GIRLS' FRONTLINE 2: EXILIUM

GIRLS' FRONTLINE 2: EXILIUM

Richard Dec 31, 2024 @ 12:26am
The ONE IMPORTANT thing that could be improved
Dear devs.,

I like the game very much. So far I have enjoyed playing though its content on mobile global server. I have bought skin, pack, monthly card pass on christmass etc… I love this game. Love dorm system and gameplay similar to Xcom. I am also pleased to see developers ask for player feedback.

In that light, I would like to point out a problem with the game - easy autoplayable maps on high level. When player is in early game, there are many challenges to fight and beat. Trouble is, when one is mid or late game (level 40+) story enemies in campaing are underleveled (19-30 level). So I oneshot them with support characters.

There was a solution to this problem in GFL 1 already. In every event, player had three available event difficulties. Thus, veterans could still find fun challenges, while new players could still participate.

Normal - for low level casual players;
Hard - for players who reached max level/high level (enemy could have level 48+ or even 60 in the last battles);
Very hard - for players with some maxed out characters/squads, veteran players. (60 would be the norm for enemy level, with added enemies or more skilled/elite enemies or enemies abusing some form of a strategy)

Please developers, consider implementing something similar to GFL 2.

Players could be motivated to play these missions through more rewards. You could give players say 1 000 collapse pieces (50 per mission) for finishing all missions on very hard. Then say 600+ collapse pieces + some farmable items for finishing missions on hard or very hard.

Costs seem low. Maybe coding in this new mechanic would take some work. Regarding additional rewards. They present aproximately 10 more pulls from the event, which does not break the game economy and would give players reason to play on very hard. Players would still buy pass, new skins and whales would still roam the ocean.

It bothers me, having to skip through all these event maps on autobattle. I can tell somebody took an effort making them. My battle against Darture in the story was so dissapointing because of this. Nice map, nice music, interesting boss mechanics... but I one shot her with my 40 level Groza. Same with current event, underleveled enemies are dissapointing. Make game into a chore.

Please learn from what GFL 1 did very well. R.
Last edited by Richard; Dec 31, 2024 @ 12:41am
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Syad Jan 2 @ 2:22am 
Rejoice, difficulty settings are already in the game.. if you'd bothered to check.. You are not going to one shot Sextans on Hard with a lvl40 Groza, she got 26k HP. The event difficulty is also rising according to general playerbase progression. Last event was lvl42 for the boss. This event is lvl50 for the boss.
Last edited by Syad; Jan 2 @ 2:22am
Richard Jan 3 @ 2:47am 
Originally posted by Syad:
Rejoice, difficulty settings are already in the game.. if you'd bothered to check.. You are not going to one shot Sextans on Hard with a lvl40 Groza, she got 26k HP. The event difficulty is also rising according to general playerbase progression. Last event was lvl42 for the boss. This event is lvl50 for the boss.

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.
Last edited by Richard; Jan 3 @ 2:48am
Richard Jan 3 @ 2:49am 
Here I am, dissapointed again by quality of communication at internet forums. As I have already made my point in the original post, from now on, I will not be reading nor responding.
Last edited by Richard; Jan 3 @ 2:53am
Syad Jan 3 @ 3:03am 
... well.. i... uhh... apologize for my... condescending.. attitude.. But from their point of view, it's next to impossible to balance the game for the playerbase ranging from underlevelled gacha-less players using only the default characters, to lvl60 whales using all v6 SSRs

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.
Just use low level dolls. Are do you wanna tell me your entire roster is maxed out?
Originally posted by Syad:
... well.. i... uhh... apologize for my... condescending.. attitude.. But from their point of view, it's next to impossible to balance the game for the playerbase ranging from underlevelled gacha-less players using only the default characters, to lvl60 whales using all v6 SSRs

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.
Last edited by Flolelan; Jan 3 @ 4:30pm
Originally posted by CantStopTheComf:
Just use low level dolls. Are do you wanna tell me your entire roster is maxed out?

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
Last edited by Flolelan; Jan 3 @ 4:35pm
Syad Jan 4 @ 2:35am 
Originally posted by Flolelan:
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 OP said the story is too easy so events should have multiple difficulties and it doesn't even make sense because the campaign and events are two different things but i get the general idea. But this problem is older than gfl1 and there has been no solution found yet despite claims for the opposite and all the realistic solutions are generally rejected by the complaining players in question which is why devs pick the path of least resistance and story campaigns in most games tend to be piss easy to keep the amount of complainers to the minimum, :shrug:

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..


Originally posted by Flolelan:
dynamic lvling is almost never seen as a positive in games, especially in games with your typical rpg mechanics.
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.
Last edited by Syad; Jan 4 @ 2:37am
Since i played ff tactics back when i was a kid i cant recall my opinion there.

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.
Last edited by Flolelan; Jan 4 @ 6:59am
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Date Posted: Dec 31, 2024 @ 12:26am
Posts: 9