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Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 3:59 pm
by Stompp
Depending on the amount of coding required, a specific doppleganger or at least derived difficulty area would be neat... But the rewards would need to be considered... Maybe each mob was only a partial doppleganger? 100% of one stat, 50-75% of your others, depending on the type of doppleganger? If you weren't a balanced build, you'd get hammered though if you were all offense.
As cool as it sounds, the biggest obstacle is obviously the coding required, apart from the custom enemies, enemy types, areas and quest lines (optional)... A dynamic enemy as opposed to something read out of a table/db is kind of a PITA...
Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 4:55 pm
by sorrow
How hard would it be to code a shape shifter? Instead of a doopleganger which looks like and has everything that the player has, the shape shifter and look like the player but has its own stats.
Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 5:31 pm
by Tomcat
Stompp wrote:Depending on the amount of coding required, a specific doppleganger or at least derived difficulty area would be neat... But the rewards would need to be considered... Maybe each mob was only a partial doppleganger? 100% of one stat, 50-75% of your others, depending on the type of doppleganger? If you weren't a balanced build, you'd get hammered though if you were all offense.
As cool as it sounds, the biggest obstacle is obviously the coding required, apart from the custom enemies, enemy types, areas and quest lines (optional)... A dynamic enemy as opposed to something read out of a table/db is kind of a PITA...
You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.
Why do you think the doppelganger needs to be nerfed?
To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 5:37 pm
by sorrow
Just for coding reasons that's why
Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 6:36 pm
by Ian
Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.
Why do you think the doppelganger needs to be nerfed?
To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I'd also like to see real doppelgangers, not just nerfed ones.
Simulating items would be no problem because they are represented by the stats. Skills are most times included in the stats as well. The only problem is caused by actorconditions acquired through skills and items.
Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 7:51 pm
by Tomcat
Ian wrote:Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.
Why do you think the doppelganger needs to be nerfed?
To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I'd also like to see real doppelgangers, not just nerfed ones.
Simulating items would be no problem because they are represented by the stats. Skills are most times included in the stats as well. The only problem is caused by actorconditions acquired through skills and items.
Actually, that's true that equipped gear is essentially captured by the stats, so you could just copy the stats at the time of (activated?) spawning. A few skills like Taunt, Cleave, Evasion, and the higher crit skills would take more coding to clone. But does your doppelganger get the same number of potions as you? Where do you draw the line?
Re: Monsters level up with the player + difficulty setting
Posted: Mon Jul 29, 2013 8:05 pm
by sorrow
I think the doppleganger should have its own gear that mimics your gear and sense its a monster have no potions
Re: Monsters level up with the player + difficulty setting
Posted: Tue Jul 30, 2013 3:44 am
by Pyrizzle
Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.
Why do you think the doppelganger needs to be nerfed?
To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I say give it the full power of the player... people who have strong builds with really high Ac would need to figure out something clever to be able to survive the fight.
Re: Monsters level up with the player + difficulty setting
Posted: Tue Jul 30, 2013 9:56 am
by Thystonius
Pyrizzle wrote:Tomcat wrote:You're correct that the coding is the issue. I wish I knew that code, to know how hard it would be. Sometime in the next couple of releases, I want to get into the code more.
Why do you think the doppelganger needs to be nerfed?
To me the major complication would be copying the gear, and the skills that aren't simply reflected in the stats.
I say give it the full power of the player... people who have strong builds with really high Ac would need to figure out something clever to be able to survive the fight.
Exactly, at a certain point in the game there is nothing to do but mindless grinding, or even for some who have everything, it is just another level... nothing wrong with some crazy challenge to put your hero to the test

Re: Monsters level up with the player + difficulty setting
Posted: Tue Jul 30, 2013 2:41 pm
by sorrow
You know what might be a good idea is to put in a battle tower. When you enter the tower they have fighters and monster you can fight but as you go up the tower the monsters get harder and harder till you reach the top were you have to fight the doppleganger and if you are able to beat him then you get a grand prize. And every 10 floors you get a bed to rest along with 10 potions. You start with 10 potions (either major or bmps) any other items are stripped from you till you exit and apon exit you get them back. Also you may leave after every 10 floors.