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Speaking of difficulty, make a new mode.


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#1
SagaX

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Most of the games just increase or decrease stats to change difficulty. I find this lazy ._. sorry. I'll explain with an example.

 

After I finished Bioshock 1(sorry to mention another game not from EA, please dont ban me) in hard(forgot the difficulty names) I played it on the harder difficulty. My game style and strategy did not changed: I just did the same I did. Then I aimed at the No Vita Chambers trophy, and OH MY GOD WHAT AN EXCITING EXPERIENCE :DDDD!!! It totally change my playing style, my strategy, everything!

 

Im curently Platinuing XCom Enemy Within. I have beaten Classic 3 times, going to Impossible, and just by reading the description and comments about IRON MAN MODE, it just chills my spine in excitement and fear thinking about it :DDDDDDDD

 

Right now for me ME3 on "Insanity" is so EASY I haveNT wasted a point in Health/Shields, and DragonAgeInquisition is so easy too on Nightmare I just attack like a rabbid wolf without worrying on strategy or survival.

 

So, would you, Bioware, kindly go beyond merely increasing enemy stats to make a hardcore mode for MEA??? Please? Things like disabling the time freeze from the power/weapons wheel? Less ammo, powers run out(forcing players to make the best use of them) on energy and finding items to restore "MP", enemies using the same powers and explosions as the player party, enemies evading powers a lot, less check points and other things.

 

Please have in mind for example Dark Souls 3, its a VERY hard game and people just love it because of what it is. So dont be afraid to include a hardcore mode that goes beyong mere lazy "lets increase enemy's stats". For people who dont like hard games and wont agree with me, just choose "easy" difficulty and have fun.

 

PS: I heard some people complaining that Dark Souls 3 is too easy because it has too many bonfires :(



#2
Element Zero

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I always enjoyed the way Uncharted handled "Crushing Difficulty".

No, I didn't like the bullet sponge effect. I agree that is annoying. What I do like, though, is that the enemies feel more realistically aggressive. They try immediately, aggressively and persistently to flank you. If you make a tactical error in a Crushing encounter, there is a good chance you're going to die. I'd like to see that in MEA.

I'd like to see smarter, more aggressive enemies in general, in ME. ME has primarily taken a "whack a mole" approach to encounter design. I realize this isn't a pure shooter, but it shouldn't have to be such in order to accommodate smarter, more aggressive foes. For the most part, our enemies have always tentatively approached, as if just waiting for Shepard to kill them.
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#3
Cyonan

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All Ironman mode in XCOM does is disable multiple saves.

 

I'm all for higher difficulties having unique and interesting mechanics, but the ones you've suggested would cause some issues. Anything restricting the use of powers is going to gimp classes like Adept and Engineer far more than it will Soldier who wont even care too much about the ammo limit because they'll switch to a high efficiency weapon.

 

Although Dark Souls in general really isn't all that hard.


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#4
LightningPoodle

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What about a difficulty that sets it to higher than the highest (before going to this difficulty). Enemies are stronger and react faster and better, and if you die, you have to restart the entire game again. One life. That's all you get.

 

And to provide even more of a challenge, there is an achievement/trophy that requires you to complete 100% of the games single player on this difficulty.



#5
Cyonan

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What about a difficulty that sets it to higher than the highest (before going to this difficulty). Enemies are stronger and react faster and better, and if you die, you have to restart the entire game again. One life. That's all you get.

 

And to provide even more of a challenge, there is an achievement/trophy that requires you to complete 100% of the games single player on this difficulty.

 

Given BioWare's habit of having cheap insta-kill units in the game, one life doesn't seem like a great idea.


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#6
Element Zero

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What about a difficulty that sets it to higher than the highest (before going to this difficulty). Enemies are stronger and react faster and better, and if you die, you have to restart the entire game again. One life. That's all you get.
 
And to provide even more of a challenge, there is an achievement/trophy that requires you to complete 100% of the games single player on this difficulty.


I love difficult challenges, but I'd never play ME this way. It's far too long a game to have to start from the beginning because of one slip up.

I just completed a trilogy run last night. Playing on Insanity, I made it the beam without dying at any point in the game. Nothing unusual there. Sometimes I do this, sometimes I get sloppy once or twice and take a turret to the face. Either way, we all agree Insanity is a cake walk.

Then, I met Marauder Shields and the Three Husketeers for the first time in many months. (My console had to be replaced.) I used to headshot the husks, and drop Shields in a slow-motion flurry of fire. I was drowsy and I'm out of practice with these guys, though, so it took me three tries to pass them. That would've been infuriating, to say the least, had it ended my trilogy, or even my game.

