Resident Evil 4

Resident Evil 4

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Nykusu Apr 11, 2023 @ 10:25am
I HATE adaptive Difficulty
title,

I LOVE the game so far, I rly rly like it, its amazing!
Im playing on hardcore and on hardcore I die a lot - which is awesome, its rly tough.

So I just reached the Antechamber in the castle (the room with the 2 blind guys at once).
For me its very difficulty. The most difficulty room so far and I died like 15 times now. But I understand what I have to do - Im not complaining about the challenge ok. I get the idea of the room. Causing friendly fire, smartly sneaking arround the blind guys, etc. etc. I get it

But what just happened PISSED me off so hard, I open this discussion.
The hidden adaptive difficulty system of the game (which was also in the original and I hated it back then as well) decided to make the fight easier for me because the game was like "Oooooh he died 15 times, I bet he's rly frustrated and is about to give up! We have to make it easier so he can finally win and progress!" - All of a sudden, my random gunshots CONFUSE THE HELL out of 1 blind guy and he just friendly fire kills the 2nd blind guy in 1 go.

He has been giving his mate a few slashes here and there before - thats what the fight is about. But not like this. He like INTED his mate. He went so hard for him, it was so obvious the game did that to make it easier for me AND GUESS WHAT - I won and I feel like sht about it. This is the first time this game annoys me - not for the difficulty - but for literally giving me the win in this room FOR FREE because I died a few times and the game is worried about me getting frustrated. I dont want the games pity!

Is there any way to turn off adaptive difficulty so it stays hard af no matter how many times I die? I want the challenge.

Ngl Im not going to save on the next typewriter. Im going to replay that crap until I win in a way where I feel like I EARNED it.

Anyone else gets this kind of feeling?
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Showing 1-15 of 73 comments
Electric Cupcake Apr 11, 2023 @ 10:28am 
Hey now, it's not like the computer actively cheats and constantly screws you like XCOM or Bastard Tetris.
Last edited by Electric Cupcake; Apr 11, 2023 @ 10:36am
Nykusu Apr 11, 2023 @ 10:33am 
Originally posted by Electric Cupcake:
Hey now, it's not like the computer actively cheats and constantly screws you like XCOM.

Tbh, the computer intentionally making it HARDER would be 100% fine for me. Making it easier it was annoys me. It feels like computer is judging you to be too bad.
Kurtino Apr 11, 2023 @ 10:33am 
RE4, the original, was one of the first games to introduce a hidden adaptive difficulty and really popularise the concept.

As for this game, as far as I'm aware, the hidden difficulty only applies to the lower difficulties. It may be just in professional, or slightly applied to Hardcore, but if it behaves the same as the original and RE2's remake, then there isn't anything to adjust if you play on the hardest difficulty as the values are already maxed out.
Nykusu Apr 11, 2023 @ 10:34am 
Originally posted by Kurtino:
RE4, the original, was one of the first games to introduce a hidden adaptive difficulty and really popularise the concept.

As for this game, as far as I'm aware, the hidden difficulty only applies to the lower difficulties. It may be just in professional, or slightly applied to Hardcore, but if it behaves the same as the original and RE2's remake, then there isn't anything to adjust if you play on the hardest difficulty as the values are already maxed out.

So what you are trying to say is - maybe I didnt win because the computer made it way easier and I actually did better than before? D: That'd be a relief tbh u~u because rn I feel rly cheated.
Helasius Apr 11, 2023 @ 10:34am 
After death, exit to the main menu and load the game. This way your in-game time counter goes back to the save point and doesn't go any further and the number of deaths in the game totals doesn't add up, so the difficulty doesn't have to adapt because of that.
Xengre Apr 11, 2023 @ 10:36am 
Probably not adaptive difficulty issue. I didn't know they could damage each other (the bosses, I knew they could damage the random mobs there) but sounds like you, or another enemy (not the boss but a normal mob) made noise that was just the right spot and time to aggro the extra Garrador to beat up the other. If you don't shoot and just run around you can use them to kill the mobs because they make noise.

However, a tip for that boss next time. Don't use a knife and don't fight the trash mobs. Equip an upgraded Riot Shotgun or a rifle (best is bolt action rifle). Then use grenades (heavy grenades even better), or if you lack grenades use flash bang but you may need an extra shot or two and wait at the entrance. As they come down the stairs grenade them while they are on the stairs then run up behind them and sniper/shotgun them. If using bolt action rifle sufficiently upgraded they will die instantly, otherwise be prepared depending on your method it might require a second repeat of this tactic and they may quickly swing around to hit you after the first 1-2 bullets if using Riot Gun so be prepared to heal and have enough HP (worth soaking a bit of dmg if Riot Gun is your best option due to weak rifle upgrades, though really they should be upgraded...).
Last edited by Xengre; Apr 11, 2023 @ 10:36am
Nykusu Apr 11, 2023 @ 10:37am 
Originally posted by Helasius:
After death, exit to the main menu and load the game. This way your in-game time counter goes back to the save point and doesn't go any further and the number of deaths in the game totals doesn't add up, so the difficulty doesn't have to adapt because of that.

