games are meant to be fun, if you have fun playing on hard then you play on hard, if you have fun playing on normal then you play on normal, and so on..
Your tastes do not apply to every single consumer.
Ideally >Easy mode
Should expect nothing from the player >Normal mode
Should foster learning in the player >Hard mode
Should push the player to excellence or reward the efforts of autistic focus and grind >Hell
Should filter baddies, casuals, and offer new rewards >Player must die
Should exist to tickle hyper autists, foster the TAS scene, and give YouTubers a source of income
A lot of people won't agree with me on this but much like in the vein of nioh2, RE3R had a very well designed new game+/difficulty design
Weird different starting loadouts, one of if not the hardest bosses in the series ever, etc
I hope that design comes back at some point as it's one of many good things in an otherwise loathed game
I consider the respect of the developers when it comes to the hard mode
A hard mode should be the funner mode, the one that asks that you have mastered the mechanics so that you can really feel like you've been pushed to do more than provide just a passing performance
That said a lazy, numbers game that makes everything a slow, tedious, overly unimpactful experience is lame as shit
>games are meant to be fun
wrong. games are made to be fun for drooling morons because that's most people and it means that way they can maximize sales.
I only play games on the hardest difficulty. Anything less and having actual strategy goes out the window. I want my choices to have consequences. Just my two cents.
A lot of gamers won't do multiple playthroughs, especially when it's a 50+ hour expierence.
Hard either requires a deeper familiarity with the specific game or just makes everything a tedious sponge.
>A lot of gamers won't do multiple playthroughs, especially when it's a 50+ hour expierence.
I wont do multiple playthroughs because your game is not good enough to warrant them. I've replayed 90s jrpgs a half dozen times each over the years just fine.
but mindlessly hitting goblins that are not a threat vs hitting goblins that can frick you up DOES improve the enjoyment of a game
it is fine to allow the player to outscale them with gear and whatever as the game goes on, but the first time you meet something it should be dangerous, and for at least a short period thereon it should remain dangerous
Because taking three headshots with a sniper rifle to kill an enemy is boring.
Because running around a rock/cabinet/bucket for 15 minutes from an enemy who is one-shotting you is boring.
Because hitting crabs in the starting location with a stick for 30 minutes is boring.
There is no challenge or fun in this, it is just a boring monotonous meaningless chore.
The nioh2 way
Make higher tier enemies available sooner
Place enemies in locations/situations where they're obnoxious
Give enemies slightly altered movesets
Typically people want to ease into an experience for the firt time rather than possibly get filtered and not finish a game. Then when most people beat games they move on instead of immediately going back in for a new game+/higher difficulty. Especially since games are longer now.
Hard difficulty in majority of games is just making enemies into damage sponges that hit you for twice as much as on normal. It's usually not fun yet still I force myself into playing on hard.
It's rare when harder game difficulties are even worth it. Some games would be too easy on normal, those I preemptively start on hard. Others expect me to cheese it or to scrounge resources all the time. If the challenge is seeing how much time I can waste, then it's not worth it. I want to be challenged, I'm not playing a game to minmax or go through hoops because some dev has no idea how to measure challenge-to-enjoyment. I've got stuff to do, I'm not some deadbeat loser who wants to spend the next year mastering a video game.
it takes me longer to get through them and I have limited time now with a full time job and all the shit that comes with living on my own. I want to move on to new games
Because people are fricking moronic. Recently I was surprised to find out how easy 1999 mode for Bioshock Infinite actually is, mfs made a dlc out of a difficulty mode and it was nothing
Late Millennials and Zoomers are the "fake it till you make it" generations. Pervades everything they do, including how they enjoy video games.
They'll cut corners, put up fronts and give off the appearance they are successful all for clout, but if you dig just under the surface you'll see they are frauds.
How this applies to video games is, they play on easy Or just straight up use trainers or outright cheat like chinese bugmen, then talk shit online how they are great at the game.
This isn't a generational thing, it's just a human thing. What's different now is the newer breed of "games MUST have an easy mode" entitlement prostitutes who want to be rewarded for beating a difficult game but have some moronic internal conflict over cheating or simply watching gameplay on YouTube. Despite 99% of games being stupidly casulized bullshit to appeal specifically to them, they have the audacity to demand that from the remaining 1% of games which dare to offer even the slightest challenge, all because they offer some aesthetic or story they feel they deserve to "experience."
WHY DO SO MANY PLAYERS NOT EVEN FINISH THE FIRST LEVEL?!
