bin.pol.social

Paradachshund, do gaming w Higher difficulties in every single RPG.

I hate bullet sponges, but I do think this joke gets too reductive for my taste. There are many games where enemies die so fast on easy mode that you don’t get to experience whatever mechanics they have. By increasing health it can have the impact of revealing those mechanics that already existed.

It has to be a reasonable increase that doesn’t turn into a slog though.

BruceTwarzen,

The only thing i really dislike is that there is often no middle ground. Easy is super easy, normal is still easy, and hard is annoying. I like games that tell you what difficulty the game is made for. Doom for example, the game is geared towards “nightmare” (i think) and the game really is best played on that harder difficulty.

Paradachshund,

Totally. It’s a hard problem of course. Everyone wants an experience that’s right at their personal edge, but that’s different for every player.

Soggy,

Plenty of people’s edge is somewhere around Weenie Hut Junior which definitely complicates things when you also want to capture the “uses all the hard skulls in Halo” crowd.

Buddahriffic,

Going from expert to expert+ in beat saber was jarring. Songs that we getting easy on expert still seemed impossible on expert+.

Until I realized the modifiers on the side weren’t just a cheat board, but a way to smooth the curve. And that no fail was essentially free (doesn’t affect score if you pass, reduces score by 50% if you fail).

So you use difficulty increasers on the expert songs and difficulty reducers on the expert+ and the transition is way smoother. I’ve gotten to the point where some of them are fun again at expert+.

Omgpwnies,

That can be fixed by changing the factors that affect difficulty. Instead of giving the enemies less health or making your attacks stronger, give the player more health or weaken the attacks of enemies on easier modes. This would result in each combat experience being roughly equal in length and intensity, but allowing a more novice player to make mistakes and soak attacks that would be fatal in higher difficulties. You would still be able to experience an enemy’s special mechanics.

This scales well in the other direction as well - say an enemy has a powerful attack that you need to dodge. On easy, you can maybe tank 3 of them from full health, medium is 2, hard is 1, and nightmare is a one-shot kill.

Another scaling option is the speed of enemies either movement speed or the time it takes for them to land hits, attack animation timing, etc.

Paradachshund,

I think having multiple things change with difficulty is good just as you say. I was focusing only on raising health because that was the joke in the comic.

DrSleepless, do games w Does AAAA just mean awful triple A games now?

Awful Alright Alright Alright

blackwateropeth, do games w Does AAAA just mean awful triple A games now?

I mean, the only AAAA game, as called by Ubisofts CEO, was complete dogshit. So technically all AAAA games are bad :)

AngryCommieKender, do games w Andrew Greenberg, co-creator of the classic RPG Wizardry, has passed away

My family would play this as a group. We napped at least the first 12 levels, maybe more. My father loved making maps of old video games. I’m certain that his map of the thieve’s cave in Adventure is still floating around the house somewhere.

heavy, do gaming w Higher difficulties in every single RPG.

I think the comic is contextually true. What really irks me are games designed to be quick, fast paced and aggressive, stop you dead in your tracks. An example is the Battle Toads reboot (which is great, play it) has these enemies that have shields or you can’t hurt them until after they’ve done their thing, slows down an otherwise fast and fun beat em up. Another is DOOM Eternal, a game where you’re running at Crack addict speed, and then they put in this dude with a shield that reflects your whole way of doing damage. Really jarring to have that speed bump in your experience. It’s for sure a great game, but I think a poor design decision to make the enemy work this way.

