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Posted: Tue Jan 23, 2007 7:06 pm
by Fury IX
Huh I didn't know any of this. It seems stupid to me... how do you take it off?

Posted: Wed Jan 24, 2007 12:28 pm
by Tireces
Fury IX wrote:Huh I didn't know any of this. It seems stupid to me... how do you take it off?
You mean health bonuses and handicaps Fury ?

...

Posted: Wed Jan 24, 2007 3:01 pm
by TheHelmet
Well, Fury, then just play at normal, since there aren't any adjustments at that difficulty, or better yet, play heroic or legendary and give the dark a little edge..

Posted: Wed Jan 24, 2007 3:11 pm
by Pyro
Fury IX wrote:Huh I didn't know any of this. It seems stupid to me... how do you take it off?
What seems stupid? No one seems to be against the idea of difficulties that actually do something.

Posted: Wed Jan 24, 2007 6:18 pm
by Fury IX
Well say the game is set up so that the dificulties adjust to # of players in the game rather then how stupid the players are, there should be a way to make it all the same. It seems maps would get unbalanced, as we get more enemy, we get weaker as well? I guess considering I never noticed before its not a huge deal but I still think health levels and resistance should be determined by the map maker rather then the engine maker.

Posted: Wed Jan 24, 2007 6:30 pm
by Graydon
You as the mapmaker also have the ability to give the player more units on higher difficulties to compensate though, don't you?

Posted: Wed Jan 24, 2007 6:35 pm
by A-Red
If you really wanted, you could give all the units an artifact in certain difficulties that evens it out by altering resistances.

Posted: Wed Jan 24, 2007 6:50 pm
by Pyro
Instead of using difficulties to set how many players there are you could add scripting to have the map test how many players there are and add them accordingly. Or stick to one difficulty like Normal... or Legendary as your default.

Posted: Thu Jan 25, 2007 9:16 am
by Tireces
Ok lets back to topic for a second couse Im completly lost.
Do player units have more health (hit points) on lower difficulty levels or they just have better ristance for all attacks ?

Posted: Thu Jan 25, 2007 12:33 pm
by TheHelmet
ChrisP wrote:Timid = Player units resist damage better, giving them an equivalent of 200% health. Enemy AI units attack slower with a 1 second additional pause between attacks.

Simple = Player units have a 120% or 125% health equivalent, I'm not exactly sure which. Enemy AI units have an additional .5 second pause between attacks.

The above only applies in solo/co-op, of course. No non-scripted adjustments for Normal through Legendary.
Is it that hard to just check the first page on the topic again?

Posted: Thu Jan 25, 2007 4:51 pm
by Tireces
TheHelmet wrote:
ChrisP wrote:Timid = Player units resist damage better, giving them an equivalent of 200% health. Enemy AI units attack slower with a 1 second additional pause between attacks.

Simple = Player units have a 120% or 125% health equivalent, I'm not exactly sure which. Enemy AI units have an additional .5 second pause between attacks.

The above only applies in solo/co-op, of course. No non-scripted adjustments for Normal through Legendary.
Is it that hard to just check the first page on the topic again?
Uhh.. thx I guess, but I have already read that. (no ": : roll : :" tho ;) )
If you decide to scroll down a bit first page of this thread Helmet, u will find post saying that units take less damage instead of having more health, so its why I'm asking again :P

I assumue that on higher levels than normal Light units have less HP's.
75%, 80% on heroic ?
50% on 25% ?

Posted: Thu Jan 25, 2007 5:35 pm
by ozone
Clearly CP states, "No non-scripted adjustments for Normal through Legendary."

sooooo..I guess not?

:wink:

Posted: Thu Jan 25, 2007 5:58 pm
by Tireces
ozone wrote:Clearly CP states, "No non-scripted adjustments for Normal through Legendary."

sooooo..I guess not?

:wink:
Heh I somehow didnt believe ya ( maybe couse my real name is Tom ;) )
So I have just made a lil test . And you were...RIGHT :D

On Legendary, Heroic and Normal difficulties a Thrall always need 8 hits to kill a warrior.
On Simple - 10 hits
On Timid - 15 or 16 hits ( and once I think he needed even 17 hits - not sure tho - I was always week @ mathematic ;) )

..

Posted: Sat Jan 27, 2007 8:53 am
by TheHelmet
Well, to clarify my post, just check Gray's and ChrisP's last two posts on the previous page. Now that you've completed your own testing of the matter, I guess nevermind though. 8)

Posted: Sat Jan 27, 2007 10:06 pm
by Cobalt 7
Wait, so Myth TFL had no slowdown feature, Myth 2 added in 1/2, and 1.4 added 1/4 ? Crazy.


Has the idea to add a 6th difficulty level ever been undertaken?