Project Delicate Rebalancement: Tales of the Wild Coast

Discussion in 'General Modification' started by TimSmith, Nov 26, 2006.

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  1. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    A little of everything until it's right. One bite at a time. Easy for me to say, since I won't be dining all that much. And you'll notice I selected from the African proverb of "How to eat an Elephant". I'd suggest beginning with the least intrusive method, then moving on to harder ones.

    Edit: Oh, and I never use the NPC's, but do multi-class a lot.
     
    Last edited: Nov 28, 2006
  2. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Ted, I believe the Skeleton Priest has a use scroll entry in its strategy that doesn't do anything until its script adds the scroll to its inventory. Once added, the strategy entry makes it use the scroll.

    If anyone cares to try out the reduced XP award ( lowered from the stock 70% to 50%) it is attached below. Extract the .rar file to your ToEE root directory after 5.0.x is the last mod launched with Front End.
     

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  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Ok, here's an idea I want to put out there, just to see what others have to say on the matter, I am assuming that Verbobonc, HB, and the moathouse respawn are to be compiled into a "Tales of the Wild Coast" expansion, and reballanced with the end game power characters in mind...

    Everything seems rather "Vanilla" until it comes to Prince Thrommel, at which point good groups (and probably neutral groups too) rescue him, evil groups kill him for Fragarach, Toruko could offer to buy Fragarach from non-lawful, yet still evil groups. That (and only that) would get the group to Verbobonc, where the Matron mother of the drow has a note addressed to the witch at the moathouse, you go to the moathouse to find it occupied by a new group of baddies, who lead you to the Gnarley Forest, upon completion of this side treck, you notice HB not far from where you currently are, and travel there in search of adventure.

    When that is said and done, you head back to the temple to find Dragons in the nodes, and Tough Zuggy as the final boss? (I'm kinda shooting for a level 20 - ish endgame with this idea as well ;))
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Not bad. It would make Temple levels 1-3 balanced. Level 4 would still suffer though (perhaps even more, as you'll be buffing HB/Vbbc/Moat respawns with even tougher creatures). I think if you combined it with Aeroldoth's alarm status idea it might work there as well. Specifically in level 4, there's that Higher Temple barracks with lots and lots of toughened ogres and bugbears and a few ettin. By itself, it's yet another encounter full of fireball fodder (or cloud kill fodder) at that point in the game, even in vanilla ToEE, especially when you bottleneck them by just standing in the corridor. When the Temple goes into alarm mode, they could join Hedrack in the main hall, removing the bottleneck "exploit" and toughening up that encounter at the same time.
     
  5. webusver

    webusver Established Member

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Ok. Just cut the original story before the final battle, insert the addon and place the key to final battle at the end of this addon.
    But it would be nice if there (both in addon and "original) were more enemy spellcasters with not just magic missiles or fireballs, but with web, glitterdust, stinking cloud or cloudkill spells, summoning monsters.
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Okay, time for a little regrouping, I think. We should probably sum up where we're at with a couple more bullet-point lists! ;)

    By my estimation, these are the things that seem to have passed the stage of idle contemplation.

    Regarding game imbalance in 5.0.0 -

    • It seems to be unanimous that it exists.
    • It seems nearly unanimous that we should do something about it.

    Regarding how we should deal with it -

    • We could employ XP award reduction.
    • We could give some battles/areas artificially low CR & XP.
    • We could make crafting harder.
    • We could boost stats of some creatures in the temple and later game.
    • We could add monsters/NPCs/wandering monsters to some temple levels.
    • We could create smarter monster/NPC AI.
    • We could script 'smarter' temple reactions and behavior.
    • We could move the Co8 added content mods to the end of the game or somewhere and some combination thereabouts and make it tougher.

    OK. That all said, we should begin to contemplate what's doable and what's not. This is probably more easily achieved by eliminating possibilities until only legitimate ones remain. We should also begin to seriously consider what we want to do creatively, if anything, as applies to moving mods, writing new stories and dialogue for them, and changing NPCs to smarten them up, etc. So, in that light, why don't we first consider Allyx's suggestion above for a story arc. And I don't mean decide right now, but give opinions, suggestions, etc.

    BUT . . . while we can fool around doing that, first and foremost will have to come the how. I suggest we start down that road by first contemplating Blue's XP award reduction theory. If it's sound, that may actually be all we need to do. But the only way we'll find out is to test it. How about a couple volunteers to do just this in a controlled environment? And how about a few guidelines from those in the know as to how this would best be tested scientifically? I assume we can't just have different people with wildly varying parties doing different things. Or can we? Any need for a control group, placebo, or anything like that?

    Let's hear some ideas. :mrhappy:

    [edit]

    Almost forgot - we also still need to know where krunch and HB stand on all this. A nice, concise, direct, and thorough response would be appreciated, Cap'm. ;)

    [edit 2]

    In case you didn't notice, this thread and all pertinent posts were split from the one in the ToEE forum and sent here for modding-specific discussion.
     
