- Joined
- May 23, 2014
- Messages
- 212
- Reaction score
- 112
- First Language
- Gaeilge
- Primarily Uses
- N/A
I agree with setting a base difficulty setting initially in game. As I played ksjp17's game The Tale of a Common Man he implented this perfectly. Going into a difficulty choice especially only allowing it prior to starting a game has to be defined specifically what will be more difficult. Such as which monsters will be stronger, if all by how much? That is the way to do it.
I also agree with allowing it in game. But with a penalty. If you do not penalize it then it will be abused. Such penalty could be a cooldown on switching the difficulty or simply by having an achievement system that allows you to complete the achievement only if you stay in that difficulty throughout the whole game and do not make it easier.
Back to the Healing springs, I believe it to be a good implementation in my games because I like to have all battle be fair and not have your characters be half hp or have status debuffs to begin the battle.
I also agree with allowing it in game. But with a penalty. If you do not penalize it then it will be abused. Such penalty could be a cooldown on switching the difficulty or simply by having an achievement system that allows you to complete the achievement only if you stay in that difficulty throughout the whole game and do not make it easier.
Back to the Healing springs, I believe it to be a good implementation in my games because I like to have all battle be fair and not have your characters be half hp or have status debuffs to begin the battle.


