"It is not true that a difficulty level should be such that the avatar must perform reflexes in a crazy speed. Hit points and the number of generated foes should be quite enough for difficulty levels." DAD
i agree that difficulty shouldn't translate to severity in twitch factor. however increments of hit points & number of generated foes means that most of the time, unless the characters we play have means 2 counter that. i mean ways other than mass killing. which is why AI is important. more cerebral(less number of enemies & a hell lot smarter) rather than visceral fights(a lot of dumb boggies). plus damage locations(head, torso, etc) & critical hits can make fights more tactical than hack & slash.
sorry, <img src="/ubbthreads/images/graemlins/offtopic.gif" alt="" />
it'll be mighty helpful if marian can address the issues that dogs DAD. the dude has problem sleeping already. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />
just joking.
marian, please don't make RRR animation suck as much as lionheart.