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[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 0eb80de5133aed3⋯.jpg (23.1 KB, 624x469, 624:469, murekepäivä.jpg)

804222  No.16063203

>easy difficulty is too easy, you deal +% dmg while enemies deal -% dmg

>hard difficulty is just too tedious since you deal -% dmg while enemies deal +% dmg

>normal is just… stale since neither party deals extra dmg

Why not… you know… make a difficulty where BOTH sides deal more dmg? i know metro had it atleast

2b3bae  No.16063212

File: 2f315c2c17234c7⋯.png (63.22 KB, 209x201, 209:201, 1351373461641.png)

Why not play a better game instead?


b1a3da  No.16063217

File: 17fa03677a3dc94⋯.png (154.16 KB, 650x650, 1:1, 17fa03677a3dc9471cd98b61d5….png)

>>16063203

>it's an: OP can't make a decent thread to save his life episode

there's a place called >>>/4chan/ where you can post shit threads like this all day long


3d711f  No.16063219

File: 9bf1a73f9acb439⋯.jpg (124.32 KB, 707x884, 707:884, 1540049938734.jpg)

Gay thread


a6aaef  No.16063261

File: 4d9ccd08e92b53b⋯.jpg (106.6 KB, 600x800, 3:4, Pansy Bitchfraud.jpg)

File: 68dad0ee4e1126c⋯.jpg (99.67 KB, 301x226, 301:226, 1269891282036.jpg)

I really, really appreciate games where higher difficulty does not arbitrarily make enemies harder to kill by giving them super-armor and lakes of health, or turn you weapons into airsoft garbage. Alas, this is pretty much all modern gaming can manage, as advanced scripting for enemy behaviors doesn't sell well to stockholders. FEAR had pretty amazing scripting by all accounts, so it would be nice if more could be done, what with the better technology, more RAM, and more storage space available now.

Shit difficulty:

>Enemies have double HP

>Enemies take half damage

>Enemies are immune to stun effects

>Enemies' attacks deal double damage

Boringlands, Too, and the DLC-quel take this to the extreme, where enemies can have literally billions (if not trillions) of health points, and even if you have an insane combination of passive skills, "badass" rank bonuses, and all legendary or better equipment, you'll still be two-shotted by anything. Your best scoped rifle, with everything you have equipped geared to doing the most damage per single shot, will not allow you to one-shot tougher grunt enemies at high difficulty. Meanwhile, a new character on normal difficulty with basic, common equipment, can one-shot damn near every enemy up until the first boss, and most afterwards until late in the campaign. Most of the patches for these games were made with the singular purpose of breaking the synergies of certain equipment and skills. For instance, in Boringlands, Too:

>legendary shotgun called the Conference Call

>when fired, two identical blasts are fired toward your target from the left and right, so each shot is basically three shots

>there are shields that amplify the damage of your shots, but this amplification takes a few seconds to recharge with each use

>the amplification effect would apply +X damage to each projectile you fired, at once, making shotguns that fired many pellets simultaneously, very powerful

>the legendary amplification shield, The Bee (as in, sting like one), had no delay on the amplification

>every single projectile you fired, while your shield was full, would be amplified by a large amount

>conference call could fire 15 or more pellets with each shot

>The Bee amped each pellet by a large amount

>you could liquefy the raid boss in seconds

<patch comes out to only allow amp damage to add +X damage per mouse click, dividing the amp damage across all of the pellets in a single shotgun blast, instead of multiplying it

They did this kind of shit all of the time. Shit game captained by a massive cuckold sex pest and an embezzling cheese pizza enthusiast.


3c33e3  No.16063403

>>16063203

If Dark Souls taught us anything, is that you can get away with the stupidest shit gameplay as long as the retards who play your game are thoroughly convinced that beating it makes you a cool kid.


b63177  No.16063556

>>16063261

Don't forget the shit where you only deal 50% (becomes 25% on playthrough 2.5) of your actual damage if you don't use Slag because there was literally no reason to use it


804222  No.16063623

File: 071be78d943030e⋯.jpg (28.84 KB, 480x480, 1:1, a0e9dc07.jpg)

>>16063212

Dungeon Siege was actually a pretty good game, it just took a nosedive in fun once you got to Gresh.