That sounds like a rly smart thing to do. Thank you. Theres nothing worse for me than progressing because adaptive difficulty made it easier for me because I died a few times.
dprog1995 Apr 11, 2023 @ 10:39am 
Originally posted by Kurtino:
RE4, the original, was one of the first games to introduce a hidden adaptive difficulty and really popularise the concept.

As for this game, as far as I'm aware, the hidden difficulty only applies to the lower difficulties. It may be just in professional, or slightly applied to Hardcore, but if it behaves the same as the original and RE2's remake, then there isn't anything to adjust if you play on the hardest difficulty as the values are already maxed out.
Before RE 4, Max Payne 2 had adaptive difficulty. Maybe this idea in RE 4 was inspired by that game.
Nykusu Apr 11, 2023 @ 10:40am 
Originally posted by Xengre:
Probably not adaptive difficulty issue. I didn't know they could damage each other (the bosses, I knew they could damage the random mobs there) but sounds like you, or another enemy (not the boss but a normal mob) made noise that was just the right spot and time to aggro the extra Garrador to beat up the other. If you don't shoot and just run around you can use them to kill the mobs because they make noise.

However, a tip for that boss next time. Don't use a knife and don't fight the trash mobs. Equip an upgraded Riot Shotgun or a rifle (best is bolt action rifle). Then use grenades (heavy grenades even better), or if you lack grenades use flash bang but you may need an extra shot or two and wait at the entrance. As they come down the stairs grenade them while they are on the stairs then run up behind them and sniper/shotgun them. If using bolt action rifle sufficiently upgraded they will die instantly, otherwise be prepared depending on your method it might require a second repeat of this tactic and they may quickly swing around to hit you after the first 1-2 bullets if using Riot Gun so be prepared to heal and have enough HP (worth soaking a bit of dmg if Riot Gun is your best option due to weak rifle upgrades, though really they should be upgraded...).

They can slash eachother yes. I found it out the disappoting way (giving me a win in that room because 1 dude killed the other) - and it feels like sht. I want to earn the win, not get it for free.

Also thank you for your advice. I was already doing the grenade on stairs thingie because it felt like a rly good moment/place to use it. I'll keep trying when I reload.
Bullett00th Apr 11, 2023 @ 10:43am 
without adaptive difficulty these games would become very predictable. take it or leave it, it's been in the series since forever and it works.

Originally posted by Electric Cupcake:
Hey now, it's not like the computer actively cheats and constantly screws you like XCOM
XCOM actually has a hidden 15% aim bonus applied to your operatives after 3 consecutive misses, so it screws over the aliens, not the player.
Xengre Apr 11, 2023 @ 10:52am 
Originally posted by Helasius:
After death, exit to the main menu and load the game. This way your in-game time counter goes back to the save point and doesn't go any further and the number of deaths in the game totals doesn't add up, so the difficulty doesn't have to adapt because of that.
Fun fact about this. Adaptive difficulty has a massive influence on crit chance (mainly a relevant factor for Handgun & Sentinel 9 with their exclusive crit perk unlocked).

I was testing their crit chance and other guns on the first island segment where the guy walks near the window in the stone building. Head shots 100% accuracy > number of hits to kill or pop head after gauging his health to confirm if crit or non-crit kill > reload save after kill and do nothing else. Repeat. Found the Sentinel 9 went from an extremely reliable 3 shots per crit avg for nearly a perfect 10 kill / load game streak to a 4-5 average with almost zero 3 shot crits after. Then I realized that load even from the menu, not just on death, also carries over adaptive difficulty and time (I'd never loaded like that before and assumed it was only the death screen loading that did it). RIP gave up testing.

That was such a dramatic impact on crit chance though it was kind of absurd. I noticed some issues with my tests on Red 9, too, that were invalidated because of adaptive difficulty so I just gave up.

Only way to test the guns is large segment repeat play Monte Carlo style and loading from the main menu each time which is ew.

Originally posted by Bullett00th:
without adaptive difficulty these games would become very predictable. take it or leave it, it's been in the series since forever and it works.

