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>Normal difficulty is too easy
>Hard difficulty if too difficult
>>
>>740656732
>hard difficulty is just multiplying the enemy HP values
i hate the antichrist
I HATE THE ANTICHRIST
>>
>>740656732
Many such cases!
>>
i just wont play a game if there are multiple difficulties and the devs dont point out which one is the intended difficulty
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>>740656732
>shit game
Dropped.
>>
>>740656732
The mark of a badly designed game
>>
>>740656732
Make your own difficult then? Like play on normal but don't use healing items, save points, some overpowered skill etc.
>>
>>740656732
Adaptive difficulty
>>
For me this was Silent Hill F, I just quit
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>>740656828
How do (you) increase difficulty without increasing enemy HP then?
>>
>>740657530
Increase enemy damage (and your damage)
>>
>>740657530
Improve tactics of opponents. Or replace opponents with more challenging opponents. The worst version is adding more opponents but at least this avoids the problem of eldritch super gerbils of death.
>>
>>740657530
the game should be made with hard mode first in mind and then trim things for lower difficulties
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>>740659261
No, that's a bad approach. Normal is the baseline. "The way the game is meant to be played." Easy is for newcomers to the genre, hard is extra challenge. Although it is best when extra challenge is configurable. In this latter case you can also make opponents bullet sponges as one of the options.
>>
>>740657530
give the enemies more skills better weapon ranks more reinforcements and ignore most situations where they cannot damage a character.
>>
>>740657530
Depends on the type of game.
>Doom:
>increase enemy movement and projectile speed
>increase enemy reaction time
>Health and Damage numbers stay the same
>>
>>740659795
Reduce infighting time, switch some pinkies to invisible, make some knights barons etc.
>>
>>740660060
>make some knights barons
That's literally just 'more health and damage'
>>
>>740660134
They look different. The player knows it's a different enemy. The problem with bullet sponges is that you get dire mosquitoes that can tank a APFSDS round. But it's fine if whatever you're shooting looks like it should tank whatever you're throwing at it.
>>
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>>740656732
>Normal difficulty is too hard
>Hard difficulty if too easy
>the devs reversed the enemy spawn values and shipped the game like this
>>
>>740656732
>Normal is easier than very easy
>Very easy and very hard are the most difficult and almost the same
>>
>>740660134
>>740660364
And I don't like that barons are just a meaner tougher reskin. But they're a thing and the player is quite familiar with them. I'd want something different like a different attack type maybe but DOOM was made a long time ago and its limitations are perfectly understandable.
>>
>>740660512
Persona 5 Royal’s “super hard” difficulty is easier than their hard
>>
>>740660364
They're identical aside from health and damage numbers. A better example would be
>Normal Difficulty: enter room, 2 zombiemen on the side, 1 hell knight in center
>Hard Difficulty: enter room - 2 zombiemen on the side, 1 mancubus in center
>>
>>740656732
if it gives out an achievment for playing on the hardest difficulty i'll take that
if it doesn't is just play on normal
>>
>>740660605
>They're identical aside from health and damage numbers.
And appearance.
>>
>>740660694
That's irrelevant to this discussion.
>>
>Hardest difficulty is called You will die
>choose it
>cartridge/disc decomposes into anthrax gas
>>
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>>740656732
>Normal difficulty is too easy
>Hard difficulty is too easy
the new onimusha sucks
>>
>>740660814
Thank you, Jesus
>>
>>740656732
i have this problem with mh title updates
the main game, and even launch g rank are trivially easy and i can do them without carting a single time using any weapon, but the fucking title update monsters come out with literally like 8x the health and do fucking 10x the damage and have zero fucking openings

its so fucking stupid and gay when the gap between tempered ray dao and zoh shia is bigger than fucking low rank baby shit to tempered ray dao
its literally a bigger jump in HP value, something like twice the difference, and everything gets a fucking "cinematic supernova" even though that was SPECIFICALLY TEOSTRAS GIMMICK and they just fucking gave up and gave every single fucking monster past HR 4 a fucking screenwide instant kill nuclear bomb

who is this content for? literally who the fuck enjoys doing the equivalent of a dark souls 1 fists only level 1 run of the whole game to get a set that gives you 2% more dps against the same monster that takes fucking 28 minutes to kill
fuck these games are so fucking gay. the quality drop off past the last "story" mon is so fucking sharp you can see china through the other side
>>
>>740657530
The same way Nioh does it, different enemy placement, some enemies become more aggressive or get new moves, counter that worked on certain moves no longer does.
>>
>>740660779
A mancubus is also just more health and damage.
>>
>>740656732
>hard difficulty starts off hard but as you get more upgrades and better weapons it may as well just be on easy you become so overpowered
sometimes feel like hard is balanced around a character with no upgrades
>>
>>740661041
Nope. Mancubus has a completely different attack pattern that forces you to approach it differently than a Knight/Baron.
>>
>>740661154
>attack pattern
Irrelevant to this discussion.
>>
>>740657530
Enemies move faster, or have less delay between attack strings. Instead of combo, wait 3 seconds which is the punishment window, and combo again the enemy gives you a smaller window to punish meaning you have to find windows of your own.
>>740656828
Stellar Blade was this, Hard is designed for NG+ because the enemies in the first zone are fucking bloated to hell
>>
>>740661215
And here I thought I was having an actual discussion on /v/. Silly fucking me.
>>
>>740661315
You stopped participating in the actual discussion when you completely ignored the point of the post you replied to that retardation with. I wonder why such treatment would make someone not want to treat the other seriously.
>>
>>740656732
had this issue with fire emblem
>>
>>740661391
No, you fucking moron. The discussion was how to make things more difficult without just pumping up health/damage numbers. Doom was used as an example of how to do it well. Then the knight/baron example was thrown into the discussion, which is a literal example of more health/damage numbers, the opposite of the discussion at hand.

