bad scenerios, stats, professions, time, season, season length, all make early game harder.
-making endgame harder. no matter how hard early gameis, a fraction of survivors get here, where they can become neigh indestructable. Its usually player error if you die, misjudging a threat or failing to bring adequaye supplies that are otherwise eadily available.
The sandboxy nature of the game discourages ‘difficulty settings’ as set by the makers in fabor of that set by the player. And with limited endgame challange (weak mpc factions, mostly simple/reactionary npc ai, no ranged monsters really, limited guns, no competition in looting, no worldstate evolution outside the reality bubble, all that) and that its up to the player to decide goals, ethics, conduct, and methods it means any ‘difficulty’ in this alpha game is artifically creayed against the grain of the current game.
but yea, im sure somebody out there has a ‘Rebalancing’ mod that tries to make the world ‘harder’. cough vv[/quote]
I guess I don’t really understand what you’re saying, but I will say your rebalancing mod (thanks to Flame for pointing that out btw) seems like exactly what I was looking for.
I’m surprised it isn’t already in the default mod list actually, but I digress.
The title of the thread was a bit dubious I guess, but I wasn’t actually looking for formal “difficulty settings”, just tweaking of existing game settings for a more challenging game, forcing the use of creative strategies like using noise, explosives, stealth etc. etc. Which your mod seems to encourage.
If you want a criteria for more difficulty, I guess that would be it (requires/allows for more creative solutions to problems), though that has less to do with increased difficulty and more with emergent game-play. I don’t necessarily agree with dividing the game into early/mid/late game and considering the difficulty of each separately as you’ve done; I’m actually fine with the game becoming easier with time and if it becomes too easy, I figure its time to retire and start over with a new (random) character. As it is, there is not enough (interesting) content in the “late-game” to be worthwhile staying there for long and it certainly isn’t fun (for me, anyway) being an indestructible titan; I’m also not trying to find new ways to “measure my edick”, I don’t play the game to “win” but just as an rpg. Losing can be fun, sometimes more fun, than winning, so long as there was a good story behind it.