Googlyman64,

I kinda disagree with your DOOM statement. I assume you’re talking about the Carcass or the shield zombies. They may stop your momentum when you first encounter them, but the game (for me) is all about recognizing each enemy in a flash and quickly dispatching them. It’s not like the shield is super hard to bust for the zombies, just a few plasma rifle shots and they blow up the nearby zombies too. For the carcass, a quick blood punch will one-shot them. Once you’re able to recognize the enemies and their weaknesses at a glance, they become part of your momentum, instead of stopping it.

heavy,

I appreciate the advice, but I’m talking about the Marauder. I think tankier enemies in doom make it more interesting but the Marauder just has this “no, it’s my turn and you will wait for me to do my thing” energy. Just kind of stops you, when you should be continuing to have fun. I think you can balance powerful enemies while maintaining player agency.

simple,

Another is DOOM Eternal, a game where you’re running at Crack addict speed, and then they put in this dude with a shield that reflects your whole way of doing damage.

Marauders? I actually kind of like them, they provide a new kind of threat that you can’t just run over by unloading your weapons and quick swapping the gauss rifle. That said, fighting more than one at a time really does suck.

Andonyx,

I think you’re hitting on a slightly broader problem. Any game where combat is the major mechanic shouldn’t have a situation where you can’t do any damage for any extended amount of time. The Yakuza series handles this well, enemies can block, but the moment they do you have attacks that can break the block immediately, and start damaging again. (Or you can skill up to that that attack.) As the game goes on, it gets more intricate, different enemies have different blocks that require different moves to break. The player character also has different fighting styles that have different block breaking moves that you have to keep track of, but if you know what you’re doing, you can break almost ANY block with one move.

Far far too many other games decide to arbitrarily create a mechanic where you can’t do any damage for a WHILE. It’s either the invincible enemy that you just have to spend 3 minutes dodging, which is boring and miserable in both action and even turn based RPG battles. Or they have a shield that you have to do some elaborate and rhythm breaking routine to remove the shield. It’s a miserable slog whenever they do that kind of thing. Back in the early 2000s The second game of the Xenosaga trilogy changed the entire combat design and added the thing I hate most, the RPG stagger. You can do no appreciable damage to any thing in the game until you figure out what combination of attacks cause a stagger. It could be a three move sequence involving two characters that has to be done in the right order, or woops! Start all over. If you didn’t give one of your characters a specific ability or attack during leveling, screw you, you’re basically fucked.

The players, rightfully, rejected that crap then and they got rid of it for the third game. Now, it’s everywhere. Every RPG I’ve played recently has that crap. I finally just put down FFVII Rebirth half way through and said, screw this, because it was so exhausting and miserable. Every battle becomes the equivalent of getting on a non-working escalator and your body still jerks because you think you’re going to start moving. I hate this trend and it’s everywhere as developers think, “this battle isn’t bossy enough.” “Add a stagger mechanic to make it last longer” “Brilliant old chap.”

I don’t know what disease is moving through the game development community that boss battles, especially, have to be a certain length. Is this a marketing thing? Is this being handed down from the publishing execs? FFXVI had 20-25 minute battles towards the end that were just repetitive dodging and a kaleidoscope of flashing lights. I could have just had a gummy and watched an old screensaver and it would be more memorable and less annoying.

Okay, I’m done complaining, but the long battle for no reason other than to make it feel like a boss, is, I think, an extension of the collect-a-thon, open world, sandbox mentality that just adds superfluous crap so they can say “This game is 44% larger than the last game we made, and will take you 215 hours to complete!” Who cares if it sucks?

heavy,

Well said, although I haven’t played Yakuza, I think having enemy depth through their mechanics, while giving the player space to solve the challenge, is good gameplay. This is different from “well they’re invincible for now and you just need to deal with it.” Some games this is appropriate, maybe like Fear and Hunger, but definitely not when the positive experience centers around dealing damage.

Totally resonate with the FF rebirth experience. Although I think the game altogether as one piece is good and I finished it, I have a laundry list of complaints. I generally like the combat system but the challenge fights towards the end are just nonsense. You spent time investing in your teams abilities, but it boils down to enemies that don’t take damage, or get staggered (even from your ATB abilities) and then one shot your team mates just because you weren’t in control of them. Don’t even get me started on the Odin fight. It also feels really bad to slash at something as Cloud, and his sword just bounces off and he’s useless for 3 seconds.

