NPC difficulty slider
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I found that the new NPC characters were a little too easy.
I would like them to be a little more challenging, but I am not sure how much.
Some comments that I have read asked for the NPCs to be easier.
So, could there be a combat difficultly slider for the NPC characters so that players can tune their experience ?
I like this feedback
I am no FPS expert either, other players will probably need a greater challenge than even I would.
I am no FPS expert either, other players will probably need a greater challenge than even I would.
This might be a non-issue to be honest. This sounds like something that could be balanced based on location and intended mission difficulty.
This might be a non-issue to be honest. This sounds like something that could be balanced based on location and intended mission difficulty.
Couldn't agree more, found them to be an absolute walk through
Couldn't agree more, found them to be an absolute walk through
I mean, if we're really talking 'difficulty', the slider should essentially be the level of 'stormtrooper aim' for NPC's turrets and other automated AI weapons. In SE1, my primary complaint is how pinpoint accurate the enemy (especially Factorum) is from maximum range before my weapons will even 'detect and shoot back'. I warp in and I'm hit by three gauss guns in drones that appear to have shot at me from 1.4km away before I even fully warped in. That's not 'difficult', that's unbalanced. I've flown jetpack only 1km away and I'm getting picked off by heavy artillery turrets that are able to lead me (despite evasive maneuvers) and hit a space buddy flying at an evasive angle with a battleship turret.
Enemy accuracy is the key determination of difficulty assuming consistent rules for weapons/armor and such. Detection range is (I think) the secondary slider. Again if they can detect and shoot with precision at maximum range 100% of the time, that gets to 'more difficult'. This was a major topic in the archived topic about 'transponder module for antenna' (searchable) where you have ways to mask yourself and spoof allies or hide your signature so that you can get closer before detection.
I get that the topic is about how to make it harder, this would essentially be increasing detection radius and increasing accuracy (or reverse if you want more easy, natch). There might be other things that a setting like this should allow adjustment of, but those are the low hanging fruit to make things easier/harder upon a quick pondering.
I mean, if we're really talking 'difficulty', the slider should essentially be the level of 'stormtrooper aim' for NPC's turrets and other automated AI weapons. In SE1, my primary complaint is how pinpoint accurate the enemy (especially Factorum) is from maximum range before my weapons will even 'detect and shoot back'. I warp in and I'm hit by three gauss guns in drones that appear to have shot at me from 1.4km away before I even fully warped in. That's not 'difficult', that's unbalanced. I've flown jetpack only 1km away and I'm getting picked off by heavy artillery turrets that are able to lead me (despite evasive maneuvers) and hit a space buddy flying at an evasive angle with a battleship turret.
Enemy accuracy is the key determination of difficulty assuming consistent rules for weapons/armor and such. Detection range is (I think) the secondary slider. Again if they can detect and shoot with precision at maximum range 100% of the time, that gets to 'more difficult'. This was a major topic in the archived topic about 'transponder module for antenna' (searchable) where you have ways to mask yourself and spoof allies or hide your signature so that you can get closer before detection.
I get that the topic is about how to make it harder, this would essentially be increasing detection radius and increasing accuracy (or reverse if you want more easy, natch). There might be other things that a setting like this should allow adjustment of, but those are the low hanging fruit to make things easier/harder upon a quick pondering.
There are many parameters that contribute to the perceived difficulty of your enemy. It depends on the weapons they have, their AI, their number, other gear they might have (like better armor or ability to heal), their group organization, the environment, are you alone or with a group of friends, and your progression level.
The last one is particularly interesting. Imagine you have big ass battleships and all sorts of deadly drones, missiles and whatnot. You can just destroy their base without engaging with them personally and risking your life. Which is what all engineers would naturally try to do. And this is in the very gene of this game. We build better and better grids to solve harder and harder challenges.
But if you take this last aspect aside, there are plenty of possibilities to fine tune difficulty without exposing a difficulty slider of any kind. Your first enemies can have a small number, equip poor gear, use pistols instead of rifles, can heal and be disorganized. Depending on the encounter, it can be a story mission or random encounter. Those things can be changed to match the desired difficulty level.
