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I regret to have to inform you that my message made a different point. Or is there a challenge mode for every map? Can challenge maps really replace the experience of enjoyable battles being sandwiched inbetween story? You should carefully read what I reccommend before resorting to condescending attitudes.
Case in point, Darture is lvl24. Your party is lvl40. This is definitely not a normal progression. Now lets implement your suggestions, set the difficulty to hard, Darture is now lvl60, and owns your butt and you go here and complain again.
The answer to this problem is dynamic levelling, but it's really not well received by the community, because it both kills the sense of progression, and, worse, whoever can't kill a level-equalized Darture, will never be able to kill her, because she is, well, level equalized.
So, what they did is adding challenge modes to the story, and removed filler maps noone cares about tbh.
again read:
op said there is no challange on newly released content and there should be harder missions to select from. the whole chapter 7 normal and hard boiled down to charging and 1hitting every enemy. the boss got killed turn one by my free 2 play setup using lvl46dolls. same was for almost all current event quests. in gf1 this did not happen, since as op has stated there where better designed difficulty settings even for newly released events.
again op said add a 3rd setting for "power users". he did not say "make hard missions lvl 60 only"
an example would be darture mission:
normal lvl30
hard lvl45
ex hard 60 with added field mechanics and/or elite units
dynamic lvling is almost never seen as a positive in games, especially in games with your typical rpg mechanics.
doesnt realy work all that easyly if all your medics are high lvl.
also saying go kill xyz with a spoon if you have a perfectly fine sword if you dont feel challanged enough in an rpg shouldnt be your response if someones points out an flaw in the (current) design of difficulty
Far be it from me to deny the campaign difficulty bar isn't set too low and couldn't use multiple bumps, but this crappy difficulty settings mess will only result in more grind and will not reduce the number of complainers in the slightest. In fact i will be the first to complain if they multiply story stages and make me clear them all as proposed by the OP: "Players could be motivated to play these missions through more rewards.", ye im not motivated in a slightest to replay the same darn campaign 3 times.
I'd rather try to beat the latest event boss who has 750000hp and 100 stability.
Admittedly it doesn't help the single player experience immersion, but neither does replaying the campaign, and as other people said, it is possible to use less powerful dolls..
Final Fantasy Tactics - level adjusted
Tactics Ogre - level adjusted
Bethesda games (Skyrim) - level adjusted
Bioware games ( Dragon Age Origins) - level adjusted
To name a few. It is a solution that works. Although it will not in this game, because levels barely matter in the game ( they add like 10atk/level). Character power comes from investment and kits. Colphne is not going to start competing with a v6 Makiatto in dps even if she higher level. Another example you're beating chapter 7 with lvl46, when enemies in 6-5 Hard ( i didn't unlock 7 yet) are already lvl56, so whats with the insistence on the level checks here, they are even more useless than Combat Power, a metric the devs specifically introduced to gauge player's progression.
In dragon age and any bethesda game the scaling was a net negative for me and basically all people i know which played those games back then. Needing to hit a rat 4x on lvl1 and needing 4x on lvl30 with the godslaying sword of destruction (or 3x If you where lucky an had 3 crits) just isnt fun imo (bethesda games). Sure the example is exagerated but you should get the point. Origins did it more sutle
As i already said: add stuff on ex-hard stages. Be it area effects, more (elite) enemys, change the layout or adjust ai behaviour. Simply adding bigger number is lazy devwork and sadly the industry norm.
Lvl scaling only realy works If you constantly Challenge the player. Most times you simply trade any sense of progression for an constant lukewarm difficulty, at least in the games i played which had lvl scaling.