gmaverick019 said:
Treblaine said:
The problem with difficulty "settings" is going between them kind of breaks the game as you realise how shallow the challenge is.
All too often with higher difficulty you are not given more aggressive enemies but merely stat nerfs, like massively reduced personal health or massively increased enemy health.
My problem with this is is doesn't force you to play the game better, but to play it more defensively.
See if they take more damage to kill then techniques that you have learned like running up to just the idea distance and killing them with a single shotgun blast no longer works, and with one blast no their enough you are open to a viscous counter attack.
I think that difficulty should EXPAND on your skill, so have the enemy move faster and more erratically and with better use of cover that challenges you to aim quicker.
Enemies need to be more aggressive on higher difficulty, you need to keep up the pressure and can't just retreat and collect yourself like you can on Easier difficulties. It's like playing online multiplayer of "noob-servers" versus a pro clan-match.
Of course I realize how easy and fool-proof it is to just dial up enemy-HP with difficulty and how REALLY REALLY HARD it is to try to alter AI without breaking the game, I still think there must be some middle ground as honestly I don't feel challenged by each enemy taking a few more bullets to kill... just annoyed.
I actually do like that speeding up idea, it makes the enemies harder to hit so it gives the illusion they are playing "smarter/better" when their actions are just sped up while its up to you having quicker reflexes/strategy to take them out.
but then again I am not the most knowledgeable person at coding games..so that may be harder than it seems.
I know enough about animation to know that coding for animation and AI is very fickle, it
Other ways yo give better challenge that are easier to code for:
Less health packs
So in combat you still take the same number of hits to die. That is, if you have 50hp you KNOW how much of a beating you can take, so you aren't going to be surprised that some mook with a pistol kills you with 3 shots when you had full health.
But when it gets harder and harder to recover your health it becomes of increasing importance to come out on-top in battles. You have to dodge bullets like rain and kill quickly or else you could end up with cripplingly low health.
MORE enemies strategically located
Maybe more strain on CPU, but this would be easy for coding if the dev sends two attacking at a time. Now enemies move in groups rather than lone individuals.
However a lot of AI is programmed to work with a certain density with how they interact. It would be all too easy to end up with a kind of "three stooges in doorway" effect with them navigating the environment they spend to much time running into each other that they are easy picking.
So extra-enemies on higher difficulty would have to depend on a very fundamental AI coding or they are set to attack from very different angles or arrive one after another.
Enemies scale sooner
Enemy scaling I mean in the sense of distinct TYPES of enemies who essentially are the same type of enemy but faster and tougher, like the white combine appearing more and more often then completely superseding the regular combine troops.
So basically, as difficulty is raised you get higher proportion of the "elites" for a givven progress through the game.
I don't know how well this would work with pacing, be I'd like to know if any game does this. I suppose an equivalent would be the same enemies but using more "super weapons" like rocket launchers.