lectricpharaoh
New member
- Joined
- 26/09/2016
- Messages
- 1
Are there any plans to introduce a level of parity between monsters and players? I've noticed so many things that make this game incredibly difficult, and many of them are simply because player characters and monsters are not treated the same. In fact, this makes the game hands-down one of the hardest I have ever played, and I'm on the easiest setting.
Monsters regenerate health. Sometimes, this is enough to offset the damage I can do to them. Players do not regenerate health (except for a very small amount on the casual setting, limited to the lesser of 50 health or 50% max health, whichever is lower), and everything that recovers health in any way uses up your finite resources. This doesn't seem limited to specific creature types, either- even bandits, presumably with human physiology and lacking magical regeneration, demonstrate this quality. Result: I invariably die.
Monsters come in huge packs. Even when you have multiple companions accessible, you may only use one at a time. This means that you're a duo fighting huge mobs, even when you should be able to lead a group in. There seems to be no other reason than to artificially give an advantage to the monsters. It's made worse by the fact that many times, it's next to impossible to avoid 'waking up' an entire pack. Result: I invariably die.
Monsters globally level up, without seeming to need to do anything to accomplish this. I spend hours and hours grinding, only to notice that those level 2 wolves have been buffed to level 6 or so dire wolves. Given the number of kills I must amass to gain levels, this would seem to indicate that victim adventurers in the land must outnumber the monsters by several orders of magnitude- or are they just leveling up for free, as I suspect? It makes it incredibly difficult, if not impossible, to level up enough to have a chance when the monsters automatically level up to keep pace. Result: I invariably die.
Monsters respawn at an incredible rate. The wiki says they respawn every 12 hours of game time, or nine minutes of real time, but I've noticed in some cases, they respawn far faster, such as ~30 seconds of real time. If I die, will I respawn in a matter of seconds or minutes at full health? Didn't think so. Result: I invariably die.
Experience awarded for kills is sometimes arbitrarily reduced. This seems to happen most with the accelerated spawns described above. I've noticed this happening with wraiths in the Deadwood, and bloodcrawlers in the Jabal Grotto. It's certainly not scaling the experience based on character level like some games do (ie, "this monster isn't challenging to a character of your level, so you get less or no experience"), since it happens even when I'm not leveling up. In fact, it seems a tactic designed to inhibit leveling up- well, either that or a bug. Result: I invariably die.
Monsters never miss, unless you happen to exit the tile where an attack lands or passes through. If engaged at close quarters when using a bow, I frequently receive a message that I fumble and miss. I have never yet seen this message about a ranged attacking monster fumbling and missing. Result: I invariably die.
Monsters can only be attacked on their terms. For example, take the common bandit/outlaw group that demands a payment on the road. I've tried shooting them before talking, but the arrows pass right through. I've tried using stealth/invisibility to sneak past, but they somehow nullify that ability. Only when they are ready and willing to fight do they become viable targets. Can I invoke this "can't be targeted at this time" effect for my character? Didn't think so.
Monsters have increased projectile range. If you can hit a monster with a ranged attack, it can hit you. The reverse is not necessarily true. Result: I invariably die.
I know it sounds like a rant, but I'm finding what is otherwise a nice, if as-yet unpolished, game is made incredibly frustrating and hard in all the wrong ways by what feels like brazen cheating on the part of the game. It's kind of like playing chess, and having your opponent declare that your pieces are bound by the usual rules, while his pieces all move like queens. Losing to this kind of a player repeatedly would wear thin quite quickly.
It's one thing to make the game challenging, but quite another to arbitrarily and unfairly apply different rules to the computer-controlled characters simply to give them an overwhelming advantage. Is any sort of parity planned for this game in the future, or will it be more of the same exercise in frustration?
Monsters regenerate health. Sometimes, this is enough to offset the damage I can do to them. Players do not regenerate health (except for a very small amount on the casual setting, limited to the lesser of 50 health or 50% max health, whichever is lower), and everything that recovers health in any way uses up your finite resources. This doesn't seem limited to specific creature types, either- even bandits, presumably with human physiology and lacking magical regeneration, demonstrate this quality. Result: I invariably die.
Monsters come in huge packs. Even when you have multiple companions accessible, you may only use one at a time. This means that you're a duo fighting huge mobs, even when you should be able to lead a group in. There seems to be no other reason than to artificially give an advantage to the monsters. It's made worse by the fact that many times, it's next to impossible to avoid 'waking up' an entire pack. Result: I invariably die.
Monsters globally level up, without seeming to need to do anything to accomplish this. I spend hours and hours grinding, only to notice that those level 2 wolves have been buffed to level 6 or so dire wolves. Given the number of kills I must amass to gain levels, this would seem to indicate that victim adventurers in the land must outnumber the monsters by several orders of magnitude- or are they just leveling up for free, as I suspect? It makes it incredibly difficult, if not impossible, to level up enough to have a chance when the monsters automatically level up to keep pace. Result: I invariably die.
Monsters respawn at an incredible rate. The wiki says they respawn every 12 hours of game time, or nine minutes of real time, but I've noticed in some cases, they respawn far faster, such as ~30 seconds of real time. If I die, will I respawn in a matter of seconds or minutes at full health? Didn't think so. Result: I invariably die.
Experience awarded for kills is sometimes arbitrarily reduced. This seems to happen most with the accelerated spawns described above. I've noticed this happening with wraiths in the Deadwood, and bloodcrawlers in the Jabal Grotto. It's certainly not scaling the experience based on character level like some games do (ie, "this monster isn't challenging to a character of your level, so you get less or no experience"), since it happens even when I'm not leveling up. In fact, it seems a tactic designed to inhibit leveling up- well, either that or a bug. Result: I invariably die.
Monsters never miss, unless you happen to exit the tile where an attack lands or passes through. If engaged at close quarters when using a bow, I frequently receive a message that I fumble and miss. I have never yet seen this message about a ranged attacking monster fumbling and missing. Result: I invariably die.
Monsters can only be attacked on their terms. For example, take the common bandit/outlaw group that demands a payment on the road. I've tried shooting them before talking, but the arrows pass right through. I've tried using stealth/invisibility to sneak past, but they somehow nullify that ability. Only when they are ready and willing to fight do they become viable targets. Can I invoke this "can't be targeted at this time" effect for my character? Didn't think so.
Monsters have increased projectile range. If you can hit a monster with a ranged attack, it can hit you. The reverse is not necessarily true. Result: I invariably die.
I know it sounds like a rant, but I'm finding what is otherwise a nice, if as-yet unpolished, game is made incredibly frustrating and hard in all the wrong ways by what feels like brazen cheating on the part of the game. It's kind of like playing chess, and having your opponent declare that your pieces are bound by the usual rules, while his pieces all move like queens. Losing to this kind of a player repeatedly would wear thin quite quickly.
It's one thing to make the game challenging, but quite another to arbitrarily and unfairly apply different rules to the computer-controlled characters simply to give them an overwhelming advantage. Is any sort of parity planned for this game in the future, or will it be more of the same exercise in frustration?