bin.pol.social

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

When the game is:

Normal mode - made for the absolute lowest common denominator, every challenge is overcome in seconds before you understand what the intended solution was

And

Hard mode - the intented challenge to normal happens 1 pico second in, you now have to solve 20 combinations of different challenges. Not because it’s difficult, because the developers want you to die over and over and over until you understand all combinations enough.

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

I’ve been playing Mario Galaxy 2 for the first time. It’s pretty good, but I’m wondering what the hype was about. Perhaps it’s a product of its time in a way, but overall, it’s still a lot of fun. I keep dying at stupid parts, which is really funny. You can tell the developers really pushed their skills to the limits as all of the levels seem like they’re really well done.

I’ve been streaming a playthrough of Ghost of Tsushima, and I recently got to the DLC. I think the game does so many things right, but I have a few minor gripes. Overall, I really like the atmosphere and the world design. The environments are gorgeous.

theangriestbird,

I’ve been playing Mario Galaxy 2 for the first time. It’s pretty good, but I’m wondering what the hype was about.

Does it feel like anything more than a level pack for Galaxy 1? That was the general impression that I remember. My lil bro beat Galaxy 2 but I never got around to it.

Megaman_EXE,

So far, that’s exactly what it feels like. Which is good! But I think it could have been better?

I haven’t seen any Rosalina yet, which is a bummer, and the hub area is less exciting. But yeah, overall, the levels are just as solid as I remember them being in Galaxy 1. The music is definitely a highlight so far. Amazing tunes. And playing the game in co-op is actually kinda fun.

sharkfucker420, do gaming w Higher difficulties in every single RPG.
@sharkfucker420@lemmy.ml avatar

Castle crashers was my first experience with this. Atleast they added some new boss mechanics though

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

I have been playing Abiotic Factor with a friend. Most fun I have had since lethal company. Really cool progression and the map is just amazing. The new update has a few rough edges, but otherwise good.

As for single player, terrafirmagreg in Minecraft.

Bonje, do gaming w Higher difficulties in every single RPG.
@Bonje@lemmy.world avatar

Ghost of Tsushima on Lethal is perfect

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

In a game where you can dodge attacks 2x damage makes a lot more sense than 2x health. They could also just increase game speed by 10-20% to make everything more chaotic. More enemies + more drops also works pretty well IMO but a sponge just makes everything take sooooo long. RPGs already often have long battles that can take 10 minutes and making the 20 where you use up all consumables, ammo etc is just bad.

ArtVandelay, do games w Does AAAA just mean awful triple A games now?
@ArtVandelay@lemmy.world avatar

It just corresponds to the length of the scream now.

profdc9, do games w Does AAAA just mean awful triple A games now?

It means that the key is stuck.

samus12345, do games w Does AAAA just mean awful triple A games now?
@samus12345@lemmy.world avatar

How to pronounce AAA: “Triple A.”

How to pronounce AAAA: “Aaaah!!!”

Kolanaki, do games w Does AAAA just mean awful triple A games now?
!deleted6508 avatar

Yes. The 4th A was to the front and it stands for Awful AAA game.

threelonmusketeers, do esa w Sentinel-2C Launch Thread (final flight of Vega)

Launch postponed by one day: x.com/esa/status/1831104291710607603

update: the launch of @CopernicusEU from Europe’s Spaceport in French Guiana has been postponed.

Checks are being conducted to confirm a new launch attempt on 5 September at 02:50 BST/03:50 CEST.

More details from @Arianespace ⬇️

x.com/Arianespace/status/1831099750906765795

Due to electrical issues on the ground links launch chronology was interrupted.

Checks are being conducted to confirm a new launch attempt tomorrow Sept. 4 at 10:50 pm local time in Kourou.

The launcher & its passenger Sentinel-2C are in stable & safe conditions

Kolanaki, do gaming w Higher difficulties in every single RPG.
!deleted6508 avatar

It’s pretty hard to make levels of difficulty that actually change things enough outside of either giving the enemies more damage and HP or simply adding more enemies, or in scored games having higher score thresholds for higher ranks (these can be anything from an actual score to the speed you finished and everything in between that’s basically just a number that you can compare to another number).

It certainly can be done, though. I can’t help but think about the bots in counter-strike. They range from braindead drooling moving targets to Terminator machines that can 1 tap you with a pistol from across the map. They actually have a difficulty scale that’s more than simply being tougher to kill and hurting you more. It affects how they move around, the speed they begin shooting, their accuracy, etc. I don’t know why these kind of bots do not extend to pretty much any game with enemies. Just give them 3 sets of behavior that makes them easier or harder to deal with.

Avatar_of_Self,

It depends on the genre of course because of the mechanics in play. Sure, FPS with bots are hard but a lot of genres are as challenging because the mechanics usually surround mostly running and gunning with bots (if you’re playing with bots). Making the ‘AI better’ is going to be extremely difficult, especially when balancing resources out for your minimum requirements.