You get this achievement in the first 20 minutes of the game, and 5.5% of players didn't get it.
They bought the game, opened it up, and didn't bother bother playing 20 fricking minutes of the game to get the first achievement that is IMPOSSIBLE to avoid!
WHO ARE THESE PEOPLE?!
>Get game in bundle >Never touch it
Not defending it as I know plenty of people who boast about plenty of games that they have but they never play any of them
I feel like I got that it h out in the pre 2010's when everyone and their mother were pumping out a new MMO every month
maybe it's people who can't run the game properly or it crashes or something?
like they get it, install it and either hit the main menu and it locks up or they can't get more than 60 seconds into the game before it dies
i know stuff like TEW on pc is super broken depending on your hardware setup and if you don't want to do some of the troubleshooting or work arounds on pc gaming wiki to get it working a lot of either either can't hit the main menu or they lock up as soon as the opening cutscene ends and they gain control of seb. i was one of those anons and had to do some trouble shooting to get it working myself but the steam forums are full of anons who are like "wtf this shit doesn't work out of the box, uninstalled"
i've also been gifted coop games that i installed and got ready to play but my coop partner who wanted to play ended up bailing so i never went into it, tiny tina's wonderland comes to mind for that, i played all of 30 seconds to make sure the game ran and never touched it ever again
I'm literally one of those players. I install the game, check the settings, play for five minutes and make sure the game works well on my PC, and then I say to myself "ok this works and looks like a decent game, I'll play it when I'm in the right mood" and forget about the game for a few years.
>enemies have more hp
nothing inherently wrong with this, its a case of done well or done poorly
if a game doesnt need it and theres no quality to be gained then dont do it
for example, tons of games have an issue where bosses die way too fast for experienced players, while their HP is ideal for people on a first playthrough. In such a case, a HP increase is ideal because it lets people relive the length and tension of the fight that they had lost once they started killing it so fast that they cant even hear the soundtrack. >enemy damage
the same as above except is 2x more likely to be good and 2x more likely to be awful.
>enemy movesets and changes
typically nice to have but its often 50/50. You need to be careful not to make a lower difficulty straight up blander than the other, resulting in people missing out on cool shit
for example, ultrakill. It has two medium difficulties (currently highest) called standard and violent. Standard is said to be the primary setting for a first playthrough, but standard is practically just a blander and neutered version of Violent due to how much interesting stuff it removes, like enemies getting enraged.
Ideally you go hard on these for a dedicated tough and higher setting, and try to make sure people cant be getting a straight up blander experience on their first playthrough because of a reasonable-sounding setting
>enemy placements are changed or increased in number, weak enemies appear early
consistently always kino, provided its not straight up moronic or poorly made >faster enemies
The way i see it is " if it makes the game feel weightless, cheesy, spammy or undeliberate then its fricked ", avoid these problems and it works just fine >less resources
too vague
But i think cutting down on healing (unless it was already excessive) is typically trash/boring : It means you failed to make engaging and mechanically tougher fights, so you had to resort to "just make people less able to afford to get hit lol"
A lot of people won't agree with me on this but much like in the vein of nioh2, RE3R had a very well designed new game+/difficulty design
Weird different starting loadouts, one of if not the hardest bosses in the series ever, etc
I hope that design comes back at some point as it's one of many good things in an otherwise loathed game
capcom is not a good example here. lately they put ridiculous difficulties in their games just to then sell you the "key that unlocks every reward and trivializes every mode" dlc.
I know people that think final nemesis is easy
I tell them they've never best it on inferno and honestly I think it's a mechanically good boss
Also I like how it makes the triple shot the most useful gun
i like intravenous' "true" difficulty setting >reduced ammount of saves per level >both you and enemies take 50% more damage >enemy reactions and accuracy are overall stronger once you stop fighting junkies and get to more elite enemies >falling bodies make noise >being at low hp makes you slower
the OHK one is pretty shit though, its unironically easier in combat
because playing on hard/expert is for people with no life what so ever. They are such a minority of the gaming world, same as the multiplayer hardcore homosexuals, I have no idea why developers listen to their shit opinion and nagging.
"UUUH NERF THIS BECAUSE MY 0.6% DAMAGE REDUCTION IS NOT COMPATIBLE WITH THIS BUILD"
"EUGH NERF THIS BECAUSE MY STRATEGY IS NOT AS GOOD AT COUNTERING THIS"
I'd rather play through 10 games on normal/easy and complete them then pour 50 hours on a single game because I'm grinding to get through on expert/hard mode. It makes me able to properly talk about the game and all of its moving parts when I complete the game.