    Last edited: Nov 29, 2006
  7. Old Book

    Old Book Established Member

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    For the record, I'd rather that we not do these:

    # We could give some battles/areas artificially low CR & XP.
    # We could make crafting harder.

    Lowering XP rewards across the board I don't really mind. Still, I'd like to see everything in ToEE as close to 3.5 as it can be. Messing with individual bits here and there seems more of a departure than a flat "You just get 50% XP".

    Crafting's lack of a time requirement is a cheat, but adding a time requirement without timed quests is pointless, and I don't want to see crafting disabled.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I also don't feel too good about moving away from the 3.5 rules: a cross-the-board lowering of XP (such as Blue posted above, and such as could easily be done for the quests) is my prefered option.

    I'd also like to see more intelligent monster fighting and maybe some tougher monsters earlier in the temple, if the RP necessity has arisen.

    Finally, if we move some of the stuff to the end of the game, then it could be open-ended: up-coming mods like Ax Throwers map could be added straight in there without upsetting this balance all over again.

    And we could have our fully-stated Zuggy, and nodes full of dragons too, as the finale :)

    Edit: Just realised Allyx already said some of this. Sorry :dizzy:
     
    Last edited: Nov 29, 2006
  9. wizgeorge

    wizgeorge Prophet of Wizardy

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    The problem i'm having is player intent. If an individual intends to play thru to end game and the nodes then they need all the help they can get. The lvl4 Hedrack encounter will always turn out the same. The final with Zugg is iffy. I'm not sure if it really matters if your lvl 10 or 12 at Zugg time because you did the addon mods. The endgame credits will say the same thing. I'll play what ever is produced and enjoy it.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    O one more simple (well, simple in theory, complicated in use) way to make the game somewhat more difficult (which I have raised before):

    Material components for spells.

    No casting stuff until you find the right component. It shouldn't be insanely hard, but it should be restrictive: which is the way I believe the game is meant to be played.

    Pity we don't have Spider Climb... "hey, can you bring me a live spider?" ;)
     
  11. Old Book

    Old Book Established Member

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    Strict component enforcement is not actually all that D&Dish in play. The component rules are there, but iirc the default is that Wizards are considered to carry a "component pouch", and that you're assumed to have any components you need as long as you've paid the gold and the GM doesn't decide to make the search for components part of an adventure. In keeping with the original design of the game and the component pouch idea, you could make it so that every casting of a spell costs at least 1 gold, in the same way that casting Identify requires 100 gold rather than an actual crushed pearl.

    Also, it would piss me off as a player to have to fill my inventory with junk if I wanted to play a wizard.
     
    Last edited: Nov 29, 2006
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Yeah, we have debated the pouch (sorry, don't wanna hijack this thread) and thats fine for lower level spells: turtle shell for 'Protection from Arrows', for instance.

    But to cast higher level spells, to actually have to go buy, I dunno, a white pearl say, to use a high level spell, will make you think twice about using it and maybe play some encounters more tactically. And if you kill Nira the pearl seller, well, you pay the price for your actions.

    Also, a stash of high-level material components would make fantastic (but not game-breaking) loot for some of the add-on adventures. So atm you get magic weapons? Well in future you might get the objects to cast polar ray or greater shout, and wouldn't u be just as happy?
     
  13. Old Book

    Old Book Established Member

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    I think I do remember this conversation. If I only needed to find the material component for Spell X once, and could cast it whenever I wanted forever after, and it didn't take up space in my inventory, then yes, I'd be very happy and it would make for great treasure, in the same way that spell scrolls make great treasure.

    If on the other hand there were only X number of non-respawning rare components for Polar Ray in the game, I probably wouldn't waste space in my spellbook on Polar Ray. My Sorcerer certainly wouldn't waste a slot on it. There's bound to be something almost as good or better I could memorize that day instead, without using an exceptionally difficult to replace item.

    Again, not trying to trash talk the idea; this is just how I'd feel about it as a player. Finding the rare gem that lets you learn and cast Spell X as treasure is a great and balanced idea, and I'd get a kick out of it. Having to devote bunches of inventory slots to those gems or worse not being able to use the spell more than a few times in the game would bug me.
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well there is the difference between focusing objects and material components, but if this were the consensus opinion it'd be fine by me.
     
  15. Cujo

    Cujo Mad Hatter Veteran

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    I think we need temple respawns, like a group of bugbears waiting in the will'o wisp's room after you've been to lvl 4, or someone in the hedrack room for when you come out of the nodes. a group of brigands in the enterance to the temple maybe or a group in the escape tunnel who have ben away on a raid and who's party leader is to stupid to believe you that you are a friend of lareth and he's upstairs (or if you aren't) anyway its an unavoidable fight.

    I think the most inportant thing to remember with high level encounters is for the enemies to have a really high tohit/BAB cos who doesn'y try to max out their characters AC, and on that note give them a high AC as well.
     
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