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Comparison of old hard mode vs EE tactican mode

How much did Aenra's mother drink when she was pregnant with him

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Monkeyfinger

Cipher
Joined
Aug 5, 2004
Messages
778
gtkCG8p.jpg
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,513
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
That's the right way to increase difficulty. Increase the number of enemies and give them more abilities (and consumables).

The higher difficulty levels in Wasteland 2 on the other hand just make enemies onehit power armored characters with full health because fuck you.
 

gestalt11

Arbiter
Joined
Apr 4, 2015
Messages
629
Yeah I agree a blanket -10% hit chance is a crap way to go about making things "hard". That is not hard its just boring and semi-random. Adding more or improved skills/behaviors etc. so that it is actually tactically harder is superior.

Some of the simplistic "just give em more resistances" implementation wind up making other difficulties kind of dumb or behave differently. Like in old Titan Quest replaying into a higher difficulty everything got large resistance boosts and player skills that reduced resistances went from Ok to godly. That is just dumb, completely fuck up your balance with a piss poor implementation that did not actually add any extra tactical challenge just changed how desirable certain skills were.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I'm pretty sure that in Tactician enemies in each encounter have a couple of abilities and items more to use against you. So its not only a percentage change.

*Just saw that the image mentions that. Damn I'm an old fart
 
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Aenra

Guest
What a fucktarded excuse for a thread. No question, no comment or criticism, just a contrasting list that leaves one with the wrong impressions;

The difference with 'Tactician' mode when compared to vanilla 'Hard' lies in AI, extra skills, saves, additional mobs summoned where NPCs have applicable capabilities, positioning, etc
Listing them side by side, ie forcing one to do a comparison based on numerical values alone allows for nothing whatsoever. Add a poll, will vote for OP being a faggot.

:killit:
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I don't think the AI has improved much, though I'm still just doing stuff around Cyseal. I've seen an enemy happily blow up his own group via fire arrow into oil slick just to hurt a disposable summon, and another enemy threw a grenade hitting nothing in particular.

But yeah, the new abilities and consumable usage makes Tactician mode way better than old hard mode. Even in the early Cyseal encounters, the enemies have special arrows, grenades, and healing abilities / potions. I'm pretty sure there are some new enemy types as well -- did electrified zombies exist in vanilla? It's been a while...
 

Aenra

Guest
Have come across self-sabbotaging NPCs, but always as a result of my attempting to control the battleground/repositioning/teleporting them. Which is as it should be. When action-afflicted, which is what you're describing? That too seems 'ok' to me, what you ask for would be too much. In your example, to avoid firing up that oil puddle would entail their:
1) comprehending traps and their inherent dangers, ie scripted to avoid them always, rendering them useless to you
2) Having a sorting algorythm so they would always eschew 'tanks', summons (which may or may not be your meat shields) and so on; So they would ignore your summon, and focus on your PCs
If your wish was granted, 'Tactician' would have been impossible. Careful what you ask for, this "the more AI the better" has its limits ^^

My only gripe (apart from everything i've already mentioned in the main thread that is, run out of editing time) is with the enemy NPCs' AoEs. All too often it seems as if the game has them purposefuly placing them adjascent to me, so i won't get hit. That i cannot get. Am right in front of him, he only has one skill, he casts it...and it mushrooms out right next to me..zero damage. I originally thought it is some advanced tactics, ie his next mode would cripple/pidgeonhole me, but no. Which is weird. Missing me i would get, but placing an AoE way off of me?
 
Last edited by a moderator:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
Yeah I agree a blanket -10% hit chance is a crap way to go about making things "hard". That is not hard its just boring and semi-random. Adding more or improved skills/behaviors etc. so that it is actually tactically harder is superior.

Some of the simplistic "just give em more resistances" implementation wind up making other difficulties kind of dumb or behave differently. Like in old Titan Quest replaying into a higher difficulty everything got large resistance boosts and player skills that reduced resistances went from Ok to godly. That is just dumb, completely fuck up your balance with a piss poor implementation that did not actually add any extra tactical challenge just changed how desirable certain skills were.
It worked well in Xcom: EU. Impossible added more hit chance and +1 hp to most enemies. It really changed how you play the game than when you are on Classic difficulty.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
My only gripe (apart from everything i've already mentioned in the main thread that is, run out of editing time) is with the enemy NPCs' AoEs. All too often it seems as if the game has them purposefuly placing them adjascent to me, so i won't get hit. That i cannot get. Am right in front of him, he only has one skill, he casts it...and it mushrooms out right next to me..zero damage. I originally thought it is some advanced tactics, ie his next mode would cripple/pidgeonhole me, but no. Which is weird. Missing me i would get, but placing an AoE way off of me?

I think I read something on the larian forums that apparently AoEs sometimes have a smaller area than indicated. Maybe the AI is affected by this as well?
Probably a bug.
 

Monkeyfinger

Cipher
Joined
Aug 5, 2004
Messages
778
What a fucktarded excuse for a thread. No question, no comment or criticism, just a contrasting list that leaves one with the wrong impressions;

The difference with 'Tactician' mode when compared to vanilla 'Hard' lies in AI, extra skills, saves, additional mobs summoned where NPCs have applicable capabilities, positioning, etc
Listing them side by side, ie forcing one to do a comparison based on numerical values alone allows for nothing whatsoever. Add a poll, will vote for OP being a faggot.

:killit:

It's an important piece of information that everyone would miss if I posted it in a megathread.
 

Aenra

Guest
Definitely man. You nailed it right there.

Oh, i see you changed the poll? haha, are we butthurt? ^^ :butthurt:
Ok guys, whomsoever is with my mother right now, do ask her how much she had to drink that fateful night. I don't know how that will soothe Monkeyfinger's anus, but he appears to think it will and that's all that matters.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,800
The AI in this game sucks so much that consoletards are finally able to play a turn-based game!
On the easiest setting, sure, deliberately so.

The other modes aren't worse than any other turn based game, and better than quite a few old things.
 

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