Shame that happens pretty often in vidya too, the first half or 2/3 of the game is great then a "difficulty spike" ie hp pools&dmg taken blows the fuck up.

>>16063217

I promise it'l be gone before 3 days.


a6aaef  No.16063645

File: d64e207e50407d5⋯.webm (5.48 MB, 640x360, 16:9, R4 - 22 One More Win.webm)

File: 4e99d15e2cc45a6⋯.webm (5.7 MB, 540x360, 3:2, Road & Track presents The….webm)

>>16063556

Even with the 4X magic missile (slag homing grenades), the game is still complete bullshit. it takes forever to kill anything, which is only part of why it's not fun. I only played to make the game easier for other people, being God-Jesus, the Santa Claus of Legendaries, dumping mountains of them in town.

Racing games' rubber-band AI is complete retardation. All they have to do to make racing games difficult is use player data to create activity profiles for opponents. Or just do some basic or cheap shit that isn't "opponent cars now move at 4X normal speed".

>not on racing line? get to the line ASAP

>player approaching? block player

>player far ahead? Last place racers (on circuit tracks): block player.


6e7bc6  No.16063657

Objective best way to balance difficulties

>Low difficulties has enemies deal less damage, be slower, less aggressive or have less attacks

>Higher difficulties has enemies deal higher damage, be faster, more aggressive and have more attacks or more properties to their attacks and increasing enemy health just right so that there are longer, tenser fights but not too long as to become tedious.


cdfb2a  No.16063662

File: f7061c9177b1b35⋯.gif (144.02 KB, 300x300, 1:1, f7061c9177b1b35d11ed034276….gif)

>Deus Ex makes enemies deal the same damage as you do to them

>DMC makes enemies hit harder, change enemy locations, and double their health, however instead of it being tedious or enemies being spongy it forces you to take full advantage of your abilities

>>16063261

My favorite thing in those games is how if you spec into sniper rifles you can just avoid 99% of all enemy encounters.


e0bcae  No.16063684

>>16063203

Or you could simply balance your game so that all parties involved do high damage, and then do away with retarded difficulty modes.


fa0e72  No.16063696

Critical mode on Kingdom Hearts did that, where you both did a lot of dmg to each other.

Too bad proud mode is such a fucking joke in KH3


000533  No.16063699

Just go the Souls route and get rid of difficulties altogether if you're not going to put as much work as possible into properly balancing them.


af3c2b  No.16063703

>>16063203

Kingdom Hearts Critical modes do this and it's pretty fun.


81705e  No.16063708

Rather than adjust damage ratios, I'd rather enemies attack more frequently and with more varied attack patterns.


a6aaef  No.16063710

>>16063708

Yeah, like on harder difficulties, make enemies flee and hide to try to ambush the player if clearly outgunned, or use grenades, or try to simply move to flank the player.


f14849  No.16063714

I hate difficulty settings because I have this complex where I have to play the game on hardest all the time. It's fine for some games, but others with 10 different difficulties are rough i.e SUPER DUPER HARDCORE MODE where the enemy just gets 200% health and you have 50%. If a game has difficulty settings at all they should be limited to 2, 3 at most. Difficulty settings should not give flat buffs and de buffs, It should be more dynamic than that.


000533  No.16063717

>>16063710

Didn't FEAR do something like this?

I can't recall if it made a huge difference on higher difficulties or not, but I want to say it did.