The mancubus example works because the mancubus is objectively a more difficult enemy to deal with in Doom compared to a knight/baron, as it has a different, more complicated attack pattern. And, for the fucking record, mancubi have 40% less health than a baron and only 10% more health than a knight.
>>
>>740661559
Meant 400 less health and 100 more health.
>>
>>740661265
I turned on hard mode after I fought tachy, that fight was way too easy to the point that it was disappointing
>>
>>740661559
Well, you fucking moron, then look up in the thread to see which post you replied to first. Spoiler: it has "without increasing enemy HP". Mancubi have more HP. Now feel free to kill yourself.
>>
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>>740656732
>Normal mode is to easy
>Need to beat the game to unlock hard mode
>>
>>740656732
Resident Evil Requiem
>>
>>740661668
I think its similar to Give me God of War in the nu-God of War games. The first area, the first 3-5 hours, are the hardest part of the game on hard because you are fighting a stat check instead of skill check
>>
>>740661695
Holy fuck, you're genuinely retarded.
This is how Doom actually does things
>>740659795
>make some knights barons
and this is was an example used by you, I'm assuming. The problem with this is Knights and Barons are literally the same monster with different health/damage numbers, the perfect example of what not to do. One being brown and the other pink means absolutely nothing.
Then >>740660605 is used as an example of how to implement harder difficulty using a different, more difficult enemy type to deal with, while sticking with the example of replacing an enemy with a different one when upping the game's difficulty, without just pumping up health/damage numbers.

Making Knights and Barons, and by extension Imps, actually unique from one another is the ideal scenario but we're working with what the game actually is and not what it could be.

Fucking hell.
>>
>>740661937
>>740660060
>>and this is was an example used by you, I'm assuming
>>
>>740659363
There should simply not be difficulty levels. Design the game as difficult as it ought to be. Anyone who thinks it should be easier or harder can fuck off.
>>
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>>740662126
Go play contra, castlevania, ghosts 'n goblins, and beat mike tyson on punch out without any genies
>>
>>740662347
No thanks, I'm no good at 2D games.
>>
>>740661756
What the FUCK is the point behind this if not blatant padding?
"Oh just play the game again :^)"
>>
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>>740661937
10 Hell Knights are arguably a more difficult encounter than 5 Barons of Hell despite having same HP total exact same attacks, but it's majorly dependent on available weapons, ammo and location, which also can be affected by difficulty level if map maker desires so.
>>
>>740660873
Oh, there's a demo. Please tell me it's like the originals and now like dawn of dreams
>>
>>740659363
No it's not
Arcades are perfect
>>
>>740657530
Ideally, it should improve the enemy's AI and add more or stronger enemy variants, but even just increasing their damage also works.
Making the enemies bullet sponges is just not fun, IMO.
>>
>>740656732
I've never encountered a game that actually challenged me at the highest difficulty because I am a god gamer
>>
>>740657530
Make all attacks more lethal. You die in fewer hits, but so do the enemies, making each encounter more intense and challenging without drawing out the time.
>>
>normal
excessively generous and soft to the point that you never really have to optimize your play or go any deeper than the most surface level incomplete understanding of mechanics, nearly completely devoid of tension.
>hard
blatantly tedious and designed in a way that no dev would actually intend as a default, engaging challenge. gameflow and player agency are disregarded completely. all stats are adjusted against the player even in cases where it obviously makes the game less interesting/dynamic.
>>
>>740656732
I always play on Spagett Difficulty so I can't hide from the enemy.
>>
>>740666728
>normal
Sit back and enjoy the ride.

>hard
git gud

It's that shrimple.
>>
>>740657530
Do it how Doom and Quake did, instead of tweaking hp and damage just spawn more enemies and make their AI more dangerous.
>>
>>740666927
thats too hard for the average dev nowdays
>>
>>740665660
it's not like any of the previous ones really
I don't want to say it's like sekiro just because there's lots of parrying but the game hinges on parrying a lot with dodging being the only other main mechanic
>>
>>740660591
Do you get more xp or something?
>>
>>740666912
no it isn't. you can challenge the player without lazy bruteforce tactics that slow down the game.
>>
>normal difficulty seems fine
>partway through the game gets boringly easy
>can't change difficulty without restarting game
>>
as much as silksong and latter souls games can be bullshit
>this is intended to be difficult but also received the polish of the main default mode.
the industry would be vastly better off if most games took that approach.
>>
TW Warhammer



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