As an aside, XVI seems to be well reviewed and liked by people but I just didn’t find it all that satisfying, I have yet to finish it even though I’m at the last act.

Andonyx,

It’s interesting that we had reverse experiences regarding the recent FF titles. I think for me, it was because I played them very close to each other, and I probably would have been fed up by halfway through whichever one I played second. My gaming buddy mostly really liked Rebirth.

But they both had a slightly different version of this same issue, and my tolerance was pretty low by the time I got to Rebirth.

Exusia, (edited ) do games w Does AAAA just mean awful triple A games now?
@Exusia@lemmy.world avatar

To elaborate a bit more than just budget/marketing, AAA games used to be distinguished from AA titles. Modest mid level titles from a studio between tentpole releases that would pay your bills and didn’t break the company if they didn’t sell well. It also generally related to the price you would be expected to pay. These days a AA/Indie game is $40, and a AAA title is $60/70. The rise of AAAA is a self aggrandizing to try and justify slapping a higher pricetag on products.

A great example would be an excerpt from Activision in 2004. Doom 3 in August would be AAA, then in September a bunch of AA games - cod game “united offensive”, X-Men legends, Rome:total war, and Shark Tale. Then in October a AAA title with Tony Hawks underground 2.

History Lesson enclosedNowadays it’s either AAA or Indie. Around the turn of PS3/x360 games became seen as a product and companies became more focused on individual games moneymaking, so fewer and fewer AA games got made in favor of big blockbusters. Game companies went broke trying to compete in this new market, and because so much rides on individual games that when they fail the company is in danger of going belly up - and so gets bought. This is why you heard about all those acquisitions and power consolidation in the past 20 years of the game industry. Big boys with money to spend buying up the losers tables when they lose their win streak. About the turn of the 2010s and the changeover from PS4/XOne, the Indie Scene exploded in the vacuum left behind in the wake of those buyouts. Older Millennials who had been in college for programming games graduated and came to market and began publishing through steams Greenlight and even finding publishers not bought yet to make it to market. Games that were either easier to make or play and needed word of mouth. Sometimes you would have a real break out like Minecraft, super meat boy, Celeste, that would catch the attention of big studios and get the offer of a lifetime to sell out and go big. And that brings us to today. Now because of market stagnation AAA has kind of lost meaning, because so many games are releasing in a poor state. In an effort to set a title above the others, a couple of people have tried to dub a game “AAAA” to try and reinvoke that sense of quality and polish that used to come with AAA. This started in 2020 with a Perfect Dark reboot (The Initiative) from Microsoft. The game has yet to release. It was subsequently laughed at and dismissed as silly corpo nonsense. Then Ubisoft stated Beyond Good and Evil 2 would be AAAA, this went under the radar because the game is vaporware and no one cares. And so this brings us to Skibidi Bonesacks where Yves (the CEO) called it a “truly AAAA game” to try and set it above games like assassin’s creed and call of duty. And because it’s nothing more than a buzzword to allow a ceo to stand on a stage self-felating, it released as a fucking disaster, like so many AAA games now anyway.

billiam0202,

Skibidi Bonesacks

As one of those “older millennials” you referenced… What the fucking shit?

Exusia,
@Exusia@lemmy.world avatar

The meme is because Skull and bones is so bad of a fumble, to also just fumble its name. I picked it up from some review but I can’t remember who it was. Dunkey? Ah too long ago.

Kolanaki,
!deleted6508 avatar

It might have sold better if they actually named it Skibidi Bonesacks.

Exusia,
@Exusia@lemmy.world avatar

Scrumptious Billabong

Goronmon, (edited )

To elaborate a bit more than just budget/marketing, AAA games used to be distinguished from AA titles.

To be a bit of a pedant, “AAA” was basically the marketing term to denote a game with a larger budget. The term “AA” came around afterwards as a way to distinguish games that fell between smaller indie games, and larger budget AAA games.