19c5e4  No.16063723

File: 3dc7b34d184d568⋯.png (196.92 KB, 800x600, 4:3, atjak.png)

>brainlet cope thread

>not playing all games on the hardest difficulty that's available


a6aaef  No.16063733

>>16063723

Christ, can you self-reset and actually say something worth reading? The thread is about how dumbass developers do difficulty in ham-fisted, if not completely retarded ways, like turning the player into a glass flyswatter, and enemies into regenerating bullet sponges. Cite games that do it right, so people who wouldn't be aware of them might be able to try them out and broaden their horizons. Or point out games that are "popular" that have shitty difficulty options, so people know to be wary of them.


f14849  No.16063737

>>16063733

Diablo II did it the right way.


272a65  No.16063742

>>16063261

This shit made me start again in BL. I hate that the last two DLC packs don't scale to me, so I was going to be overpowered in playthrough 1. I had to run back through the game in PT2 just to get the DLC and it was frustrating to say the least. My Mordecai with all kinds of sniper buffs to critical damage could do shit all if it wasn't a crit and even then, I had to land a few crits just to kill the weakest soldiers and bandits. The badass ones could deplete my shields in one shot and about half my health.

I hated that shit but persevered. I honestly don't know why I bothered. Here's hoping that PT1 on this new character will be better for the Knoxx DLC.


a6aaef  No.16063749

>>16063737

I only dimly recall the differences in difficulty in Blizzard games, as I find tedium creeps into Diablo games about a third of the way through each of them.

>>16063742

Borderlands 1 is a whole other beast, so most of my hatred of Boringlands is not focused at it. Barring the whole Code Hackers style and premise swipe. Pansy Bitchfraud needs to die in prison.


49d007  No.16063770

File: 65e89082381a9e1⋯.jpg (42.65 KB, 504x508, 126:127, 3053418137189893212012660.jpg)

There are two ways to increase difficulty:

A. Increase gameplay complexity.

B. Reduce error margin.

The vast majority of games do B because it takes less work and less thought, but A is the ideal in almost every situation.

All the damage and health bloating are for option B, you either have less effective health and thus can afford to make less mistakes, or the enemy has more effective health so you have to keep fighting for longer with the same maximum allowed mistakes.

If you think about it in terms of puzzle games the difference becomes more obvious: option A would give you a more intricate puzzle while option B would just force you to complete the same puzzle in less moves or with a time limit.

When designing a harder difficulty setting, you should always ask yourself if you're actually increasing complexity instead of just falling into the lazy option B.


eced79  No.16063771

File: ae83348b497d23e⋯.jpg (90.43 KB, 640x400, 8:5, thief1.jpg)

>>16063733

>Cite games that do it right

On expert difficulty, Thief: The Dark Project disallows kills and introduces additional objectives like carrying one of your friends out of the mansion. That's the best way I've seen difficulty done in any game ever.


fd1d7b  No.16063831

The wonderboy remake has a great "expert" mode with one heart only and the timer from WB II


850797  No.16063865

>>16063771

This. Thief 2 does it well, also. Though I think it is only done well because it's a stealth game, and stealth games might be the only type of game where the objective can be changed to such a degree.


5cb2b3  No.16064343

File: fbd1b086bd6a246⋯.jpg (370.64 KB, 866x866, 1:1, bleh.jpg)

>>16063723

>voluntarily spending half an hour fighting damage sponge enemy instead of half a minute


a90092  No.16064368

File: 9383aa1ca77057b⋯.jpeg (181.58 KB, 985x865, 197:173, 9383aa1ca77057b5c3b53acd2….jpeg)

>game awards you with the hardest difficulty mode after finishing it

>but the game was easy as fuck and it would've been more enjoyable to play the actual hardest difficulty to begin with


747997  No.16064560

File: aa0f6d68f48d29c⋯.jpg (83.91 KB, 800x675, 32:27, halo-reach-hero-large-800x….jpg)

What about difficulty that does all of those things?

Legendary with all the skulls significantly altered AI behavior, enemy equipment, available weapons, gameplay mechanics, and enemy HP. I've played other games that are just as punishing, but none which preserve the enjoyment this well.


0e957a  No.16064589

File: db663542a5647da⋯.jpg (219.92 KB, 655x1026, 655:1026, Goblin_Slayer_points_at_(Y….jpg)

>>16063203

>Why not… you know… make a difficulty where BOTH sides deal more dmg?

