ME:A SP Needs A Difficulty Above Insanity
#51
Posté 03 juillet 2015 - 12:24
ME3 was a pain in the backside during the demo since most of us had been used to the slow combat of ME2, then ME3 uped the speed of combat up to 11, it was insane. Enemies rolling every, dodging biotics, spamming frag and smoke grenades to flush you out of position, engineers spamming turrets etc, it was ridiculous. For this reason alone I would actually say that ME3 is the hardest game in the trilogy because unless you adapt to the speed of combat you are going to really struggle. The previous two games were slow paced and easy to get used to, but ME3......LOL.
Eventually it becomes easy though and that's what happens when you get used to playing on the hardest difficulty. There's very few games which retain their difficulty even after you have mastered them so I guess it shouldn't come as a surprise.
#52
Posté 03 juillet 2015 - 12:32
Seriously now. I do agree that the game should be more challenging but as previously mentioned so far this only resulted in most games I played with making you weaker than actually the enemy being smarter. Let's be honest higher difficulty means just you are being nerfed or the enemy has been buffed. But as far as them being smarter nope no change in that. As it stands now this means the enemy is only taking more time before being killed (meaning higher HP). Till AI will be a real thing I don't expect a difficulty setting to be challenging or being able to out-smart you.....it only make things frustrating.
Except modders can, and frequently do, make significant AI improvements. Sword Coast Strategems for Baldur's Gate, Combat Evolved/Duel/SkyRe Enemy AI/Ultimate Combat for Skyrim....they're not going to actually outsmart you of course, but a programmer can sit down, look at the options given to enemies and think "How could I improve this?" Better enemy unit cohesion, chained attack sequences and similar could be used quite effectively to put a competent player in a more precarious position in combat.
It probably wouldn't even be that difficult for Bioware to do, a lot of this stuff is similar to the tactics options available in Dragon Age Origins and 2, only applied to the enemies.
#53
Posté 03 juillet 2015 - 12:43
Give the die-hards "N8 Mode" and make it like that game's "God Hard", and that fraction of a fraction of folks who think Insanity is easy shouldn't have any complaints.
#54
Posté 03 juillet 2015 - 05:39
PS. I have no interest in deliberately gimping my characters builds to make the game more challenging .. please just make tougher enemies.
So - you want to use the most overpowered vocations, builds, weapons, and gear available and still have the gameplay present a formidable challenge?
Got it.
#55
Posté 03 juillet 2015 - 05:47
So - you want to use the most overpowered vocations, builds, weapons, and gear available and still have the gameplay present a formidable challenge?
Got it.
Yes, knowing how to maximize combinations of abilities the developers included in the game, means they should also include a difficulty appropriate to that level of power.
I'm not asking for a change to all difficulties, just make the top difficulty actually challenging.
FYI, on my last playthrough I was using a Katana wielding Shepguard, and that is still far too OP for Insanity. He was high level, so the gun really doesn't matter when you can string together tech and biotic combos at will, and abuse all the I frames available to that class
#56
Posté 03 juillet 2015 - 05:51
Andromeda won't be a challenging game. No more than ME2 and ME3 were... but hopefully it will be even more fun.
- MaxCrushmore aime ceci
#57
Posté 03 juillet 2015 - 05:51
This is another area where BioWare should look to Vanquish for inspiration.
Give the die-hards "N8 Mode" and make it like that game's "God Hard", and that fraction of a fraction of folks who think Insanity is easy shouldn't have any complaints.
It might be easier to just provide a "nerf me" mode that would halve the damage done, double the damage taken, and make medi-gel and power combos inaccessible.
#58
Posté 03 juillet 2015 - 06:21
Actually work on good AI for the hard way out.
But the easiest to change is how the battles happen. Stop this corridor nonsense. Big rooms and wide open fields, with enemies coming from the front, the side, behind, above and below.
p.s.
