Vypie -> RE: About the numbers. (3/10/2016 13:59:11)
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There's something that needs to be thought about. When you want to make an enemy boss, you can't just increase its level. If you do just that, with the way Hit/Miss systems works (they are directly tied to level), you end up with an enemy that will dodge basically all of your attacks. Its not a fun battle. Instead, only the other stats should buffed, and the level staying the same. You want to be able to point out at that monster and say "This monster is a boss designed for a level 15 challenge". Sure, it may even be stronger than regular monsters of level 30, but that's exactly the point. Most of the time that means it is just a challenge for a GROUP of lower level players. To not create confusion between normal monsters and these 'stronger-than-normal' monsters, what you usually do in games is to add a special portrait, to show to players they are "Elite" monsters. Or even "Super-Elite" portraits. But even regular plain monsters should still have some variety in terms of power, not counting the level. Variety is interesting, and if monsters had the same expected challenge rating all the time, you would just have to compare your level. Having monsters of different power is okay. Its a natural thing to have in a world. Two monsters can be of level 10, one weaker than the other. That's fine, maybe the weaker type of enemy attacks more frequently in groups, or the stronger type has better loot opportunities. But both are level 10, and THAT simply tells you they are a challenge directed at level 10 players.
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