Defend adaptive difficulty.
Defend adaptive difficulty
>get good
>remain good
>game doesn't fuck up
If you do badly, the game treats you like the child you are.
>in the middle of a football/basketball match
>suddenly rules change entirely because the ref decided you're better/worse than he initially expected you to be
But it still allows you to bust the game by playing badly on purpose, its a broken game mechanic thats basically a built in cheat.
>food analogy
It’s only the zombies that are effected. You’re probably not gonna get hit by zombies too much, anyway, and I’d you do the game helps you out.
i like the idea of a game watching you play, and reacting in a way that it knows will challenge you. however adaptive difficulty in the re games is not that, its just bullet sponge shit. its a cheap copout way of having you randomly expend resources instead of having a tighter level and enemy design, or implementing any variables such as enemy spawns or other shit, you get my point
>suddenly rules change entirely
so your analogy immediately falls apart. fucking retard
who are you quoting?
When things get too easy, you wish they were harder. When things get too hard you wish they were easier. Seems like a good way to always be maintaining balance.
Soldner X 2 did this best. It had a punishment meter that constantly built up. The longer you went without getting hit, the more bullshit the game would throw at you. Getting hit would drop the meter's level by one. Cool way of tailoring intensity to the player's capabilities.
I think more accurate would be
>suddenly your goals are worth half as much and the opposing team's goals are worth more because you're thrashing them so much
you mother
>Yas Forums is one person
Except it doesn't because it changes entirely how you must play. What if you chose a self-imposed challenge of using only a knife and suddenly the difficulty shifted to a point where the knife is no longer viable?
Now this is an inadequate analogy.
EA and Activision are looking at ways to implement "adaptive difficulty" into multiplayer games to make people buy mtx. Stuff like changing a bullet's velocity, making hitboxes bigger or smaller, etc. This is the future of gaming. There is nothing you can do to stop it.
>Not playing on the hardest difficulty
:3
I’m not bad so it’s never been an issue.
>and I’d you do the game helps you out.
But I don't want help, that's the issue. People are misunderstanding my gripe with this, I don't care if its hard, I'll overcome the challenge, but when I play a game I want the normal experience, I want to experience the hand crafted difficulty and challenge created by the developers, like Dark Souls. Adaptive difficulty undermines this, and sure I could play on hardcore, but that's still an abnormal mode.
You liked it on 4.
>When things get too easy, you wish they were harder. When things get too hard you wish they were easier. Seems like a good way to always be maintaining balance.
That's what multiple difficulties are for. We had the solution to this problem long ago, we never needed adaptive difficulty, at best it could be a fun alternate mode, but should never be the standard.
I feel you there, but honestly zombies in RE2 are so non-issue that it’s not really a big deal. You can easily kill everything in the game even on the hardest difficulty.
That's not adaptive difficulty, that's rubber banding. Are those the same? I was thinking adaptive difficulty was more like God Hand, ie: Do better, game is harder. Not "game cheats to keep the score close".
An appropriate analogy would be:
>basketball game
>start winning like crazy
>other team subs in one player for Michael Jordan
>still winning because he can't really 1v5
>sub in Lebron, Steph Curry, Kobe's Ghost and the Orange Monstar from Space Jam
>why isnt the game designed around my self imposed restriction that the game wasnt meant to be played around?
But it pushes the game design towards making you play and feel like how a Survivor horror game should feel through, not gonna lie, at some points in the game I felt I had too many bullets as Leon, but the game took care of that and made me think *Ok, now I must go survivor mode*
It did something I have no experience in a long ass time in the genre, and I thank it for that.
>This is the future of gaming. There is nothing you can do to stop it.
I know, this is the next step in catering to casuals, allow them to play on normal while actually playing on easy.
We have easy mode and hardcore mode for that through, Standard should push you towards how the developers wanted you to experience the game, not you FINDING your own level of conformity, that why RE2R strikes a good balance.
How am I supposed to git gud if every time I face some challenge and make a mistake the difficulty lowers to where I don't learn anything?
>But it pushes the game design towards making you play and feel like how a Survivor horror game should feel through
Then just design it that way, you don't need adaptive difficulty to that. The developers of Seriko didn't need it, they designed the game to kick our asses, its not rocket science.
Don't fuck up next time.
Or just switch it to Hard, where it locks the adaptive difficulty to the highest level.
>Standard should push you towards how the developers wanted you to experience the game, not you FINDING your own level of conformity, that why RE2R strikes a good balance.
The problem with this its that it allows you to control the difficulty by playing poorly on purpose, its a way to cheat the game built into the game, a way out. A properly designed challenge has no way out, you must face it.
The game mechanics are not difficult though, is just a matter of critical thinking. The game wants you not to shoot zombies on the head from the get-go, the moment you stop doing that and start crippling zombies fundamentals, using your Knife more often, and use your shotgun, not like a moron early game it balances itself fast because those are things you SHOULD get in the first 2 hours of the game, instead you have morons that are shooting zombies in the head the whole game and bitching about missing.
What about taking more damage and dealing less?
>>game doesn't fuck up
zombies requiring 10 bullets to the head sounds like a fuck up to me
>Don't fuck up next time
But the next time you try, it will be at a lower difficulty so you never really improve. Adaptive difficulty is the worst part of God Hand, and the fact that the best way to play God Hand is in hard mode proves it.
retard
i dont know what adaptive difficulty is since im a chad that only plays on hardcore.
where my fellow hardcore chads in this thread? are you excited to first run hardcore REmake3?
