rodrigolfp
Haptic Gamepads 4 Life
Ftfy.sometimes starting a game involves almost five minutes of just diving into each and every single setting, just to get the game to work![]()
Ftfy.sometimes starting a game involves almost five minutes of just diving into each and every single setting, just to get the game to work![]()
Yeah, why didn't Mozart let you choose which instrument you want to hear play which melody. Or maybe Kill Bill could let the audience decide on the color grading. I mean, options never hurt anyone.Options = bad. - Never said someone with at least half a brain.
His point is that he prefers single difficulty balanced with specific intent by creator, but is willing to tolerate multiple vaguely defined difficulties (easy, medium..), but thinks that going so far as to give players tools to fine tune every small aspect of the difficulty is turning the game from creator's work into a consumer's tool. He is right. Even if the "classic" difficulty modes are still there.The game has classic difficulty modes, so no, he is not right or at the very least it's highly debatable.
Yeah. Why? Would not hurt anyone.Yeah, why didn't Mozart let you choose which instrument you want to hear play which melody. Or maybe Kill Bill could let the audience decide on the color grading. I mean, options never hurt anyone.
We have option to mod tons of aspects of the difficult of Soulslike games. Did this make them worse for those who ignore those options??Would Soulslikes be better games if it had explicit Dark Ages's like options to fine tune every aspect of difficulty?
To me it's not that. It's baby sitting adults = bad. I dont care if when you choose difficulty there is a custom option with all those option. But dont have me choose a difficulty and then present me with all those options. I already chose what i wanted. Same thing with the extra lives now. Any time you die you get an additional screen asking if you want to use them. Just let me play the fucking game. I shouldnt have to go through multiple fucking screens every time i die. Again, it's fine if the extra lives are optional too use, but condense them all in to a single screen.Options = bad. - Never said someone with at least half a brain.
Just ignore them like I do.To me it's not that. It's baby sitting adults = bad. I dont care if when you choose difficulty there is a custom option with all those option. But dont have me choose a difficulty and then present me with all those options. I already chose what i wanted. Same thing with the extra lives now. Any time you die you get an additional screen asking if you want to use them. Just let me play the fucking game. I shouldnt have to go through multiple fucking screens every time i die. Again, it's fine if the extra lives are optional too use, but condense them all in to a single screen.
It's a bit hard to ignore pop ups, and screens that you have to click away manually.Just ignore them like I do.![]()
Just click. Doom Eternal did that too with the sentinel armor. A no problem.It's a bit hard to ignore pop ups, and screens that you have to click away manually.
There are a total of THREE screens you have to go through any time you die. It's annoying.Just click. Doom Eternal did that too with the sentinel armor. A no problem.
Alright, since I had the game bought on Steam, I played it a bit to see peformance and whatnot and I fiddled with the difficulty settings and I think this guy is absolutely wrong, because the default settings the devs intended for the game are just not good, especially the game speed. It was too damn slow for such a shooter and I'm glad they made an option for it as well as options for the parry window which was also too ridiculously easy as I was parrying from miles away. 130-150% speed, nightmare, and a few other tweaks made the game so much better like holy shit. That being said, im putting the game in the backlog till I finish Clair.cant comment until I played it and finished it.
And I disagree with you. It's safetyism.Customizable difficulties are the best, wholly disagree with whoever the guy in OP is.
Play on the highest difficult.And I disagree with you. It's safetyism.
What's even the point of difficulty names anymore.
I don't want sandbox games. I want games made by a developer with a vision. I want to overcome the artists challenge.
No. You don't get it.Play on the highest difficult.![]()
This shit isn't art it's a fucking doom game.And I disagree with you. It's safetyism.
What's even the point of difficulty names anymore.
I don't want sandbox games. I want games made by a developer with a vision. I want to overcome the artists challenge.
Because you can't experience the art. Doom Eternal is a sweaty stress box with amazing dopamine hits when everything clicks and you get through a master level. That 'sweaty hanging-on-by-a-thread to glorious victory' rollercoaster is the experience. That's the art.Yeah. Why? Would not hurt anyone.
And who the hell told him that the difficulty modes are not already fine tuned and the sliders are just an extra for people who want even more?!His point is that he prefers single difficulty balanced with specific intent by creator, but is willing to tolerate multiple vaguely defined difficulties (easy, medium..), but thinks that going so far as to give players tools to fine tune every small aspect of the difficulty is turning the game from creator's work into a consumer's tool. He is right. Even if the "classic" difficulty modes are still there.
Would Soulslikes be better games if it had explicit Dark Ages's like options to fine tune every aspect of difficulty?
Imho not, for all the reasons laid out by Adrian.
Health bar still get longs the more people you have summoned. A lot of SoulsRing bosses are easier without the summon because of it. Miyazaki didn't throw his hands up and ask the customer to balance it.And who the hell told him that the difficulty modes are not already fine tuned and the sliders are just an extra for people who want even more?!
Dude is imagining a lot of things to make a point...
And fromsoft games are far from well tuned to perfection, elden ring is a clear example (even outside souls games, the last armoured core was a joke for the whole level and the only the bosses had challenge and some weapons\builds were way more op than many others, fine tuned my ass).