Please note that autists won't be able to comprehend this idea what so ever. Their brain is literally incapable of understanding that humans rather spend time having fun then optimizing shit. I'm not joking. People will respond to this post and claim I am a scrub/n00b/normie and not understand that gaming is not catered to them. That's why games are becoming easier to access.
That's why Nintendo is still in service. "If it's not fun, why bother?".
>For people with no life
Everyone I have ever known who wasn't up for a challenge was either weak willed. A pot smoker with no desire to do anything , a spoiled brat who lived off a silver spoon who never needed to deal with hardship, or a workaholic who b***hed about how much they worked that week and had no free time and then promptly fell asleep at the mic
No lifers have no time for anything, if I want to be tryhard at something, it should be at the things I enjoy
i usually do, depends on how moronicly their hard difficulties are balanced.
for example i played midnight suns from that shitty bundle last month cause i like xcom, it has like 6 difficulty levels scaling above normal. i stopped at 2 above normal because it was balanced like shit and made it unfun
also 2.9% is a pretty significant number considering the amount that even complete the game at all is probably around the same percentage
Call me when games have difficulty modifiers that affect gameplay/strategy like roguelikes do, or something like Thief did with objectives, not just adding health/damage.
>beat game on normal >lose all interest in playing it again >come back to game months later for a new playthrough >play it again on normal
It's just that simple.
every anti-difficulty argument seems to always boil down to "I want to finish this game ASAP because I don't appreciate the time I spend with it just so I can move on to the next waste of time"
There is a sweet spot for difficulty, novelty and pleasure that varies person to person, and game to game.
I loved the time I spent learning and beating Malenia in retrospect, but in the moment it felt doable, but hard. I did not like the final bosses of Bloodstained and I did not want to struggle to learn. I like Underrail forcing me to think of a valid strategy for certain fights when you can't just steamroll the enemy. I don't like XCOM making me sacrifice a squadmate if I didn't have the foresight or luck of rolls to not get into a stupid situation.
Only early game xcom forces sacrifices
And midgame is more "do you know how to work with x or y having their power spike" because you never know when you're gonna get super shotties first or something
Xcom 2 is probably the fastest game out there because the PRNG isn't as dogshit as, say, baldurs gate 3
Being forced to isn't fun. >Play Path of Exile >Go through story. >Struggle to cap resistances cause not autistic >"Finally. Capped." >YOUVE BEEN INFLICTED WITH TERROR AIDS AND NOW YOUR RESISTANCES HAVE BEEN FORCIBLY LOWERED!!! GAME DIFFICULTY: HARD >Frick. >Repeats again when the difficulty jumps again.
I never asked for this, and the game just gets less fun as it goes on, too. Harder enemies and survival baseline is already a chore. Why do they invalidate my resistances? Also >Binding of Isaac >Beat the game x times, feeling good >EVERYTHING IS HORRIBLE! >Game gets worse.
Wooooow
No build falls off the second you step into maps, builds only begin to fall off around t10+ at minimum if they're bad
You can cap resists without following any guide either, a guide is only telling you what skill to play and how to build your tree. You are not meant to cap resists during the campaign, you're meant to have good resists but autistically trying to make sure they're capped the entire time is dumb the point is to get through that shit as fast as possible even if it involves dying a couple times.
And lastly poe is dogshit for the entire campaign, the game doesn't even start to become fun until maps in the first place where you actually fight stuff instead of just running around pointlessly long designed zones as fast as possible for 5-8 hours.
ARPGs like Grim Dawn, Diablo and PoE are the genre I want to love but am too big a brainlet to play properly. I live and die by guides period just to play them. >This is why I generally stick to Borderlands 2 modded / 3 modded
Simpler game. More RNG on gear, but I don't need a guide.
Grim Dawn gets autistic if you're trying to optimize for super bosses but otherwise its really just >Get blues/purples that boost skills you like >Get resistances maxed by slapping more shit on your armor
Only dumb part you really need to search outside the game for is which factions sell which resistance augments just so you aren't running circles across the entire map looking for Bleed Resist
I mean that's how it is for every game you pick up, but you learn more the more you play. Poe item valuing is a good example, you don't know shit, you just go based on what trade says but you have no idea if it's someone taking the piss or not, but every time you play a new build you learn what kind of rolls are good for it, so you understand their rough value. After multiple years, you've played a bunch of builds so you have a stockpile of knowledge and can see commonalities between them etc.
