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As far as the drop off between Duskmare and Ciero; Ciero's hard or extra hard or however you want to look at it. Duskmare is one hit kill. Duskmare isn't really a true or prototypical difficulty seeting, it's a one hit kill mode. It's a challenge to see how far you can go w/out taking that one hit. I don't think they expect anyone outside of a handful of known hardcore fps players to really beat the game like this.
The slider thing is interesting. I've never seen a difficulty slider before.
As far as replayability
They have 3 episodes, with 5 (arguably 10) difficulty modes, co-op post launch, mod kit and workshop post launch, and a big arena mp attatched. All for $20. I think they got the replayability thing covered even without 34 difficulty settings or whatever.
For the average FPS gamer, there are really only two legit difficulty settings here:
Medium (I Can Take it) and Hard (Ciero Miedo).
The first two dificulties are for total fps noobs.
Thats 2 difficulty modes.
Your opposition to the SP game offering more replay value, isn't in the game's best interest.
Dusk should be a thing that people stick with, not something they beat twice and forget about.
Having that replay value built into the product, should not be dependent on other people.
Not dependent on modders or people to play Co-op or Versus
Most older FPS gamers have fond memories of using Mutators in UT99. It gave that game years of staying power.
You're arguement against it is that it's worth $20 without it.
I would say there are a lot of retro games worth that, and a lot of actaully old games that sell for next to nothing that are still worth many times more than $20, and they're coming out with fan-made patches for their 20 year anniversaries.
Just as much as people's money, Dusk should compete for people's attention, and replay-ability is formost in that. Dusk shouldn't just make money in it's first year of full release, it should make money for years to come, from people still playing it and reccomending it to others.
It's in the gamer's and developer's best interest.
Everybody complains that AAA-publishers don't want to make single-player games anymore.
Of coarse they don't. MP adds replay value, and replay value keeps their games out of the bargin bin.
What nobody asks is how we can add as much replayability as we can to compete with the inherient replayability of MP. Instead we just b*tch that the industry is greedy, as if it's ever been different.
It's a niche game that could have 100 difficulties and it's still not selling a million copies. That's not because there's no replayability either it's because the common/average gamer in 2018 doeesn't want a key hunt shooter made by one guy on Unity. We want that, everyone else wants candy pants battle royale or whatever.
The old games had 5 Dusk has 5. Makes sense to me.
Also add in that the majority of players will play once no matterr how much else is there. It's 2018 games are disposable to the younger players. They don't care f there's 20 modes they get the achievies and get out and on to the next. Lame I know but that's what they do.
So essentially you're asking for a slider which implies a crrazy amount of difficulty options that barely anyone is going to really use much. Which will take dev time and resource away from things like mp and workshop which is stuff most people actually will use.
Mutatorrs are a differrent subject you never mentioooned that in the op and is something I've been asking for since the pre-pre-alpha. I don't think it's going to happen. Maybe in some mods but I doubt in vanilla. Wish we could have got that but it's a $20 game made by one guy who has already got way more than $20 worth of product in line so I can't complain too hard.
Lastly, sure DOOM and Unreal are $5 or whatever but they weren't at launch. Just because Dusk emmulates an old game doesn't mean it should price itself as one. I mean come on DOOM isn't this game's competion it's 25 years old, everyone who buys this probably already has it anyway.
Also, I'm glad you brought up Doom, have you not noticed all the standard gameplay options that are in vanilla doom, never mind all the additions in source ports?
Respawning monsters, fast monsters, double ammo, etc.
Most players only play a few times because thats all there is for them to do.
Its silly to complain that players will only play a handful of times when they have absolutely no reason to do another playthrough of the same thing they just did.
If you can motiviate them with achivements, fine, enable achievements for game completion with different combination sets.
Dev time for Custom Difficulty Options is nowhere near the same catagory as multiplayer code, and whats more workshop support and Custom Difficulty Option are about the same thing, modifying the base game.
Custom Difficulty Options are essentially the same thing as Mutators. UT Mutators as you know had their own customization options.
Regardless of price its in their best interest to provide as much replay value as it can in the SP portion of the game, which the vast majority of what people will play, not the MP or mods.
The reason modern FPS games have RPG elements is people want a different expereince as they do another playthrough. But no need for different characters stats and all that crap.
All thats needed is Custom Diffiiculty for users to challenge themselves with.
I think you and I are eye to eye, but your reason for opposition is sh*te, mate.
It's f*cking weird because practically except for the name of the implimentation system you've been wanting it for longer than I've owned the game.
What was added to doom via mods or source ports over a 20 year period is null and void.