Have you heard of a game series called Kingdom Hearts? It also gives you the ability to voluntarily restrict yourself to level 1 and gives you extra abilities to compensate for it.


760b5c  No.16064622

>>16063770

>Reduce error margin

DUSK's hardest difficulty has you die in one hit of everything (except splash damage from explosives and environmental damage), surprisingly it makes the game a whole lot more fun than on the 'regular' difficulties where you can tank hits and rely on medkits to survive. Because there is no hitscan in DUSK, everything is dodgeable and you actually have to git gud at dodging and using your slide to slide under incoming bullets, which dying in one hit only further encourages (or playing like a total bitch). It actually changes the dynamics for some of the enemies as well as normal joke enemies like rats and scientists can now kill you in one hit and enemies with super high projectile speeds on their attacks or those with homing attacks now become absolute top priority to kill for your survival

Then you have Nier: Automata which also had a one hit kill difficulty, but there it feels cheap because all your defensive maneuvering comes down to pressing the super i-frame dodge button at the right time and getting hit is more of an error of timing than anything, dying in one hit in that game doesn't actually facilitate a massive change in playstyle like DUSKMARE difficulty in DUSK does


a19fbe  No.16064638

File: cc3d0ac4415b527⋯.png (2.79 MB, 1665x948, 555:316, brainlet feels.png)

>>16063203

>hard difficulty grants extra XP

>enemies are tougher, do more damage, and spawn more often

>XP bonus becomes pointless because any time saved by leveling faster is offset by the need to grind to keep up with a difficulty curve that outpaces your ability to level up

Steamworld Heist, by the way


6e7bc6  No.16064663

>>16064638

What? You don't gain shit from fighting enemies in Steamworld Heist though, just kneecap them to get a head start then get moving.

Fuck the alien levels with the teleporting aliens though.


a19fbe  No.16064668

>>16064663

You don't get XP unless you finish the mission, and the only way to do that sometimes is to kill enemies in your way and survive the enemies spawning in every few turns.


6fa51e  No.16064696

>>16064560

game is critically underrated by this board. IF every console game packed that much content onto a single fucking disc, or if the industry was trying to match that at all, we'd be gaming like kings.

>FULL campaign, a dead concept in FPS now

>Legit MP spread of game types and balance

>Custom games/enormous custom mapmaker

>replay value through the roof with skulls

>music

>gunplay is actually good

It's got fucking everything.


4ad007  No.16064709

How it should be in a third person or first person shooter.

>Easy

<Enemies are retarded, use cover but not much.

<Won't move to the most effective range for their weapons.

<Enemy aim is shit, more likely to kill you by volume of fire than precise hits.

<Player can stand nearly still and clear out a mob.

<Bosses can be circle strafed to oblivion, one hit kill moves are telegraphed long before it hits.

<Enemies don't use certain equipment or misuse it constantly. Enemy on enemy team killing is not unheard of.

<No communication between enemies.

>Normal

<Enemies are stupid, use cover more often but run long distances to new cover.

<Sometimes enemies cover each other's movement.

<Move into proper range of their weapons occasionally.

<Enemy aim is better, a lucky shot from an enemy is more likely to happen.

<Enemies communicate with one another while using equipment, no team killing happens.

<Communication between enemies can be heard by the player.

<Bosses can stop you from circle strafing, one hit kills are telegraphed much later compared to easy.

>Hard

<Enemies stay in cover until another can cover them.

<They move to the appropriate range of their weapon.

<Enemy aim is impressive, not Whitefeather or Haya tier but much higher ratio of hits to misses.

<They attempt to flank and overwhelm the player from all sides.

<Constant use of equipment, properly communicating as they do so. Player can only hear those near them or those that are yelling and not using radio.

<Bosses keep their most defensive side between them and the player. One shot kills are telegraphed shortly before it happens.

