• Björn Tantau@swg-empire.de
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    4 months ago

    After I had gotten the hang of Hellblade’s combat on the adaptive difficulty I turned it to easy by the end because killing enemies had become just a slog. Funnily enough it coincided with her getting the new ultimate sword and made the game feel much more epic.

    BTW, Baldur’s Gate 3 does difficulty very well. Enemies get better abilities and use the good ones more frequently.

    • chalupapocalypse@lemmy.world
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      4 months ago

      I did this in persona 5 on the last boss, even if you know all the weaknesses it was still RNG and after 3 tries I said fuck it I have other shit to do

  • tfw_no_toiletpaper@lemmy.world
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    4 months ago

    My friend hosted a valheim server on idk hard or very hard. The parry mechanic didn’t work since it would let a percentage of damage through. So even with the current highest obtainable shield enemies we were not able to use parries (or blocking lol) at all and had to dodge everything. At boss 4 or so I BEGGED him to lower the difficulty, since the lingering damage would almost one-shot us and we just kept respawning over and over for an hour.

    • bob_lemon@feddit.org
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      4 months ago

      I was just about to comment exactly this. Complete with finally changing the difficulty back to normal while fighting Moder.

      We also found that Moder’s health was so high that the fight was not doable in a day, leaving us fighting packs of wolves (which could two shot us while blocking) during the night as well.

      • Muun@lemmy.world
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        4 months ago

        Moder was so painful. Queen and Yagluth were so much easier in comparison.

        Working our way through the Ashlands now and well, what a frustrating area as well. Had to campfire like crazy a kilometer out just to be able to breathe for two seconds without being swarmed. We ended up going kamikaze to siege a fortress for a base and suddenly I can actually play for more than 5 seconds without being attacked.

        A lot of Valheim bosses are only difficult because of the massive amounts of health. Without the crazy high amounts of health, none of them seem to have difficult mechanics.

  • vxx@lemmy.world
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    4 months ago

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

    • TheAristocrat@lemmy.world
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      4 months ago

      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.

  • Track_Shovel@slrpnk.net
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    4 months ago

    It’s either this, or they just scale up the damage by some arbitrary factor, that is a quantum leap from what the bad guys were doing originally.

    oh? he did 10 damage in vanilla?

    lazy, underfunded programer: dmg= base.dmg^2 <<endl;

  • heavy@sh.itjust.works
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    4 months ago

    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.

    • Andonyx@lemmy.world
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      4 months ago

      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@sh.itjust.works
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        4 months ago

        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@lemmy.world
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          4 months ago

          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.

    • Googlyman64@lemmy.world
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      4 months ago

      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@sh.itjust.works
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        4 months ago

        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@lemm.eeOP
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      4 months ago

      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.

  • Commiunism@lemmy.wtf
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    4 months ago

    The problem with difficulties is that it’s much more difficult to design an AI system which you can tweak and make it smarter or dumber as opposed to just increasing damage and health values, so devs will just implement the best AI they can and leave difficulties as afterthought.

    After playing a lot of games that don’t even have difficulty settings, I’ve started to believe in the idea that difficulty selection is just outdated game design and that having a single difficulty but optional areas/content that is more difficult is the way to do it. OSRS is one of my favorite examples - everyone plays the same game and going through levelling or whatever isn’t mechanically demanding. However, there are bosses and challenges (like Theatre of Blood which is an end-game raid or Inferno which is an end-game challenge) that are incredibly challenging and require weeks if not months of attempts to master and finally beat, but also are perfectly skippable and most casual players don’t even bother with them.

    • teft@lemmy.world
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      4 months ago

      I’d like more games to be like FromSoft games. The difficulty is adjusted by what gear you have and what spells you use. None of that turning bosses into bullet sponges nonsense.

      • IsThisAnAI@lemmy.world
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        4 months ago

        Just going to ignore the hundreds of levels most players need to accumulate?

        Sekiro was the only one that actually respected players time. Players bitched endlessly it was too hard.

        • teft@lemmy.world
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          4 months ago

          Leveling is a normal thing in any game. You level up in most games.

          Also you don’t need to level up in most FromSoft games. The bosses usually have a gimmick or movement patterns that are easy to learn.

