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@  Fire Blazer : (13 November 2017 - 08:55 PM) lol, perhaps
@  kirant : (13 November 2017 - 07:19 PM) I assume nostalgia hits as soon as we get old enough to "fall out" of things.
@  Rujio : (13 November 2017 - 03:57 PM) aren't we supposed to be too young for nostalgia or something?
@  Fire Blazer : (13 November 2017 - 06:08 AM) yet it feels bad since somewhere in my heart I miss all that
@  Fire Blazer : (13 November 2017 - 06:08 AM) and even if i am i dont find myself talking about video games much like the old days. esp. not serious conversations on forums
@  Fire Blazer : (13 November 2017 - 06:08 AM) :( idk man i'm hardly even into FE anymore
@  xcrash1998 : (12 November 2017 - 09:50 PM) hi
@  Rujio : (12 November 2017 - 05:46 PM) I mean I'm actually around pretty frequently. But we never do anything.
@  Idiot : (12 November 2017 - 04:13 PM) Not since the fire nation attacked...
@  Valke : (12 November 2017 - 10:07 AM) hi hello anyone here
@  Idiot : (11 November 2017 - 07:51 AM) Blegh, even
@  Idiot : (10 November 2017 - 05:11 PM) same
@  Fire Blazer : (10 November 2017 - 04:54 AM) meh
@  Fire Blazer : (07 November 2017 - 04:52 AM) yeah, seems fine to me
@  kirant : (04 November 2017 - 07:51 PM) To update the Crunchyroll thing: according to their Twitter page, they've fixed their website.
@  Mercurius : (04 November 2017 - 04:43 PM) if for whatever reason anyone else here hasn't been informed yet, Crunchyroll is currently dangerous to visit due to having been hacked.
@  Fire Blazer : (03 November 2017 - 11:41 PM) and maybe if I have extra budget I can hire Kirant to act as the creative producer on a new AW-like game
@  Fire Blazer : (03 November 2017 - 11:40 PM) anyway, seems we're in agreement with the IS thing, lol. FE is what it is now, we gotta live with that and/or move on I guess, haha. this is why I plan to make my own FE-like game one day
@  Fire Blazer : (03 November 2017 - 11:39 PM) oh, good thing I asked. usually when I hear "mobile" I think it's smartphones and such since that's typically what people are referring to.
@  Idiot : (02 November 2017 - 07:06 PM) Aw man you just triggered nostalgia super hardcore with that lunch comment.

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"That isn't even hard/real difficulty"


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#1 Mercurius

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Posted 15 December 2016 - 12:54 AM

Enemies hitting you for huge numbers? Way higher durability on their end? Fight takes longer than five minutes? Maybe some enemy speed buffs and more spawns?

 

"This game is easy as hell. It's just tedious, not hard."

 

Putting aside for a moment that it's a fairly common feature for the ones saying this to have went out of their way to equip themselves with the best gear they can get to make the difficulty as tolerable as possible (and sometimes they will bitch really hard when their OP thing gets nerfed) there's a part of me that just doesn't understand when gamers got the idea that anything which isn't a short test of tactical revision doesn't count as actual difficulty.

 

Yeah sure, go ahead about how devs these days are so lazy to not bother doing anything but beef up the enemies some instead of reprogramming each instance to throw you off guard on higher difficulty settings. Whatever.

 

That denial though. "It isn't my fault that I'm having trouble with this, the game is just stupid!" There are a lot of things that can change through differences in value. Imagine if I told someone that playing Monster Hunter without potions is no more difficult than playing them with a fully prepared inventory, because your HP essentially being extended by restoration doesn't count as something that makes it easier. "See, all that does is just makes things more tedious." Because you need to have the patience to actually stay on your toes? What about armor then? All those damage+ modifiers you've got on your stuff? "Of course I need those. Sharpness+1 is just too necessary." Let's say you've got your potions, but you don't get to have your extra extra hard hitting stuff. What then? Does the requirement of having to manage your resources for a longer period of time not count for shit? What about how people often have to actually approach the situation differently merely because of value changes messing with their windows of opportunity?

 

Where the hell did this idea come from? I mean I guess you've got those people who've excused their inability to win something on a handicap as the game being too grindy for a while now, but it seems like there isn't a whole lot of factors that should count for what makes a game challenging anymore. Even one of my friends who couldn't deal with environmental hazards in one boss fight (this was in an MMO) simply said "this isn't even hard" after dying time and time again to them even though you can position yourself to avoid them. What really counts for difficulty in game design then? How efficient you can show yourself off to be?


