CrossCode

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Difficulty sliders. Really?
Devs: Why can't you define the degrees of difficulty by yourself, like others doing it.
I mean possible choices like easy, normal and hard, maybe harder mode.
Why i have to do YOUR job and have to pull down this damn difficulty slider by myself?
The existence of this thing telling me the truth about your fault not balancing this game
correct for all needs.
It feels simply bad to adjust the sliders down. It gives me the feeling to cheat, or something.
This is for me a absolutly game stopper. If i don't adjust the slider(s) i have to grind like hell,
or have to play dark soulish like HELL.
Sadly this way it isn't a nice experience anymore. :(

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Showing 1-15 of 34 comments
Yes, really :)

1) Grind is unnecessary in this game unless you want to just roll your face over keyboard with eyes closed or just plan to go through the game with only Rookie Gear. You don't even need to fight everything on your way or do all the quests in an area to stay on level because of experience rubberbanding. But if you want new gear set every area then yeah, you gotta stop and kill some things and open some chests. Only to find out that the very next temple/dungeon offers good loot that will immediately replace one or two of your crafted pieces.

2) Game is balanced around leaving the assist slider untouched. It's been months after release (not to mention Early Access) that the slider has been added, so it didn't influence the balance design.

3) You don't understand more than three difficulty options? It's the same "cheating" as selecting "easy" mode. 3 arbitrary levels good, but customizable difficulty for someone who is good at fighting and bad at puzzles (or vice versa) bad?

4) Dark Soulish like HELL? You mean you happen to die in a video game? Oh the horror.
Whats the difference between pulling the slider down and going "easy mode"? It's the same damn thing, the sliders just gives more freedom.
On one hand, the devs have been criticised for not allowing people to modify the control scheme to their personal tastes. They give an option for you to adjust the difficulty when you want and to multiple degrees, and you criticise them because it makes you feel like you're cheating.
Damned if they don't allow choice; damned if they do.
Originally posted by Roast Goose:
On one hand, the devs have been criticised for not allowing people to modify the control scheme to their personal tastes. They give an option for you to adjust the difficulty when you want and to multiple degrees, and you criticise them because it makes you feel like you're cheating.
Damned if they don't allow choice; damned if they do.
Amen.
I've gone through the game without touching the sliders and it was totally fine for me (yes of course I died a few times on some bosses). Maybe I'm just "too good" at the game in your eyes, but I was extremely greatful to see the sliders were available, because I thought that even if I don't need them, I know people worse than me who I really want to share this masterpiece with, even if they don't get the "full challenge".
OP is basically saying "how dare you make difficulty more personal to you by giving it meaning and specifics instead of arbitrary words/add accessability to all players and I don't like I'm not one of the better players"
So I say: git gud or stop complaining because it wasn't a cakewalk.
bikuhl May 8 @ 1:00am 
You don't understand the problem.
Optional the sliders are ok, but to adjust them to become the perfect setting isn't easy.
In the normal situation sliders at max are good as they are, but only the first mini boss in the mine
was many times more difficulty, so i have to adjust the slider. After the fight i have adjust
them, again, cause game is much too easy. Same problem for the puzzles. Most regular puzzles you have enough time, others are too hard. Thats not a problem outside, if its a side quest, but if it is part of main plot. I think devs should balance their game. They should say, if you play on"normal" you can walk through with moderate difficulty (rising with your stats).
In this case i have to pull down the sliders in special cases and push them back after the
(too difficult) situation. That is what i mean with unbalanced. Overall its good and its a
masterpiece of a game, but to "normalize" these peaks in game is not my job.
Is 100% (sliders) the "hard" mode, or more? What is the setting to play it "normal".
Or means 100% is the "normal" mode? Then everything below means easy, or very easy?
I don't like to guess to set up dificulty degree to "normal". I realy think this is devs part.
They have to test/balance, test/balance, test/balance, …
And then they should put options for the moderate players and the masters and beginners.
Or they can say: sink, or swim and sell this as a feature.
But...difficulty stats/adjustments like this one should remain behind the curtain. A developer should
create the best and rewarding experience for the player.

Sliders pull down, slider push back feels definite like cheating.
This feels not rewarding, it feels bad in my eyes.
This is a great pity, cause the game is on the other side absolutely brilliant.

This is criticism on a high level, i know. But the overall quality here is high
enough to mention this "problem". Maybe it affects the next project.

By the way: Several AAA devs couldn't create a good balanced
difficulty level(s). Beta testers and devs themself are maybe too much involved.
Sometimes they don't see it from a neutral point of view enough, i think.
Last edited by bikuhl; May 8 @ 1:06am
bikuhl May 8 @ 1:26am 
"….3) You don't understand more than three difficulty options? It's the same "cheating" as selecting "easy" mode. 3 arbitrary levels good, but customizable difficulty for someone who is good at fighting and bad at puzzles (or vice versa) bad?..."


Where is the diference between "more" time for a puzzle, or "more" time for killing,
If enemies are not so powerfull they need more time to killing you, if you are more powerful the enemies have not so much time too kill you, cause you kill them faster.
It means in both cases MORE time to manage things, or not?

Last edited by bikuhl; May 8 @ 1:29am
Gamers: Devs should give us an easy mode in every game.

Also gamers: No, we don't want sliders. WE WANT AN EASY MODE!

This is what I'm reading here.

