Project Delicate Rebalancement: Tales of the Wild Coast

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

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  1. lord_graywolfe

    lord_graywolfe Wolfman

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    that sounds really good Gaear. i like the idea of beefing up the temples, especially the ones on the 2nd level to make them more challenging after doing Veb. but what about the end? wont this just make you even stronger for the nodes? and ive seen talk of beefing them up some but then you are even stronger for final fight? just curious is all, im for adding more stuff to after the temple to keep the adventure going myself :)
     
  2. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    I still disagree with you Gaear. Having the dialog inevitably lead to combat is equivalent to having them KOS, which is less, not more, intelligent. Knowing that one of the high priest was slaughtered would make the other high priests more cautious, not more hostile. It would make even more sense then for them to view whatever group that did this, and any strangers, as potentially very dangerous. They would benefit more by sending this group against the other temples first before trying to take them on themselves. Doing so would either wipe out the other temples and weaken the group, or wipe out the group and weaken the other temples. This way either the group or the other temples would be much easier to take on. You have to start thinking like a sneaky CE bastard.
     
    Last edited: Dec 2, 2006
  3. TimSmith

    TimSmith Established Member

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    Spot on- but having inadvised dialogue lead more easily to combat might be appropriate, if the individual temple's forces could be assembled en masse to offer muscle.

    Would there be any way to script things so that once the party has finished off another elemental temple at the request of, say Air, the Air forces could appear to ambush the weakened party (as was done with the Target of revenge ambush)? This could fire if the party have already "betrayed" another element or if certain dialogue choices were used.
    This would really get the sneaky vibes going and stop the party resting up and coming back for Air once they got even stronger. (Using "Air" here purely as an example).
     
    Last edited by a moderator: Dec 2, 2006
  4. Gaear

    Gaear Bastard Maestro Administrator

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    I suppose we could simply add a non-combat option to the dialogue as a way out, but you're still missing the larger thrust of this thing. Parties who enter the temple, walk up to Romag, and start whacking away at him straight off are in it for the fights, period. They are there to 'clear the temple,' which, due to the lackluster design, is probably a behavior that people frequently default to once they realize there's little to actually do there besides have battles. The idea with this proposal is to, depending on which way you look at it, 'punish' these players for this rather base approach to playing by making the temple hostile after they've headed down that road (which currently doesn't happen; there are no repercussions whatsoever), or 'reward' them by providing them a more realistic experience through the not-so-pleasant reactions of the priests after you start killing them, as opposed to having them all wait around, unprepared and not particularly well-defended, for you to come and kill them, as Kal stated. It would also be a tool to stage larger, more difficult battles in arenas that could support them. This could help to address the suspected challenge lapse in the temple that is the subject of this thread.

    There is a rather grotesque void there which I'm trying to address. If people want to take it even further with additional scripting for a widening degree of scenarios, I'm all for that. (Although it seems to me that the workload could end up being huge, which is one reason I wanted to limit it instead.) Just bear in mind that, like always, there's only a limited amount of this that fiddling of existing dialogue will support, and personally I'm not inteterested in modding in more text-only stuff.
     
  5. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    I'm all for adding reinforcements to the temples if the players take that route. I'm just saying that having the temples switch to what amounts to KOS status doesn't make much sense to me. There should always be dialog paths that lead to the high priests' quests, unless the Greater Temple goes on alert. Moving the high priests to the larger areas would present a difficulty then too, since many of them have critters that are flagged to KOS already.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    I think a happy middle ground is to replace 'inevitably ends in combat' with 'Get out of my sight or prepare to die' at the end of dialogue - even when you're working for them (or pretending as much) - to prevent the player from getting in with good flanking/fireballing positions. Scriptwise, you'd trigger dialogue with a priest (or one of his henchmen, who passes you along, similar to what's in the Moathouse with the sergeant) as soon as you move into view, and at the end of the conversation your party is teleported outside the room. There should probably also be a provision for PCs using invisibility just to get their fireball dispenser in nuking position :p
     
  7. krunch

    krunch moving on in life

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    fyi - I'll reply tomorrow. I have some things to get done and, as well, also have college football to watch today and tonight.

    [EDIT]
    I'll even comment a suggestion to use Allyx's UberZuggytmoy. *laugh* :evil_laug
     
    Last edited: Dec 2, 2006
  8. Gaear

    Gaear Bastard Maestro Administrator

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    Well, the popular working theory here has been that game difficulty takes another upturn with the nodes and the endgame.

