Difficulty level differences?

Alternatively, if the weighed outcome were to instead take in flat values based on the difficulty setting, that would effectively disable the DDS presumably.

Of course, as Barleyman said there’s no obligation to look further into it.

The problem is certainly because the auto scaling is hard to tune for each difficulty level. For example at Legendary you could have less good results and then the scaling is smoother. Moreover lost a soldier and replace him is less a burden at Legend, but this can push to let more soldier die.

It’s difficult to compare two plays, for example Easy and Legendary, because you’ll hardly have the same results.

Are you sure about that…Imho I believe auto scale has separated into some sub-group, *depends on how much sub layer they have just to make easier to trace which one should be tweak and whatnot. It would be a real mess if they don’t have that.

I wasn’t assuming it was a demand.

That’s been my experience and understanding all along. I’ve been saying this for weeks - I take my losses when they come, and the only real difficulty spike I experience is in multi-Siren Lairs.

On most other missions, Sirens don’t even bother to turn up any more.

I’m not sure but it’s a possibility, what’s totally absurd is it makes easier to play Legend than Easy.

But as you play more a campaign it’s possible there’s a sort of tuning and then it’s just more or less difficult and not quick brutal spike.

To be quoted, no way I play Ironman, reload isn’t a problem for me even if I’m not looking at perfection, this to say that it’s probably more complex than pure death of soldiers.
This makes me believe that there’s something totally wrong during first month.

Sure? What you mean? From playing there’s obvious differences between Easy and Legend, and it’s not that Legend is really harder, harder on some aspect not related directly to combats.

I’d be curious to have players stats in similar games depending of difficulty level choose. I don’t think let’s play can give any good clue on that.

My bad, sorry I was talking about the auto scale (dynamic) difficulties system not the difficulty level difference :sweat_smile:. So I presuming you do knew inside those auto scaling system works and became a difficult to tweak them, I comment about how hard to tune/tweak those auto scale system is, if the devs has system to tweak them in no time, as pantolomin said previously “The code seems quite clean to me and nicely done. It is readable and seems maintainable which is a big plus.”

Anyway sorry for being out of topic. I didn’t finished the game yet, can’t tell the differences between each difficulty level.

I checked no code and I won’t. From a thinking aspect it looks complex, for example:

  • Parameters to define the scaling could need different value depending of difficulty level targeted. So just a global rate will hardly ever work well.
  • I got the feeling that the max scaling is different for each difficulty level. Why not, anyway it’s eventually not here that is the problem.
  • Difficulty curve can’t be ignored, along first month it seems it can totally derail, at least at Normal/Easy. The problem is I doubt the curve can be the same at each difficulty level. In fact at Easy first faction combats are ridiculous, I know it’s easy, but it’s tactical game, and start that low and learn nothing to player can get awful results.
  • Difficulty drop down is a serious design problem. For sure there’s no point to have a too regular difficulty increase, spikes and lows are good. But it’s going further with this auto scaling. And then can the drop down management be the same for each difficulty level, I doubt it a lot.
  • Difficulty is a lot in minds, but I doubt it’s same minds average for players playing Easy than those playing Normal and those playing Legend.
  • How increase difficulty, for example I got the feeling that a tool was to reduce maps size. But firstly it’s probably a wrong tool favoring some exploits, secondly parameters to increase difficulty will have hardly the same psychological impact for payers of Easy/Normal/Legend.
  • The game pushed too far the differences between Normal and Legend, it is generating two different games. I suspect have static parameter to manage difficulty level was the initial goal, but at end it looks wrong.

Nice!
Waiting for. :v:

done: https://www.nexusmods.com/phoenixpoint/mods/37

now you can go back to your kids :sunglasses:
(thx!)

They are asleep :wink:. I can start actually playing … oh wait, no going to sleep too. Have fun and hope it works for all installations of PP.

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I’m GMT +1 so I can mod one hour still but sadly I’m doing it through PPDefModifier 'cause I would have to learn what decompile/recompile actually means… I’ve just given a look with DNSPY but at the end I’m a noob…

have a good night

I use JustDecompile from Telerik. It’s free and you can go through the code very easily. Drag and drop the dll and you’re good (Assembly-CSharp.dll is PP code).
Code is really easy to read so after a little moment you find quickly where to go and find stuff.
I do Java for a living so the code is similar but different formatting and naming conventions make it more difficult :stuck_out_tongue:.

Oh, thx for the advice.
I’m an architect (I own my studio) and honestly I barely know what’s inside my pc box…
Anyway I’ve done quite a lot of lua scripts for Rome 2 mods and I’ve understood that at the end modding scripts (not speaking of complex levels) is just a matter of applying high school math logic.
I always need many trials but when I get the logic then it begins to be just a matter of applying a method.
It is actually nice and entertaining as a hobby (and made me re-check my thoughts about how valuable math language logic actually is…)

Just checked what “lua” code looks like.
It has a similar syntax so you shouldn’t be too lost in the code.
I’m a dev and it’s the first time I did a mod. I never thought that I’d do one one day. But this game was worth the try. It has so much potential.

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lua: yeah, more or less I’ve understood that coding languages are similar, you could say they are different “weird english texts” versions to modify without doing errors…

I never thought that I’d do one one day: :grin: I think every modder have thought that before starting doing it, or at least I did. Then I realized that I actually got more entartain by modding rather than playing… well not always but… let’s say it is a different way to entertain some free time. Good for the brain too.

It has so much potential: ablosutely. I was pretty astonished during the first hours of the first campaign, really a nice experience. I think that with snapshot keeping working on it and the possibility to open doors to interested "side projects"modders (I’m not yet sure to what extent I personally am, honestly) it will become a classic to be remembered for a decade.

So… Mr Gollop… stop getting drunk every night in some Bulgarian inn with your friends (man, it happened to me once) so you can work more the day after… :muscle: (thx for everything you’ve done and best wishes for everything you’ll do, btw)

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