Aller au contenu

Photo

Lets talk Difficulty in general (not difficulty settings)


  • Veuillez vous connecter pour répondre
33 réponses à ce sujet

#26
sjsharp2011

sjsharp2011
  • Members
  • 2 676 messages

You know they really should implement various options for people with disablilities IN ALL GAMES like change the button layout (ps4 luckily has it), a narrative mode, maybe voice controls

 

 

Yeah but sometimes even the voice systems don't always work that well I've got an XB1 with Kinect and even that doesn't work brilliantly. I sometimes find I have to give the command 3 or 4 times befoer the system recognises what I want it to do.I'm sure it'll get better in time but for now it needs moer work I think. 

 

This is kind of why ultimately I've made the decision to wait for the PC version of the new Tomb Raider rather than going out and getting the X box version now because I can get the controls working just the way I like on PC. Because I find games like TR btend to have rather awkward controls for someone like me to play properly. Not that I'm taking anything away from |TR as I like it and aside from the 2013 game having a few too many QTE's I found it a pretty solid game. Looks like the new game has got a few of those as well but hopefully they're a bit moer considered and fewer and further between. 

 

 

I think the difficulty on easy and normal modes should stay about the same. However, the difficulty on hard and nightmare/insanity modes should get cranked up a bit. Having "trials" like in DAI would greatly enhance the replayability and challenge as well.

Also, I'd love to see more battles like the Clone battle and the Armax arena mirror match. The Clone battle was fun, the Armax mirror match was insane and super challenging (on hard and insanity at least), but winning it was very satisfying.

Yeah I agree with you. I think Bioware has more or less got it right. Maybe these trials type systems that Bioware introduced in DAI along with Trespasser maybe the answer so people can customise and adjust the difficulties a bit moer to suit them. if they introduce something similar into MEA for thoise that want it. It may make a moer interesting game for those that want a harder challenge and those that don't can leave them turned off like I have done as I haven't touched the trials. I have the DLC but I bought it for the story rather than the trials


  • Eleonora aime ceci

#27
ioannisdenton

ioannisdenton
  • Members
  • 2 232 messages

At any rate the difficulty curve needs to stay more consistent throughout the whole game, having played adept, infiltrator, and soldier in all 3 the only one that really manages to pull this off somewhat is ME2, despite the more simplistic gameplay compared to 3.

you havenot played as sentinel with assault armor and choose shotguns in collector ship? This was propablythe most OP class of any bioware game but satisfying as hell

I think the difficulty on easy and normal modes should stay about the same. However, the difficulty on hard and nightmare/insanity modes should get cranked up a bit. Having "trials" like in DAI would greatly enhance the replayability and challenge as well.

Also, I'd love to see more battles like the Clone battle and the Armax arena mirror match. The Clone battle was fun, the Armax mirror match was insane and super challenging (on hard and insanity at least), but winning it was very satisfying.

i have never played on easy but yes, easy should be easy, not all people want to challenge themselves  nor have the same amount of free time (i dont have much time atm) . Easy should be like like focusing on the narration , i guess it should be just right the way it is right now.
Replaying DaI atm : the Trials man... The trials, they made the game really enjoyable! 
They add 3 fantastic features the game needed: Half XP, level scaling (although rams and bandits lvl 22 would be hillarious) and Tougher enemies with the promoted perk in each encounter. SOLD!!

I agreed with a lot of posts here :

*Various AI actions depending of the difficulty level.

*Map design allowing the enemy to flank us.

*I think that hip-high wall must not bring a full cover bonus. Only the shoulder-high must protect the player totally.

 

On the other side, I hope the easy mode will be really easy. Not as hard that the ME2 easy mode. I know there are a lot of good players here, but my little brother is handicapped and, while playing the trilogy, meet a living hell with ME2! On the other side, the ME1 and ME3 easy mode was really easy. Because of that, he doesn't want to try a second run. Casuals are not the only players that use the easy mode : some players use it because they are physically unable to play at a harder difficulty. And I can say that his specialized high school has the highest concentration of videogame fans I have ever seen...

 

There are other ways to upgrade difficulty : lower the cash income, lower the exp gain, shortrage of ammo, spawn of turrets, limited-time missions having less minutes before game over... In fact, difficulty is a totally build-in system of the game.

 

Some games, like Bayonnetta, made it well with the very high difference between the casual and the extrem level : from an one-button mashing to a cyborg arc-reflex requirement.

 I think you are spot on .
On the whole dissability thingy we should insist more than anything. Once i watched on youtube a paraplegic guy playing Me2 (which he loved as he said) and he was tapping the L1 with his chin :unsure: . He basicaly was aking for a button layout remap..



#28
Sanunes

Sanunes
  • Members
  • 4 392 messages

 

Replaying DaI atm : the Trials man... The trials, they made the game really enjoyable! 
They add 3 fantastic features the game needed: Half XP, level scaling (although rams and bandits lvl 22 would be hillarious) and Tougher enemies with the promoted perk in each encounter. SOLD!!