However, play diablo 1 anon, not only is it the best or joint best diablo game, it requires absolutely no guide because there are no builds 🙂
Similar for grim dawn and last epoch kind of games, you can freely swap and try shit out pretty easily unlike in poe where you've got to level up an entire new gem, change your sockets, get new supports and redo the tree just to try it out for 5 minutes.
always hard on action games
depends when it comes to jrpgs. Played dragon quest 11 on draconian enemies and I think that added a ton to my immersion in the scenario and my understanding and experimentation with game mechanics. But ive played other jrpgs on normal, like persona, because I just think the gameplay is simple enough that beefing up enemy health or whatever isn't going to affect how I think about or interact with things, i'll just have to grind more. And honestly, speaking specifically about persona, its more fun to just tackle bosses with the hodgepodge of personas you've happened to pick up and fuse than powergame to get a super powerful one. But then going back to dragon quest 11, theres so much build variety to mess around with that I WANT to fine tune it for each boss and figure out the ideal set of skills. It really depends on the game. for jrpgs. for action games you gotta play hard, pussy boy.
Hitman WoA does a lot of stuff like more cameras, a lot of easy kills are guarded by extra guards that invalidate them, bloody kills make disguises unusable, no mission guides, only one save per mission, and npcs are generally more attentive.
I wish they would make difficulty settings more atomic because I like these changes except for the gay one in Freelancer where you're forced to do the stupid prestige objectives which are often buggy or unfun time trials.
vandal hearts 2 hard mode makes all the enemies on the map ai engage from turn 1 instead of waiting for proximity or whatever before they start moving, which is neat in a simultaneous turn system
>game made after 2012
Play on hard >game made before 2012
Play on normal
Simple as.
Console babies made games too casual. Hard mode feels like normal mode and normal mode feels like easy mode in most cases. And I don't know what kind of a handicapped moron would play on easy.
>3d Platformers >Difficulty selection
The selection lies in what game you pick, or in rarer cases, what version. >Crash Bandicoot: medium-hard >N.Sane trilogy version: hard-very hard due to rounded collision box / 'pill box' phenomenon.
Or >Rascsl/Bubsy 3D: absolute monster hard shit tier by design.
If I have to pick ez/medium/hard in this genre, it's poorly balanced.
games are meant to be fun, if you have fun playing on hard then you play on hard, if you have fun playing on normal then you play on normal, and so on..
Your tastes do not apply to every single consumer.
this. this is the reason why games like elden bing need to add an easy mode for journalists like me
nah if you want some easy fun go watch a movie or something, games are for testing your skills
lmao this homie thinks toys are for skilled people
Nah, I won't
I'll keep playing videogames and there's nothing you can do about it but seethe
What if normal mode still challenges the less skilled players?
Ideally
>Easy mode
Should expect nothing from the player
>Normal mode
Should foster learning in the player
>Hard mode
Should push the player to excellence or reward the efforts of autistic focus and grind
>Hell
Should filter baddies, casuals, and offer new rewards
>Player must die
Should exist to tickle hyper autists, foster the TAS scene, and give YouTubers a source of income
>Ganker: FRICK CONSOOMERS!!!!!!!!!!
>also Ganker: WTF THIS PRODUCT DOES NOT CONFORM EXACTLY TO MY EXPECTATIONS
This. Not everyone has a pain fetish
It must suck feeling pain every time you use your brain for anything
I consider the respect of the developers when it comes to the hard mode
A hard mode should be the funner mode, the one that asks that you have mastered the mechanics so that you can really feel like you've been pushed to do more than provide just a passing performance
That said a lazy, numbers game that makes everything a slow, tedious, overly unimpactful experience is lame as shit
>games are meant to be fun
wrong. games are made to be fun for drooling morons because that's most people and it means that way they can maximize sales.
I always play the difficulty setting intended by the developer.
I only play games on the hardest difficulty. Anything less and having actual strategy goes out the window. I want my choices to have consequences. Just my two cents.
Because most devs are so incompetent their hard is just tedious
stop playing shit games then
What are non shit games?
non-tedious games
Such as?
pokemon sun & moon
How does it handle hard difficulty?
sometimes mom makes me close the ds and do chores
the games I like
Only 15% beat the all chapters on normal so 2.9% doesn't seem that bad to me. Prolly lots of overlap anyway.
