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Game difficulty should be handled by DB, not the profile.

Vertraag

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I do not see a single benefit to allowing profiles to control the game's difficulty mode as opposed to having it built directly into DB's GUI. Anyone else agree?
 
Are you on drugs? It's about having customization ability for everyone, not just for you =P. So centralizing that part of the function would be a no-no.

Kind of how monster power level is right now. It's on the GUI, so all profiles and acts have to be at that central monster power level. Some want to run multiple power levels at different acts, but that's impossible now due to it being centralized.
 
I agree with you that customizability is important, but there is benefit to having a centralized control.

There is actually a better approach to this problem. Let people specify difficulty level and mp level in profiles to allow customizability. At the same time, allow DB GUI to override these settings.

By default, the DB uses profile-specified settings. When needed, users can use GUI settings to override profile settings.
 
As an example, take one of those massive questing profiles that get you from level 1 to 60. They're typically broken up into smaller profiles. I know one in particular is broken up into 8 profiles that link together. If you're leveling from 1-60, that means you would need to re-edit all 8 profiles each time your character gets to a new difficulty level. That's incredibly inconvenient when compared to using a simple combo box. I like hsyuts' idea as well. I just don't see how the current implementation adds to the customization.

Like I said, I don't see any benefit to having things the way they are now. Instead of asking if I'm on drugs, maybe you could explain it to me.
 
Like I said, I don't see any benefit to having things the way they are now. Instead of asking if I'm on drugs, maybe you could explain it to me.

As your name suggests, you must be retarded. Zippysticks already explained it - let me quote:
"It's about having customization ability for everyone, not just for you =P. So centralizing that part of the function would be a no-no.

Kind of how monster power level is right now. It's on the GUI, so all profiles and acts have to be at that central monster power level. Some want to run multiple power levels at different acts, but that's impossible now due to it being centralized"

Verstaan?
 
As your name suggests, you must be retarded. Zippysticks already explained it - let me quote:
"It's about having customization ability for everyone, not just for you =P. So centralizing that part of the function would be a no-no.

Kind of how monster power level is right now. It's on the GUI, so all profiles and acts have to be at that central monster power level. Some want to run multiple power levels at different acts, but that's impossible now due to it being centralized"

Verstaan?

I'm shocked at your post. Truly, I am. As if the random insult wasn't enough, you proceeded to quote an already-nonsensical post that added absolutely nothing to the discussion.

My idea certainly was not the best solution to the problem. However, hysuts' solution remedies all possible issues that would arise from implementing this into the GUI. There is virtually no downside to this, and it would make things far more efficient for the user.
 
Here's a tip, download scite text editor, then open all your profiles at the same time, go to edit and replace, and replace the text "normal" to "nightmare", and so on to higher difficulties. This will replace your text in all the opened profiles at the same time. It takes about 5-10 seconds to change up 30 of my profiles difficulty.

Another reason for profile based difficulty is maybe down the road, they perfected random dungeons, and you'll be able to fully quest 1-60. You are going to need different profiles load up different difficulties for it to automatically go into nightmare, then hell, then inferno. But if it's all in the same difficulty, it will never advance.

Is that better?
 
I'm well-aware of the fact that you can do that. But why should we need to use a third party tool like that when it could be much more conveniently implemented into the bot itself?

Your second point is a valid one, but what's so hard about keeping the profile tags with slight modifications so that it can change the difficulty on-the-fly? One tag could increase the difficulty by a value of one (i.e.: if we're currently on nightmare, go to the next difficulty higher: hell), and the current difficulty implementation could override the DB GUI settings, or vice-versa.

I'm not too sure why some of the responses in this topic are so condescending. I hope I'm not ruining your day with my suggestion on how I think the bot could be improved.
 
When you die 5 times within 10 minues a popup box should appear asking you if you want to step it down due to lack of gear or something similiar.
Now, this is nothing that ever happens to me because I know what I'm doing.. :)
 
i like the idea. you can always ad an internal DB Function to "Normal, Nightmare, Hell, Inferno" and for people who want to let the profile do it let there also be an option "Ignore DB settings" to use the profiles settings
 
If no monster power was defined in the "GameParams" Demonbuddy uses the monster power setting, if a "monsterPower" attribute was found in the "GameParams" this will be used rather than the setting.
 
That's how I think difficulties should work too. It would make things a lot more convenient for most users, I think. Do you agree, Nesox?
 
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