QUOTE (Kaust @ Feb 9 2012, 01:22 PM)

QUOTE (Cleril @ Feb 9 2012, 02:34 PM)

It just seems like a cop out for poor design or engaging battles.
Wouldn't you say fighting such a stronger (regular) enemy is a challenge in itself?
This is a pretty popular system taken from some of the most successful mmorpgs. I confess what we're doing is a little different though I think its definitely adaptable. For example, you're in a barracks, the common enemy is a foot soldier and there's one guy on the map who from his attire looks like a higher ranking guy, captain or whatever. It makes sense there'd be less of him and why he'd be that much tougher.
Now, normally we die-hard 'traditional' rpg fans would go down a different route, making them a boss or a sub-boss if we decide to include them at all. But, honestly, this seems a great way to add a layer to that enemy hierarchy, and supply the player with another choice.
As a choice, I suppose. But if the only options I have are:
1. Grind up on enemies that provide no challenge and so it's basically "Press A to win"
2. Fight an enemy beyond my character's ability to fight and through a little luck possibly win.
Two polar extremes is just not good design to me. I'd rather have a proper progression of difficult enemies who get more intelligent or pull off different AI as the game goes on rather than grind of dull enemies or chancing myself on artificially difficulty enemies.
And yes, giving the player an enemy that their stats aren't meant for is artificial difficulty. It has nothing to do with skill, just numbers, and that does not a game make.