Originally posted by Electric Cupcake:
Hey now, it's not like the computer actively cheats and constantly screws you like XCOM
XCOM actually has a hidden 15% aim bonus applied to your operatives after 3 consecutive misses, so it screws over the aliens, not the player.
Extra fun fact:
XCOM misses have a +400% bonus to prompting the player to reload their save. This bonus increases with each repeated miss. (joking)
Last edited by Xengre; Apr 11, 2023 @ 10:53am
Helasius Apr 11, 2023 @ 11:16am 
Originally posted by Xengre:
Originally posted by Helasius:
After death, exit to the main menu and load the game. This way your in-game time counter goes back to the save point and doesn't go any further and the number of deaths in the game totals doesn't add up, so the difficulty doesn't have to adapt because of that.
Fun fact about this. Adaptive difficulty has a massive influence on crit chance (mainly a relevant factor for Handgun & Sentinel 9 with their exclusive crit perk unlocked).

I was testing their crit chance and other guns on the first island segment where the guy walks near the window in the stone building. Head shots 100% accuracy > number of hits to kill or pop head after gauging his health to confirm if crit or non-crit kill > reload save after kill and do nothing else. Repeat. Found the Sentinel 9 went from an extremely reliable 3 shots per crit avg for nearly a perfect 10 kill / load game streak to a 4-5 average with almost zero 3 shot crits after. Then I realized that load even from the menu, not just on death, also carries over adaptive difficulty and time (I'd never loaded like that before and assumed it was only the death screen loading that did it). RIP gave up testing.

That was such a dramatic impact on crit chance though it was kind of absurd. I noticed some issues with my tests on Red 9, too, that were invalidated because of adaptive difficulty so I just gave up.

Only way to test the guns is large segment repeat play Monte Carlo style and loading from the main menu each time which is ew.

Originally posted by Bullett00th:
without adaptive difficulty these games would become very predictable. take it or leave it, it's been in the series since forever and it works.


XCOM actually has a hidden 15% aim bonus applied to your operatives after 3 consecutive misses, so it screws over the aliens, not the player.
Extra fun fact:
XCOM misses have a +400% bonus to prompting the player to reload their save. This bonus increases with each repeated miss. (joking)
It’s unlikely that crit is associated with DA, but if you die in one place and press continue, the enemies become very stupid in this zone, yes
WhitePhantom Apr 11, 2023 @ 11:16am 
Originally posted by Electric Cupcake:
Hey now, it's not like the computer actively cheats and constantly screws you like XCOM or Bastard Tetris.

On anything below the hardest difficulty settings the XCOM games actively cheat in your favour.
Xengre Apr 11, 2023 @ 12:11pm 
Originally posted by Helasius:
It’s unlikely that crit is associated with DA, but if you die in one place and press continue, the enemies become very stupid in this zone, yes
It is 100% associated with AD. I tested it and without taking dmg or dying due to my 1 kill > re-load save testing method it shifted from a nearly perfect 3 bullet per crit avg on S9 to a 4-5 avg with an almost absolute no crits in 3 or less bullets over a 20 kill test. Going from a near flawless consistent avg to a near flawless consistent higher vs after a point was pretty definitive. It would have been more questionable if the results varied a lot but, surprisingly, the crit performance was quite consistent at the two AD breakpoints. This could be due to some type of RNG seed associated with the save so when I reloaded it helped maintain consistent results unlike a normal combat, but this only drives home the impact of AD on crit even more.

I've never seen AI behavior clearly change, granted I rarely die but over the course of multiple playthroughs AI seems quite consistent. Their HP seems to be the main thing about the enemy that changes due to AD (dmg might, too, but not by enough to matter and especially if you know how to abuse the final 1 HP safety mechanic).
Kurtino Apr 11, 2023 @ 12:44pm 
Originally posted by Xengre:
Originally posted by Helasius:
It’s unlikely that crit is associated with DA, but if you die in one place and press continue, the enemies become very stupid in this zone, yes
It is 100% associated with AD. I tested it and without taking dmg or dying due to my 1 kill > re-load save testing method it shifted from a nearly perfect 3 bullet per crit avg on S9 to a 4-5 avg with an almost absolute no crits in 3 or less bullets over a 20 kill test. Going from a near flawless consistent avg to a near flawless consistent higher vs after a point was pretty definitive. It would have been more questionable if the results varied a lot but, surprisingly, the crit performance was quite consistent at the two AD breakpoints. This could be due to some type of RNG seed associated with the save so when I reloaded it helped maintain consistent results unlike a normal combat, but this only drives home the impact of AD on crit even more.

I've never seen AI behavior clearly change, granted I rarely die but over the course of multiple playthroughs AI seems quite consistent. Their HP seems to be the main thing about the enemy that changes due to AD (dmg might, too, but not by enough to matter and especially if you know how to abuse the final 1 HP safety mechanic).
What difficulty was this tested on though? What you're describing isn't any different than in the 2005 RE4 release, but when people did crit analysis testing they always did it on Professional mode as AD was turned off. Like with the original crit was influenced by the difficulty like you've mentioned, whether directly or indirectly.
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Date Posted: Apr 11, 2023 @ 10:25am
Posts: 73