But for say an 3D action game, enemy ambushes, tougher environmental challenges, harder puzzles, more platforming, increase gear rarity for ‘normal’ gear and stuff can add a real challenge. Bullet sponges seems like the path of least resistance to development time. Especially if the 3D action game is single player.

Counter-strike specifically is a tough one because what other mechanics can be involved in it? In the original CS:S there were actual environmental concerns like you could shoot off boards on the rope bridge denying that path. When it released, the rope bridge was static and was always there. I’d imagine this was due to resources on the physics vs. 31 other players having to have a reasonable sync with the server and their updates.

Battlefield has done this over the years but instead of making it really dynamic it has been fairly static, even if it changes the map, it always does it the same way. Blow up a building in BF:BC2? The walls will always fall the same way and the destruction will always be the same, so it’s like a state on or off update for that location for everyone. BF3 which was newer seemed to have even fewer instances where this could happen as just an example but they also doubled the player count. There have been other games that have done more dynamic updates but every engine, fidelity, language, updates/ticks expectations are all different.

Not every genre or game has to be focused on just your targets. The more mechanics that are offered or can be offered are going to be different but certainly, it seems like many games still do not take advantage of that even though they could.

ramirezmike,

Goldeneye and its spiritual sequel Perfect Dark (my favorite game of all time) do this varying AI skill thing along with the mission objectives expanding across difficulties. An argument can be made against it because someone playing on “easy” doesn’t really experience the whole game but it’s also cool to replay levels on a higher difficulty where the map is larger or you’re interacting with more things or you’re starting in a different location.

prembil,

I remember the Command and Conquer games, namely Tiberium Wars and Kane’s Wraith. You could set the bot behavior and difficulty. Also, when the difficulty was set to brutal, the bot would have all the limits removed and would start the game with double the money the player had. Even tho this is a rts game, I think it’s a good example of how to make bots if devs are given the time and there is an effort for something more.

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

AAAA was a term said by a single out of touch Ubisoft executive for a single game that wasn’t very good. He was ridiculed for it at the time.

So AAAA means nothing. At all. Stop using it.

Stovetop,

I think there is some merit to using it in a critical sense, just based on what happened that one time it was used.

To me, AAAA means a game that was given way too much budget for its scope, to its own detriment. Take what should be a niche, mid-budget game and pump it full of cash. The game becomes too big to fail and needs to use every “play it safe” strategy the MBAs demand in order to recoup its budget. So it aims for broad appeal, which makes it fail at being the niche game it was supposed to be, and it ends up flopping.

helenslunch,
@helenslunch@feddit.nl avatar

And AAAA is a reference to that Ubisoft exec. It doesn’t have any other meaning, so now it’s obviously just satire for a shitty game that the publisher is overconfident in and wants to charge too much money for (they were trying to defend the $70 price at the time).

intensely_human,

AAAA is those tiny batteries that power electric pens

Noite_Etion, do gaming w Higher difficulties in every single RPG.
@Noite_Etion@lemmy.world avatar

Metro did this right, both you and your enemies can be killed in one to two shots, making combat tense and rewarding.

purplemonkeymad,

Yea I remember this being one of the suggestions for the stalker series. if the enemies are too hard, turn the difficulty up so they die faster.

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

where does AAA even come from. Is it like michelin stars and the american automobile association started it. If not why don't I hear about the AA or just A or B or C or D games. They should do like the recording industry and have categories based on amount sold and I would limit sales for full retail price. Once they set the price as what they think of it then they only get credit for those who pay full freight. Just to limit deeply discounting to pump the numbers and maybe to encourage a reasonable starting price.

ozymandias117,

My assumption is baseball

AAA is the best you can get in minor leagues before you move to the major leagues

en.m.wikipedia.org/wiki/Triple-A_(baseball)

Goronmon,

I think the more likely relation is to credit ratings or something similar, since the “AAA” is based around budgets and financial investments.

cyberpunk007,

Or hockey

houseofkeb,

My understanding is AAA is literally just a buzzword in the vein of AAAA. It doesn’t relate to budget, team size, publisher/no publisher, kind of same as indie at this point.

It maybe made a little more sense when it was a publisher descriptor? EA, Activision, Ubisoft were publishing games at a different scale than Midway, Acclaim, THQ, etc. But still, as far as I understand is more of a marketing term as opposed to designating anything specific.

Silinde,

It comes from the publishers in the 90s. They needed an easy way to tell stores/distributors how popular they thought each of their games would be, to help them decide how many of a certain title the distributor should order. The games expected to be GotY contenders would be marked AAA, AA for otherwise decent games, A for more niche games and B for “this is a starshot, we’re hoping it will sell enough to justify production costs”. That then lead to more and more games being marked as AAA due to budgets getting increased, and the whole system became a bit redundant.

Goronmon,

he games expected to be GotY contenders would be marked AAA, AA for otherwise decent games, A for more niche games and B for “this is a starshot, we’re hoping it will sell enough to justify production costs”.

Is there any evidence of this being the case? Personally, I don’t remember anything other than “AAA” back in the day, with other variations coming about much later as budgets grew and people wanted more specific delineations.

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