          Sounds like you just suck at the games. No shame in that but don’t say something is harder than it is.

          • IsThisAnAI@lemmy.world
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            4 months ago

            I’ve beaten every day since 2 in addition to sekiro, the actual hard game. We’re talking about easing the game for the average population. So yeah if you are in the top .5% of players fromsoft gives a fuck about your time.

            For everyone else your talking somewhere between 50 and 200. I mean for fucks sake for years the advice for hitting a wall in DS was explore and come back at a higher level.

            Modern world of Warcraft has less leveling these days 🤦‍♂️

            • HeuristicAlgorithm9@feddit.uk
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              4 months ago

              Yeah, but the point is that you aren’t just grinding levels. You literally said it yourself, you go explore a different area, you play more of the game (not just grind the same part of the game)

            • teft@lemmy.world
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              4 months ago

              I mean for fucks sake for years the advice for hitting a wall in DS was explore and come back at a higher level.

              Kind of like when you’re lower level in other games and have to level up to beat the boss? Do level 1 gnomes go straight to killing The Lich King in world of warcraft?

      • Snowclone@lemmy.world
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        4 months ago

        Yeah, Sekiro has a pretty adaptive way of making the game harder, if you start a replay and get rid of the charm item, you can’t almost parry, it has to be precise, and if you ring the demon bell everything gets higher life and damage, but drops much better loot.

      • tomalley8342@lemmy.world
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        4 months ago

        A lot of people say this and I don’t get it. What would be lost by having each playstyle be balanced properly and then adding difficulty scaling on top of that?

      • scops@reddthat.com
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        4 months ago

        That’s not at all surprising. PvE game design is almost always about making the computer less competent in fun and/or believable ways. If you’ve got a computer that can simulate every item and skill in an enemy team’s arsenal and game out the best combination in milliseconds, the player is going to be dead by Turn 1 or stun-locked and dead by Turn 2.

      • Corr@lemm.ee
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        4 months ago

        I’ve been immensely impressed with DOS2 AI. If an enemy is sleeping, another enemy will use part of its turn to hit the enemy to wake it up. There were several instances where I paused and just stared awestruck

        • Shou@lemmy.world
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          4 months ago

          AI will also save up abilities with side effects until armor or magic resistance has been depleted. Such as knockdown on a battering ram ability.

          • Corr@lemm.ee
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            4 months ago

            Idk if I noticed that explicitly but I would believe it. The grenade throws early game are also disgusting. Pixel perfect hit your whole team lol

    • thedirtyknapkin@lemmy.world
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      4 months ago

      but there’s so many other ways to change difficulty.

      change number of enemies and where they spawn change gear and abilities, the Witcher did that one with how the stamina system worked. it didn’t drain on the lower difficulties. horizon zero dawn made everything in the shops more expensive and made the enemies drop less money. honestly, that one also sucked. only served to make the game grindier.

      point is, there’s other options.

  • Maultasche@lemmy.world
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    4 months ago

    That’s what I like about raid bosses in Star Wars: The Old Republic where the difficulty changes most of the boss mechanics

  • Paradachshund@lemmy.today
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    4 months ago

    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.

    • Omgpwnies@lemmy.world
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      4 months ago

      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@lemmy.today
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        4 months ago

        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.

    • BruceTwarzen@lemm.ee
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      4 months ago

      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@lemmy.today
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        4 months ago

        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.

  • Noite_Etion@lemmy.world
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    4 months ago

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

  • Caveman@lemmy.world
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    4 months ago

    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.

  • 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.

    • prembil@lemmy.world
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      4 months ago

      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.

    • ramirezmike@programming.dev
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      4 months ago

      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.

    • Avatar_of_Self@lemmy.world
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      4 months ago

      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.

  • Moldy@lemmy.zip
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    4 months ago

    Middle Earth: Shadow of War got it right with one of its later updates. They added a final difficulty that increases enemy aggression, attack power, and perception. It also increased player attack power. As long as you’re not fighting a massively overleveled enemy, fights are hard, quick, and fairly bullshit free.

  • vga@sopuli.xyz
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    4 months ago

    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.