I want CRPG to be challenging, but I usually play in the default difficulty if increased difficulty is due to HP bloat. But I don't have problems with the AI having unlimited resources in strategy games, so for TBS games I usually choose the highest difficulty.
Unlimited resources for the AI is something I abhor because it invalidates certain strategies.
In a multiplayer match, the thing you'd be going for is to raid your enemy's economy so he can invest less resources into his army. It's a commonly used and very effective strategy. Most RTS games live off it - raiding the enemy eco to prevent him from building large armies.
But when the AI gets unlimited resources, raiding their eco does nothing. You'll still have to fight full army stacks, no matter how much damage you do to their resource gathering potential, because they get free resources and you can't touch that free resource income in any way.
Usually it turns into an impossible war of attrition in the late game, when the enemy can spawn armies out of nowhere while you don't have any gold left and can't even hope to compete anymore.
AI that gets cheaty resources in strategy game is the worst. It inevitably turns the game into a grind. You just wiped out the enemy army? Don't worry, they have infinite gold to raise another one while you can barely recuperate your losses! Have fun!
While it is true, AI in strategy games is usually inferior to human player, so some cheating (additional resources or better unit stats) is a means to provide it a fighting chance.
I like how they did in in earlier Total War games. You could make the game actually challenging even with limited AI capabilities.
Not at all. A mechanic like you described is okay for a legacy style boardgame imo, since it would suck to be halfway through, realize you played so bad that there's zero chance to win anymore but can't restart the campaign either because you already tore cards and put stickers on the board.I somehow read your statement like if adding unlimited lives into roguelikes was a must on pc
Yeah, AI is usually less smart than the human player, but instead of just giving them flat-out untouchable bonus income or making their units stronger, you can just give them additional income for their existing economy.
The only way to play games.i play on hardest difficulty and shoot myself in the head if my character dies in game
AI that gets cheaty resources in strategy game is the worst. It inevitably turns the game into a grind. You just wiped out the enemy army? Don't worry, they have infinite gold to raise another one while you can barely recuperate your losses! Have fun!
Always Ironman on highest difficulty.
Once I know I can win a game, I uninstall.
Don't know why I wrote that, thanks for the correction. Maybe I was mixing it up with Dungeon Rats.Since when does AoD have difficulties?
I want CRPG to be challenging, but I usually play in the default difficulty if increased difficulty is due to HP bloat. But I don't have problems with the AI having unlimited resources in strategy games, so for TBS games I usually choose the highest difficulty.
Unlimited resources for the AI is something I abhor because it invalidates certain strategies.
In a multiplayer match, the thing you'd be going for is to raid your enemy's economy so he can invest less resources into his army. It's a commonly used and very effective strategy. Most RTS games live off it - raiding the enemy eco to prevent him from building large armies.
But when the AI gets unlimited resources, raiding their eco does nothing. You'll still have to fight full army stacks, no matter how much damage you do to their resource gathering potential, because they get free resources and you can't touch that free resource income in any way.
Usually it turns into an impossible war of attrition in the late game, when the enemy can spawn armies out of nowhere while you don't have any gold left and can't even hope to compete anymore.
AI that gets cheaty resources in strategy game is the worst. It inevitably turns the game into a grind. You just wiped out the enemy army? Don't worry, they have infinite gold to raise another one while you can barely recuperate your losses! Have fun!
What do you mean by that? I believe that is a Kingmaker like difficulty where you could fine tune the difficulty settings as you go. Kingmaker have the best difficulty options i have seen in a game,really loved it.dynamic difficulty
Certain games (e.g. Sin Episodes) adjust difficulty on the fly based on how you play. If you're doing ok, the game gets harder, if you die too much, the game gets easier.What do you mean by that? I believe that is a Kingmaker like difficulty where you could fine tune the difficulty settings as you go. Kingmaker have the best difficulty options i have seen in a game,really loved it.dynamic difficulty
Not just if you hit a failure state. You see the term "rubber-banding" used in racing games where the cars that drift away from the pack are given different speeds to make the race feel closer even when one driver is better. Other games will spawn more enemies or adjust drop rates based on how many resources you have left or your current health level. Sports games will adjust the chance to score based on how much someone is winning.Certain games (e.g. Sin Episodes) adjust difficulty on the fly based on how you play. If you're doing ok, the game gets harder, if you die too much, the game gets easier.What do you mean by that? I believe that is a Kingmaker like difficulty where you could fine tune the difficulty settings as you go. Kingmaker have the best difficulty options i have seen in a game,really loved it.dynamic difficulty
Certain games also adjust loot based on your current equipment. What's the point of resource management if you know that the next crate will give you exactly what you want/need?Not just if you hit a failure state. You see the term "rubber-banding" used in racing games where the cars that drift away from the pack are given different speeds to make the race feel closer even when one driver is better. Other games will spawn more enemies or adjust drop rates based on how many resources you have left or your current health level. Sports games will adjust the chance to score based on how much someone is winning.Certain games (e.g. Sin Episodes) adjust difficulty on the fly based on how you play. If you're doing ok, the game gets harder, if you die too much, the game gets easier.What do you mean by that? I believe that is a Kingmaker like difficulty where you could fine tune the difficulty settings as you go. Kingmaker have the best difficulty options i have seen in a game,really loved it.dynamic difficulty
It's supposed to create more exciting moments. And it probably does. When the designers test it on their children, parents, and co-workers. But as soon as a real consumer realizes what is happening it sucks the enjoyment out of the experience.
Also you can't outpace the enemy if you do all the side shit,thus you can't feel like a god mowing down the underleveled enemy. That is why i really love Might and magic games.Certain games also adjust loot based on your current equipment. What's the point of resource management if you know that the next crate will give you exactly what you want/need?Not just if you hit a failure state. You see the term "rubber-banding" used in racing games where the cars that drift away from the pack are given different speeds to make the race feel closer even when one driver is better. Other games will spawn more enemies or adjust drop rates based on how many resources you have left or your current health level. Sports games will adjust the chance to score based on how much someone is winning.Certain games (e.g. Sin Episodes) adjust difficulty on the fly based on how you play. If you're doing ok, the game gets harder, if you die too much, the game gets easier.What do you mean by that? I believe that is a Kingmaker like difficulty where you could fine tune the difficulty settings as you go. Kingmaker have the best difficulty options i have seen in a game,really loved it.dynamic difficulty
It's supposed to create more exciting moments. And it probably does. When the designers test it on their children, parents, and co-workers. But as soon as a real consumer realizes what is happening it sucks the enjoyment out of the experience.