Adventure difficulty rate in sculls 1-10 is far obsolete .. all FA and AB adventures have same rating 10/10 , it is just silly
pls expand ratings to 20
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Adventure difficulty rate in sculls 1-10 is far obsolete .. all FA and AB adventures have same rating 10/10 , it is just silly
pls expand ratings to 20
-1 for expand it to 20!
You need to understand the difficulty system first, it is how the adv difficult for specific level range, as for example, BK not meant to cover lvl 50+ !
It is relative to the level when you can start play it, also how much complex or losses for it.
It is calculation not someone how decided how much difficult this adv is.
the very fact that "You need to understand the difficulty system first" is a sign that something is wrong ..
you find it normal that WC,TOK,TOW,BC,SLT,BLT all have same difficulty level?
i dont play because of the level but for the xp only
SLT BLT is in different scope of WC.. and WC different scope of TOK, TOW and BC
You can't put all those adventures into 1 equation!
BLT, SLT for lvl 42+
WC and 1st, 2nd, 3rd thief for lvl 51+ (you don't even have any elite troops at that level) if you play with normal troops they will be 10/10 for sure!
Another knights adv for lvl 56+
This is the way you need to think about.
If you going to say players not playing any 1001 Night adv before level 58, this is not realistic, it is another issue with game design, but you still get those adventures starting from these levels, the difficulty still build on what designed.
And don't count how easy is SLT for level 60 player, but how is hard for level 42 ! (without cannons as for example, because of cannons at level 48).
It is exactly the opposite. A number that was chosen arbitrarily without any understanding what the mechanics is and what the actual difficulty is.
This is why BK is 3 difficulty levels ahead of Sotv, that is why you have Norsemen on the same level as Sotv, this is why Tailors are pretty much on the same level as BK.
You are correct, but you got me wrong, let me say, in different way, the "person" who choose the difficulty and decide it, do calculation depends on the game design, so he will fall into what you said "A number that was chosen arbitrarily without any understanding what the mechanics is and what the actual difficulty is. " because he don't know how really it is works.
The equation seems look into the type of adv as well, no block, and how many days you have to complete the adv, the game design of this game is always a problem, what I want to say I'm not against the idea of "fix" the difficulty, but without change the scale, and the changes actually must still count the level when you able to play it, and finally the time.
But, scale it to 20 not a solution, I maybe will make BK as 8 or 7, not lower, and make SE to 10 or keep it at 9 !
Anyway, for real, who play adv right now care about difficulty at all! for me I look into how much EXP I can gain in shortest time + how much fun I get, BK is the best adv to gain EXP and even resources, for real it is #1, even better than all FT and 1001 Nights, but it is easy for you not for game design, if the game design is the problem, then it need to be fixed first.
Finally, still -1 for increase it to 20 or more, but for real I don't care at all about the numbers here :)
Players and Developers are always going to have a difference of opinion on how difficult a adventure is, for the simple reason that they have not informed us how they intended adventures should be done. If you look at BK or SLT for example it is quite clear how they intended to be approached, however as far as I know all players have decided to approach them using a different meta than the intended one. This had lead to a difference in culture between adventure designers and players.
We also have to remember the adventures are designed to be tackled from the point of view of the lowest common denominators and it is this which they use to grade the difficulty of adventures even if no player in their right mind would do them this way.
Thats where the problem is though.
Designers seem to lack basic knowledge about the players process of though (the result of which is the 'meta', in this and every other game where it exists) and they do the things their own way, blindly going into direction players will never take.
On the other end of the spectrum you have games like Starcraft2, where, while changes might not always be satisfying for everyone, behind each and everyone of them is a wall of text explaining the thought process and goals, even for the little details like increasing movement speed of a unit. And even if people dont like it, at least there exists evidence that development team tries to make the changes fit the game. Right here there isnt any, maybe outside of few posts of BB_Alex on test the last few months.