Difference between revisions of "Sacred 2:Combat and Game Basics"

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Comparisons have been made between Sacred 2's method of balancing player to monster difficulty via leveling to that of Oblivion's. Sacred 2's auto-leveling of enemies is a wholly different method than Oblivion's and is, in fact, needed for Sacred 2 to function properly.
 
Comparisons have been made between Sacred 2's method of balancing player to monster difficulty via leveling to that of Oblivion's. Sacred 2's auto-leveling of enemies is a wholly different method than Oblivion's and is, in fact, needed for Sacred 2 to function properly.
  
'''Oblivion vs Sacred 2 Auto Leveling'''
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'''Oblivion v.s. Sacred 2 Leveling'''
  
Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased.
+
Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased, while Sacred 2 would simply offer the same type of monster but at a different level.
  
It would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve.  It is impossible to go and craft a ''perfect'' weapon, with the hope in returning to destroy the previous enemy with ease especially if was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest had now changed into a more powerful monster to match the character's new level.
+
In Oblivion, it would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve while remaining there indefinitely and receiving good experience regarding the same chosen monster.  It is impossible to go and craft a ''perfect'' weapon, with the hope in returning to destroy the previous enemy with ease especially if it was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest, as in Oblivion would have now changed into a more powerful monster to match the character's new level.
  
This is significantly different from simply having an adjustment to an enemy's ''level'' based upon a player's new ''level'':
+
This is a significant different from simply having an upwards adjustment to an enemy's ''level'' based upon a player's new ''level'' as in Sacred 2.
  
Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from 1 to 40, which is different from Oblivion's method of increasing player difficulty which could, for example, have the same rat at level 1, but would now introduce a completely different and new monster type, a Minotaur for example,  at level 40.
+
Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from 1 to 40, which is different from Oblivion's method of increasing player to monster difficulty, which would have introduced a completely different and new monster type, a Minotaur for example,  to match the player's level at 40.
  
 
The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.
 
The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.
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'''Challenge and Difficulty'''
 
'''Challenge and Difficulty'''
  
One reason why players may not like the auto-leveling feature in Sacred 2 is due to the perception that monsters are not challenging enough, hence the blame on the auto-leveling feature.
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A reason why players may not understand the auto-leveling feature in Sacred 2 is due to the perception that monsters are not challenging enough, hence the blame on the auto-leveling feature.
Auto-leveling is, actually, a moot point since the '''real issue''' is that there is ''no challenge'' and that gamers cannot get ahead due to the perceived auto-balancing. A look at another popular hack 'n slash RPG, Diablo 2, demonstrates that a player could find a great weapon, and  they would suddenly be at the upper end of the power curve.  The power curve is the balancing mechanism that provides challenge.  It ensures that a player is not to strong, and also that an enemy is beatable.  The power curve mechanism in Diablo 2 would fluctuate, so that if a player found an enemy that was unbeatable at a certain level, the player could just gain levels, perhaps gain a new skill  and then return to the previous monster which could then be beaten. While using that particular method leveling, the game was a constant but enjoyable struggle.In Sacred 2 the difficulty appears fleeting, if not absent. There are possible reasons why this exists:
+
Auto-leveling in Sacred 2 actually forces the player to change areas or levels until he finds the same type of monster at a higher level or a different monster entirely that offers challenge and through that, more experience. A look at another popular hack 'n slash RPG, Diablo 2, demonstrates that a player could find a great weapon, and  they would suddenly be at the upper end of the power curve.  The power curve is the balancing mechanism that provides challenge.  It ensures that a player is not too strong, and also that an enemy is beatable.  The power curve mechanism in Diablo 2 would fluctuate, so that if a player found an enemy that was unbeatable at a certain level, the player could just gain levels, perhaps gain a new skill  and then return to the previous monster which could then be beaten. While using that particular method of leveling, Diablo 2 offered a player satisfaction from killing an earlier enemy, while Sacred 2, as contrast, will have a player looking for another possibly same type of monster but at a higher level.  
 +
 
 +
Why are there differences in balancing player v.s. monsters between the two games?
  