Really diggin the permadeath idea btw...
and totally unrelated, but I'd like to have the option to make my own teammates. Sure, they'd have no story arcs and would say nothing, but it would make SP playable much longer.
Hell, the reason I'm still playing Pillars of Eternity is because I can create the entire squad. Then again, that game's really different with much deeper character creation/leveling, but still I think it could work.
#59
Posté 03 juillet 2015 - 07:23
It depends what the difficulty curve is like. The gulf in challenge between singleplayer and multiplayer is verging on madness. Silver is the most popular difficulty level... if they use silver player data to reformulate the normal difficulty baseline then we're finally in business. Insanity to me feels like Silver with average players when it should really 'feel' closer to Platinum with a bunch of great players, if you get me.
First time I played insanity I literally had to check the difficulty in the menu screen twice to make sure Normal wasn't still switched on because I could barely tell any difference. First time I tried Platinum now that was kidney and a gut punch and a half. Between the Primes staggering timed with barrages of synchronized rockets and bombs, pyros, dragoons, phantoms all at once - this is actually insane and what insanity should actually feel like. The bar has been raised - of this i'm sure.
BioWare have underestimated the gaming public for years now which is why gameplay in this series has always been that old chestnut that critics use to balance out their articles with. Just for once I'd like for them to eat their words and finally put this myth to death if these dissenters can experience the gameplay as the BSN 1%rs do on gold and plat. If gameplay is not significantly more challenging at each level then a new difficulty level is definitely required for those who want platinum style gameplay. Going beyond insanity they should call it 'criminal insanity'.
#60
Posté 03 juillet 2015 - 07:41
A difficulty over insanity?
I propose the trollity difficulty so when you are getting one-shotted for the tenth time this game over screen appear
Spoiler
And after being one-shotted 20 times, you get "Achievement Unlocked - Honorary Turian 10 pts" This was a "Secret Achievement". This is a play on Garrus' comment in ME3 about Turians not being good at ducking.
- Pasquale1234 aime ceci
#61
Posté 03 juillet 2015 - 07:51
The way ME2's difficulty scale worked. You were pigeon holed into playing infiltrator or soldier classes at higher levels, if you weren't amazingly patient. I personally never played a biotic Shepherd, but I understand the stupid handicap. In ME3 it was not as much but still alive. I don't think it is in the best interest of the community to make special endings based on high skill.
I ripped through ME2 Insanity as an Engineer. That little drone was downright amazing. It made me love Engineer so much I have a hard time picking any other class.
#62
Posté 03 juillet 2015 - 07:52
Yes a difficulty where the enemy can one hit kill you
#63
Posté 03 juillet 2015 - 07:53
I will never say no to more options. It just means platinuming the game will be even harder for me since I pretty much feel obliged to. I recently bit the bullet and finally got my EMS to 100% for that darn MP trophy. I spent two full days trying to survive just solo bronze lol. Then I found my Krogan Adept and then finally managed to consistently solo bronze.
#64
Posté 03 juillet 2015 - 08:30
With a new console generation that can handle more processing than ever, I want to see difficulty be less about making the player weaker and making enemies stronger, and more about there being more enemies on the field at the same time.
And anyway, when the protagonist is supposed to be super-powerful, it feels stupid when they get mopped up by a random enemy if they fight toe-to-toe with no cover. Losing to a mob of enemies because you didn't fight smart, on the other hand? That's much more interesting.
For caster classes larger enemy spawns might actually make the game easier if biotic explosions and tech combos work the same, especially if they clump together like Geth and Cerberus.
#65
Posté 03 juillet 2015 - 08:47
I will never say no to more options. It just means platinuming the game will be even harder for me since I pretty much feel obliged to. I recently bit the bullet and finally got my EMS to 100% for that darn MP trophy. I spent two full days trying to survive just solo bronze lol. Then I found my Krogan Adept and then finally managed to consistently solo bronze.
