The Dink Network

Eternal suicide has the right idea

March 19th 2004, 08:15 AM
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Arik
Peasant He/Him
 
If players (and I should know, as I play like this) pile all their levels into defense and none into attack, then eventually it become both impossible for monsters to hurt the player, and impossible for the player to hurt the monster, without very high attack/low defense scores on part of the enemies. But this makes high attack/low defense play somewhat binary. This doesn't seem fun I remember playing through into the "after" section of LOT and finding myself barely able to hurt some of the enemies - it took me ages to kill one bonca in particular, relying mostly on magic.

How on earth do all you makers of long d-mods manage to keep the game balanced?
March 19th 2004, 09:23 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
I design my enemies around a certain type of character. I could make them level-based, but that would take a LOT of extra scripting...
March 19th 2004, 09:33 AM
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MadStalker
Peasant He/Him Finland
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Well, not really but it would be still annoying to make. I hate cheating btw. It takes all the fun away what's in playing a dmod. But it's definitely acceptable when butchering the bugs in a own dmod.
March 20th 2004, 04:19 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
You have been balancing the Temple of the Ancients? I can barely get past the first screen...
March 20th 2004, 04:43 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
About the cheating in development phase, I agree, but you have to play it trough without cheating at least once, just to check if it isn't impossible.