Shemar said:
DraQ said:
The lowest "youa re sissy" difficulty could disable this and include stuff like quest compass by default. It's not about preventing cheese, it's about cheese requiring extra effort and being clearly separated from legitimate mechanics, possibly also clearly telling the player what a cheap piece of shit they are.
It is attitudes like that the so plainly demonstrate somebody's overall uselessness as a person in RL, if they put so much stock in actually being good at playing games. Mature individuals secure in who they are just enjoy a good challenge without being much fussed if somebody else can blast through a game with an 'easy' button. It is only those that lack actual accomplishments that value their in-game ones.
I thought that actual 'easy' mode would be readily discernible from the 'retard' one thanks to the tell-tale features of the latter I have mentioned (like quest compass), but now that I think about it, the distinction can admittedly be somewhat muddled when viewed from the rock-bottom that is occupied by latter mode's target group.
I apologize and promise to express myself with more clarity, maybe even draw pictures for you - can you handle normal ones or do I have to draw them with crayons to make them look less menacing to your underdeveloped brain?
Of course, but I imagine it's easier to balance the game on assumption that player generally won't reload on failure than the other way around.
Such a plain display of ignorance if there ever was one... of course it is far easier to balance a game assuming success than partial failure. Because there is only one possible power level assuming always success, there are 4 possible power levels after two possible instances of possible (non game ending) failure (even assuming there is only one level of failure in each instance), 8 after 3 instances and generally by the middle of the game the gap between the possible power levels is so wide that any idea of game balance is out the window.
How quaint, you've pulled out an exponential explosion on me. I'd pet you on the head, really, but I just don't want to get my hands dirty. You also made a rather clumsy strawman, but let me explain basics to you first.
Now, how can I explain why are reloads such a problem to someone of your limited intellect? Have you noticed that most RPGs involve some chance element in determining success or failure of many activities? Well, reloading effectively destroys this chance element. It's hard to balance different skills if when portrayed with some semblance of realism those skills become effectively pointless above 20% of their max value. It's hard to make critical failures meaningful if the player will just reload on them and so on.
Now regarding your strawman - no games, maybe save for those rare ones where you die by touching anything but unlike most old platformers and shmups have no lives counter (I can only recall Another World, right now) is balanced around 100% success. Most games allow for some margin of error and have to be balanced with this margin of error in mind - if you're building an FPS, you have to take into account that some players may run out of certain kind of ammo at some point, others may be low on health and so on; if you're building an RPG, you have to account for some players using a suboptimal build, others failing to get some artifact of doom or failing sidequests.
Now, I'm not sure if what I have written won't be too verbose for you, but in case it will, I've prepared a tl;dr version:
Games are not balanced like this, dumbass! The only thing you have proven here is that you're a clueless fuck, but let's be frank here - that's hardly a revelation.
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Alex said:
On your original assertion, I disagree with you that the game should attempt to appease the most customers. The problem with this kind of priority is that it works against any kind of feature that you try to add.
It's also responsible for the sorry state of the gaming market, dominated with popamole mechanics and quest compasses.
For example, let's take Draq's take on the mechanic, where each reload further increase the odds against you.If instead we can take mechanics as granted, these gimmicks as you call them, we can build on them, so they stop being Gimmicks. Take the ADOM game for example, a lot of that game's design was done so that its ironman mode is enjoyable.
This may, in the end, drive some people away from the game, people who would prefer another type of interaction altogether. But even if the game would be enjoyable for them if it was simplified, I think it would still be very far from what you would get if you created a game with those people in mind in first place. What I am trying to say is that games are better off having a very definite vision than trying to be everything and ending up as nothing.
Well, I would rather see it based on removing opportunities to get or do stuff player would want to, rather than piling up the odds. RPGs naturally have tons of content that is redundant from the point of view of just beating the game, but often it's this content that provides players with most enjoyment and also makes for a good leverage when showing player that they won't escape from their failures by using the magical quickload button.
Just pilling up the odds would be prone to creating feedback loops and that's one of the things I'd want to avoid at all cost. In a way, what I'm trying to do is combining the advantages of ironman when it comes to player's psychology, and advantages of free save and load when it comes to player's convenience. Yes, player should be punched hard for reloading, but that's only because the experience is far more vivid, immersive and visceral, if you excuse my french, if player has something to lose by failing. This is the sole upside of ironman, if we discount virtual dick swinging contests as juvenile. On the other hand, this punch, while painful, cannot be crippling. In ironman it's outright fatal, and I'd like to avoid that.
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Awor Szurkrarz said:
One change that would be easy to implement would be decreasing XP rewards on reloads.
This would actually be, in all likelihood a terribad idea. Of all the ideas discussed here this one would *actually* create an inevitable and nasty runaway feedback loop as it would influence the single variable that determines player's power, with no possible workarounds on part of the player.