1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

Feature Request Fighting: Reduce Effect of Weapons, Increase Effect of Skills

Discussion in 'Build 15 Brainstorming' started by Pieter Boelen, Sep 1, 2016.

  1. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,623
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    I'm thinking.... what if random jungle bandits are permanently low level and different dungeons can be given different difficulty levels.
    Not saying it would be a five-minute job to get that working properly. But it should certainly be possible.
     
    Tingyun likes this.
  2. Tingyun

    Tingyun Corsair Storm Modder

    Joined:
    Aug 8, 2016
    Messages:
    1,445
    Gender:
    Male
    Pieter, that is exactly my ideal long-term hope. :)

    It is also how modders transformed games like Elder scrolls Oblivion, after everyone complained about daedric sword magic armor bandits. Random bandits were permanently lowish level, hard for a beginning player though (I'd guess level 8, +/- some random factor, would work). Dungeons made different levels based on how difficult they were desired to be. The rewards in chests would need to be similar level to the enemies.

    And enemies would have to have weapons capped at most their level, not players (though maybe we still require the player to hit a level to make them appear, and just use the lowest of player level, enemy level)
     
    Last edited: Sep 3, 2016
    Pieter Boelen likes this.

Share This Page