Quite frankly, I find the sliders to be perfect. Do I think there aren't enough of them? Maybe. But adjusting the game to fit your needs exactly is just perfect. Maybe you find the battles too tough but the puzzle speed just right at its default value. You just need to adjust combat sliders. That's the kind of thing preset difficulties can't do.

Truth is, the developers don't know how much you can take. They don't know what's easy for you, same as they don't know what's easy for me. Allowing everyone to set their custom difficulty is the only way to please everyone as there won't be people saying the game is too easy or that it's too hard. If it's one or the other, it all depends on the values you settled for. If you want a challenge, adjust the specific mechanic you want to be challenging. If you want it easier, do it the other way around.

Now please, stop complaining over the devs trying to be more inclusive. These sliders weren't even a thing not long ago but they decided to include them because some people found certain mechanics to be too difficult for them. Most developers say "tough, kid. Git gud," but they gave us the option to make the game easier. You clearly need that difficulty balancing (I do as I, there's no shame in that), so you should actually stop complaining that we have what? Three sliders that we can adjust on the go? It feels like you made this thread just so you have something negative to say. It's the polar opposite of elite players saying no games should have an easy and neither of those stances work.
bikuhl May 8 @ 4:53am 
Last words:

No, i want a "normal" mode, where mini-boss-fight-difficulty-peaks not much higher than the rest
of the game. That's all. This is a question of balancing, not more. Too much difficulty in boss-fights killing the flow. Adjust down this f**ng slider feels like, "i 'm not good enough". But this is not
the truth. I'm overall else good enough for this game, enjoy to play.
At least, its not a matter of "sliders", its a matter of good balancing.




Last edited by bikuhl; May 8 @ 4:55am
wervyn May 8 @ 5:40am 
The balance is fine. If there were a stock "normal" difficulty instead of tweakable parameters, it would represent the game as it is now; "easy" would put you in the same situation as changing the current damage slider, except that it would affect more things and not be nearly as fine-tuneable. You should reasonably expect boss-level enemies to be significantly more difficult than the normal fare, that's what makes them bosses.

In general, CrossCode bosses adhere to the same action game tropes you'll find almost anywhere, in that they're puzzles as much as they are fights (especially here). Pattern recognition is key. Bosses have a variety of attacks that are telegraphed, and you need to come up with strategies to counter or avoid them. They have specific phases where they're weak to counter-attack, often with a few steps to set up, and you have to figure out how to exploit those opportunities. This leads to a cycle where you generally won't do much damage until you find that break, and then you'll be able to take off most or all of an HP segment at once. Repeat that cycle a few times with harder or faster attacks, and you're done.

And maybe that all sounds really obvious, but that's what's before you and that's how you break it down into pieces and conquer it, just like anything. The challenge is absolutely fair. It's up to you to accept it, or avoid it using the workarounds the game provides.
pande May 9 @ 12:54am 
The game feels completely balanced to me. There's much more difficult and more popular games out there. Sliders are no different from choosing a difficulty. CrossCode was built around it's specific choice of challenge, which is why it does it so damn well.
R.Heart May 9 @ 10:56am 
Because god forbid a developer from making a game the way they want it without backlash from people with nothing more than an opinion of how it "should have been made," or worse, garbage people using the backs of others who didn't even ask for help as a pedestal to shout about "inclusion" or something.

Oh hi Sekiro, how you doing over there?
Last edited by R.Heart; May 9 @ 10:58am
Just don't touch the sliders and you're good to go, if it looks to you like a special enemy hits hard, then it's usually intended or you're underleveled. initially these sliders weren't in the game they only added them because of a loud minority who couldn't handle the game for themself, but the game on itself is pretty fair and easily possible to clear as long you have some patience.
R.Heart May 11 @ 11:32am 
Originally posted by Chocos Ramabotti:
Just don't touch the sliders and you're good to go, if it looks to you like a special enemy hits hard, then it's usually intended or you're underleveled. initially these sliders weren't in the game they only added them because of a loud minority who couldn't handle the game for themself, but the game on itself is pretty fair and easily possible to clear as long you have some patience.

And that's why I tend to complain about their existence at all. But I'm going to out on a limb to say something a little more balanced for a change:

The combat sliders are totally pointless. There's only about a thousand freaking ways to tinker with your combat difficulty, up to and including a point of trivializing most fights. The game encourages you at every turn to try different things, change up your abilities, buy or trade for different gear, grind, or don't grind. If your eyes aren't open, you don't see the solution is right in front of you, which is just a statement of how people choose to live their lives at all these days, and it's disappointing to watch.

The puzzle sliders.... I will give a pass on. The amount of agency you're given for them is virtually none, and I can understand why: How can you account for how every single ability interacts with the various devices, and then still maintain a decent balance of the structure? Some puzzles require such tight timing that even I can barely swing it after 800 hours. I guarantee you there's a handful that I will totally whiff on the first try. (And really that's a part of why I love them so freaking much.) But no, there's no ability or equipment that will affect them, it's almost exactly like golf in many respects: you're completely on your own and the only person who can penalize you, is yourself. Except in this case, all you have is either a putter or a 9 iron.
The sliders were put in for people like you. Also this is one of the few ARPGs where you don't have to grind.
Sera May 14 @ 5:13pm 
I didn't even need the sliders myself. The fact they exist is only for people who apparently can't keep up with the game and those same people think I brag because I didn't need them. They simply ignore that Crosscode is NOT hard to begin with. I don't have anything against people who do need them but they shouldn't be upset at people who don't. Same for the opposite... :P

Some people have complained about sliders for so long. I say just leave them be, they're fine.
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