A lot of gamers won't do multiple playthroughs, especially when it's a 50+ hour expierence.
Hard either requires a deeper familiarity with the specific game or just makes everything a tedious sponge.
>A lot of gamers won't do multiple playthroughs, especially when it's a 50+ hour expierence.
I wont do multiple playthroughs because your game is not good enough to warrant them. I've replayed 90s jrpgs a half dozen times each over the years just fine.
hitting each goblin 5 times instead of 2 times does not improve my enjoyment of the game
but mindlessly hitting goblins that are not a threat vs hitting goblins that can frick you up DOES improve the enjoyment of a game
it is fine to allow the player to outscale them with gear and whatever as the game goes on, but the first time you meet something it should be dangerous, and for at least a short period thereon it should remain dangerous
Because taking three headshots with a sniper rifle to kill an enemy is boring.
Because running around a rock/cabinet/bucket for 15 minutes from an enemy who is one-shotting you is boring.
Because hitting crabs in the starting location with a stick for 30 minutes is boring.
There is no challenge or fun in this, it is just a boring monotonous meaningless chore.
none of these are real game examples
>Can't increase enemy atk
>Can't increase enemy def
>Can't increase number of enemies
So how tf do you make hard mode fun?
The nioh2 way
Make higher tier enemies available sooner
Place enemies in locations/situations where they're obnoxious
Give enemies slightly altered movesets
Typically people want to ease into an experience for the firt time rather than possibly get filtered and not finish a game. Then when most people beat games they move on instead of immediately going back in for a new game+/higher difficulty. Especially since games are longer now.
I played God Hand on easy and had fun.
God Hand's easy in the US was Japan's normal, so that's reasonable.
no way that's true
No wait, I was thinking of DMC3. Never mind.
God Hand on easy is still hard as shit though, so I don't see any shame in playing on it.
Because most games are made to be played on medium, with the hard option being a literally unfair slog for autists.
Hard difficulty in majority of games is just making enemies into damage sponges that hit you for twice as much as on normal. It's usually not fun yet still I force myself into playing on hard.
is this bayonetta? don't you need to beat normal mode first to unlock hard?
most people don't bother after experiencing the game once
No idea
It's rare when harder game difficulties are even worth it. Some games would be too easy on normal, those I preemptively start on hard. Others expect me to cheese it or to scrounge resources all the time. If the challenge is seeing how much time I can waste, then it's not worth it. I want to be challenged, I'm not playing a game to minmax or go through hoops because some dev has no idea how to measure challenge-to-enjoyment. I've got stuff to do, I'm not some deadbeat loser who wants to spend the next year mastering a video game.
it takes me longer to get through them and I have limited time now with a full time job and all the shit that comes with living on my own. I want to move on to new games
Because people are fricking moronic. Recently I was surprised to find out how easy 1999 mode for Bioshock Infinite actually is, mfs made a dlc out of a difficulty mode and it was nothing
before achievements, I played everything on normal. there were some exceptions but generally why try harder for no reward?
it was that ghost boss that was a pain in the dick iirc
ah yes, thats the hardest fight for sure
Why care about achievements when they can be cheated?
I'm on console
>He doesn't know
know what? I think hacking was possible in 7th gen but only morons risked a ban over it.
I'm not a cheater.
Late Millennials and Zoomers are the "fake it till you make it" generations. Pervades everything they do, including how they enjoy video games.
They'll cut corners, put up fronts and give off the appearance they are successful all for clout, but if you dig just under the surface you'll see they are frauds.
How this applies to video games is, they play on easy Or just straight up use trainers or outright cheat like chinese bugmen, then talk shit online how they are great at the game.
This isn't a generational thing, it's just a human thing. What's different now is the newer breed of "games MUST have an easy mode" entitlement prostitutes who want to be rewarded for beating a difficult game but have some moronic internal conflict over cheating or simply watching gameplay on YouTube. Despite 99% of games being stupidly casulized bullshit to appeal specifically to them, they have the audacity to demand that from the remaining 1% of games which dare to offer even the slightest challenge, all because they offer some aesthetic or story they feel they deserve to "experience."
WHY DO SO MANY PLAYERS NOT EVEN FINISH THE FIRST LEVEL?!
You get this achievement in the first 20 minutes of the game, and 5.5% of players didn't get it.
They bought the game, opened it up, and didn't bother bother playing 20 fricking minutes of the game to get the first achievement that is IMPOSSIBLE to avoid!
