this post was submitted on 03 Sep 2024
792 points (99.0% liked)

Gaming

3188 readers
286 users here now

!gaming is a community for gaming noobs through gaming aficionados. Unlike !games, we don’t take ourselves quite as serious. Shitposts and memes are welcome.

Our Rules:

1. Keep it civil.


Attack the argument, not the person. No racism/sexism/bigotry. Good faith argumentation only.


2. No sexism, racism, homophobia, transphobia or any other flavor of bigotry.


I should not need to explain this one.


3. No bots, spam or self-promotion.


Only approved bots, which follow the guidelines for bots set by the instance, are allowed.


4. Try not to repost anything posted within the past month.


Beyond that, go for it. Not everyone is on every site all the time.



Logo uses joystick by liftarn

founded 2 years ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 45 points 2 months ago (2 children)

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.

[–] [email protected] 15 points 2 months ago (1 children)

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.

[–] [email protected] 1 points 2 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.

[–] [email protected] 9 points 2 months ago (2 children)

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.

[–] [email protected] 2 points 2 months ago (1 children)

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.

[–] [email protected] 1 points 2 months ago

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.

[–] [email protected] 1 points 2 months ago

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+.