RE2make was my first RE and I shot everyone in the head, I never left zombies alive. Even then I had thousands of rounds at the end of the game and could just spam magnum rounds and grenade launchers at Birkin/Mr X.
The game has more than enough ammo.
play hardcore and never die and adaptive difficulty does not exist
Well, not necessarily. Before I even made my Hard mode and KMS attempts I worked on maintaining a high average. I did several of those runs before I went, "Okay, I'm ready now".
That can be a part of it. It's pretty lazy but requires you to switch up your tactics, except in Elder Scrolls games where it just requires you to be a Heavily Armored Stealth Archer.
>and the fact that the best way to play God Hand is in hard mode proves it.
Yeah they're trying to defend it while at the same time admitting they play on hard to avoid it. Again I'm not complaining about things being too hard, just that adaptive difficulty is a broken mechanic that undermines what normal has always meant in video games.
the game never tells me that and I enjoy shooting zombies in the head and got through the game just fine until suddenly zombies started requiring more and more bullets to the head, you think this is good game design? fucking mongoloid
i'll probably do hardcore/no save on first run
How the fuck you compare an Action JRPG to a Survivor horror? two completely fucking genres at that.
Nowadays you cannot design a RE game with static ammunition spread across the game because:
1.Veterans/Hardcore players want an uphill battle, I play the original games so much I can end the games with a disgusting amount of ammo nowadays, RE2R I through it was going to be the same case, but I was pleasantly surprised the whole way to be honest. Plus ruined save slots are fucking cancer, no one wants to restart because of ruined playthroughs, which can still happen if you are a gigantic moron, but old RE games were infamous for that.
2. Normies need some form of handholding, this is what I love the most about the ammo balancing, the game does not need to treat me like a little bitch because Zombies grab me too often or I miss bullets, but I know people that are shitting their pants as the aim their guns at zombies and miss multiple times, this was not an issue in the originals because of auto Aim, but this game makes you shacky as fuck, you do MISS a lot because of fear, and who wants to reset a game because of missing bullets? no one, not even me.
Easy mode is just easy, let Standard mode be the mode the developers want you to feel, they want you to feel fear, miss bullets, run like a pussy etc, and they did a great job at that, and let Hardcore be what it is, the real challenge.
I am so glad RE3R is keeping this, I fucking hate static ammo spreading, makes the game more replayable too.
Ok
Well designed adaptative difficulty provides a fun and fair challenge for all players, in all contexts.
Why is 9mm so weak that it takes more than 9 shots to kill a zombie in the head?
>well designed adaptive difficulty
oxymoron
You are comparing a competition made to gain money and decide who are the best sport players, to a game made to have fun.
You are retarded.
>Easy mode is just easy, let Standard mode be the mode the developers want you to feel, they want you to feel fear, miss bullets, run like a pussy etc
All the while you can play poorly on purpose to make it easier. So scary, so challenging.
>game punishes you for being good, rewards you for being bad
Real fucking fun faggot
Then you are a cheater and your fault, not the game's.
Resident Evil 4.
Congrats, now try that on Hardcore mode
It never stops you, it just common fucking sense.
In a developer interview someone ask the developers *Why bullets seem not to do extra damage on the head of Zombies unless you get a lucky blow up on the head?* and the developers say *Well Zombies are undead, their brains are as dead as their body, so we decided to treat the head like the rest of the body*.
This means you guys were just trying to aim at a smaller target, giving Zombies more mobility for no gain AT ALL. is not a matter of you clearing the game that way, is just not optimal of the best way to go about it, anyone can finish the game by shooting all zombies in the head for sure, there just no reason why too, when you could shoot them on the legs instead and cripple them.
It's almost like you're not supposed to stop and kill every single zombie. Also
>not playing hardcore
That's not cheating, its a rule made by the game itself, fuck up and we will reward you.
>Candles already provide light so we don't need power lines
It allow shitters to actually beat the game
The system works
Do you really think there a good number of people that enjoy playing games poorly to make them easier? let alone why you give a fuck about those fucktards, let your own playthrough be your own, full of its frustrations and own personal wins for fuck sake user, why you care about Billy missing 10 bullets in a row on purpose.
>it just common fucking sense
You're an idiot. Shooting zombies in the head always traditionally does more damage and is the most efficient way of killing them.
So you've never played a game where easy is too easy, hard is too hard and default isn't doing anything for you?
Never played this game nor do I intend to.
But if at one stage in the game, where there is no "progression" elements like levelling up etc, if your enemies start having randomized TTK then that's just retarded artificial difficulty.
If the first few standard zombies you meet take 2 headshots to kill but suddenly the 10th standard zombie takes 8 headshots instead, that's just artificial difficulty intended to waste the player's resources with very little indication of when this is going to happen.
Creating and then messing with the player's expectations randomly is just outright terrible game design. If you're rewarded for shooting the blue box but then one day the blue box suddenly starts punishing you for no reason, that's bad game design.
Now let's say the game started spawning MORE zombies but they all took the same amount of shots to kill? That solves the same problem. The player's expectations remain the same, the visual information to tell them "you are going to waste a lot of your resources in this encounter" is there.
No.
>This is the future of gaming. There is nothing you can do to stop it.
You can not buy poorly designed games and buy good ones, instead of saying all games are shit and being cancer.
>Nothing you can do
>Implying I'll ever buy or play that trash
Make bad decisions get bad results, faggots. This is what you all get for buying COD and loot boxes. I havent spent a cent on any micros and dont play games that have them.