Loot is directly proportional to the difficulty of those parameters. If you are good at FPS or play with many friends, you might prefer taking on the most difficult enemies, while if you don't feel confident, you might also choose to do other kinds of missions or progress in a completely different way, instead of lowering enemy difficulty slider. Or you might actually use more combat engineering and overwhelm your enemies with clever traps, drones, contraptions or raw power of your grids. That is totally possible. Yet it might lead to excessive damage to their grids, and you might lose precious loot or information.
So there you have it. Of course, if you face 10 enemies with rifles and can easily take on them, that feels too easy. This is in line with overpowered jetpack, backpack building, fuel and energy consumption, and everything else at this stage of the game development though.
There are many parameters that contribute to the perceived difficulty of your enemy. It depends on the weapons they have, their AI, their number, other gear they might have (like better armor or ability to heal), their group organization, the environment, are you alone or with a group of friends, and your progression level.
The last one is particularly interesting. Imagine you have big ass battleships and all sorts of deadly drones, missiles and whatnot. You can just destroy their base without engaging with them personally and risking your life. Which is what all engineers would naturally try to do. And this is in the very gene of this game. We build better and better grids to solve harder and harder challenges.
But if you take this last aspect aside, there are plenty of possibilities to fine tune difficulty without exposing a difficulty slider of any kind. Your first enemies can have a small number, equip poor gear, use pistols instead of rifles, can heal and be disorganized. Depending on the encounter, it can be a story mission or random encounter. Those things can be changed to match the desired difficulty level.
Loot is directly proportional to the difficulty of those parameters. If you are good at FPS or play with many friends, you might prefer taking on the most difficult enemies, while if you don't feel confident, you might also choose to do other kinds of missions or progress in a completely different way, instead of lowering enemy difficulty slider. Or you might actually use more combat engineering and overwhelm your enemies with clever traps, drones, contraptions or raw power of your grids. That is totally possible. Yet it might lead to excessive damage to their grids, and you might lose precious loot or information.
So there you have it. Of course, if you face 10 enemies with rifles and can easily take on them, that feels too easy. This is in line with overpowered jetpack, backpack building, fuel and energy consumption, and everything else at this stage of the game development though.
Yeah, the AI is actually pretty easy right now—at least when it comes to the Renegades. I started a new game, took out an NPC with a grinder in hand, and ever since then, I’ve been clearing out one outpost after another.
Yeah, the AI is actually pretty easy right now—at least when it comes to the Renegades. I started a new game, took out an NPC with a grinder in hand, and ever since then, I’ve been clearing out one outpost after another.
Agree. NPCs are too easy right now. Mostly due to them doing next to no damage (rifle hit often only makes you take 1% health damage). I really wish for a NPC damage slider. That makes us use the covers and medkits we get more often.
Maybe an opportunity to repair an interior turret to defend the rocket in that early mission could be a nice way to balance the higher damage they do
Agree. NPCs are too easy right now. Mostly due to them doing next to no damage (rifle hit often only makes you take 1% health damage). I really wish for a NPC damage slider. That makes us use the covers and medkits we get more often.
Maybe an opportunity to repair an interior turret to defend the rocket in that early mission could be a nice way to balance the higher damage they do
A difficulty-setting-adjustment would probably be most easily achieved by altering the spawn-rates for easier or more difficult opponents, as well as the size of the groups they are encountered in. Tis a bit silly in SE1 that you need to go Factorum-hunting to find hostiles that aren't just a solo flying 3-ish weapons of mixed ranges bolted to some single-ply paper with the prayer that whatever they run in to doesn't tear them to bits with half a dozen guns for having the audacity to demand surrender from something four times its size with appropriately more firepower.
A difficulty-setting-adjustment would probably be most easily achieved by altering the spawn-rates for easier or more difficult opponents, as well as the size of the groups they are encountered in. Tis a bit silly in SE1 that you need to go Factorum-hunting to find hostiles that aren't just a solo flying 3-ish weapons of mixed ranges bolted to some single-ply paper with the prayer that whatever they run in to doesn't tear them to bits with half a dozen guns for having the audacity to demand surrender from something four times its size with appropriately more firepower.
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