    This is one glaring weakness across the board. A party can go talk to a priest, agree to do his quests, exit dialogue, position the PCs appropriately, and then attack him to great advantage. While doing this outside your alignment with the traders in Hommlet might be considered 'wrong', doing it within your alignment in the temple probably wouldn't be. And yet it's a surefire method to get a huge advantage on your adversaries - an exploit. Being as the temple priests currently do nothing to defend themselves from this sort of strategy, it's use might ultimately contribute to the current 'cakewalk' conditions in temple 2 and 3.

    Scripting this might solve that problem.

    Maybe so, after a certain amount of interrogation, but I have no idea how to implement them alongside my proposals for dealing with 'kill all' parties.

    Is this something that could be overcome? If not, the point of the whole idea becomes pretty much moot. There's no big advantage to having the priests say the right things but still be easily wiped out in battle anyway.
     
  9. Lord_Spike

    Lord_Spike Senior Member Veteran

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    A few observations, if I may.

    The Greater Temple encourages rivalry amongst the lesser so as to create stronger members for itself...the cream rising to the top, as it were (albeit in reverse, here). The lesser temples would most certainly try to use the party regardless of their alignment to attack the others...let's you & him fight. They would then betray the party, or further use them. Being well versed in treachery, the priests would expect it to be used & would be as ready for it as possible. If the party came in to kill straight away, it would immediately become a fight for life with no holds barred. Regardless, anyone meddling in the Temple will be found out. Rumors & evidence would exist to alert the other denizens to the fact that someone is causing trouble and/or killing inhabitiants. I don't know how to fix these things, but something should be done to address it. An alert status is very appropriate to finding out that the earthers had been decimated, or that the airheads had been wiped out. Casting a defensive buff at the mere sight of strangers isn't out of the ordinary in such circumstances. Neither is casting detect magic when a door opens all of a sudden & no one is seen walking into the room. That could be a quick end to one's invisible status, and invite a shitstorm of response from the denizens, Thieves/spies will be immediatley attacked if discovered. Not necessarily killed, mind you. Hell, even initiating dialogue (calling out "who's there?") is a minimal response that can be very effective, because it sows doubt in the mind of the trespasser as to his continued degree of stealth. Little things like this can make a huge impact on the game, and are the kinds of details that will make it harder without making it worth more XP.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Good info, Spike. Thanks. :thumbsup:


    With that, I think it's time for another status update. Since the previous regrouping on page 2, we have:

    Regarding game imbalance in 5.0.0 -

    • It seems to be unanimous that it exists. - No change.
    • It seems nearly unanimous that we should do something about it. - No change.

    Regarding how we should deal with it -

    • We could employ XP award reduction. - Preliminary indications are that this isn't going to do the trick.
    • We could give some battles/areas artificially low CR & XP. - This idea appears to have lost support.
    • We could make crafting harder. - This idea appears to have lost support.
    • We could boost stats of some creatures in the temple and later game. - No action/discussion.
    • We could add monsters/NPCs/wandering monsters to some temple levels. - No action/discussion.
    • We could create smarter monster/NPC AI. - No action/discussion.
    • We could script 'smarter' temple reactions and behavior. - This idea is being debated.
    • We could move the Co8 added content mods to the end of the game or somewhere and some combination thereabouts and make it tougher. - Minimal discussion.
    • We could add non-combat oriented measures for increased game difficulty, i.e., material components for spells. - Minimal discussion.

    Requests for consideration -

    • Allyx's proposal to semi-integrate the 3 major Co8 added content mods into the endgame scenario. - This hasn't been commented on except by me, so we are not much further along in determining it's suitability.
    • The XP award reduction theory - This has been tested by Sitra Achara with negative results, and is currently being tested by DaBigDawgND and Maggit.
    • Determination of whether or not Hickory Branch will be open to changes. - We still have not heard from Krunch on this.

    So . . . . while we await Krunch's decision on HB (word is he may post about something here tomorrow, at any rate), can we get some additional opinions on Allyx's mod rearrangement proposal? Also, while we await further results of lower XP award testing, why don't we actively consider the proposal for creature stat-boosting in the temple and later game. The 'smarter temple' discussion can continue simultaneously. Thanks for all the input so far. :mrhappy:
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Keep in mind that the amount of the award reduction can be tweaked. The 50% value is an arbitrary one. I though it would be a good value to start testing at. I think it could be safely lowered a bit more. We've had one run through, and a second one started, on 50%. Let's drop it to 45%, or even 40%, and see where that leaves us.

