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Once I add Tenth Street weapon options (to support more people's play style), I will replay the arena. I'm not going to adjust any balance before that.
That being said, based on your comments it sounds like making heavy dude 2 easier is a viable plan and increasing the difficulty of the last two fights.
Personally I don't want the Caryards to require too much grinding (as its boring with just one enemy spawn point). There is a karma cheat in the bed to help avoid it, but it would be better to simply adjust the first fights so you can afford to leave and grind elsewhere.
I'm looking forward to the basic weapon options too. Thank you for the hard work.
So if you grind 200 karma in the caryards (bless your little soul) and the areana guys are now 200 karma higher. So the fights stay challenging, regardless of player 'level'.
No with the unlimited grinding availability here, that system would cap out... But you could keep things interesting all the way up to about 225-250 karma. After that, there aren't any scaled baddies premade in DFDC. You could try to increase them after wards, but I don't think anybody really wants to fight (2) 300 karma hitmen every 25 seconds for 47¥.
I have never played the original game, and really decisions like this are squarely on my colleagues shoulders, since this is really his baby.
Personally think it's a mistake to make super powered early baddies that you can 'come back to later', but I don't really feel strongly about it either way.
I rebuilt the arena to run smoother, added the mages clone mechanic, and balanced it where I thought it was appropriate for the early characters. If it needs to be modded some more for new tweaks, or I got the 'feelings' of it wrong, I'm not offended or anything. Mod away.
:)
About the scaling enemies, I think we just need to tweak some of it. Throughout my gameplay, I think most of the hitmen in Downtown should be given a rifle or SMG instead of melee and pistols. But not that bloody shotgun please. Some of the 'guardians' like the orc guarding the Wastelands and Rust Stiletos need to nerfed a little as I find it too hard to deal with them at the current level.
You can make super powered early baddies in the arena, but please make it starting from the Samurai Warrior. Because in the original game, it's nearly impossible to win fighting him. You need to get out of arena first and buy good weapons and armors, then can you fight him again. I think we should keep this originality.
Again, this is just my opinion. Maybe we need some more playtesters to see if this works.
Other changes I hope to add but may not have the time for
This has been a crazy week so I'm not sure I'll be able to before Monday, but we'll see.
2. This is what I'm waiting for.
3. I have more suggestions on this part I need to replay the SNES again. For the time being, it's a wonderful thing to do there right now.
4. That's quite help. I hope you can revise the conversation of Old Town Weapon Shop so that we can directly buy weapons without having to click several layers of chats. The Dark Blade Shop is fine.
5. Yeah, I find it quite frustrating too. Maybe it's a good fix.
6. That will be a good challenge too but I beg you please don't put the bloody shotgun. Not worth a nuyen. Maybe you can revise the baddies at the hotel. They seem not to fight us. They keep going west, towards the club.
It's good to have new things even though it's not much. Just keep a regular update (like every Monday) so that we have something new to test every week. Thank you so much.
That's my hope, to get something done every Monday since continually chipping away at it will eventually finish it!
Can do!
Thanks for reminding me I didn't update the doc yet.
I'm going to edit my earlier post to remind myself
Well, once you talk to the right person, you unlock a guy in the caryards who supplies you with drones...
Spoiler Alert!
Outside of Doc M's, after you get the cortex bomb fixed, there is a guy you can talk to. He will tell you to talk to someone in the caryards.
Perhaps I should make it more obvious... *ponders*