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I don't have a link to this, but I remember someone doing a test involving an archvile. They ignored the archvile and kept killing everything on the map intentionally. For an hour. After that, it started spawning in marauders, repeatedly. I don't remember what the final count was, but he was fighting at least 3 at once before he died.
I don't think that would count as adaptive difficulty, it's just a function to make the Archvile spawn harder mobs the longer you leave it alive. Assuming it's even the case, I haven't seen the video.
I guess technically that might qualify, but it's more a specific function of that enemy than an overall difficulty.
I died probably 10 times at the first archvile encounter in i think it was... taras nabad? No cheats, hurt me plenty.
on the like 3rd or 4th death he spawned in mauraders.
that was the only time I've ever seen him spawn in mauraders.
and yes I was running around like a madman extending my life for as long as I could when he spawned them in. it was less than an hour, closer to 4-5 minutes.
man some adaptive difficulty would have been nice! instead he got harder.
also later on I spent like half an hour at the archvile with cheats on to farm weapon masteries and he never spawned in any mauraders
There were also a few other parts that caused me a lot of pain, and same deal. Never once did I see any of this adaptive difficulty.
Its not an observation if you are raging about it when it doesnt even exist and the majority of the community knows it doesnt.
OP even attacked people to scream they are stupid and its real.
OP kinda deserved to be called out heavily honestly.
I'm doing a nightmare run where I restart the mission if I die once. When that happens and I get to the encounter I died at, its frequently the case that a slight change in tactics (stay at range initially and soften with ballista/cannon/rockets, focus down certain demons in a different order, change movement etc.) makes difficult encounters feel exponentially easier. And I'm not noticing less demons each time.
So if this is a thing, shouldnt be hard to prove. Just load up an encounter, count heavy+ demons, die a bunch of times toward the end of it and see I'd the number fluctuates. Keep in mind any encounter with an Archvile wont yield usable results.
There are a few places where you can see that dying and loading a checkpoint a few times results in the encounter changing. The first time you encounter the Marauder while on the level where you're supposed to get the Crucible is a great example:
Pay attention to the Cacodemon and note that it will swap sides if you keep dying and then loading the checkpoint, as opposed to pausing and loading a checkpoint.
Actually if you pay attention, someone said he was 'full of ♥♥♥♥' and that's when he responded. You know, golden rule?
I guess maybe we should be calling you something for not following along and making him out to say ♥♥♥♥ he didn't?
If you don't know what to look for, yeah, I guess it's hard to see, but if you know what you're looking for (for example, in DMC and MH, the enemies use attacks or extent attack patterns that you won't see unless you're on ye olde "Level Die") and then there's this one game called God Hand that actually brings that to the forefront.
The fact they do this means it will be really, really hard to determine if the game is increasingly holding back based on your performance. Even if the number/placement of demons is the same, there may be something keeping them from attacking as frequently and that will be very, very difficult to discern without actually reviewing the code.
There's always that one imp standing somewhere and not doing anything for the whole arena...
Thing is, I don't really think any single enemy type is hard in Eternal - it's only combinations that are hard, and only certain ones at that, due to the way both their AI and abilities interact.
The only hard Marauder fights, for instance, are the ones with a ton of laser/flamer zombies triggering his shield and the dog constantly. Any other fodder types are fine, just those two interact in a way that makes him a pain.
It's the same for the rest - neither mankies or prowlers are a challenge, even combined with most other mobs, but fill a map with both (looking at you, Slayer Gate #2) and it becomes massively more difficult.
Since fodder outside of the initial spawn in most cases are relative RNG, the difficulty of a given fight can be significantly impacted by random chance.
But yes. Another example is the Cultist Base. Just as you enter the building you get your SSG in, there's a Cacodemon in a little room with a small puzzle to get an extra life. He usually seems to spawn on the left side, but if you reload your checkpoint enough times, he'll sometimes spawn on the right side.