#7
Matthias King

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Something to add, I'm not sure if it belongs or not, but if they're going to do instakills again, then they should count. I'm referring to MP more than SP here, but in MP, if you encounter an instakill enemy, the 'chance' of getting the instakill should be very low, and should arise in a very specific situation instead of just being able to hit it from nowhere. And here's where the challenge comes in: if you get instakilled, you're done. You're dead, out of the match. The only way to survive to extraction is to actually survive.

 

To counter how frustrating this would be, I have two suggestions:

 

1. Instakills can be countered. If an enemy is trying to instakill you, you can struggle and/or reverse it. It always bothered me that when a banshee picks you up, you just stand there for the ten seconds it takes for her to kill you. Anyone would try to fight out of that. A 'struggle system' would counter the brutally punishing instakill system.

 

2. Being downed in ME3 MP was just like being dead, which made no sense to me. If you're downed, you should be able to crawl and drag yourself around until you 'bleed out,' in which case you're dead. You should also be able to fire with a sidearm, and medigel yourself if you have any. If you don't have any, you have to drag yourself to your teammates, or to somewhere out of the line of fire so your teammates can get to you before you bleed out.

 

I think this would encourage more tactical play. If dying ends the game (like SP) then this would discourage people running into the fray with no consequences.

And it would make clutching a wave much more impressive, because if your teammates are dead, they're really dead. You're alone and they won't be revived at the end of the wave. Maybe new players could join in progress, akin to getting new reinforcements, but players who bleed out are done.

 

I think this would make for some really tense, much more strategic matches.

 

This would arguably be too hard and frustrating for a lot of people. Maybe this could be a mode and not extend to all difficulty levels.


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#8
Element Zero

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Something to add, I'm not sure if it belongs or not, but if they're going to do instakills again, then they should count. I'm referring to MP more than SP here, but in MP, if you encounter an instakill enemy, the 'chance' of getting the instakill should be very low, and should arise in a very specific situation instead of just being able to hit it from nowhere. And here's where the challenge comes in: if you get instakilled, you're done. You're dead, out of the match. The only way to survive to extraction is to actually survive.

To counter how frustrating this would be, I have two suggestions:

1. Instakills can be countered. If an enemy is trying to instakill you, you can struggle and/or reverse it. It always bothered me that when a banshee picks you up, you just stand there for the ten seconds it takes for her to kill you. Anyone would try to fight out of that. A 'struggle system' would counter the brutally punishing instakill system.

2. Being downed in ME3 MP was just like being dead, which made no sense to me. If you're downed, you should be able to crawl and drag yourself around until you 'bleed out,' in which case you're dead. You should also be able to fire with a sidearm, and medigel yourself if you have any. If you don't have any, you have to drag yourself to your teammates, or to somewhere out of the line of fire so your teammates can get to you before you bleed out.

I think this would encourage more tactical play. If dying ends the game (like SP) then this would discourage people running into the fray with no consequences.

And it would make clutching a wave much more impressive, because if your teammates are dead, they're really dead. You're alone and they won't be revived at the end of the wave. Maybe new players could join in progress, akin to getting new reinforcements, but players who bleed out are done.

I think this would make for some really tense, much more strategic matches.

This would arguably be too hard and frustrating for a lot of people. Maybe this could be a mode and not extend to all difficulty levels.

At the beginning of the post, I was sort of eeehhh... By the end, this sounded like something I'd definitely try playing. I think the very best MP players would flock to something like this. Surviving a mode like this, in all its inevitable permutations, would become the ultimate measure.

I'm not sure if enough people would be willing to play this way, long term. Small tweaks might have to be made to this system; but I like it. Very cool.
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#9
LightningPoodle

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Given BioWare's habit of having cheap insta-kill units in the game, one life doesn't seem like a great idea.

I love difficult challenges, but I'd never play ME this way. It's far too long a game to have to start from the beginning because of one slip up.

I just completed a trilogy run last night. Playing on Insanity, I made it the beam without dying at any point in the game. Nothing unusual there. Sometimes I do this, sometimes I get sloppy once or twice and take a turret to the face. Either way, we all agree Insanity is a cake walk.

Then, I met Marauder Shields and the Three Husketeers for the first time in many months. (My console had to be replaced.) I used to headshot the husks, and drop Shields in a slow-motion flurry of fire. I was drowsy and I'm out of practice with these guys, though, so it took me three tries to pass them. That would've been infuriating, to say the least, had it ended my trilogy, or even my game.

 

Okay, what about you only get three lives. Five lives?


