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[req]yet Another Balancing Suggestion


silverstar

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So, I was thinking that maybe one of the best ways to deal with the level v. balancing issue, is to just base the general enemy level on the progress in the main quest? Use some sort of keys that are introduced at the end of each part in the primary quest, to increase the monster difficulty, rather than having the trigger be the player's level?

 

That way, if you've barely begun the main quest, you won't be dealing with ultra-powerful monsters, except in special circumstances, allowing you to spend time exploring and building your levels on all the extra quests, before moving on to make the main game a bit easier until the next leg of the journey.

 

Possible, or is it something that would be required on Beth's end, in a patch or something? I can also see how such a mod, if possible, would make it easier for those who want to do total conversion projects based on the engine, to make it more like a "classic" PC/Console RPG, with a building level of urgency as the weaker monsters are replaced by more destructive ones as the story progresses.

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