Edit: Corrected spelling.

Tamo240,

pendant pedant?

Sorry

Goronmon,

Haha, yup. I knew something looked off.

ajoebyanyothername,

To be a bit of a pendant

To be a bit of a pedant, it’s pedant.

vxx, do gaming w Higher difficulties in every single RPG.

I like XCOM for that. They designed the game around the hard mode and made it easier for the other modes.

TheAristocrat,

I totally agree. It’s one thing to just decrease the enemy health, but you can decrease their damage or aim like stormtroopers. On top of that, research, recovery, and build times can be decreased or resource costs and income adjusted. There are so many ways to make the game easier or harder.

noyesster, do gaming w Weekly “What are you playing” Thread || Week of September 1st

I’m multitasking games right now to help clear out my backlog. I’m getting close to finishing Alan Wake 2 and I just started playing Ys IX. Not quite as good as Ys VIII, but still a lot of fun. I also got distracted by Guild Wars 2 and Loop Hero.

theangriestbird,

Ys IX

Guild Wars 2 and Loop Hero

clear out my backlog

I have a feeling you aren’t going to make much progress on your backlog. lol

noyesster,

You aren’t wrong lol

Daxtron2, do games w How to decide what kind of controller one should purchase?

I’ve been really happy with my gamesir g7 se.

vga, do gaming w Higher difficulties in every single RPG.

If a game deals with difficulty with this method, I’ll probably end up using cheats in the easiest gaming mode. Hopefully the story won’t suck.

KittyCat, do gaming w Higher difficulties in every single RPG.

You have to beat the game first to unlock it but I love the realism mode in jedi survivor. Lightsabers actually kill like in the movies, but get shot maybe 2x and you’re dead.

Psythik,

This is how harder difficulties should be. You have lower HP, but so does the enemy, forcing both parties to think things through before running in guns a’blazing. If you have to make enemies bullet sponges in order to increase the difficulty, then your AI programming is bad and you should feel bad.

jjjalljs,

Modern fallout games do difficulty badly. Walked up to one of those boomer guys in fo:NV , he gave me some shit, so I shot him in the face with a revolver. He didn’t fall over dead.

I got a bunch of mods to make everyone a lot more of a glass cannon, but made power armor very effective (and other armor somewhat so). Was a lot more fun. But also there was a lot more reloading because, like, sometimes a baddie would get the drop on me and I’d be dead from two shots.

Still more fun than sponges everywhere

BigBananaDealer,
@BigBananaDealer@lemm.ee avatar

try fo4 survival mode. you can actually die from a bloatfly swarm if you arent careful, but can also eliminate an entire raider base with 1 well place molotov cocktail

carl_dungeon, do games w How to decide what kind of controller one should purchase?

Ps5 controller is Bluetooth, works for me without any special drivers. Has native support in some games for the haptic triggers and touch pad. It’s a fantastic general purpose unit. The Nintendo switch classic NES controllers are awesome for retro emulation too- also Bluetooth. They make NES/SNES/N64 variants- but really the ps5 will handle all those use cases and feel just fine for any modern gaming.

ViscloReader, do gaming w Higher difficulties in every single RPG.

Surprisingly, in COD (at least bo2 & 3) enemies get more and more “abilities” the higher you set the difficulty (this means, grenades, better accuracy, use of special equipment, higher burst rates)

HEXN3T, do games w How to decide what kind of controller one should purchase?
@HEXN3T@lemmy.blahaj.zone avatar

Easy? Xbox Series. Fancy? DualSense. Comfy? Switch Pro. Beeg? Duke.

Sebastrion,

Hotel? Trivago.

gencha, do games w Does AAAA just mean awful triple A games now?

We need it for IPv6. Don’t hate

KomfortablesKissen,

Mhh, DNSv6 (name doesn’t make sense but everyone still knows exactly what is said. Like “pointing toe”.)

frezik,

I mean, it’s just DNS with an extra field type.

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