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#10
SagaX

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All Ironman mode in XCOM does is disable multiple saves.

 

I'm all for higher difficulties having unique and interesting mechanics, but the ones you've suggested would cause some issues. Anything restricting the use of powers is going to gimp classes like Adept and Engineer far more than it will Soldier who wont even care too much about the ammo limit because they'll switch to a high efficiency weapon.

 

Although Dark Souls in general really isn't all that hard.

IronMan does much more than that, it disables manual saves and loads and makes automatics saves. Which means every mistake you do IS PERMANENT. You canT load it again to fix anything :o Thats gonna take SERIOUS planning, strategy and caution to finish.

 

Turok 64 had the 1st weapon wheel I remember, and it was during real time, so it could be done in MEA. Regarding "so many powers you need to use the power wheel" that could be abreviated by commands. For example(using PS3 controller), 1-Pressing and release PowerButton(L, R or Tri), 2-Holding and release PowerButton and, 3-Pressing Twice Power Button. That would give you instant access to 9 powers tops, so it could work, since Multiplayer demonstrated real time powers worked fine.

But its all brainstorming, Im not meaning to say "do as I say cause Im right", just mere brainstorming to make a true challenging :)

 

And BTW, on ME3 on Insanity Im using a Engineer and instead of getting a lot of powers I just focussed directly to Incinerate, Overload and Power/Tech Damage, which means you dont need to have a lot of powers, only the ones who do the most power explosions possible. Now its too easy T_T

 

You right about DS. I have played Demon Souls, and DS1 &2, and as NES gamer from the 80's(when most games were simply hardcore difficulty) I dont find DS as hard a people say so much, but DEFINETIVELY harder than most todays "hardest" difficulty of some games :( Thats why a love so much a game that makes me go througth HELL to feel like HEAVEN at the end. Thats what I would love MEA to have :)

 

¿Any other suggestions for



#11
SagaX

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What about a difficulty that sets it to higher than the highest (before going to this difficulty). Enemies are stronger and react faster and better, and if you die, you have to restart the entire game again. One life. That's all you get.

 

And to provide even more of a challenge, there is an achievement/trophy that requires you to complete 100% of the games single player on this difficulty.

Maybe 3 lives per mission, no check points. And choice to just skip cutscenes to avoid wasting time again and again in scenes. But something more than just lazy "set enemies stats higher", like increase AI to make the more strategic or agressive, give them powers, health/shield recovery when not shot, etc, ect.

 

That would be a nice reward a achievement/trophy for that hell.


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#12
SagaX

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Something to add, I'm not sure if it belongs or not, but if they're going to do instakills again, then they should count. I'm referring to MP more than SP here, but in MP, if you encounter an instakill enemy, the 'chance' of getting the instakill should be very low, and should arise in a very specific situation instead of just being able to hit it from nowhere. And here's where the challenge comes in: if you get instakilled, you're done. You're dead, out of the match. The only way to survive to extraction is to actually survive.

 

To counter how frustrating this would be, I have two suggestions:

 

1. Instakills can be countered. If an enemy is trying to instakill you, you can struggle and/or reverse it. It always bothered me that when a banshee picks you up, you just stand there for the ten seconds it takes for her to kill you. Anyone would try to fight out of that. A 'struggle system' would counter the brutally punishing instakill system.

 

2. Being downed in ME3 MP was just like being dead, which made no sense to me. If you're downed, you should be able to crawl and drag yourself around until you 'bleed out,' in which case you're dead. You should also be able to fire with a sidearm, and medigel yourself if you have any. If you don't have any, you have to drag yourself to your teammates, or to somewhere out of the line of fire so your teammates can get to you before you bleed out.

 

I think this would encourage more tactical play. If dying ends the game (like SP) then this would discourage people running into the fray with no consequences.

And it would make clutching a wave much more impressive, because if your teammates are dead, they're really dead. You're alone and they won't be revived at the end of the wave. Maybe new players could join in progress, akin to getting new reinforcements, but players who bleed out are done.

 

I think this would make for some really tense, much more strategic matches.

 

This would arguably be too hard and frustrating for a lot of people. Maybe this could be a mode and not extend to all difficulty levels.

One way to fight the insta-kill could be like it will use 2-3 Medigel. Like the stronger the enemy that InstaKill, the higher Medigel you would have to use to get away. That would also force the player to consider to increase the Medigel limit. A few days ago I bought 2-3 Medigel straight and I suddenly wondered "why was I doing that" since I havent used a single Medigel in SP ._. should have used that for weapon improvements.