 
*At least twice the number of different and distinct monsters currently offered would have been needed to emulate Diablo 2's method. The level range in Sacred 2 is huge, 1-200, whereas Titan Quest's was 1-75 and Diablo 2 was 1-99.
 
*At least twice the number of different and distinct monsters currently offered would have been needed to emulate Diablo 2's method. The level range in Sacred 2 is huge, 1-200, whereas Titan Quest's was 1-75 and Diablo 2 was 1-99.
  
*The world is much larger, free-roaming and therefore needs more content to emulate the same sort of pleasant challenge that Diablo 2 offered.
+
*The world in Sacred 2 is much larger, free-roaming and therefore needs more content to emulate the same sort of satisfaction via killing static and unique enemies that never leveled up as in Diablo 2.
  
 
One of Sacred 2's largest differences to Diablo 2 is it's fully open world.  Each area has level caps for the enemies.  Rats, for example,  in the first area around Sloeford possess a level cap of 37.  The reason for this, is that as per the manual, players receive experience based upon the level of the creature defeated.  A player would have no reason to kill thousands of creatures that are level 1, who provide no challenge for a level 80 Seraphim, because they would give the player 0 XP.  The closer an enemy's level approaches a player's level, the better, the higher compared to your character level the better too as then the highlight for the enemy creature is red which yields maximum experience.  The reason enemies increase in level and power as a player does and, as well,  the reason that enemies are capped in areas, is to allow a player time to explore a chosen massive area while continuing to level up, without exhausting the supply of enemies close to the player's level, which gives the player enough experience to level up with.
 
One of Sacred 2's largest differences to Diablo 2 is it's fully open world.  Each area has level caps for the enemies.  Rats, for example,  in the first area around Sloeford possess a level cap of 37.  The reason for this, is that as per the manual, players receive experience based upon the level of the creature defeated.  A player would have no reason to kill thousands of creatures that are level 1, who provide no challenge for a level 80 Seraphim, because they would give the player 0 XP.  The closer an enemy's level approaches a player's level, the better, the higher compared to your character level the better too as then the highlight for the enemy creature is red which yields maximum experience.  The reason enemies increase in level and power as a player does and, as well,  the reason that enemies are capped in areas, is to allow a player time to explore a chosen massive area while continuing to level up, without exhausting the supply of enemies close to the player's level, which gives the player enough experience to level up with.
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Diablo 2 [http://diablo2.diablowiki.net/Experience did the same thing], except they capped the max too.
 
Diablo 2 [http://diablo2.diablowiki.net/Experience did the same thing], except they capped the max too.
  
In Diablo 2 the world is linear (randomized, but closed) ,very much like a complex maze.  The enemies are staggered in their level.  Enemy levels as organized [http://www.d2tomb.com/monsters3.shtml here, ] offer a good range, but are still around the same average level.
+
In Diablo 2 the world is linear (randomized, but closed),very much like a complex maze.  The enemies are staggered in their level.  Enemy levels as organized [http://www.d2tomb.com/monsters3.shtml here, ] offer a good range, but are still around the same average level.
  
 
Players would constantly fight monsters around their level, by nature of the way the game was controlled. It was a closed system, and players were known to be of a certain level by the time they reached a selected, chosen area.  And if not,a player would receive depreciating returns in experience, and thus would found the game difficult to play, as in the jump from normal to nightmare and nightmare to hell, as there were usually a few levels disparity between the two, due to the levels not matching up precisely.
 
Players would constantly fight monsters around their level, by nature of the way the game was controlled. It was a closed system, and players were known to be of a certain level by the time they reached a selected, chosen area.  And if not,a player would receive depreciating returns in experience, and thus would found the game difficult to play, as in the jump from normal to nightmare and nightmare to hell, as there were usually a few levels disparity between the two, due to the levels not matching up precisely.