 

 

Going off-topic for a moment..

 

Interesting, I might have to buy the latest DLC then for it sounds like I would play through the game a second time with options like those.



#29
Cyberstrike nTo

Cyberstrike nTo
  • Members
  • 1 731 messages

I'm not against harder games what I'm against is punishing games/DLC. 



#30
ioannisdenton

ioannisdenton
  • Members
  • 2 232 messages

Going off-topic for a moment..

 

Interesting, I might have to buy the latest DLC then for it sounds like I would play through the game a second time with options like those.

I ll be honest: If difficulty and OP inquisitor entering lower level zones kinda bothered you, if you thought you were gaining huge amouns of XP , if you liked the combat but you craved for something more then buy Tresspasser ASAP. 
i am having a blast. Just got to skyhold, have not yet played any DLC (i have all 3 of them for my 2nd run) but the whole trial thing really is worth it alone.
Personally i always liked DLC from bioware , i always buy them as they give me incentives to play the game again from fresh start



#31
Lars Honeytoast

Lars Honeytoast
  • Members
  • 327 messages

This is an interesting topic, and you hit the nail on the head: An increase in difficulty shouldn't simply be stat adjustments. Decreasing the amount of damage that I do and/or increasing enemy health doesn't create as satisfying of an experience in my opinion.

 

Destiny did something interesting with the way they built their latest raid: The created the hardest version first, and the lower difficulty raid had some of the mechanics removed in order to simplify it for players not looking to pull their hair out. I'd like to see something similar for ME:A. There could be a scenario where you're trying to infiltrate a facility, where there are snipers posted up top, turrets surrounding the only way in, with invisible enemies advancing on your position. Hardest difficulty has all of these aspects, with second hardest removing turrets, and easiest removing turrets and invisibility on enemies.

 

That's a very simple example of what I'm talking about. A shift from pure stat manipulation to scenario differentiation is the ideal way to handle difficulty changes, I think. I'd like AI level to remain constant across all difficulties. It can be very immersion breaking to have a supposedly trained military force have half their squad stand out in the open and they are picked off one by one.

 

I'm sure BioWare already does this to a certain extent, and they were moving in the right direction with ME3 by not having all enemies have shields even on the highest difficulty. But I'd like to see a bigger tactical change from a level design standpoint.



#32
AlanC9

AlanC9
  • Members
  • 35 789 messages

you havenot played as sentinel with assault armor and choose shotguns in collector ship? This was propablythe most OP class of any bioware game but satisfying as hell


Why shotguns? I don't see how those synergize well with sentinels in particular. I agree that sentinels can be a bit OP; my last ME3 run was all about comboing everything to bits.

#33
sjsharp2011

sjsharp2011
  • Members
  • 2 676 messages

you havenot played as sentinel with assault armor and choose shotguns in collector ship? This was propablythe most OP class of any bioware game but satisfying as hell

i have never played on easy but yes, easy should be easy, not all people want to challenge themselves  nor have the same amount of free time (i dont have much time atm) . Easy should be like like focusing on the narration , i guess it should be just right the way it is right now.
Replaying DaI atm : the Trials man... The trials, they made the game really enjoyable! 
They add 3 fantastic features the game needed: Half XP, level scaling (although rams and bandits lvl 22 would be hillarious) and Tougher enemies with the promoted perk in each encounter. SOLD!!

 I think you are spot on .
On the whole dissability thingy we should insist more than anything. Once i watched on youtube a paraplegic guy playing Me2 (which he loved as he said) and he was tapping the L1 with his chin :unsure: . He basicaly was aking for a button layout remap..

yeah I only play with 1 hand as my disability makes it difficult to use my other hand for anything more than holding things really. So I tend to configure all the important buttons on a game into one area of the keyboard so I can get to them quick when I need to. Itend to use the mouse for aiming and firing and the arrow keys for basic movement Enter for jump Shift for crouching and the right control button next to the arrows to bring up the power bar. Or at least that's the kind of configuration I tend to use for ME.  Works wel enough for me and I tend to do similar on Dragon Age as well.



#34
ioannisdenton

ioannisdenton
  • Members
  • 2 232 messages

Why shotguns? I don't see how those synergize well with sentinels in particular. I agree that sentinels can be a bit OP; my last ME3 run was all about comboing everything to bits.

assault armor in ME2 (not powerarmor) granted you rediculous amounts of shield, and when it explode it basicaly threw all enemies down in a large radius while inflicting damage. So you REALLY wanted to explode so you really did push forward. Think vanguard. Always forward. Never back.
Hence the shotgun. 
Assault armor really outperformed power armor. you could clear rooms in seconds and it felt really great. Keep in mind i was playing on insanity.
assault armor = tank vanguard
powerarmor = caster class