TL;DR

Easy should be like fighting poorly trained/equipped and starving conscripts. Normal should be like fighting properly trained/equipped but fresh faced soldiers. Hard should be like fighting veterans of multiple conflicts, with experience and equipment to match.


e0bcae  No.16065305

>>16064709

If any developer actually spent the time to develop the unique AI in the "hard" example that has never been done before, in what world would it be financially viable to hide it in a mode the majority of players will never touch? That's retarded.


d9fa29  No.16065357

>>16065305

It would be easier to just make the game hard from the get go and market it as such.


664f42  No.16066410

>>16065305

It's financially viable because you provide a wide array of fun to expert, intermediate, and beginning players.


acaabd  No.16066432

>>16063403

Dark Souls has good gameplay though.


5f6ff2  No.16066444

File: 088edd59e760409⋯.png (2.29 MB, 1920x1080, 16:9, Desktop Screenshot 2019.02….png)

>>16063203

>become so stupidly overpowered that you have to put the game on hard to have any sort of challenge, and even then it's still pretty easy


8b6d38  No.16066446

Also

Borderlands 2 was so poorly programmed.

In their attempt at trying to get people to use Corrosive but it's purple

Corrosive does literally nothing but DoT At least when I had played borderlands 2 Because it came with my vita on playthrough 2 and 2.5 because it's effect of ignoring damage resistant limbs/armor is overridden by the hard modifier on damage


8b6d38  No.16066501

>>16066446

Also Corrosive didn't work on spiderants either, I think they accidentally marked them all as Corrosive enemies


3d6578  No.16066510

>>16065305

now you're starting to see why most difficult is arbitrary health/damage modifiers and calling it a day.


504862  No.16066516

>>16066444

Hard doesn't really add anything in NV as far as I recall, I think the enemies just turn into bullet sponges and do more damage. I've always found that kind of difficulty extremely lazy.


4bff1d  No.16066519

File: 7b50c2600c0555a⋯.png (Spoiler Image, 236 KB, 661x1029, 661:1029, 47a4eceb8de9df8a131e981f4b….png)

File: 619c57a1c0849ed⋯.png (Spoiler Image, 31.41 KB, 800x700, 8:7, 1874539 - Koopa Koopa_Troo….png)

File: b1cee5a979e1dc9⋯.jpg (Spoiler Image, 245.79 KB, 1000x930, 100:93, b1cee5a979e1dc97cea76e0e0a….jpg)

File: bad474f229cb665⋯.jpg (Spoiler Image, 224.81 KB, 700x700, 1:1, 1284772891.grandpandaman_a….jpg)

File: 68c11253ae9bafb⋯.png (Spoiler Image, 130.4 KB, 504x760, 63:95, 1276138 - Animal_Crossing ….png)

Deus Ex

You and the enemies can instagib each other with the "realistic" difficulty setting

>>16063219

But also this


755105  No.16066530

>>16066519

Which pokemon should I tug to?


4bff1d  No.16066580

File: 133840219153a2b⋯.png (Spoiler Image, 195.49 KB, 400x256, 25:16, tumblr_p61c5bEvP71twwdivo1….png)

File: 669bb60a1a5aed4⋯.png (Spoiler Image, 53.12 KB, 400x445, 80:89, tumblr_pco2q8WkAG1vw1ceco1….png)

File: 3a972615913cfca⋯.png (Spoiler Image, 216.19 KB, 400x384, 25:24, tumblr_p58b9vwVXl1u47yjfo1….png)

File: d4cd64e31029e05⋯.jpg (Spoiler Image, 12.28 KB, 250x171, 250:171, nido1.jpg)

>>16066530

1. Nidorina

2. All other pokemon


542872  No.16066599

File: 65cfba0c552981c⋯.gif (169.51 KB, 280x280, 1:1, tenor.gif)

>normal mode is too normal

>extra mode is too extra

>OP is too P


755105  No.16066601

>>16066580

This isn't gay porn


4bff1d  No.16066620

>>16066601

I didn't mean to spoiler the second set of images


55428e  No.16066828

Stalker does what you asked, makes the game pretty rad to play when damage is that big on both sides.