WHO ARE THESE PEOPLE?!
there are games with achievements like this sitting at 70%, anon
>Get game in bundle
>Never touch it
Not defending it as I know plenty of people who boast about plenty of games that they have but they never play any of them
I feel like I got that it h out in the pre 2010's when everyone and their mother were pumping out a new MMO every month
I think Steam only start counting if you install the game and go at least to the main men.
Oh wow that's insane, Ritalin shortages be fricked up
Dying Light was so shit that I dropped it after 10 minutes.
maybe it's people who can't run the game properly or it crashes or something?
like they get it, install it and either hit the main menu and it locks up or they can't get more than 60 seconds into the game before it dies
i know stuff like TEW on pc is super broken depending on your hardware setup and if you don't want to do some of the troubleshooting or work arounds on pc gaming wiki to get it working a lot of either either can't hit the main menu or they lock up as soon as the opening cutscene ends and they gain control of seb. i was one of those anons and had to do some trouble shooting to get it working myself but the steam forums are full of anons who are like "wtf this shit doesn't work out of the box, uninstalled"
i've also been gifted coop games that i installed and got ready to play but my coop partner who wanted to play ended up bailing so i never went into it, tiny tina's wonderland comes to mind for that, i played all of 30 seconds to make sure the game ran and never touched it ever again
I'm literally one of those players. I install the game, check the settings, play for five minutes and make sure the game works well on my PC, and then I say to myself "ok this works and looks like a decent game, I'll play it when I'm in the right mood" and forget about the game for a few years.
because in 90% of hard difficulty cases all the developer has done is increased damage done by enemies or damage taken by the player or a combination
>enemies have more hp
nothing inherently wrong with this, its a case of done well or done poorly
if a game doesnt need it and theres no quality to be gained then dont do it
for example, tons of games have an issue where bosses die way too fast for experienced players, while their HP is ideal for people on a first playthrough. In such a case, a HP increase is ideal because it lets people relive the length and tension of the fight that they had lost once they started killing it so fast that they cant even hear the soundtrack.
>enemy damage
the same as above except is 2x more likely to be good and 2x more likely to be awful.
>enemy movesets and changes
typically nice to have but its often 50/50. You need to be careful not to make a lower difficulty straight up blander than the other, resulting in people missing out on cool shit
for example, ultrakill. It has two medium difficulties (currently highest) called standard and violent. Standard is said to be the primary setting for a first playthrough, but standard is practically just a blander and neutered version of Violent due to how much interesting stuff it removes, like enemies getting enraged.
Ideally you go hard on these for a dedicated tough and higher setting, and try to make sure people cant be getting a straight up blander experience on their first playthrough because of a reasonable-sounding setting
>enemy placements are changed or increased in number, weak enemies appear early
consistently always kino, provided its not straight up moronic or poorly made
>faster enemies
The way i see it is " if it makes the game feel weightless, cheesy, spammy or undeliberate then its fricked ", avoid these problems and it works just fine
>less resources
too vague
But i think cutting down on healing (unless it was already excessive) is typically trash/boring : It means you failed to make engaging and mechanically tougher fights, so you had to resort to "just make people less able to afford to get hit lol"
Because it's not fun, normal or easy is fun
What game?
Wake me up when hard mode is anything more than
*increase enemy hp*
*lower player hp*
A lot of people won't agree with me on this but much like in the vein of nioh2, RE3R had a very well designed new game+/difficulty design
Weird different starting loadouts, one of if not the hardest bosses in the series ever, etc
I hope that design comes back at some point as it's one of many good things in an otherwise loathed game
capcom is not a good example here. lately they put ridiculous difficulties in their games just to then sell you the "key that unlocks every reward and trivializes every mode" dlc.
>lately they put ridiculous difficulties in their games just to then sell you the "key that unlocks every reward and trivializes every mode" dlc
Any examples? RE4's professional is nowhere near ridiculous
the "no way out" scenario in ghost survivors is pretty ridiculous. inferno in re3 is nuts in some parts. final boss plays like frikkin dark souls.
Anything good that can be said about RE3R is invalidated by the final boss existing.
