freakie1one said:
Sure, if you take my suggestions to the extreme they wouldn't work. But I never suggested that CDPR should (and I would hope they would have the common sense not to).
But it's the extremes that the suggestions would have to hold up to because else you'll have to do such things like TW2 insane, where the only added difficulty stems from not being able to correct mistakes that led to your death. (This is what keeps me from playing insane, I'd like to have another chance when making a bad mistake without having to replay the whole game.)
When it comes to reaction times they simply need to find a reasonable number that works (say in the range of 25%-50% slower reactions). Instead of having an attacker react in 1 second he'll now take 1.5 seconds. This might not seem like a lot but gameplay-wise this would be enough to give people without as much twitch reflexes a chance to react.
Yeah, sure it has to be in certain bounds. But this makes it only part of the difficulty solution. As just this little more reaction time alone will never make the game really easier or harder.
Your logic behind modifying enemies damage modifiers is also flawed. Of course it would still take into account your armor and all your other stats. You simply decrease all damage by a percentage before you calculate any stat modifiers (like armor, potions, etc.). So if an enemy would normally do 25 base damage, now he hits you for 20 instead.
All right so the basic damage is lowered by x% by your armor and stats. But then it's raised at the same time by y% by the raised difficulty multiplier. So in case of x=y you'll just have the same damage with better armor due to more damaging enemies.
You also criticize my idea behind having different (key word being different) enemies using better AI late in the game to keep the game challenging. A nekker would always use the nekker AI, no matter when you encountered one. Meaning that yes, if you encountered a nekker late in the game you'd have no problem killing one (which gives you a sense of actually becoming more powerful). But this doesn't mean they can't have other types of enemies later in the game that use more advanced AI.
So for a smoother difficulty curve you'll have to have many different enemies in the game (much coding and modeling to do) and additionally have to explain why this enemy appears there suddenly and weaker enemies vanish (or the areas get as overcrowded with some strong and many weak but annoying enemies like the swamps in TW1).
It can be done, but it has to be handled with intensive care as to not break immersion by just switching/removing weaker enemies.
You can twist my words and take everything to the extreme to try and make it look silly. If I would have known this was your intention I would have given very specific examples to prevent this kind of nonsense. Anyways, I hope I made my suggestions more clear now.
It was never about making your ideas look silly, it's just that I always like to discuss almost all possibilities (and that includes possible problems and how to solve them) of any idea.
Good for you, if you have specific solutions for specific problems but unless you list those I am not willing to assume you got a solution to the problem as I have to believe that you can't have a solution for every problem.
This is about some asking the game to be made really hard while others demand the game to be nearly as easy as watching a movie. That's why we'll have to check if the extremes are a viable option because we need them to meet the expectations.
freakie1one said:
It's impossible to add random factor to every part of AI's code. If it would be then every game developer would do so - it would close a gap between human and AI. But it's impossible because of amount of work and testing that it would require. Even Crytek known for their devotion towards programming realistic AI didn't do it and yet their AI program was so complex, that when they were making Crysis 1 for consoles they had to program new AI, because consoles CPU were unable to handle old one that was used in PC version - it required to much of computing power.
If GM are able to make easy and hard campaigns in PnP Cyberpunk then it should be possible to make it also in its adaptation.
All right so no completely random AI actions. I think the AI doesn't need to behave 100% like a human but it would still leave room for improvement from the current state of the art.
And I still don't see the problem in implementing rules for AI facing AI since both just have a certain set of possible options, thus limiting the code needed.—In fact you'd need those unlimited possibilities only for AI facing humans since you can never think of all possible actions a human would take...
freakie1one said:
AnDr01d - as others have said, if the rationale for having only one difficulty level is to save costs, your proposed solution doesn't really address that.
Nor, I think, does it meet the needs of those saying that they want a difficulty level that is less challenging than the hardest possible. There's a big difference between "not wanting to play on insane" and "wanting guided play", and I don't think that anybody who has posted here criticising Costin's comments would be happy with guided play as the only alternative, so you'd be pleasing no-one.
DA:O has a tactics pseudo-scripting system, and has mods that allow you both to extend the scripting and to automate the controlled character as well as the companions. I've spent a LOT of time setting up tactics so that I could reach the point where I could sit back and watch during combat. The challenge was in designing the tactics, and seeing them work. If the game hadn't just played my tactics, but had designed them as well, I would have had absolutely no interest in it, and I would definitely not have considered doing such a thing on a first playthrough.
OK, so it's not the all-in-one solution I thought it to be in the first place.
But expanding the idea this system would allow for a broader range of difficulties. If you combine the standard way of changing difficulties via AI modifiers with my idea you'd have let's say 3 difficulty levels with the unguided play and again 3 different levels with the guided system. That should make it possible to satisfy almost everyone, wouldn't you say?
You see, I was just searching for a way to make games insanely hard for those that enjoy this and still keeping an option for making it ridiculously easy for those that merely seek entertainment.