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srle
Jad.3
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Jad.3
Caine
Caine
Jad.3


Posts : 3303
Join date : 2010-09-11
Age : 42
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PostSubject: Difficulty   Difficulty EmptyWed Sep 22, 2010 6:02 pm

Are TFN going to be harder? In CE I get overpowered in time, so are ther going to be any... tweaks?
A Survival mod, even? Smile
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srle
Ancillae
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srle


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Age : 33
Location : Serbia, Belgrade

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PostSubject: Re: Difficulty   Difficulty EmptyWed Sep 22, 2010 7:00 pm

That would be great Twisted Evil .
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Zer0Morph
Caine
Caine
Zer0Morph


Posts : 4253
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Age : 45
Location : United States

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PostSubject: Re: Difficulty   Difficulty EmptyWed Sep 22, 2010 11:02 pm

I would like to make TFN harder yes, in general. I would like to think of CE as an expansion for beginner players, a little more toned down, and for TFN for the more advanced players who have run through CE several times and want a new, but more challenging experience.

Some of the game features already queued up for a more challenging gameplay are as follows
1. Stealth is much tougher
2. Masquerade violations summon Hunters at level 1
3. Hunters are use better weapons and tactics
4. Requires more XP to level up disciplines (However there are more Quests available for more XP now)
5. Low Humanity will cause players to frenzy in combat more often making Humanity much more important
6. Much easier to lose Humanity in dialogue and actions
7. Humanity cap will be lowered to 1
8. Weapons/Items will cost much more making Barter much more viable
9. Items found in maps will only appear if you have a high enough Inspection so you can't automatically run to an item just because you know where it's at
10.Lore books won't be findable anymore, they are buyable, so plan ahead (Once again Barter is key here)
11. Certain disciplines will have weaknesses, such as Daimoinon is almost ineffective against men of faith (aka Hunters, so plan accordingly)

This is a list of what we've already incorporated into TFN and while we don't want the game to be impossible, you should notice a much more challenging and strategic experience with TFN.


Last edited by Zer0Morph on Thu Sep 23, 2010 9:07 am; edited 1 time in total
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Shabutaro
Methuselah
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Shabutaro


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Join date : 2010-09-18
Location : Germany

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PostSubject: Re: Difficulty   Difficulty EmptyThu Sep 23, 2010 5:54 am

Zer0 you make it impossible for me to w8 till halloween the more you post^^ but i wann ask if you maybe could do a database with passwords for the PC's to make Hacking usefull, too. cuz now u can only remember the pw and make hacking completly useless.. well there are more things that are useless but i see this as useless as intimidation or seduction if u have persuasion...
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Zer0Morph
Caine
Caine
Zer0Morph


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PostSubject: Re: Difficulty   Difficulty EmptyThu Sep 23, 2010 9:23 am

Thank you for bringing that up Shabutaro. 2 ideas I've been having for sometime actually bring up these 2 points. What I was thinking was this...

1. I'm not sure how I would go about setting up a "random" pool of passwords as that would probably require a python script which I'm not very familiar with. However I could go through the game and change many of the passwords in the game to something else making players have to "memorize" a whole new set of passwords. It’s not a permanent solution as players will start to memorize the new ones but it should help in the meantime.

2. Another thing I’d like to do is go through all of the dialogue and start removing/changing some of the “Persuasion” based responses to Intimidation, Seduction, and Serpentis responses. We first need to change all dialogue over to match the new clans but after that we can start really fine tuning the possibilities and outcomes of conversations. The dialogue system is pretty robust giving us a lot of options on how we want to handle any given situation. They give us a large amount of freedom using conditions like “Must be this clan, or this gender, or must be holding this item, or this NPC is alive” just to give some ideas of some of the conditions we can set.

My quote from “The Matrix”, “These are very exciting times!” LOL
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8people
Antediluvian
Antediluvian
8people


Posts : 524
Join date : 2009-11-07
Age : 36
Location : England

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PostSubject: Re: Difficulty   Difficulty EmptyThu Sep 23, 2010 12:02 pm

I always thought the dialogue system was limiting. Then again I'm used to modding with notepad and a nice bottle of sherry to get me through the bugfixes Laughing The engine only has options for one condition per dialogue section, doesn't it?