I know people that think final nemesis is easy
I tell them they've never best it on inferno and honestly I think it's a mechanically good boss
Also I like how it makes the triple shot the most useful gun
i like intravenous' "true" difficulty setting
>reduced ammount of saves per level
>both you and enemies take 50% more damage
>enemy reactions and accuracy are overall stronger once you stop fighting junkies and get to more elite enemies
>falling bodies make noise
>being at low hp makes you slower
the OHK one is pretty shit though, its unironically easier in combat
It depends on the game. 99% of the time hard just means enemies have a lot more health. Shits boring
because playing on hard/expert is for people with no life what so ever. They are such a minority of the gaming world, same as the multiplayer hardcore homosexuals, I have no idea why developers listen to their shit opinion and nagging.
"UUUH NERF THIS BECAUSE MY 0.6% DAMAGE REDUCTION IS NOT COMPATIBLE WITH THIS BUILD"
"EUGH NERF THIS BECAUSE MY STRATEGY IS NOT AS GOOD AT COUNTERING THIS"
I'd rather play through 10 games on normal/easy and complete them then pour 50 hours on a single game because I'm grinding to get through on expert/hard mode. It makes me able to properly talk about the game and all of its moving parts when I complete the game.
Please note that autists won't be able to comprehend this idea what so ever. Their brain is literally incapable of understanding that humans rather spend time having fun then optimizing shit. I'm not joking. People will respond to this post and claim I am a scrub/n00b/normie and not understand that gaming is not catered to them. That's why games are becoming easier to access.
That's why Nintendo is still in service. "If it's not fun, why bother?".
tl;dr. git gud.
>For people with no life
Everyone I have ever known who wasn't up for a challenge was either weak willed. A pot smoker with no desire to do anything , a spoiled brat who lived off a silver spoon who never needed to deal with hardship, or a workaholic who b***hed about how much they worked that week and had no free time and then promptly fell asleep at the mic
No lifers have no time for anything, if I want to be tryhard at something, it should be at the things I enjoy
>hardest difficulty doesn't retroactively unlock easy and normal chievos
frick off
This. If I go for the worst the game has, it better give me the easy clears if I do so. That said
>Caring about achievements
if there's something like 'beat x on turboBlack personautism mode without taking damage" then i will be going for it
Me beat game on standard. Me see credits, me satisfied. On to next game.
>W101
Oog play on baby mode.
i usually do, depends on how moronicly their hard difficulties are balanced.
for example i played midnight suns from that shitty bundle last month cause i like xcom, it has like 6 difficulty levels scaling above normal. i stopped at 2 above normal because it was balanced like shit and made it unfun
also 2.9% is a pretty significant number considering the amount that even complete the game at all is probably around the same percentage
Why you don't learn english on hard?
Call me when games have difficulty modifiers that affect gameplay/strategy like roguelikes do, or something like Thief did with objectives, not just adding health/damage.
>beat game on normal
>lose all interest in playing it again
>come back to game months later for a new playthrough
>play it again on normal
It's just that simple.
every anti-difficulty argument seems to always boil down to "I want to finish this game ASAP because I don't appreciate the time I spend with it just so I can move on to the next waste of time"
There is a sweet spot for difficulty, novelty and pleasure that varies person to person, and game to game.
I loved the time I spent learning and beating Malenia in retrospect, but in the moment it felt doable, but hard. I did not like the final bosses of Bloodstained and I did not want to struggle to learn. I like Underrail forcing me to think of a valid strategy for certain fights when you can't just steamroll the enemy. I don't like XCOM making me sacrifice a squadmate if I didn't have the foresight or luck of rolls to not get into a stupid situation.
Only early game xcom forces sacrifices
And midgame is more "do you know how to work with x or y having their power spike" because you never know when you're gonna get super shotties first or something
Xcom 2 is probably the fastest game out there because the PRNG isn't as dogshit as, say, baldurs gate 3
because hard is just the same enemy, except they have 100% more hp.
I don't play games that have a difficulty selection.
To add one means that the developer is not confident in their ability to balance the game.
Being forced to isn't fun.
>Play Path of Exile
>Go through story.
>Struggle to cap resistances cause not autistic
>"Finally. Capped."
>YOUVE BEEN INFLICTED WITH TERROR AIDS AND NOW YOUR RESISTANCES HAVE BEEN FORCIBLY LOWERED!!! GAME DIFFICULTY: HARD
>Frick.
>Repeats again when the difficulty jumps again.
I never asked for this, and the game just gets less fun as it goes on, too. Harder enemies and survival baseline is already a chore. Why do they invalidate my resistances? Also
>Binding of Isaac
>Beat the game x times, feeling good
>EVERYTHING IS HORRIBLE!
>Game gets worse.
