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Old 01-03-2007, 11:11 PM   #11 (permalink)
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This is great news! So, another nod to VG if it really works like this! I, too, like only having an "idea" if I can beat a mob, knida like going into a bar. You notice the skinny little wimp at the bar and the big ol' lumberjack in the corner. Your /con tells you to fight the wimp, but dude, is he EVER an undercon!!
After playing Vg for a while...when you walk back in that bar you will then realize you missed seeing the dots above the dudes heads, and this time around you will pick the correct fight!

Knowledge will be half your battle :)
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Old 01-04-2007, 05:06 AM   #12 (permalink)
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After playing Vg for a while...when you walk back in that bar you will then realize you missed seeing the dots above the dudes heads, and this time around you will pick the correct fight!

Knowledge will be half your battle :)

Well, LOSING is also half the battle...
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Old 01-04-2007, 09:40 AM   #13 (permalink)
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The guys at work have a little friend, and the rest of them are BIG guys......so when they go to the bar...the little guy gets picks on...but pulling him comes 5 big "mobs"


so watch out, the little guy soemtimes has big friends.
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Old 01-04-2007, 02:57 PM   #14 (permalink)
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The main idea behind it is that it allow us to present reasonable challenge indicators without requiring you to learn some sort of conversion scheme. Everyone can solo an even level, 2 dot NPC. Being able to solo something that is even to your level feels good. What does that mean for groups? Well, either we have groups fight stuff that is many levels above them (which has its own balance issues) or we provide a second indicator, of its difficulty within its level.

Also note: the dot number is not telling you exactly how hard the NPC is. There are a number of other factors that come into play as well, so just because you were able to solo a 3 dot gnoll in one area, you may not be able to solo an equal level 3 dot salamander in another area. The salamander can be tougher, with more hp, a greater DPS output, and a give a greater exp reward when killed.
Interesting. I'd love to know what the balance issues are with groups attacking higher level mobs?

One issue I can see is spellcasting. Most games make it harder to cast on mobs that are significantly higher level than the caster. DnD does this, EQ does this, WoW does this. Also much higher level mobs are harder to hit with physical attacks.

Is this a bad thing in the eyes of the developers? Having the dot-con system will mean that spells/ attacks are resisted less. It seems to be designed to make many-on-one encounters more difficult.

I guess it also makes loot distribution easier. That could be a big part, thinking about it. With the higher level mob, do you have it drop loot appropriate for a same level player, or for a lower level player because a lower level group could kill it?

Hmm, maybe that's the answer... loot :D
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