>Raising difficultly just increases enemy's hp
Raising difficultly just increases enemy's hp
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Your image of a Homo Erectus makes me sad we'll never get a good Platinum hack em' up/beat em' up game based around Terra Formars.
This meme really needs to fucking die.
F.E.A.R. level AI should be standard not an exception.
>raising difficulty adds harder enemy variants
>johj
Doesn't FEAR's AI just use lots of tricks to make it seem smarter than it actually is?
what do you think "game AI" is
>raising difficulty adds new enemy types and mini bosses
The guy who developed the AI is working for the MIT and wrote a paper about it.
>Raising difficulty changes AI behavior
>raising difficulty changes stage layout
>Raising difficulty does all these things
But here's a question: should harder difficulties effect the story?
>Raising difficulty reduces player accuracy
no game ever
prove me otherwise
Name one game that does this.
Hotline Miami Part Deux
What fucking mongoloid of a game does this?!
>But here's a question: should harder difficulties effect the story?
Ys: Origins did that.
I came into this thread just to see if someone posted this.
STALKER, iirc
>difficulty is placebo
Depends. Imagine that your character is part of a larger force. "Easy" difficulty is after your buddies combed the place, but sustained heavy casualties. "Hard" should be when you volunteer to act as point and take the brunt of the enemies, thus allowing your buddies to live.
WE
name 12 games.
A superhuman autist who can headshot an enemy the instant a single pixel of them becomes visible, but has trouble telling the difference between a cat and a dog?
came here from reddit
They already did back in the day, just check genesis games that doesn't let you get the best ending by beating the game in easy/normal mode.
will
We
Will
Rock you
>raising difficulty just adds more enemies
BOOM
BOOM
CLAP
>raise difficulty
>whole game changes
>raising difficulty doubles enemy hp, damage, chance to hit, chance to penetrate armor, and armor
>raising difficulty reduces enemy chance to get hit or penetrated or crowd controlled
>raising difficulty causes killing blows to instead reduce enemy hp to 1 and gives them 100% chance to avoid all attacks for 10 seconds
>raising difficulty increases enemy attack range and able to attack from fog of war
>raising difficulty gives them more resources and no cooldown on special abilities
>raising the difficulty to extremely hard/insane changes the game to Dark Souls
name 1
Saw some autists argue over this for ages in a thread a while back, I can't remember what the consensus was in the end but I am 100% sure that the accuracy doesn't get worse as the difficulty goes up. If anything the theory was that the accuracy got batter as you raised the difficulty.
I've rather have this than bullet sponges to be honest.
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I thought it was that on lower difficulties bullets had a chance to just flat out disappear for both the player and enemies. If you played on Master, bullets wouldn't disappear, but it was like a 40% chance or something insane on Rookie.
doesn't touhou games do that too?
Post more
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>try it bitch
I dont know a chimp throwing a rock sounds painful
Yeah heard playing on the hardest difficulty was the best because guns were more accurate and the game was more realistic.
>raising difficultly lowers both player and enemy hp
>Raising difficulty ultimately makes the game easier
>raising difficulty makes the game easier
lol that's why easy difficulty is the patrician choice
Thief
danganronpa
This did not exist.
Wait I thought this was some kind of book of prehistoric creatures
Fucking halo
Throwing grenades on legendary was basically throwing a stone because the elites, no matter what, would Dodge.
Its partly developer laziness.
How the AI and levels are designed that should help in determining difficulty.
Since dev cycles are so short you dont get many games that have levels with multiple paths outside a handful of platformers.
The better you are the more harder paths a game should unlock. Can be determined quite easily with certain parameters. I always loved how arcade games like Outrun did it. The player always makes a choice but theres always a relative path of difficulty that scales up or down.
AI behaviours should scale up. Some FPS games did this really well. Enemies would have different behaviour nodes that would activate and deactivate depending on certain conditions.
In AI design you can make enemies act in exactly the same "canned" way being a preset object, or you can give them a sort of "brain" or a cluster of behaviours that you can alter the variables to to influence the tendency of it. or design characters that have a certain pool of nodes to draw from.
But this requires more work, especially forward planning else its going to end up a playtesting mess. Again you CAN get away with dumb AI but it requires smart level design in where they are placed.
Hell older games would basically exploit the engine in creative ways to come up with unique level behaviours. Bugs became features.
The biggest issue with have is that a lot of games are made on pre-made engines now. This can simplify and complicate matters and limit what can be done.
But it is true a lot of games just stick in more enemies or they make them bullet sponges. Older games did this but a lot of them did it for a creative reason too.
Like a boss becomes a damage sponge because theres extra mooks that act smarter ontop so it becomes more of a dance avoiding and reacting to both.
>Stronger enemy disguises itself as a weaker enemy when you revisit an area and stays in the same spot slightly shifted over.
What game?
>raising difficulty changes the game genre
Godhand does this sort of.
Some enemies you kill spawn tough demons.
Crimsonheads in Resident Evil.
Make sure to burn the bodies or you're going to regret it.
>hard mode is a sequel to normal mode
>Easy ultimately becomes the hardest difficulty late-game
Fallout 4 survival mode actual changes a lot on how you will play the game
So the controls and UI get shittier as the difficulty goes up?
>enemies adapt to your tactics
>do flowchart shit, get faced with opponents who match up pretty well
>switch it up in the lategame and absolutely blindside them because one area of their defense has not progressed at all since the beginning of the game
Baby mode:
>game allows you to change difficulty at any time
Normal mode:
>game allows you to select mission difficulty
Hard mode:
>game doesn't allow you to change difficulty between saves
Expert mode:
>game doesn't have a difficulty option