Wooooow
Black person why the frick are you metagaming and capping resistances before even finishing the tutorial (the acts)
Because I'm following a guide so I don't eat shit and or "PLAY YOUR WAY, BROO" and end up with a build that falls off the moment I step into maps?
You know what I'm not gonna bother convincing you, stick to bing bing wahoos.
No build falls off the second you step into maps, builds only begin to fall off around t10+ at minimum if they're bad
You can cap resists without following any guide either, a guide is only telling you what skill to play and how to build your tree. You are not meant to cap resists during the campaign, you're meant to have good resists but autistically trying to make sure they're capped the entire time is dumb the point is to get through that shit as fast as possible even if it involves dying a couple times.
And lastly poe is dogshit for the entire campaign, the game doesn't even start to become fun until maps in the first place where you actually fight stuff instead of just running around pointlessly long designed zones as fast as possible for 5-8 hours.
ARPGs like Grim Dawn, Diablo and PoE are the genre I want to love but am too big a brainlet to play properly. I live and die by guides period just to play them.
>This is why I generally stick to Borderlands 2 modded / 3 modded
Simpler game. More RNG on gear, but I don't need a guide.
Grim Dawn gets autistic if you're trying to optimize for super bosses but otherwise its really just
>Get blues/purples that boost skills you like
>Get resistances maxed by slapping more shit on your armor
Only dumb part you really need to search outside the game for is which factions sell which resistance augments just so you aren't running circles across the entire map looking for Bleed Resist
I mean that's how it is for every game you pick up, but you learn more the more you play. Poe item valuing is a good example, you don't know shit, you just go based on what trade says but you have no idea if it's someone taking the piss or not, but every time you play a new build you learn what kind of rolls are good for it, so you understand their rough value. After multiple years, you've played a bunch of builds so you have a stockpile of knowledge and can see commonalities between them etc.
However, play diablo 1 anon, not only is it the best or joint best diablo game, it requires absolutely no guide because there are no builds 🙂
Similar for grim dawn and last epoch kind of games, you can freely swap and try shit out pretty easily unlike in poe where you've got to level up an entire new gem, change your sockets, get new supports and redo the tree just to try it out for 5 minutes.
Because "hard" in most games is just unfun number bloat.
always hard on action games
depends when it comes to jrpgs. Played dragon quest 11 on draconian enemies and I think that added a ton to my immersion in the scenario and my understanding and experimentation with game mechanics. But ive played other jrpgs on normal, like persona, because I just think the gameplay is simple enough that beefing up enemy health or whatever isn't going to affect how I think about or interact with things, i'll just have to grind more. And honestly, speaking specifically about persona, its more fun to just tackle bosses with the hodgepodge of personas you've happened to pick up and fuse than powergame to get a super powerful one. But then going back to dragon quest 11, theres so much build variety to mess around with that I WANT to fine tune it for each boss and figure out the ideal set of skills. It really depends on the game. for jrpgs. for action games you gotta play hard, pussy boy.
Post more games where the harder difficulties do more than just adjusting health/damage values. I love that shit.
MGRR speeds enemies up, makes them more aggressive, and rewards mastering counters because they can legit take like 80% off a boss' HP
Hitman WoA does a lot of stuff like more cameras, a lot of easy kills are guarded by extra guards that invalidate them, bloody kills make disguises unusable, no mission guides, only one save per mission, and npcs are generally more attentive.
I wish they would make difficulty settings more atomic because I like these changes except for the gay one in Freelancer where you're forced to do the stupid prestige objectives which are often buggy or unfun time trials.
vandal hearts 2 hard mode makes all the enemies on the map ai engage from turn 1 instead of waiting for proximity or whatever before they start moving, which is neat in a simultaneous turn system
"Survival" difficulty in F4? This is almost a separate game mode with its own rules and gameplay.
>game made after 2012
Play on hard
>game made before 2012
Play on normal
Simple as.
Console babies made games too casual. Hard mode feels like normal mode and normal mode feels like easy mode in most cases. And I don't know what kind of a handicapped moron would play on easy.
Because most people aren't good enough
>3d Platformers
>Difficulty selection
The selection lies in what game you pick, or in rarer cases, what version.
>Crash Bandicoot: medium-hard
>N.Sane trilogy version: hard-very hard due to rounded collision box / 'pill box' phenomenon.
Or
>Rascsl/Bubsy 3D: absolute monster hard shit tier by design.
If I have to pick ez/medium/hard in this genre, it's poorly balanced.