>>16064589

That's actually the opposite of what he asked for you brainlet, limiting your level would only reduce your DPS so that's just making their HP inflated.

I swear anyone who cares for that shit series has actual reading problems.


7a3347  No.16066845

What's the difference between new game+ modes and these difficulty modes? Can diffuculty modes locked behind having to beat the game on another difficulty or fulfilling some other requirements/objectives be called ng+?


0e957a  No.16066849

>>16066828

Did you miss the ''compensate" for it by giving you additional options? That's also again, optional, and the normal version of critical works the exact same way as you just described Stalker. So you've already admitted that Kingdom Hearts Critical difficult is something you like dumbass.


d5e37c  No.16066850

File: 54db4e720a86b4c⋯.jpg (240.13 KB, 1280x720, 16:9, Same Energy.jpg)

>>16063203

stop playing shitty games. If difficulty is a function of monster hp then your game is shit.

Go play SHMUPS, BEAT EM UPs, ARCADE STYLE GAMES, FIGHTING GAMES, or STRATEGY GAMES.


55428e  No.16066862

>>16066849

>Having more abilities = more damage

Retard


845cc1  No.16066866

File: 522691fed7ebc1e⋯.jpg (190.65 KB, 595x643, 595:643, Stalker.jpg)

>dude play STALKER on master its fun!

>enemies go down just as fast as you do


0e957a  No.16066868

File: b794e74876ddae1⋯.png (356.67 KB, 750x542, 375:271, 269ace4cfc072e23e8d22a3b73….png)

>>16066862

You seem to have very poor reading comprehesion as far as conjunctions works, I pray you learn how to read properly one day.


5be70e  No.16066874

File: 524e53af32ba518⋯.png (295.28 KB, 1374x1594, 687:797, 72769921_p2.png)

>>16064589

>accuses others of poor reading comprehension

>drops the "it also" from the post he responded to

This reeks of reddit retardation


05e573  No.16066903

>>16066516

And all of the "rebalance" mods are tedious bullshit that add obnoxious changes to the game because it's "realistic" or make the game play like bootleg stalker where you die to one bullet but a lot of enemies still need you to magdump them before they fall over.


e0bcae  No.16068022

>>16066828

>Stalker does what you asked, makes the game pretty rad to play when damage is that big on both sides

No it doesn't, why are you lying on the internet? In SoC, raising the difficulty lowers weapon damage (you do less damage), and lowers the player's base resistances (you take more damage). This is exactly the shit OP complained about you fucking ape. In CS and CoP, weapon damage is static, but raising the difficulty lowers the player's base resistances.


a4e4f2  No.16068040

>>16066866

Did you mean to put both of those statements in greentext?


804222  No.16068326

>>16064368

>harder difficulty mode is tied to having to replay it with the same character you played the easier with

I get it, levels and all but at that point even if i do want to replay the game i'm usually bored of the way/class i did it the first fucking time and want to try something else but then im stuck replaying the game on the easy peasant difficulty once again!


9ebf7f  No.16068426

File: 38c886fdf3972de⋯.jpg (10.31 KB, 250x249, 250:249, 1368379435888s.jpg)

>>16066519

>asscastle

You know that comic was ironic, right? You're not supposed to lewd him.


794907  No.16068517

>>16063771

>>16063865

Another one like that is Mission: Impossible, i think it was on PSX.

If you haven't tried it I can recommend.


631c63  No.16073083

>>16063203

Fuck just tweaking numbers. I want unique content depending on difficulty level. Spawn extra enemies on hard mode, have new enemies on hard mode, give the best new game+ extras for completing hard mode.


1fa8a3  No.16073649

>>16063261

><patch comes out to only allow amp damage to add +X damage per mouse click, dividing the amp damage across all of the pellets in a single shotgun blast, instead of multiplying it

Actually it only does so if the weapon card shows a projectile multiplier, meaning a fibber with the right barrel is just as broken.




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