Hi Philip,
Very good points. This has been one of the leading issues with
Mysteries of the Ancients. Some people say it is too hard on beginner
and completely unbeatable on expert. Others say beginner is far too
easy. There are so many variables to take in account it is awefully
difficult to balance it out so everyone finds it both challenging but
not too hard.
Case in point the traps. I myself don't believe in having ledges etc
around the traps as I think that does make it to easy to know when a
chasm, fire pit, lava pit, whatever is coming up. All the same people
have been encurraging me to add more indication to know when a trap
comes up so they can jump it. As of beta 15 I personally find the
traps in MOTA way too easy so they are kind of pointless in my
opinion, but people like them easy. One man's difficult is another
man's easy.

On 11/3/10, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Yohandy,
> Designing difficulty levels is not as easy as it may seem to the player. In
> Q9, as simple a game as it is, still has almost 25 different variables that
> need to be adjusted and balanced for a difficulty level. This includes the
> size of pits, the speed of each enemy, the attack power of each, etc etc. I
> do agree that the insane difficulty level is much too hard, but I want to
> point out the challenge in balancing the various difficulty levels in games
> like these. With the recent changes that are coming soon, the game has been
> made a little easier over-all which should make it possible to beat it on
> more difficulty levels; especially with the increase of the club attack
> speed and the laser being available in the actual game. Now if the
> conclusion is still that insane is unbeatable, I may just remove it.
> Kind regards,
> Philip Bennefall

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