Alaloth - Champions of The Four Kingdoms

Alaloth - Champions of The Four Kingdoms

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Swift-Li Jul 7, 2022 @ 2:13pm
Need Difficulty Choices!
crybabies, easy, normal, hard, brutal, MOMMY!
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Showing 1-15 of 36 comments
Looky Jul 7, 2022 @ 3:07pm 
I feel like there's other approaches they could take, as i feel like the difficulty is perfect in the first 1-3 hours. Currently the difficulty curve falls flat as soon as you:
a) figure out the combat system / enemy patterns
b) get a few abilities and invest 5 points into strength

I think a) is due to limited AI / enemy combat moves, but this is mostly because it is still EA, so i think this is not really a problem as long as there are plans to give enemies more move sets / create elite versions of enemies / diversify packs you encounter

But the where the game really falls flat in terms of systems (and game design) currently is the static difficulty curve with this "achievements/FA's conquered" progression system they have. I feel like this is a recipe for disaster, as those two are incompatible and you just kind of breeze through everything after a certain point. As i mentioned elsewhere, i feel like the whole class and progression system needs to be thought out a bit more. (Maybe im just that oldschool, but i love the idea of classic experience points gain)

However, one way to solve it while keeping some of whats currently in place would be allowing for modifiers on FA's, potentially after you've beaten it once or so. Some other games do it successfuly with cards/tarot systems, which make things more difficult but also provide extra bonuses to go with the increased difficulty. As an example, if you were able to modify the FA's you've already completed to contain more challenging enemies / bosses with a % reward increase / magicfind bonus / reputation gain / xp gain / or gold gain. This would also partially solve the problem of repetitiveness, as you'd never know exactly what to expect.
Stan Jul 7, 2022 @ 3:49pm 
Your an exceptional player too Looky.
That has alot to do with it too.
You have good game play knowledge.
SirCris Jul 7, 2022 @ 4:18pm 
Originally posted by Looky:
I feel like there's other approaches they could take, as i feel like the difficulty is perfect in the first 1-3 hours. Currently the difficulty curve falls flat as soon as you:
a) figure out the combat system / enemy patterns
b) get a few abilities and invest 5 points into strength

I think a) is due to limited AI / enemy combat moves, but this is mostly because it is still EA, so i think this is not really a problem as long as there are plans to give enemies more move sets / create elite versions of enemies / diversify packs you encounter

But the where the game really falls flat in terms of systems (and game design) currently is the static difficulty curve with this "achievements/FA's conquered" progression system they have. I feel like this is a recipe for disaster, as those two are incompatible and you just kind of breeze through everything after a certain point. As i mentioned elsewhere, i feel like the whole class and progression system needs to be thought out a bit more. (Maybe im just that oldschool, but i love the idea of classic experience points gain)

However, one way to solve it while keeping some of whats currently in place would be allowing for modifiers on FA's, potentially after you've beaten it once or so. Some other games do it successfuly with cards/tarot systems, which make things more difficult but also provide extra bonuses to go with the increased difficulty. As an example, if you were able to modify the FA's you've already completed to contain more challenging enemies / bosses with a % reward increase / magicfind bonus / reputation gain / xp gain / or gold gain. This would also partially solve the problem of repetitiveness, as you'd never know exactly what to expect.
My experience was different. I hit a wall after about 10-12 hours or 150 in game days. I like to focus on side quests and exploration, so I didn't prioritize FAs and main quest progression at all. Since the difficulty progression is tied to the number of days that have passed, the game suddenly out leveled me. I began to struggle with random encounters where my companions would die after a couple hits, I didn't stand a chance in the available FAs that weren't locked out by reputation. This was a very frustrating experience and I stopped playing at that point because it seemed like my only option was to start over and focus main quest. Hopefully after some additional patches and balancing I can play the game at the leisurely pace that I prefer.
Stan Jul 7, 2022 @ 4:55pm 
You Know SirCris thanks for giving us a gimps of your path.
I am explorer 1st find loot that's free you know hidden stuff and quests that's optional.
Then I go for main quest progression.
I be depressed when I miss anything. It's you against the world.
Last I checked I almost 400 in game days about 45% explored as far as area and cities night and day.
I'm looking for all easy doable stuff 1 skull (FA's) quests that don't require combat stuff.
I didn't know map mobs scale levels with in game time. Thanks
Scotters Jul 7, 2022 @ 5:09pm 
Originally posted by Stan:
You Know SirCris thanks for giving us a gimps of your path.
I am explorer 1st find loot that's free you know hidden stuff and quests that's optional.
Then I go for main quest progression.
I be depressed when I miss anything. It's you against the world.
Last I checked I almost 400 in game days about 45% explored as far as area and cities night and day.
I'm looking for all easy doable stuff 1 skull (FA's) quests that don't require combat stuff.
I didn't know map mobs scale levels with in game time. Thanks
This is great news, because that is how I like to play too. I want to take my time, explore, build up my guy, and enjoy the adventures.
Looky Jul 7, 2022 @ 5:30pm 
Hey SirCris, now that you give your perspective, it might be the dual wielding that made the difference. When i was doing swords or daggers, i tried to maximise crit chance, and with maces i did "of might" gear trying to maximize damage with a couple of stamina items. I've read elsewhere somebody say that they also felt dual wield is very powerful.

