Higher difficulties in every single RPG.

https://lemm.ee/post/41320202

Higher difficulties in every single RPG. - lemm.ee

I hate bullet sponges in FPS especially. Really makes your guns feel stupid when you shoot someone a dozen times in the head and it doesn’t do much.

I remember playing Max Payne. There was some battle in a bar against a guy with a shotgun. If you timed it right between reloads you could run up to the guy, stand on the bar so your guns were exactly level with his face and empty two Uzi clips point blank into his face before he could reload.

Then you would run out of ammo and he would one shot kill you.

I remember the hype around the division, it looked so cool and tactical. Then the game came out and every enemy was a bullet sponge. Instantly killed any interest I had in it.
Minus the pre release hype, this was how I felt about shadow warrior 2. The first one was so good with the retro updated FPS feel, and even made your starting sword relevant throughout the game. Then 2 came out and it was a bullet spongey, bad craft system crapfest. I didn’t even make it a couple hours after the dozens I spent in the first.
The only game that did the difficulty right was doom eternal
I’ll not cotton any slander against Doom of any stripe, be it I, II, Final, TNT, Plutonia, or 2016. (Note that we don’t talk about Doom 3 round these parts.)
Borderlands 3 (don’t know about the others) had a brutal postgame of this. Even though new difficulty stuff was added, the real challenge seemed to be collecting enough ammo to actually finish fights. At some point, the sponginess was too much for me to care about continuing.
The BL series just got worse and worse for sponginess as it continued.
monster_hp=selected_game_difficulty * base_hp
I mean this can work if you also give the player the option to unlock stronger gear by grinding a bit. But yeah i agree its often done really badly.

I think I will have to disagree somewhat. Difficultly should change how you play, not how long. Needing to Grind better gear is not respecting the players time.

That said there are games I did enjoy the grind, “the world ends with you” is one of them, but that is a case of earning new ways to play in most cases.

Yeah thats kinda what i meant. Because of the increase in required DPS you will need to unlock harder to obtain gear with higher DPS which will bring your total playtime back to previous levels. But its a difficult to balance thing for sure.

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.

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;

A quantum leap is a distance smaller than an atom.
Also defined as an abrupt change, according to the 0.47 ms search I did before choosing that idiom.
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.

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.

You have to beat the game first to unlock it but I love the realism mode in jedi survivor. Lightsabers actually kill like in the movies, but get shot maybe 2x and you’re dead.
This is how harder difficulties should be. You have lower HP, but so does the enemy, forcing both parties to think things through before running in guns a’blazing. If you have to make enemies bullet sponges in order to increase the difficulty, then your AI programming is bad and you should feel bad.

Modern fallout games do difficulty badly. Walked up to one of those boomer guys in fo:NV , he gave me some shit, so I shot him in the face with a revolver. He didn’t fall over dead.

I got a bunch of mods to make everyone a lot more of a glass cannon, but made power armor very effective (and other armor somewhat so). Was a lot more fun. But also there was a lot more reloading because, like, sometimes a baddie would get the drop on me and I’d be dead from two shots.

Still more fun than sponges everywhere

try fo4 survival mode. you can actually die from a bloatfly swarm if you arent careful, but can also eliminate an entire raider base with 1 well place molotov cocktail

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.