And a difficulty slider would be damn near impossible to build for a game like this. It's not theif where something like would likely just turn up or down the perception radius of enemies. Difficulty in Dusk means HP, enemy speed ammo counts etc. How many times you want the guy to rebuild his game? Come on, a slider that dictates how many hp the enemy have or how much damage they have? And your representing that as if it's something common? After the hundreds of posts I've read here and on the discord this is the first time "not enough difficulties" has come up so I really think you're on an island with this one
There's 5 of them and it's enough.
Dusk's original goal from what I can tell going off of things David has said over the past year or so was to be a shooter that feesl like it could have been released circa 97. It does that and the 5 difficulty settings fit right in with that theme.
It's a $20 indie game it's not being made by id in 1996 with a whole team located in some plush studio. It's one guy with a few more helping out with other things like mp and workshop.
I mean what you're proposing wouldn't suck I'm just saying it's prob not gonna happen and for obvious reasons.
Also I'm not your mate and don't appreciate being told my ideas are ♥♥♥♥♥. And furthermore when you go down that road "your reasons are ♥♥♥♥♥" it only shows your debate running out of ammo.
Have a nice day.
It doesn't have 5 legit difficulty settings.
2 of them are for noobs and 1 of them is a ubsurd one-hit-kill mode sure to be a save-scrum fest. There are only 2 legit base difficulties, and 2 is not enough.
In a SP game, Mutators can used to increase or decrease the level of difficulty.
You are way, way too hung up on what the system is called or how it is implimented.
Your reasons that it would interfer with MP and workshop developement are total horse-sh*t.
Intruder mode wasn't hard to impliment and neither would be more difficulty options.
Whats shows your debate is out of ammo is when you make sh*t up.
I never said that I want the Dev to remake his game, thats a lie.
I never said that Custom Diffiuclty options are common, that's a lie.
I really don't care how much what you can remember of what you've read.
Custom Difficulty options would be a good thing for replayability that people would use. Period.
So there is no "obvious reason" not to include something for SP replatbility if it can be done.
---
Whats really going on here:
You dont give a sh(t about SP at all, what you care about is the MP.
What you care about is the only thing that matters, and f*ck everything else.
It's the only reason you think that Mutators are worth spending time to develope but Custom Difficulty Options/Mutators would be a waste of developer resources.
Option, of ANY kind, are ALWAYS a good thing, period.
There are certain things that should just be done a certain way. The developer should give us an adventure to remember, and if we have a say on almost every stat in the game then what's even the point anymore.
I also think an overwhelming amount of difficulty options will just put players off instead of attract them or keep them replaying the game, players will be confused on what is the "preferred" experience, oh, and that too - the game has to give you a solid experience, something that wouldn't feel so good if you were in control of so many stats.
If anything, this should be an option that you would unlock after beating the game. You're passing this feature off as mainstream and that it's everywhere, but personally i've only seen it in Goldeneye after you've beaten the entire game and you had nothing else left to do, and I really doubt anybody played with this feature a lot or that it made them replay the game more.
"How many times you want the guy to rebuild his game?" summed it up nicely.
Leave it for the modders.
Yes ALWAYS, unless you're a prick who thinks he knows how other people should play their games.
You can stick with the Default diffiuclties and stay out of the Custom Difficulty menu.
No one is forcing you to use Custom Difficulty, but you're b*tching that other people can use it?
That is stupid.
Then don't create a Custom Diffiuclty and stick to the defaults Difficulty modes.
How will it put players off? If they don't want to use it, they won't, they'll stick with a default diffiuclties, not stop playing the game. That the second stupid thing you've said.
Third stupid thing you've said, because it's a lie.
I never implied it was mainstream or everywhere, the only real good example I have of it is in Theif 4, and a couple of options in Doom.
Fourth stupid thing you've said.
Just because YOU didn't use it doesn't mean other people didn't.
I'm absolutely sure that kids/people who don't get new games very often, absolutely used Custom Difficulty, because why wouldn't they if there optiosn are limited?
No, Earth, it doesn't make any sense at all, because asking for more Custom Difficulty options besides Iintruder Mode isn't asking him to rebuild the game.
https://i.imgur.com/4MEiuQO.gif
Alone? No.
Few and far between? Yes.
The arguments the two of you have made are essentially akin to saying they shouldn't have put Mutators in UT99. Its just dumb.
If your opinion is the players needs to be restricted to the same 1 or 2 difficulty settings because gamers are too stupid to know how to take advantge of options then keep it to yourself.
Also don't distort what I have said.
It irritates me that one guy is so wholy focused on MP that any developement of the SP is discouraged and the other thinks gamers are too damm stupid to set a Custom Difficlty mode.
What are you talking about.
You lied point blank that I was saing a Custom Difficulty feature was common, when the OP has in my showing a single title as an example.
I haven't distored anything you said. Show me.