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April 16 Update

🕑 Added 2023-04-16 16:51:26 +0000 UTC

Comments

Runcible Technician

Oh I got the rock paper scissors of that part. Unified Strike is something I almost completely forgot about. It was all the times I mismatched the other groups that got me. I had to fish for weaknesses and that took a couple repeats. Also, the sixth party being added to the fourth was tricky tricky.

lostone2

I have some issues with the fights with Simon (level 95, not sublime gear available but great gear otherwise) alone. There seems to be a precise order on these and if you don't follow it properly, in case that this helps.

Runcible Technician

Full confession: I have a stacked endgame party and I've hit game over in Yarra's dungeon twice. I keep screwing up the party composition. Lets take into account that I'm a bad gamer and that at least some of your players are bad gamers as well. I wouldn't tweak it too much. I'd still Dark Souls my way through it, but not everything has to be From Software hard.

Sierra Lee

It isn't a huge problem that needs a change so much as something I've been thinking about lately that might require more work from me. Anyway, I do like my optional challenge objectives, so I'm glad they've worked for you!

ushiroace

Unfortunately I don't see any good solutions to the equipment testing issue... I suppose for some of the less puzzle-y fights you could use a simulation script, but that might be a lot of overhead considering how close you are to the end of the game. That aside, I just wanted to chime in and say I do appreciate the difficulty of some of the optional areas in the game! Or even the optional objectives in some of the required parts (Hilstara's last stand is a great example). The clearly meticulous balancing has always been a great aspect of TLS.

Dubsington

An option I see some games use is to, in the runup to the endgame, give players an opportunity to obtain missed buffs/equipment/xp/whatever. At that point a player on a poor track who gets stuck in the (challenging) endgame has the option of investing items. A couple examples: * One of the Borderlands games has a vending machine that accepts a special (rare) currency and will spit out (random) quest objects that are not in your inventory. * An adult RPG I've played has a "time travel crystal" that lets you hit quests that you never completed Obviously these are not as challenging as obtaining the items "legitimately" would be, which is why it's important that they are only available near the very end of the game, making it unquestionably the less-desirable option.

Sierra Lee

I'm glad that I strike the right balance at least on occasion! I do think some of the previous challenges work well enough, it's just that some new sections may not be tuned appropriately. I haven't decided how I'm going to scale the final boss, actually, which needs it more since some players theoretically might ignore much of the endgame. I'm considering different possibilities.

Sierra Lee

It's a valid point, and one of the reasons I haven't made wild changes on this front is not wanting to swing into the opposite mistake. Obviously the situation you describe isn't one I want, but I also want to avoid players just ignoring all strategy in a section and blowing through it. Threading that needle is difficult.

Sundeigh

It has been a while since I properly played TLS, however, I do seem to remember some of the optional "hey this is hard so good luck," fights being quite challenging and I greatly appreciate it. The tricky thing with turn-based combat like TLS is finding a balance of difficulty without crossing over into frustrating rng such as well as long as turn 1 they don't choose this move or target this party member etc. Something this game does exceptionally well is providing those balanced optional challenges that players like me can beat their heads against. I'll always be in favor of some immense challenges at the end of games like this and I would feel cheated out of seeing how the characters have grown in strength if these challenges didn't exist. Finding out how to balance a "final boss," while also providing these optional challenges is tricky as you don't necessarily want to make the final story boss the end all be all hardest fight in the game since some players would likely struggle. My rambling thoughts always lead to me being the type of player that says optional challenges/content is always good and the harder the better if you don't like that then get gud.

Dubsington

I think you have to bear in mind that the players who are likely to give you feedback are also likely to be the ones that are using the wiki and discord to optimize their playthroughs. I personally don't find the combat challenges particularly easy. I routinely have to consult the wiki or ask for help on the discord, both of which I would prefer not to do as it destroys the immersion. In my current playthrough I made a few small early mistakes (such as not reading the walkthrough, and thus missing the Lustplate) that have made some combats extremely difficult. Replaying the same fight over and over when you know you already have the best lineup for it, but just have to pray to RNGesus and hope that the 9th trip goes better than the 8th, is honestly not particularly fun. Unfortunately, the only remedies I know of for this sort of thing are impractical to implement (difficulty levels, scaling dungeons, etc). I don't really have a suggestion here, just want to mention that making things even harder will discourage some players. But if your biggest patrons are disproportionately of the "we want harder fights" camp, it might be the right business move.


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