Earlier quoted context omitted.
You're only looking at one side. Dynamic difficulty also allows players to progress by lowering the health of a boss they've failed to beat for over two hours. Casual players giving up was a problem that no amount of shaming managed to fix ("haha skill issue, sucks to suck").
Just make it a concrete option then. What is the point of being sneaky about it?
Making difficulty curves in games
31–40 of 92 posts
Re: Making difficulty curves in games
#32Re: Making difficulty curves in games
#33Earlier quoted context omitted.
SBMM also a double-edged sword. Some people like to play game relaxed. Random matchmaking gives them chance to win. But SBMM means having sweaty games all the time. I do prefer SBMM but I’ve seen people upset about it
People who complain about SBMM being "sweaty" are typically stronger players who want to dunk on casuals. For them, it's true that non-SBMM is sweaty, because if you're even a top 10% player, you're gonna dominate most other people. But what if you're a bottom 10% player? How non-sweaty is non-SBMM then? Is it not-sweaty to get absolutely demolished all the time even at your best?
Games and leagues where you're expected to try hard are entirely different. I'd say custom tiered PUG queues are much better than common huge pools, this way top players can filter people they're training and playing with. In the end I think I rather agree with the grandparent than not, communities typically feel more lively and diverse than blind ladders.
Re: Making difficulty curves in games
#34Earlier quoted context omitted.
Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.
Totally different when it comes to multiplayer matchmaking, though. There I wish games were even more aggressive and exact at matching you to players around your skill level. Nothing worse than casually sitting down after work for a quick multiplayer PVP game of any sort and getting totally annihilated by a streamer who plays 20 hours per day.
You'd get the one guy on your server who was just in another league compared to everyone else, and it was so satisfying to get the kill on him. And sometimes, it would be you pubstomping.
Then again, back then I don't think people cared as much about winning and losing.
Re: Making difficulty curves in games
#35Re: Making difficulty curves in games
#36Earlier quoted context omitted.
Totally different when it comes to multiplayer matchmaking, though. There I wish games were even more aggressive and exact at matching you to players around your skill level. Nothing worse than casually sitting down after work for a quick multiplayer PVP game of any sort and getting totally annihilated by a streamer who plays 20 hours per day.
SBMM also a double-edged sword. Some people like to play game relaxed. Random matchmaking gives them chance to win. But SBMM means having sweaty games all the time. I do prefer SBMM but I’ve seen people upset about it
That's just a different way of saying some people like to play games where their opponent has no chance. So your "relaxation" comes entirely at the expense of others.
Single player campaigns are a better way to accomplish this because then you can do whatever you want as far as difficulty goes.
Re: Making difficulty curves in games
#37Earlier quoted context omitted.
You're only looking at one side. Dynamic difficulty also allows players to progress by lowering the health of a boss they've failed to beat for over two hours. Casual players giving up was a problem that no amount of shaming managed to fix ("haha skill issue, sucks to suck").
Just make it a concrete option then. What is the point of being sneaky about it?
Re: Making difficulty curves in games
#38Trails games are even worse because there's tons of them who feel like they never gotten properly play tested. Killing a level 120 boss with a level 60 squad because you can delay the opponent's turn just isn't satisfying, especially when the boss is meant to be (narration-wise) so much stronger than you.
Re: Making difficulty curves in games
#39>Dynamically adjust the difficulty depending on how well the player is doing. Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.
Re: Making difficulty curves in games
#40Earlier quoted context omitted.
People who complain about SBMM being "sweaty" are typically stronger players who want to dunk on casuals. For them, it's true that non-SBMM is sweaty, because if you're even a top 10% player, you're gonna dominate most other people. But what if you're a bottom 10% player? How non-sweaty is non-SBMM then? Is it not-sweaty to get absolutely demolished all the time even at your best?
That depends on the game I think. Games like Battlefield have no problem with players of all skills playing the same match - some are trying hard, some are chiling out, some are doing something silly, either way the scene is so large you can usually choose what you like the best, it all organizes itself naturally. BR games like PUBG always have very different players in one high-ish level match (as it's not possible…