 

Death in SP should be just DEATH and not DOWN. Gears of Wars 2 o 3 killed the difficulty of the SP by doing that, and this brainstorming is suppossed to make the game more challenging and harder, not harder but easier XD



#13
Spectr61

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A difficulty setting that mandates friendly fire always on, like DA2/3, but make it mandatory.

A difficulty setting that severely restricts saves, a la Dead Space 2.

A difficulty setting that randomly spawns a boss or a boss-lite enemy at random points, to spice up repeated walkthroughs.
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#14
LightningPoodle

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Maybe 3 lives per mission, no check points. And choice to just skip cutscenes to avoid wasting time again and again in scenes. But something more than just lazy "set enemies stats higher", like increase AI to make the more strategic or agressive, give them powers, health/shield recovery when not shot, etc, ect.

 

That would be a nice reward a achievement/trophy for that hell.

 

Yes. Perfect (so long as it is actually difficult). However, there must be some sort of save boundary. If you could just reload your save and get your lives back, it defeats the purpose of the difficulty.


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#15
Cyonan

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IronMan does much more than that, it disables manual saves and loads and makes automatics saves. Which means every mistake you do IS PERMANENT. You canT load it again to fix anything :o Thats gonna take SERIOUS planning, strategy and caution to finish.

 

Turok 64 had the 1st weapon wheel I remember, and it was during real time, so it could be done in MEA. Regarding "so many powers you need to use the power wheel" that could be abreviated by commands. For example(using PS3 controller), 1-Pressing and release PowerButton(L, R or Tri), 2-Holding and release PowerButton and, 3-Pressing Twice Power Button. That would give you instant access to 9 powers tops, so it could work, since Multiplayer demonstrated real time powers worked fine.

But its all brainstorming, Im not meaning to say "do as I say cause Im right", just mere brainstorming to make a true challenging :)

 

And BTW, on ME3 on Insanity Im using a Engineer and instead of getting a lot of powers I just focussed directly to Incinerate, Overload and Power/Tech Damage, which means you dont need to have a lot of powers, only the ones who do the most power explosions possible. Now its too easy T_T

 

You right about DS. I have played Demon Souls, and DS1 &2, and as NES gamer from the 80's(when most games were simply hardcore difficulty) I dont find DS as hard a people say so much, but DEFINETIVELY harder than most todays "hardest" difficulty of some games :( Thats why a love so much a game that makes me go througth HELL to feel like HEAVEN at the end. Thats what I would love MEA to have :)

 

¿Any other suggestions for

 

Well iron man mode in XCOM still just disables multiple saves. The effect it has is that your decisions are all permanent, but the actual change it makes to the game is disabling saving. The only real point of including it in a game is pretty much just bragging rights for people who get the achievement for beating the game with that turned on. Otherwise, you can just play through the game without reloading a save(unless it's from taking a break from playing the game) which is the same effect.

 

Personally for difficulty I prefer to target the enemy to make them smarter or more accurate or faster or even have new mechanics to them. In general, I'm not a fan of difficulty that comes down to "let's just gimp the player".

 

The problem with a lot of game's difficulties, and games were really bad for this in the 80s and 90s, is that it's not really difficult as much as it's just knowledge based. Those games had a lot of fatal mechanics that a player could not have known about unless they've either played the game before or somebody else told them.

 

When a game has a fatal mechanic that it's impossible to know how to deal with without having first died to it, I refuse to call that difficulty because no actual skill is being applied and no lack of skill is being punished. It's a holdover from the days of the arcades where games were designed to kill you a lot simply so you'd have to spend more quarters to keep playing.

 

Dark Souls is better than the old games, but I still don't find it that hard. I find that the ones talking about how super hard the game is are often the ones having the big e-peen measuring contest over who can gimp themselves the most while still beating the game.


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#16
SagaX

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Well iron man mode in XCOM still just disables multiple saves. The effect it has is that your decisions are all permanent, but the actual change it makes to the game is disabling saving. The only real point of including it in a game is pretty much just bragging rights for people who get the achievement for beating the game with that turned on. Otherwise, you can just play through the game without reloading a save(unless it's from taking a break from playing the game) which is the same effect.

 

Personally for difficulty I prefer to target the enemy to make them smarter or more accurate or faster or even have new mechanics to them. In general, I'm not a fan of difficulty that comes down to "let's just gimp the player".

 

The problem with a lot of game's difficulties, and games were really bad for this in the 80s and 90s, is that it's not really difficult as much as it's just knowledge based. Those games had a lot of fatal mechanics that a player could not have known about unless they've either played the game before or somebody else told them.