I guess i also didn't mention that i did my first run without companions. I dont know if that lowers enemy hp, but i never really felt that an area was "unfair" per se. (Except Queen's Rest which felt really difficult at first, but then when you learn how those demons work you feel so happy when you dodge their ♥♥♥♥ and punish them afterwards :D)

Im going to start another run and try another weapon. I'll see how the experience is with that.

Btw Stan thanks for you words of encouragement, hope you are enjoying the game as well buddy! There are some quests which require you to travel to locations and collect stuff. For easy FA's try Moonvale, or do those quests where you gotta kill giants/skeletons, those are the easiest as they don't have ranged mobs with them. Keep going at it, you'll be a god of death soon!!
Andronius Jul 7, 2022 @ 5:35pm 
Originally posted by SirCris:
My experience was different. I hit a wall after about 10-12 hours or 150 in game days. I like to focus on side quests and exploration, so I didn't prioritize FAs and main quest progression at all. Since the difficulty progression is tied to the number of days that have passed, the game suddenly out leveled me. I began to struggle with random encounters where my companions would die after a couple hits, I didn't stand a chance in the available FAs that weren't locked out by reputation. This was a very frustrating experience and I stopped playing at that point because it seemed like my only option was to start over and focus main quest. Hopefully after some additional patches and balancing I can play the game at the leisurely pace that I prefer.
This is all excellent, constructive feedback. I hope Devs read both experiences, as they are opposite approaches, different personal playstyles, both valid, and both ideally should be possible. More than a matter of 'difficulty' as such, it's a matter of balance, and giving due importance to player agency (some might want to focus on the main quest straight away, others would like -and rightfully so, 'cause the Devs have made this huge interesting world full of sidequests etc- a more leisurely pace, take their time, see and read and explore everything, do all sidequests and see the world the Devs crafted so beautifully). Both should be possible.
Stan Jul 7, 2022 @ 6:57pm 
Yeah Andronius, great well put point, this discussion was needed for alot of clarity.
Looky beat the game on a speed run of 15ish hrs. And no problem Looky you learned alot in them 15ish hrs. And I'm headed to them skeletons after post.
At my playtime real time, I'm gonna get at least 80ish + maybe more cause I know now that in game time and enemies leveling work together. This is interesting and has to be thought about. Seems the grind play could be more challenging. In game time is an addressable mechanic of this game that has to be weighed
Swift-Li Jul 7, 2022 @ 6:59pm 
The game offered so much in such a short amount of times. I am really looking forwarded to the finished product. it's been a long long time since i am so excited about a epic rpg game. I already feels that this game will outshine BG 3.
Power Jul 8, 2022 @ 4:35am 
Originally posted by Looky:
I feel like there's other approaches they could take, as i feel like the difficulty is perfect in the first 1-3 hours. Currently the difficulty curve falls flat as soon as you:
a) figure out the combat system / enemy patterns
b) get a few abilities and invest 5 points into strength

I think a) is due to limited AI / enemy combat moves, but this is mostly because it is still EA, so i think this is not really a problem as long as there are plans to give enemies more move sets / create elite versions of enemies / diversify packs you encounter