I'm looking forward to the challenge of TFN though, I've been preparing two pnp games and more paperwork than is necessary for moving house and university so am looking forward to setting things on fire and sneak attacking with bush hooks in humerous fashions again! bounce
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Jad.3
Caine
Caine
Jad.3


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Location : near Prague

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PostSubject: Re: Difficulty   Difficulty EmptyThu Sep 23, 2010 12:09 pm

Zer0Morph wrote:
I would like to make TFN harder yes, in general. I would like to think of CE as an expansion for beginner players, a little more toned down, and for TFN for the more advanced players who have run through CE several times and want a new, but more challenging experience..
1. Yeah, that pissed me off several times.
2.+3. Good!
4. Dunno about that. So I'll just have faith in you Wink
5. Who cares? Very Happy
6. Again, faith. 'Cause this is rather delicate thing...
7. Can you get it to 0? Permanent Beast, Game Over?
8.-11. Awesome.

Shabutaro wrote:
Zer0 you make it impossible for me to w8 till halloween the more you post^^ but i wann ask if you maybe could do a database with passwords for the PC's to make Hacking usefull, too. cuz now u can only remember the pw and make hacking completly useless.. well there are more things that are useless but i see this as useless as intimidation or seduction if u have persuasion...
That guy has a point.
Although, password database subject needs to be discussed further, because of cases like Apartments in Santa Monica in "find bounty hunter" quest, where the pw "Imalia" is written on the wall there.

Anyway, looking forward to Christmas Wink And the hard mode Very Happy
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Zer0Morph
Caine
Caine
Zer0Morph


Posts : 4253
Join date : 2009-09-10
Age : 45
Location : United States

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PostSubject: Re: Difficulty   Difficulty EmptyThu Sep 23, 2010 2:06 pm

8people wrote:
I always thought the dialogue system was limiting. Then again I'm used to modding with notepad and a nice bottle of sherry to get me through the bugfixes Laughing The engine only has options for one condition per dialogue section, doesn't it?

I'm looking forward to the challenge of TFN though, I've been preparing two pnp games and more paperwork than is necessary for moving house and university so am looking forward to setting things on fire and sneak attacking with bush hooks in humerous fashions again! bounce

Actually you can pretty much have as many conditions per line of dialogue as you want, you just need to group them together, no biggie.

Jad.3 wrote:
That guy has a point. Although, password database subject needs to be discussed further, because of cases like Apartments in Santa Monica in "find bounty hunter" quest, where the pw "Imalia" is written on the wall there.

Anyway, looking forward to Christmas Wink And the hard mode Very Happy

Actually in cases where a password is written on a note, you can change the text to be the new password so that shouldn't limit us on changing them. We can always remove the note too, or move it... or make it only viewable if you have a high enough inspection otherwise it doesn't show up at all. Alot of options available for us.

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Jad.3
Caine
Caine
Jad.3


Posts : 3303
Join date : 2010-09-11
Age : 42
Location : near Prague

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PostSubject: Re: Difficulty   Difficulty EmptyThu Sep 23, 2010 3:28 pm

So, no problem in exchanging Imalia poster for Teagan Presley poster? Nice Smile
What just poped up now, in case of pw database, those pws should be linked to different posters... I'd reload just to see the gals Very Happy
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OuiYepp
Neonate
Neonate
OuiYepp


Posts : 27
Join date : 2010-08-24

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PostSubject: Re: Difficulty   Difficulty EmptyFri Sep 24, 2010 9:14 am

I enjoy the fact that TFN doesnt make the cannon fodder (guards in the museum, sabbat in warehouse) harder with more hitpoints, but rather makes the roleplaying experience more "realistic"(as in the reality of the game) and harder by implementing new features. Anyone can make the enemies take more hits, but it takes creativity to make the experience more challenging as a whole.
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