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#2 ^Leo^

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Posted 16 December 2016 - 09:43 AM

My take on it is that taking an old enemy, changing the color, and giving it 1000 hp instead of 100 without changing anything else doesn't make it a harder fight. If that enemy is also given higher defenses+attacking power such that it can kill you in 5 hits instead of 10 does make it a harder fight. In things like an action rpg especially where the responsibility of dodging is on the player then an enemy being stronger than the last one makes it more difficult. Just making it so that an enemy takes longer to fight because it has more hp and takes hits better really doesn't affect the fight in any meaningful way though.

#3 Mercurius

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Posted 16 December 2016 - 11:17 AM

I honestly can barely think of any situation where that actually happens though. Most of the time if its HP is going to be beefed up, so is the rest of it, either that or the enemy is already lethal enough as-is to make it actually surviving for a relatively long time an issue. This especially applies in games where you can potentially burn out all of your immediate resources (MP / SP / lengths of buff time whatever) in an attempt to kill something ASAP and failing to do so.


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#4 Blue Leafeon

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Posted 16 December 2016 - 11:43 AM

As per the norm, prepare for me to completely miss Mercu's overall point.

 

"That isn't even hard/real difficulty"

 

To be fair, False Difficulty does exist. This doesn't seem to be what you're speaking of, precisely, but just throwing it out there. LoZ, for example, is quite famous with its false difficulty (granted, that's about the only difficulty it can have on Master Quests that isn't completely recoding enemies.)

 

Putting aside for a moment that it's a fairly common feature for the ones saying this to have went out of their way to equip themselves with the best gear they can get to make the difficulty as tolerable as possible

>People who play Pokemon Sun/Moon with exp.share on and then complain that the game was too easy.

Please, children. Turn it off. Turn it off the moment you get it, and THEN play through the game. I think you'll find that the game is actually quite challenging.

 

 

My take on it is that taking an old enemy, changing the color, and giving it 1000 hp instead of 100 without changing anything else doesn't make it a harder fight.

That's true, although I can't think of any instance where this happens. But I have played less varieties of games than most people.

 

there's a part of me that just doesn't understand when gamers got the idea that anything which isn't a short test of tactical revision doesn't count as actual difficulty.

Does enemy AI have anything to do with it?

 

A massive amount of my complaints in 6th gen was how many trainers seemed to have their AI set to Roulette mode, including the GYM LEADERS THEMSELVES. I've had instances where even gym leaders pulled stupid stunts like using not-very-effective moves on a Pokemon when they clearly had other moves that could damage them effectively.


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#5 Mercurius

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Posted 16 December 2016 - 02:46 PM

I know of false difficulty, with one complaint I have being something that the fanbase in general makes fun of (Monster Hunter not having enemy HP bars) cause actually being able to tell when an enemy is about to go down is for scrubs. (there's also how I've always been kind of pissed off at fighting game moves that make you do a 360 with the analog stick because 90% of the time trying to do it won't actually make it work even in practice mode, but I think that's mostly just me.) But neither of those have anything to do with beefed up stats = "this shouldn't count as legitimately challenging."

 

A massive amount of my complaints in 6th gen was how many trainers seemed to have their AI set to Roulette mode, including the GYM LEADERS THEMSELVES. I've had instances where even gym leaders pulled stupid stunts like using not-very-effective moves on a Pokemon when they clearly had other moves that could damage them effectively.

I'm going to guess that roulette mode just means they pick moves at random from the pool they have to select from.

 

Now that I think about it in that way, a lot of turn-based combat in JRPGs is like that...although I suppose if you didn't do it like that a lot of people would just consider it predictable.

 

I suppose enemy AI does have to do with it, but at the same time, I can't really think of any enemy AI other than high difficulty fighting game opponents (which rarely ever have boosts to their values) that I've thought as making particularly smart decisions. Most of the time the level / combat instance design as a whole is what you're actually fighting against.


I believe in judgment of humans through their judgment of fiction, for nothing else tells better of their disposition freed from apprehension.


#6 Blue Leafeon

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Posted 17 December 2016 - 12:32 AM

I'm going to guess that roulette mode just means they pick moves at random from the pool they have to select from.

Yeah, basically. I got the term from TV Tropes.

http://tvtropes.org/...Main/AIRoulette

 

I suppose enemy AI does have to do with it, but at the same time, I can't really think of any enemy AI other than high difficulty fighting game opponents (which rarely ever have boosts to their values) that I've thought as making particularly smart decisions. Most of the time the level / combat instance design as a whole is what you're actually fighting against.

I've seen my Roy amiibo pick up a Fairy Bottle in Smash and deliberately throw it off the stage since neither he nor I could use it. But yeah, high difficulty fighting game opponents. lol

 

I've seen Pokemon enemies do intelligent moves, but they're usually scripted to do so. There's an Ace Trainer couple in Su/Mo that has a really fast, weak Pokemon use After You on their extremely slow, hard-hitting partner and make them outspeed yours. >>


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