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[Poll] On Creature Health Scaling


On Health Scaling  

119 members have voted

  1. 1. Do you think health of regular mobs should scale with the number of players?

    • Yes!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    • No!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    • Maybe...?
  2. 2. Do you think health of bosses should scale with the number of players?

    • Yes!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    • no!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    • Maybe??
  3. 3. If you voted yes for either question, why?

    • Scaled health provides a fair, less frustrating experience for a set number of players.
    • Scaled health makes the game less tedious or difficult for solo players or small groups.
    • Scaled health makes the game more challenging for larger teams.
    • Other (do mention in the comments!)
    • I voted no.
    • I voted maybe.
  4. 4. If you voted no for either question, why?

    • Scaled health disrupts the current game balance.
    • Scaled health makes the game too easy for solo/small groups.
    • Scaled Health makes the game too hard for large groups.
    • Other (do mention in the comments!)
    • I voted yes.
    • I voted maybe.


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This would not work for 90% of public games, and people will start kicking new players after more than X players have joined because otherwise “the game is too hard”.

On the other hand, maybe a hard mode for bosses in a specified worldgen setting that warns you when you see the server that it is a “harder server” could work. On such settings maybe HP scaling for bosses could be a thing, but paired with faster attack phases, new attack types, etc.

4 hours ago, BeeClops said:

I know by now we view this very differently, as i think bosses are accessible enough solo and we probably disagree here. I was referring more to scaling up, as that would be unfair since most fights are done by one ore a few of the players on the server. And you have to keep pubs in mind, even tho they're not on xbox sadly. As for someone who just bought the game, there's a lot of stuff to conquer, enjoy and discover before you get to killing the big guys, and i think general mob hp is fine.

Having different attack patterns depending on how many players fight sounds more interesting, but it's just way too complicated to be worth implementing.

simple range check for players in a .. let's say screen radius and adjust according to the result. no?

this method will probably pose problems only if every other player will want to watch the fight without participating... 

I think instead of health scaling bosses should gain mechanics if too many players are too close. Example, perhaps Dragonfly does a ground pound if 4 people are just holding down F (she already has an animation for it so it'd be easy to implement). Something to discourage several players just tanking the bosses to death in a few seconds without scaling the health. Just scaling the health up would do nothing with how hard the fight is because those 4 players can still just hold F and win quickly and easily, it'd just be slightly less quickly (but still just as easily).

Or, alternatively, nothing should happen at all. It's pretty boring just holding down F in a group of people so it'd be cool if it got changed but I don't really think it's an issue that would need to be solved.

Regular mobs, no. Bosses I’d love. I play with 1-2 friends and things like dragonfly or toadstool are a bit much. 

BUT not auto scaling?

ideally I’d love to see less regular more options for each boss in the options, like 25% lower for parties who want it and 25% higher for parties who want that. I mean a 37,500 hp toadstool is still mean. Even 50% increase would be a good option. I mean the guys who say this will trivialize the game, okay, step up and fight the 75,000 hp toadstool.

Eugh this again... I could not be more opposed to this idea. Takes away the challenge and fun of fighting bosses.

EVERY single bit of content in this game can be done solo and whats more in my opinion is far more satisfying to do solo because of not only the great accomplishment you feel but you also don't have to share any of the loot.

Every single boss and every "quest" (pearl, killing fw to reset ruins, moonstone etc) can be done on your own.

The further you get in your world and the more experience you get with the game you can take down bosses with less and less resources than before as you get used to their attacks, get better at kiting, end up getting much better equipment, can setup houndius or catapults or bunnymen nearby bosses to make them much easier etc.

You can even change to Wolf or Wig for a much easier time with bosses if you are struggling that badly, you can also eat Volt Jelly which gives an immense boost in attack damage.

Both bosses and mobs are completely fine as is and do not need any tweaking or any scaling for players.

Being able to mess with and scale bosses up or down also messes with guides, advice etc if everyone is fighting different versions of the bosses depending on how much of a challenge they want etc. Also being able to scale bosses health up makes no sense? Why waste extra armor and weapons for the same drops? If you want a challenge you take on Misery or BQ/DF without any cheese/bunnymen/walls etc.

This honestly is my most disliked suggestion for DST.

If you want to play a farming/worldbuilding simulator either recognise that what you are playing DST for is not the entirety of the game and survival/combat/bosses are a very big part of the game as well and please stop suggesting that combat or bosses be made a ton easier OR play a different game.

 

10 hours ago, Szczuku said:

I think raid bosses' health should be scaled down to 80% of its original value, if the server has a 'alone' tag. Help out solo players, Klei. Raid bosses are just a resource sink

Not once you are setup with Houndius, Catapults, Volt Jelly and late game equipment.

In my world I can kill DFly using like two or three battle helms and one dark sword and a spiced jellybean. My Houndius and Catapults do the rest of the work and she rarely enrages either meaning I don't even really need a pan flute. You can setup any boss arena with a variety of options that makes the battle much faster and easier.

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