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11/16/2023 7:00:02 PM
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Almost every post about artificial difficulty fails to mention any real ways that they could create true “difficult” content. What would separate out artificial from real?
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  • [quote]Almost every post about artificial difficulty fails to mention any real ways that they could create true “difficult” content. What would separate out artificial from real?[/quote] How the AI fights, their [i]capabilities[/i]. The landscape. Does it box you in, allow for 3d movement to run and gun/hide and gun/exposed with little cover. How do the AI spawn? Nice and neat in front of you? Make you watch your back? Are we able to continually flow through combat or do we need to slow down to recharge? Bungie has admitted to not wanting to change their encounter design ideology because it was too much effort. They said this about making Reckoning challenging for us at the time. That’s when they decided to water it down even more. The bullet sponge mentality requires zero extra effort beyond recycling the generic encounter with higher values. And it, along with champ mod requirements and equipment lock activities forces players into cookie cutter builds. Which, in totality, means Bungie only has to curate a narrow design window per season. It’s less work all around for Bungie and a less enjoyable experience for players. Optional difficulty has been a thing in Destiny. Their choice to bullet sponge the baseline is absurd.

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  • Because there is no such thing as "artificial difficulty." It's a list of vague complaints like "enemies having more health and damage on a higher difficulty setting is fake difficult. Make it like Resident evil 2 and 4, or Doom 2016 and Doom Eternal, where the enemies have more health and do more damage"

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  • It's the professional developers' job to figure that out. Resident Evil remakes 2 and 4, and Doom 2016 and Eternal have much more engaging and entertaining difficulty.

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  • Exactly. It's their job to figure it out. They can pay me if they want, then I'll give some suggestions maybe...

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  • I’m asking from a position of ignorance; what makes their difficulty entertaining and enjoyable vs. what destiny does? This is literally the only game that I currently play. (Thousands of hours into it, but haven’t played other games enough to have a current point of reference.) The things I normally see here are: More enemies = bad More health for enemies = bad Timers = bad (I completely agree) Champions = bad I don’t know what else could be possibly done to make it more difficult but enjoyably difficult.

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  • Start by making champions not requiring mods just to be able to deal with them. Champion mods should be optional power boost instead of mandatory slot especially when they said they don't want you to stay with one loadout and doing the exact thing they don't want by making you using one loadout. Barrier champion : barriers break after taking enough damage with mod giving slight bonus to shield Overload champion : regenerate health if no damage taken for a short time with mod reducing regeneration rate and increasing healing delay, giving fast firing weapon slight advantage over slow but high damage weapons Unstoppable champion : it's fine as it is, make mod slows down movement speed of that champion Now you have some strong enemies but not being tedious by forcing you to use a few weapon classes or you can't do anything

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  • I always wanted them to allow us to handle champions by “slot”. For example we could choose a mod that put anti-barrier in our primary slot (I know primary doesn’t technically exist, but I’m old…) and have overload in secondary. That way, whatever weapon you equipped in that slot was capable to dealing with a champion.

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  • But you're still shoehorned to certain slot to deal with champions and making them having skewed results when primary is mainly weaker to special now and doesn't encourage weapon swapping. By making certain weapon classes having boost you encourage players to use that weapon, not this locking up gameplay if you don't use it

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  • So, more bullet sponges? I'm sure you'd still complain if the enemies were are smart as you.

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  • I’m not complaining, so I’m not sure if this is directed at me… My comment initially was that everyone complains about artificial difficulty and yet has zero explanation for what constitutes true difficulty. What would be your take on true vs. artificial difficulty?

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  • Make them smarter. Easy. They don't need to be too healthy, they need to be smarter at not losing their health. But that takes a lot of work, I'm guessing and it's probably easier to just beef them up and put more of them in. Is sad because it becomes repetitive then boring. There's no uncertainty factor, no sense of imminent danger. Once you know the enemies patters and spawn locations you're just going through the motions. I guess that's what you get for playing the same game with minimal content for years on end.

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  • If you play safe and always stay back using Wishender, as the op says, then yes, ads are predictable. If you try to improve on your own tactics and times, then you push and it gets harder. People complain about difficulty, but they play super safe and cheese as much as they can.

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  • They play that way because it works and they don't want to be killed by a few shots. It's amazing the amount of damage they can dish out yet we have to play like we're made of paper. It's dumb.

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  • [quote]Make them smarter. Easy. They don't need to be too healthy, they need to be smarter at not losing their health. But that takes a lot of work, I'm guessing and it's probably easier to just beef them up and put more of them in. Is sad because it becomes repetitive then boring. There's no uncertainty factor, no sense of imminent danger. Once you know the enemies patters and spawn locations you're just going through the motions. I guess that's what you get for playing the same game with minimal content for years on end.[/quote] Even at the highest difficulty, GMs, enemies are not tanks unless you’re going in with zero build crafting. The adds are plenty smart. That doesn’t matter though when they do next to not damage to you and die instantly. Enemies need to actually be capable of dealing damage to you. Don’t like that? Play lower difficulties.

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  • That makes sense. I’d like to see a wider array of enemies with different weak points or individual mechanics needed to kill them. Not like champions where it is weapon specific though.

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