Idea for enemy scaling improvement
I love this game but I think the enemy scaling system could use some improvements, because right now every enemy that comes before the last released biome of each update becomes a complete joke.
Wouldn't it be better if enemies scaling depended on which boss you killed last instead of the system we have now?
For example, after killing a biome boss, that biome's enemies scale their power, not too much, just to keep them interesting, another thing that would be cool imo is making enemies dangerous not because of the biome, but because of the actual threat they may be for you, for example a troll should always be a challenge, same for golems, while a wolf should be a easy/medium challenge.
So after you kill a boss, all previous enemies revive a little buff, you can still feel that your equipment improvements make a difference, but at least you don't kill trolls or drakes with 2 shots.
Also making enemies dangerous because they actually are, not because they are in the next biome you need to go.
The system we have now is not bad, but as I said it could be improved.
For example enemies should always be this challenging I think:
-meadows - black forest biomes:
-neck easy challenge
-greyling easy challenge
-greydwarf easy challenge
-greydwarf shaman easy/medium challenge
-greydwarf brute medium challenge
-troll hard challenge
-skeleton easy/medium challenge
-swamp biome:
-draugr medium challenge
-leech easy/medium challenge
-elite draugr medium/hard challenge
-abomination hard challenge
(I'm not going to list every enemy in the game, you got the point)
What do you think?
Wouldn't it be better if enemies scaling depended on which boss you killed last instead of the system we have now?
For example, after killing a biome boss, that biome's enemies scale their power, not too much, just to keep them interesting, another thing that would be cool imo is making enemies dangerous not because of the biome, but because of the actual threat they may be for you, for example a troll should always be a challenge, same for golems, while a wolf should be a easy/medium challenge.
So after you kill a boss, all previous enemies revive a little buff, you can still feel that your equipment improvements make a difference, but at least you don't kill trolls or drakes with 2 shots.
Also making enemies dangerous because they actually are, not because they are in the next biome you need to go.
The system we have now is not bad, but as I said it could be improved.
For example enemies should always be this challenging I think:
-meadows - black forest biomes:
-neck easy challenge
-greyling easy challenge
-greydwarf easy challenge
-greydwarf shaman easy/medium challenge
-greydwarf brute medium challenge
-troll hard challenge
-skeleton easy/medium challenge
-swamp biome:
-draugr medium challenge
-leech easy/medium challenge
-elite draugr medium/hard challenge
-abomination hard challenge
(I'm not going to list every enemy in the game, you got the point)
What do you think?
12:13 pm, January 26, 2023
d¢ replied to Idea for enemy scaling improvement January 26, 2023 @ 2:18:30 am PST
I think people can handicap themselves to give them more of a challenge
For instance, I currently am doing a challenge in my newest playthrough. I am doing all the bosses, but my goal is to only use a knife, a hammer, a crude bow, and an axe to fell trees. I have made a rule to not lay down portals, I can only build bases to a max size of 6x6, and I'm not going to smelt much metal at all. I cannot dig trenches around my bases, and I can't stay in one spot for more than it takes to get the rested bonus.
So what's the plan? Building a wolf army or something.
I died five times between killing Eikthyr with just a hammer (setting him ablaze with campfires), and going in melee between his attacks with a knife. only died three times during the boss fight, died an additional two times when I made it to the black forest and ran into a zillion mobs.
I think the mobs scale pretty fine until you become OP from just gathering tons of mats and making end game gear. Then there's no more scaling...but from the devcommands you can spawn up to ten star mobs I think, so it might be in the cards in the future for tougher mobs.
For instance, I currently am doing a challenge in my newest playthrough. I am doing all the bosses, but my goal is to only use a knife, a hammer, a crude bow, and an axe to fell trees. I have made a rule to not lay down portals, I can only build bases to a max size of 6x6, and I'm not going to smelt much metal at all. I cannot dig trenches around my bases, and I can't stay in one spot for more than it takes to get the rested bonus.
So what's the plan? Building a wolf army or something.
I died five times between killing Eikthyr with just a hammer (setting him ablaze with campfires), and going in melee between his attacks with a knife. only died three times during the boss fight, died an additional two times when I made it to the black forest and ran into a zillion mobs.
I think the mobs scale pretty fine until you become OP from just gathering tons of mats and making end game gear. Then there's no more scaling...but from the devcommands you can spawn up to ten star mobs I think, so it might be in the cards in the future for tougher mobs.
12:13 pm, January 26, 2023
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Angrybeard replied to Idea for enemy scaling improvement January 26, 2023 @ 4:12:45 am PST
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12:13 pm, January 26, 2023
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