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Een vertaalprobleem melden
It makes my skin crawl being the same species as these "people" . Truly pathetic creatures.
We also need difficulty based achievements so we can look down at the soys.
Hate to break it to you but easy node = normal.
Normal = hard in this game.
Plus it literally doesn't affect you in the slightest how others play.
ah yes, somehow English changes because you state it. Easy = Easy. Normal = normal. There is no hard mode.
Yes, it does. It ruined the integrity of the game.
There is a hidden cost. A game with multiple difficulty levels will never be as balanced as the game made with one and only one in mind. It's not fair to say "you don't lose anything, just play on normal" because both groups of people essentially get a little worse game than they could have.
Explain a few ways this game specifically suffers from having Easy and Normal difficulty. Like give some in game examples of it.
It's pure Math, man. For any game, there is 100% of game balancing developer effort from the beginning, right? Now, what happens when instead of 1 item as a developer you have to make 2 versions of it? Correct, you split the effort 50/50 essentially lowering the quality of both because you could have put 100% into 1.
Except none of that happens in this game. The only thing that's changed is damage output from the enemies and how much health they have. This is why I asked for specific in game examples, because in this game I don't see it.
I choose to believe what you said. Even so, that effort could have gone into the main game balance, adding that single ounce to the quality that turns "simply good" games into "very good" ones. If everything was so simple Hidetaka would have added difficulty levels to widen the audience, but it's never that simple as you suggested.
I think developers should feel free to make what they want to make, and judging by the complaints around difficulty having an easy mode was the smart move.
FromSoft games have progressively become more and more casual with each release, with the exception of Sekiro. Developers can't cater to the 1% of players that want truly difficult content and expect their studio to survive. So it's either dumb their content down like Elden Ring or Dark Souls 3, or release the difficult content with an option to dial it down for the majority of players that cannot handle mechanically challenging content.
Doom: Eternal and the most recent two God of War games are great examples of how having difficulty choices allows content that is beyond the ability of most players. Personally I like this angle, because I've always been above average at games, and it gets tedious playing through title after title that don't give me the rush that genuinely difficult games give me.
Doom eternal is not a souls-like, it is an arena-shooter with entirely different difficulty scaling, so that is a poor comparison. Regarding the rest, what you're saying does not contradict my original statement. Elden Ring is generally easier that's true, but there are no difficulty sliders nonetheless, is partially why it became so iconic.