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Topics - Sern

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Not sure if this has been covered elsewhere.

Was simply curious if the player, during some point in the story or via other measurements of progress, will ever have the option to find their own nook in the world to call home? If so, what would that look like? Or is your home that tent you carry around in your pack?

Outward / Suggestion - Custom Difficulty Modes
« on: August 13, 2015, 06:54:32 pm »
It would be awesome if players could modify a variety of game mechanics prior to starting a game, separate from default difficulty levels. This would allow players maximum flexibility in how they engage with the game and allow them to determine their own preferences. To me, some of the best games allow the player to decide, within reason, how they want to engage with the game world. They do this without compromising the original premise of the game or its integrity. It's still the same game but it does not tell the player, "no you can't do that this way because <reasons>."

More on this suggestion here.

Outward / Suggestion - Solo vs. Coop & Plausible Enemy Scaling
« on: August 13, 2015, 05:58:44 pm »
The following is in regard to the enemy AI difficulty variations depending upon solo play vs. cooperative as well as scaling during character progression.

My hope is that enemies in the world will scale appropriately, plausibly, and without combat or immersion being too awkward with the changes in enemy capability. Might I suggest that rather than simply making enemies stronger to compensate there is, instead, a greater emphasis on adding a greater number of encounters and/or enemies per fight to provide that feeling of being a bit overwhelmed rather than whacking on the same enemy that unrealistically refuses to die simply due to an overinflated health pool.

Also it would be really nice to see enemies that don't just engage in combat differently and have varying combat abilities but also those which utilize widely varying strategy and tactics during engagements forcing the player to evaluate their opposition and dynamically alter their approach (or retreat) on the fly.

There definitely should be a feeling that, under certain circumstances, an opponent is simply too cunning or powerful to face at a particular time. You must retreat to survive but once better prepared the fight would be on more even terms. Players such as myself become too bored and the world begins to break down in immersion when you feel like there's no opponent out there you have to be truly afraid of, even once you near end-game. I've noticed this in many games for me and it's a difficult balance. Once you achieve a certain level of ability where you fear almost nothing, what's the point? At the same time, you want to provide the player with a feeling of progress whether it be through physical, mental, or magical prowess, or through weapons and gear.

P.S. - Please don't go the route of what Skyrim did with combat difficulties. Yes, I really enjoyed that game. I played just over 1k hours of it but it was not without its faults. Increasing difficulty merely gave HP and defense buffs to enemies. It did not transition AI to more challenging combat routines. It was the same AI combat routines, just harder to kill for an unexplainable reason (lore wise). Completely immersion breaking. When I increase AI difficulty I want them to employ different and more challenging strategy and tactics against me in battle, not become demi-gods that must be stabbed or whacked dozens of times to take down. I know this requires extensive programming to differentiate AI behaviors but I believe it will be worth it if this is deemed a reasonably achievable goal given your time and budget.

Thanks to anyone who took the time to read.

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