 

When a game has a fatal mechanic that it's impossible to know how to deal with without having first died to it, I refuse to call that difficulty because no actual skill is being applied and no lack of skill is being punished. It's a holdover from the days of the arcades where games were designed to kill you a lot simply so you'd have to spend more quarters to keep playing.

 

Dark Souls is better than the old games, but I still don't find it that hard. I find that the ones talking about how super hard the game is are often the ones having the big e-peen measuring contest over who can gimp themselves the most while still beating the game.

 

AI increase is always awesome, making them smarter to flank player, combine powers, disable player's. If a situation is hard, is naturally yore gonna lose A LOT, is the "Rise agan, dont give up" that makes a game harder. If the game is so hard the player has to learn to play that situation, its not that bad. Hard games or modes are also meant to test  players resolve to never give up no matter how many times you fall.

 

But I know what you mean, some game situations are just hard the first time, the next times you play they and know how to play it, its considerably easy T_T A true hardcore mode should be a challenge to player skills and adaptation, not to people who know that situation.



#17
capn233

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There are already 5 difficulty modes.  You don't need to add any.  They can be improved.

 

I wouldn't mind if they increased the challenge, but restrictions on saves is not something I am interested in.


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#18
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I like the idea of getting rid of the pause feature the power/weapon wheel has. They should instead have it slow down time like in Witcher 3 and Farcry.



#19
Pearl (rip bioware)

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Instead of adding yet another difficulty setting, why not improve on the ones that are there now? Insanity was largely a joke in all three of the games, apart from one or two 5-minute segments per title.

#20
ApocAlypsE007

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I like the Pillars of Eternity route: there are 4 difficulties: Easy, Normal, Hard, Path of the Damned. From easy to hard the enemies don't change statistics, they change in numbers and composition, only in PotD the enemies are buffed. There are also 2 additional options: perma-death on squadmates and limiting only to one save. Just please don't add enemy abilities which just kill the entire team in 2 seconds in the beginning of the fight without an option to retaliate. Divinity Original Sin Enhanced Addition added a difficulty similar to PoE manner: change the enemy composition, increase the number of enemies, throw in surprises in the form of new enemy types. This is the difficulty I want to see.

As this is a shooter, I want enemies who constantly try to take you out of your comfort zone, forcing you to use your brain and forcing you to move around. I want Insanity with enemy compositions that will make you want to scream, but not bullet sponges.



#21
Matthias King

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At the beginning of the post, I was sort of eeehhh... By the end, this sounded like something I'd definitely try playing. I think the very best MP players would flock to something like this. Surviving a mode like this, in all its inevitable permutations, would become the ultimate measure.

I'm not sure if enough people would be willing to play this way, long term. Small tweaks might have to be made to this system; but I like it. Very cool.

 

Thanks. I'm glad you liked the idea. It's something I've thought about for quite a while over the time I've been playing ME3 MP.

 

I always found it odd not to try shooting the banshee in the face or Omni-blading her in the throat as she's just holding you up in the air for ten years before actually impaling you. And by the same token, teammates should be able to get you out of instakills too. How many times have you been playing and a teammate gets picked up right beside you and you can't do a thing about it, other than shoot a missile?

 

If they're going to go with the cheesy ass instakill mechanic in the game, then it needs to be a lot deeper, not to mention much better synchronized.

 

The other thing that really struck me as odd was being down, but dead, but not dead. Or dead? Who knows. But it always bothered me that when you were downed, you were essentially a motionless corpse, and being revived by a teammate wasn't so much hitting you with medigel/adrenaline to get you back up and mobile, but resurrecting you from the dead. You need to be able to stay mobile and actually do something before you bleed out, other than 'smash A to die slower!'

 

If you're hurt, but not dead, you can still pull your side arm and keep fighting as you drag yourself to a better position. And wouldn't that be so much more badass? Nothing says hardcore like pushing yourself along the ground firing your pistol with one hand while holding your guts in with the other.



#22
NKnight7

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Maybe the higher difficulties can add more of a tactical influence, require a little more strategy when it comes to fights.



#23
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I have always loved the hardcore mode since it came out with Diablo 2, the tension it adds to the game, which increases the further you get, just isn't there in a normal game. You can of course play the game that way yourself without needing a special mode by deleting your character if it dies. If they did implement this I would also disable the pause feature for that mode.



#24
SKAR

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I have always loved the hardcore mode since it came out with Diablo 2, the tension it adds to the game, which increases the further you get, just isn't there in a normal game. You can of course play the game that way yourself without needing a special mode by deleting your character if it dies. If they did implement this I would also disable the pause feature for that mode.

Ehhh. I like a challenge but I also like to save money on controllers.