It's takes a long time to get there on each rung but when you do it's totally worth it. Done it on all but plat on both consoles. Got up to wave 10 recently but I usually wipe at 8. Probably could do it with a keyboard+mouse but i'd have to build up a manifest for the 3rd time. Would have multiquoted if hadn't already posted... is this possible?
#66
Posté 03 juillet 2015 - 08:48
No matter what they do to make the difficulties hard there are going to be people that find it easy. I know plenty of people that couldn't beat 1999 mode with BioShock: Infinite, I was able to with only problems at a couple of spots and that was more of a terrain issue then difficulty. The other thing is the numbers they have might not warrant a change to the difficulty either and players like us are the exception to the rule since they believe only 4% of the people that played the game completed it on Insanity.
#67
Posté 03 juillet 2015 - 08:56
#68
Posté 03 juillet 2015 - 09:09
A few names comes in mind:
TERROR
MADNESS
HYSTERIA
DRUNKEN MASTER
MASTER OF MADNESS
GOD OF MADNESS
FRENZY HOBO
#69
Posté 03 juillet 2015 - 09:19
No matter what they do to make the difficulties hard there are going to be people that find it easy. I know plenty of people that couldn't beat 1999 mode with BioShock: Infinite, I was able to with only problems at a couple of spots and that was more of a terrain issue then difficulty. The other thing is the numbers they have might not warrant a change to the difficulty either and players like us are the exception to the rule since they believe only 4% of the people that played the game completed it on Insanity.
That %4 can't be correct, can it?
Multiplayer Platinum is way tougher that single player Insanity, and %4 was roughly the Platinum extraction rate - from when they released the data in late 2013 (All the way down to Geth Plat 2.4% extraction yikes)
#70
Posté 03 juillet 2015 - 09:28
That %4 can't be correct, can it?
It wouldn't surprise me if it were true.
First of all, only ~ 50% of people who purchase a game ever finish it. There are quite a few people who buy RPGs - particularly Bioware RPGs - for the stories, characters, and role-playing, and aren't especially interested in challenging action combat.
#71
Posté 03 juillet 2015 - 09:32
^ Good point, I didn't really think it through. An MP match will take 10 - 45 minutes depending on the difficulty / loadouts / teammates, etc while one SP campaign will take 15+ hours of gameplay. greater chance people will walk away from it without completing (like me and the last 2 DA games)
#72
Posté 03 juillet 2015 - 09:48
I never heard that 4% figure. You got a source? It sounds plausible, though
The 4% figure is from the internal statistics that Bioware released. I cut off the infographic at the bottom of the figure to make it easier to find.

I am not surprised by this figure at all.
- Sanunes aime ceci
#73
Posté 03 juillet 2015 - 09:49
Permadeath for the easy way out (for Bioware)
Actually work on good AI for the hard way out.
But the easiest to change is how the battles happen. Stop this corridor nonsense. Big rooms and wide open fields, with enemies coming from the front, the side, behind, above and below.
p.s.
Really diggin the permadeath idea btw...
and totally unrelated, but I'd like to have the option to make my own teammates. Sure, they'd have no story arcs and would say nothing, but it would make SP playable much longer.
Hell, the reason I'm still playing Pillars of Eternity is because I can create the entire squad. Then again, that game's really different with much deeper character creation/leveling, but still I think it could work.
I like the idea of perma-death for squadmates on the highest difficulty and if you can't keep at least two alive for the duration of the game you get a non standard game over - imagine the tension of the suicide mission extended for an entire game. That would make for an epic 'achievement'.
#74
Posté 03 juillet 2015 - 10:24
you just have to to punch everyone to death. that will give you the difficulty level you need.
- FirstBlood XL aime ceci
#75
Posté 03 juillet 2015 - 11:31
The 4% figure is from the internal statistics that Bioware released. I cut off the infographic at the bottom of the figure to make it easier to find.
I am not surprised by this figure at all.
I have to wonder what % of the playerbase even attempted Insanity and of those, how many finished it.





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