    I am for moving the additions to the end of the game. I have already scoped out the changes need to not have the game end upon Zuggy's death.

    I am for making monsters/NPC AIs smarter.

    I am for smarter temple reactions, though what form those should take is under discussion.

    I am for boosting stats of critters in the temple, as long as it does not boost the XP awarded for killing them.

    I am for reducing treasure (which someone mentioned but wasn't on the list), which would by extension make crafting more difficult.

    I am against artificially low CR & XP, and harder crafting (excepting doing so by reducing treasure in the game).

    I am against adding new critters to the Temple. This makes it more challenging initially but also adds more XP and treasure to the game, thus starting a vicious circle.
     
  12. Old Book

    Old Book Established Member

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    I'd suggest sticking with the 50% XP awards, but moving Hickory Branch and possibly the Orc Cave to later in the game. That leaves player characters going into the Temple at a slightly lower level than in vanilla ToEE, but then gives them more reason to leave it an a chance to gain some valuable fire power before facing tougher creatures.

    This is synergistic with lower XP awards. Tougher monsters faced at lower levels. The full power Zuggtmoy at the end in particular would give a more epic feeling to the end game.

    I favor this, but understand concerns about the extra XP it provides. Personally I think the extra surprise and challenge inherent in facing a monster when you're not buffed, positioned and ready is worth it.

    Love to see it, no idea how to do it.
    Do this in concert with the reduced XP and it will do quite a bit to make Temple Levels 1&2 tougher. Personally, I'd say that Allyx's idea is a great starting point. Maybe Tillahi on level two could ask for an escort to Verbobonc. You have to fight past a good chunk of the level to get to her. Then, when you get there, you have access to the initial Verbo adventures, with the Viscount and (for Evil parties) the Scarlet Brotherhood given the ability to point you back to the Moathouse Respawn, Orc Cave, and Hickory Branch?
     
  13. Kalshane

    Kalshane Local Rules Geek

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    Well, if you're already in the Temple, chances are you're going to encounter the Fire Temple's Ogre quest, so I don't think moving the orc cave until later in the game is going to work. It was envisioned as an early game event.

    While I realize making monsters more powerful raises XP, if we do it late enough in the game, it doesn't matter much. The main problems are levels 1 and 2 of the Temple are a cake walk at the moment. (I don't quite agree with that assessment. The two huge fights in the rooms south of the bone room on level 1 are pretty tough, as is the fight with the salamanders in the fire temple and at times the fight in the water temple.). Honestly, I think the only fight that's really too easy is that the priests are too easy to kill. While easily mowing through enemies can be monotonous, having fight after fight be nearly over-whelming is also tedious. The characters should get the occaisional chance to show off their chops, be it against ghouls or goblins (and if monsters are seriously outclassed, the game doesn't award any XP anyway.)

    So boost the priests and the assorted commanders on levels 1 and 2. It will make things tougher, and yes, while it will give a bit more XP, if we also boost the priests and commanders on the next level down, it won't matter.

    One tactic we should look into adding, that I think will make a huge difference in the difficulty of the game, is having enemies capable of casting Dispel Magic do so. One of the main reasons the game is easy is because the player can go "There's a big fight coming, better buff up." If enemies start using Dispels, that will cut down on that advantage a lot. I'm kind of hesitant to do it to the Salamanders in the Temple, since that fight's pretty tough already, but it will certainly up the difficulty of the game.
     
  14. Old Book

    Old Book Established Member

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    I agree with this, and I'd add that the lack of spell casting foes is part of what makes many of the fights on levels 1&2 of the temple too easy. Even the priests don't seem to do much other than some minimal self buffing before getting killed. A few Charm Person throwing Orc Shamans could make a significant difference.
     
  15. Kalshane

    Kalshane Local Rules Geek

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    Yeah, I've never understood why the priest-types always spend the first two rounds buffing when they rarely last more than two rounds. It's great for huge battles, where there's a bunch of guys to benefit from their buffs, but in small battles it just means the priest dies pointlessly (same with the Bugbears and their potions of Bulls Strength).

    I wonder if there is a way to make the game check and see if the party is buffed before casting a Dispel. I'd hate to see it be another wasted action, like the self-buffing.
     
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