Revision as of 15:22, 25 October 2008

Auto Leveling

Comparisons have been made between Sacred 2's method of balancing player to monster difficulty via leveling to that of Oblivion's. Sacred 2's auto-leveling of enemies is a wholly different method than Oblivion's and is, in fact, needed for Sacred 2 to function properly.

Oblivion v.s. Sacred 2 Leveling

Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased, while Sacred 2 would simply offer the same type of monster but at a different level.

In Oblivion, it would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve while remaining there indefinitely and receiving good experience regarding the same chosen monster. It is impossible to go and craft a perfect weapon, with the hope in returning to destroy the previous enemy with ease especially if it was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest, as in Oblivion would have now changed into a more powerful monster to match the character's new level.

This is a significant different from simply having an upwards adjustment to an enemy's level based upon a player's new level as in Sacred 2.

Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from 1 to 40, which is different from Oblivion's method of increasing player to monster difficulty, which would have introduced a completely different and new monster type, a Minotaur for example, to match the player's level at 40.

The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.

Challenge and Difficulty

A reason why players may not understand the auto-leveling feature in Sacred 2 is due to the perception that monsters are not challenging enough, hence the blame on the auto-leveling feature. Auto-leveling in Sacred 2 actually forces the player to change areas or levels until he finds the same type of monster at a higher level or a different monster entirely that offers challenge and through that, more experience. A look at another popular hack 'n slash RPG, Diablo 2, demonstrates that a player could find a great weapon, and they would suddenly be at the upper end of the power curve. The power curve is the balancing mechanism that provides challenge. It ensures that a player is not too strong, and also that an enemy is beatable. The power curve mechanism in Diablo 2 would fluctuate, so that if a player found an enemy that was unbeatable at a certain level, the player could just gain levels, perhaps gain a new skill and then return to the previous monster which could then be beaten. While using that particular method of leveling, Diablo 2 offered a player satisfaction from killing an earlier enemy, while Sacred 2, as contrast, will have a player looking for another possibly same type of monster but at a higher level.

Why are there differences in balancing player v.s. monsters between the two games?

  • At least twice the number of different and distinct monsters currently offered would have been needed to emulate Diablo 2's method. The level range in Sacred 2 is huge, 1-200, whereas Titan Quest's was 1-75 and Diablo 2 was 1-99.
  • The world in Sacred 2 is much larger, free-roaming and therefore needs more content to emulate the same sort of satisfaction via killing static and unique enemies that never leveled up as in Diablo 2.

One of Sacred 2's largest differences to Diablo 2 is it's fully open world. Each area has level caps for the enemies. Rats, for example, in the first area around Sloeford possess a level cap of 37. The reason for this, is that as per the manual, players receive experience based upon the level of the creature defeated. A player would have no reason to kill thousands of creatures that are level 1, who provide no challenge for a level 80 Seraphim, because they would give the player 0 XP. The closer an enemy's level approaches a player's level, the better, the higher compared to your character level the better too as then the highlight for the enemy creature is red which yields maximum experience. The reason enemies increase in level and power as a player does and, as well, the reason that enemies are capped in areas, is to allow a player time to explore a chosen massive area while continuing to level up, without exhausting the supply of enemies close to the player's level, which gives the player enough experience to level up with.

Diablo 2 did the same thing, except they capped the max too.

In Diablo 2 the world is linear (randomized, but closed),very much like a complex maze. The enemies are staggered in their level. Enemy levels as organized here, offer a good range, but are still around the same average level.

Players would constantly fight monsters around their level, by nature of the way the game was controlled. It was a closed system, and players were known to be of a certain level by the time they reached a selected, chosen area. And if not,a player would receive depreciating returns in experience, and thus would found the game difficult to play, as in the jump from normal to nightmare and nightmare to hell, as there were usually a few levels disparity between the two, due to the levels not matching up precisely.

Summary

It would be useful for a player to consider the auto-leveling in initial areas as a large tutorial section. The levels of challenge offered purposely so as to instruct the player via quests, while familiarizing himself with his character.