But the where the game really falls flat in terms of systems (and game design) currently is the static difficulty curve with this "achievements/FA's conquered" progression system they have. I feel like this is a recipe for disaster, as those two are incompatible and you just kind of breeze through everything after a certain point. As i mentioned elsewhere, i feel like the whole class and progression system needs to be thought out a bit more. (Maybe im just that oldschool, but i love the idea of classic experience points gain)

However, one way to solve it while keeping some of whats currently in place would be allowing for modifiers on FA's, potentially after you've beaten it once or so. Some other games do it successfuly with cards/tarot systems, which make things more difficult but also provide extra bonuses to go with the increased difficulty. As an example, if you were able to modify the FA's you've already completed to contain more challenging enemies / bosses with a % reward increase / magicfind bonus / reputation gain / xp gain / or gold gain. This would also partially solve the problem of repetitiveness, as you'd never know exactly what to expect.
For your first playthrough the beginning is decent. Like the first hour..... But once you have any knowledge of the systems not even the first 10 minutes is real fight. Start with the allfather amulet. Sell it. Buy gear. Clear the first 1 skull FA you see. Take earthquake.... Watch the rest of the game fall.

I have hundreds of hours in Elden ring and I know how to boost up my levels. And even then Its still a hard game that takes a lot of focus. In Alaloth I can just farm the FAs or the other Heroes for gold and immediately go buy good gear. After that there's nothing really to find.
Power Jul 8, 2022 @ 4:37am 
Originally posted by Dreadknight:
The game offered so much in such a short amount of times. I am really looking forwarded to the finished product. it's been a long long time since i am so excited about a epic rpg game. I already feels that this game will outshine BG 3.
I like Alaloth.... I truly do. But Larian is in it's own league with its games. Anyone asking for the Best RPGs will get D:OS 1 and 2 at the top of the list. But they're very different. In 1 I can play with my friends. In the other I can't, at least not well.
Power Jul 8, 2022 @ 4:39am 
Originally posted by Stan:
Yeah Andronius, great well put point, this discussion was needed for alot of clarity.
Looky beat the game on a speed run of 15ish hrs. And no problem Looky you learned alot in them 15ish hrs. And I'm headed to them skeletons after post.
At my playtime real time, I'm gonna get at least 80ish + maybe more cause I know now that in game time and enemies leveling work together. This is interesting and has to be thought about. Seems the grind play could be more challenging. In game time is an addressable mechanic of this game that has to be weighed
15 hours? was it any percent or trying for 100% or something? Because I beat it in 3 and that was while I was working. Last boss I videoed killing in under 3 minutes.
Lynch Jul 8, 2022 @ 7:18am 
Based on the comments, doing too much FA makes you op fast, doing to less, lets you hit a wall. Ive experienced first. + After 3hours of gameplay i just could buy an legendary armor at some random trader for lousy 7500 Gold since that the game has become a cakewalk.
Last edited by Lynch; Jul 8, 2022 @ 7:18am
Looky Jul 8, 2022 @ 7:48am 
@Power

15 hours because i tried doing everything there is in the elven and orcish zone, after that i did most of the human zone and then i fairly quicky found the 4th artifact in the dwarven zone. After that i just finished the game, like you said, last three fights in less than 15 minutes.

The best way i would describe it is that i was trying to look for depth while playing in shallow waters. The game has some nice visuals and at first glance i thought i'd be able to dive deeper in some of the narratives/quests so i kept digging through trying to scratch that itch. After i realised how the gameplay loop functions i just rushed to the ending.

Also, the enemy champions were never really a factor, they cleared like only 3 FA's total, and i never even got a chance to fight any of them.
Martoq Jul 8, 2022 @ 5:34pm 
Game looks nice, but the lack of multiple difficulties bothers me. Not everyone has the eye sight or hand eye coordination too do perfect dodges and parries games like this require.

My case is both. I have diabetic retinopathy in one eye and issues with the joints in my hands. I would love too play the game but again lack of options for difficulty bothers me.

I would encourage any game developer too consider some people have health issues and need selectable difficulties. It also adds the ability for people who can master the game too up their difficulty so they can feel challenged if they so choose.
Last edited by Martoq; Jul 8, 2022 @ 5:57pm
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