Hell you can throw all the "fine tuning" out of the window every time you summon some motherfucker to help you, are the games bad because you have THE OPTION of making the game easier? Cmon...
Difficulty modes + sliders is the best of both worlds, especially today where most games are a cakewalk even on hard, being able to crank up sliders to get even more challenge would help a lot of games.
The option to summon is the customer balancing it, just like adjusting a slider.Health bar still get longs the more people you have summoned. A lot of SoulsRing bosses are easier without the summon because of it. Miyazaki didn't throw his hands up and ask the customer to balance it.
id can shrug off any balancing complaints thanks to these sliders. "You didn't slide it right".
Lmao, come the fuck on, 95% of boss fights are easier with another dude that know how to play, of course if you play with absolute morons the thing change but that is the multyplayer variable for you.Health bar still get longs the more people you have summoned. A lot of SoulsRing bosses are easier without the summon because of it. Miyazaki didn't throw his hands up and ask the customer to balance it.
id can shrug off any balancing complaints thanks to these sliders. "You didn't slide it right".
There are default difficulties where sliders don't matter. These are an extra feature.Health bar still get longs the more people you have summoned. A lot of SoulsRing bosses are easier without the summon because of it. Miyazaki didn't throw his hands up and ask the customer to balance it.
id can shrug off any balancing complaints thanks to these sliders. "You didn't slide it right".
The entire id vs from debacle summed up with a gifThe option to summon is the customer balancing it, just like adjusting a slider.
But they suck. People at id know they suck. You can't tell me the same people who made Eternal played TDA on Ultra Violence and thought: "yep, nailed it"There are default difficulties where sliders don't matter. These are an extra feature.
They gave you their 'vision' in the standard difficulties.And I disagree with you. It's safetyism.
What's even the point of difficulty names anymore.
I don't want sandbox games. I want games made by a developer with a vision. I want to overcome the artists cchallenge.
Don't be idiotic. There is a difference between character building and loot, which is all part of the gameplay, and menu options.sliders everywhere in Souls games. Shields/armors
What is the difference for the gameplay between a slider to take/do more/less damage vs equipping a "gear" do take/do more/less damage? None!Don't be idiotic. There is a difference between character building and loot, which is all part of the gameplay, and menu options.
And mods are also another thing entirely.
Well that's a valid take... I see your point but I think difficulty being in a menu, and difficulty being interwoven in gameplay, are two very different approaches to game design and the experience for the player...So there is a difficulty modifier in Elden Ring...
I get it that it's in the game and not a menu but it's the same thing basically. Either you want to "git gud" and don't farm or you can go farm and come back later to obliterate the boss.
Other game decide to put that in a menu.
You can prefer one or the other but in the end it's a similar thing.
Like the difficulty slider are optional, the farming is optional in Elden Ring. Some people will claim that farming and overleveling in Souls game are not the true game like some people claim difficulty sliders are a problem.
Overall difficulty sliders are just an optional menu you don't have to engage with if you don't want. Like farming is in RPG.
Think of it this way, if this is the worst thing people can bicker over regarding a game, then that is a good thing.This man knows whats up.
People are now complaining that there are too many options? lol fuck off.
I just picked Knightmare and off I went having a great time.
this its doom not a souls like.This man knows whats up.
People are now complaining that there are too many options? lol fuck off.
I just picked Knightmare and off I went having a great time.
Why though?I agree with 100% of what he said there.
I try to ignore these sliders being there basically... but they shouldn't exist as a default setting. they should have been a cheat code or an unlock for 100%ing the game.
Why though?
There are two possible reasons I can think of:
Makes it easy to cheat yourself out of a good challenging experience - this is also true of difficulty levels though which have existed throughout the franchise
Gatekeeping - people dont want everyone to be able to play through the game without having a certain level of skill
Do you even know what this topic is about?![]()
Just pick one. It is that way since always.
Why though?
There are two possible reasons I can think of:
Makes it easy to cheat yourself out of a good challenging experience - this is also true of difficulty levels though which have existed throughout the franchise
Gatekeeping - people dont want everyone to be able to play through the game without having a certain level of skill
Difficult options. The more the better.Do you even know what this topic is about?
No.Difficult options. The more the better.
Right. Should have only ultra nightmare.
So why not make it easier to tailor the difficulty. You have already stated that some difficulty modes can be broken or bad, so why not allow you to goose up the medium difficulty so it gets a little closer to hard. The sliders can also increase difficulty, not only take it away.he put it very well why it's an issue.
it waters down what the inteded experience is. even with simple difficulty settings like Easy, Medium, Hard it's very easy to make your own playthrough worse than it could be as there are always modes that are badly balanced or just extremely boring.
So why not make it easier to tailor the difficulty. You have already stated that some difficulty modes can be broken or bad, so why not allow you to goose up the medium difficulty so it gets a little closer to hard. The sliders can also increase difficulty, not only take it away.
The whole 'intended' difficulty for Doom falls apart specifically for me because it is 'intended' to be played on mouse and keyboard. I am playing on controller and I can tell you that there are at least two difficulty levels between my M/KB skills and my controller skills in an FPS.
OK, nazi...Anyway. Both Sides (tm).