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.
This plus constantly running out of ammo because apparently the inside of every enemy skull is just hammerspace for more ammunition than the US military budget could ever afford. God forbid a stray shot hits your porcelain character, Thanos snapping you to dust at so much as a stubbed toe.
The old RainbowSix games (pre-Vegas) were absolutely brutal in difficulty. Enemies died in one or two shots, depending on what part you hit. Even a non-mortal wound would cripple them permanently. But the same rules applied to you.
I love this game because it feels like the game is actually playing by rules
Yeah you can cripple someone by shooting their legs, reduce accuracy by shooting arms, or go for a good ol headshot. You can really feel like a tactical badass. Oh by the way same goes for you
It just makes me really happy seeing that
Ofc in practice I am horrible so that sometimes undoes all my excitement
A) Increase damage falloff. For precision guns that means non precision shots do less. For short range weapons that means the penalty for working outside the effective range is higher.
B) Add more enemies. Especially if there’s any stealth element, you close windows and change how you approach encounters.
C) Depending on the game, increase the range enemies respond at. If that’s sound based, they have better hearing. If it’s enemies calling for help when alerted, they get assistance/raise alert levels from longer range.
Perfect play should be comparable. Mistakes should be punished harder.
I also agree with all that. That takes more work though.
Bullet sponges are usually companies who can’t be bothered, so I focused on the low cost options. But IMO you should be building for high difficulty, then simplifying by inverting the things I suggested and your removing moves/exposing themselves more, actually slowing movement speed and animations, etc, to make encounters more forgiving at lower levels.
I think even after cutting down, easier difficulties can tell the game is better crafted that way.
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.)
Yes there was a doom 3 in the early 00s. It was atleast a good game great graphics fun gameplay etc. But it was more like a horror shooter instead of an action shooter like the other dooms
Fallout 4 is the worst with this. I never found nished the game because of that. Multiple nukes square in the face of a supermutant and he’s just at half health? I ain’t got time for that.
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.
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.
It’s bad that I know the exact guy you’re talking about.
Iirc you had to watch the death in slow Mo and wait forever to play?
This plus constantly running out of ammo because apparently the inside of every enemy skull is just hammerspace for more ammunition than the US military budget could ever afford. God forbid a stray shot hits your porcelain character, Thanos snapping you to dust at so much as a stubbed toe.
The old RainbowSix games (pre-Vegas) were absolutely brutal in difficulty. Enemies died in one or two shots, depending on what part you hit. Even a non-mortal wound would cripple them permanently. But the same rules applied to you.
I love this game because it feels like the game is actually playing by rules
Yeah you can cripple someone by shooting their legs, reduce accuracy by shooting arms, or go for a good ol headshot. You can really feel like a tactical badass. Oh by the way same goes for you
It just makes me really happy seeing that
Ofc in practice I am horrible so that sometimes undoes all my excitement
IMO what it should do is:
A) Increase damage falloff. For precision guns that means non precision shots do less. For short range weapons that means the penalty for working outside the effective range is higher.
B) Add more enemies. Especially if there’s any stealth element, you close windows and change how you approach encounters.
C) Depending on the game, increase the range enemies respond at. If that’s sound based, they have better hearing. If it’s enemies calling for help when alerted, they get assistance/raise alert levels from longer range.
Perfect play should be comparable. Mistakes should be punished harder.
I also agree with all that. That takes more work though.
Bullet sponges are usually companies who can’t be bothered, so I focused on the low cost options. But IMO you should be building for high difficulty, then simplifying by inverting the things I suggested and your removing moves/exposing themselves more, actually slowing movement speed and animations, etc, to make encounters more forgiving at lower levels.
I think even after cutting down, easier difficulties can tell the game is better crafted that way.
The only game that did the difficulty right was doom eternal
All the Dooms got it right. More monsters.
No, no, it’s literally about pathing, aggressiveness, rate of shooting and special abilities, and of the enemy macro.
The extra damage on a higher difficulty is almost not worth mentioning.
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.)
There was a doom3? You mean doom64?
Yes there was a doom 3 in the early 00s. It was atleast a good game great graphics fun gameplay etc. But it was more like a horror shooter instead of an action shooter like the other dooms
Did you read the comment above mine?
Yes and I’m against gatekeeping and used the opportunity to write a bit about Doom 3
It was a joke on mine and the other guy. We don’t like doom 3 so we excluded it from the party.
Doom 3 is ass.
Fallout 4 is the worst with this. I never found nished the game because of that. Multiple nukes square in the face of a supermutant and he’s just at half health? I ain’t got time for that.
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.
big disappointment with cyberpunk because of this.
fallout games comes to mind too.