Vigilantes > Suggestions & Feedback
[Attention!]Feedback on Hero difficulty
Daithi:
Cheers. Will try hardest difficulty this time around, and do some basic tweaking on it. What is the primary cause for low cash? You do start with less, but guessing not being able to tackle survivalists so you can get better gear to sell is a factor. Scarcity would be good in Hero, but it sounds like it's too short on cash.
I think dropping the enemy level up rate would be a good starting point. Going from hard boiled to hero makes them level 50% faster.
Nomad:
For the most part, I liked the lack of cash.
It did wear on me a bit when I completely failed to succeed in getting any loot at the end using Bypass.
As I was fighting cultists and it took so long to wear them down, they used all their medpacks, so there was no loot to be had from the combat.
In instances like that, the money drops from dropping people are a godsend.
Not being game to try Survivalists or Mafia really makes a difference to loot.
I honestly thought the lack of loot I was getting was a difficulty setting... but I realise it's not. In a normal game I'll take on all the gangs at level 1 danger.
I don't think it's too short on cash once the fights are doable.
Considering how hard they were hitting, how regularly they were hitting and how much health they had, I'm pretty sure they were out-levelling me quite significantly.
Nomad:
So... for the new system of giving Perks, skill points and Stats...
A suggestion:
* Soft Boiled - Every even level gain a Stat point, every odd level gain skill points, every third level gain a Perk.
* Vigilante - Every level gain one of the three.
* Hard Boiled - Every 4th level get no gain (as though it's cycling 4 options and one option is nothing).
* Hero - Only get Skill Points, Stats and Perks each second level. Every even level it gives the next one. Eg: Level 2 gain 1 Stat, Level 4 gain skill points, Level 6 gain 1 skill points, Level 8 gain 1 Stat, etc.
Just throwing ideas around.
Daithi:
Will keep it in mind, cheers!
Nomad:
That was a thought on how to increase difficulty without simply resorting to having the enemies bullet sponges that hit like tanks. =)
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