Spyke
lemmy.world

I feel like anon could’ve researched this online ahead of time

246
Comment105reply
lemm.ee

Yeah, nobody should ask clerks about their product anymore, that time is over. Most chains don't give a fuck about returning happy customers.

169
deaf_fishreply
lemm.ee

They also don't pay the clerks enough to give a shit.

69
Psythikreply
lemm.ee

I've also noticed a generational difference in the 20-some years I've been in the workforce.

Millennials and Gen X were/are given shit wages too, but still gave a fuck because their Boomer parents sold them on the lie that you will get recognized for your efforts if you just work hard enough (because it was true for them up until the Reagan era). I'm a Millennial and even to this day I notice that I put more effort into doing my job the way I'm supposed to compared to my younger coworkers, even though I know now that I'm being exploited. I can't help it; it's in my programming.

Gen Z, on the other hand, was born into a world where everything already went to shit decades ago, raised by jaded parents who didn't sell them on the same lie because it was never true for them. So they don't give a fuck because they were never programmed to believe that hard work will result in higher income.

21
sh.itjust.works

Hmm, sounds like crappy parents.

Doing a good job has value in itself. Yes, it's better to get compensated for that, but taking pride in your work at least makes the workday go faster.

Then again, I'm a millennial, so I guess I was sold the lie.

2
KingJalopyreply
lemm.ee

For me it's more about simply someone paid for this thing and how I get paid (unfairly but still) and it isn't that person's fault my company sucks. I feel bad if I don't give the customer what they expect and paid for. Like I can't fuck other people over just because I'm being fucked. On the other hand I understand why the McDonald's person doesn't give a shit and I don't blame them at all. The lie is deeply engrained in us.

1

Whether your company sucks or you're compensated fairly isn't particularly relevant IMO.

Doing a good job and feeling pride in your work has value in itself. Don't do it for the company, do it for yourself, and you'll probably be happier. And then look around for jobs that reward that.

1

Asking a store clerk to know intricate details of every one of their products is an insane ask regardless of how much you pay them.

9

Sometimes, I wanna pretend it is 2005 again, and aak the clerk aboit something. Of course, it won't be at GameStop and more at a local mom & pop shop, and I get most of my games online these days, but yaknow...

2
lemmy.ml

Vanilla Cyberpunk 2077 is like that on higher dificulties and it sucks. Luckily there are mods to fix that.

49
Korhakareply
sopuli.xyz

Skyrim does this too, fortunately mods fix it. I want hard to mean I can die as easily as everyone else.

23

On most games that I can i play on easy to normal so enemies aren't bullet sponges. But to balance I never invest any points in health

7
lemm.ee

fallout 4 fixed that with survival mode. its actually terrifying going against raiders because one well placed molotov and you are fucking done for. and dont even think of fighting those bloodbugs, if you get spotted you have to RUN or youll be toast

3
papalonianreply
lemmy.world

Played the game last year, survival with a few mods, namely a huge modern gun pack, a ghoul mod and some super mutant mods.

EVERYTHING was terrifying. Walking through a city, if a hostile NPC noticed me before me them, a single headshot from a long rifle would drop me with full health.

2

dude one time i tried going to goodneighbor and everytime i tried raiders or gunners would kill me before the bridge

the ONE TIME i made it past the bridge, a yao guai comes out of nowhere and kills me

1
Owlreply
mander.xyz

Like,

Not playing on a harder difficulty ? I’m sorry if I missunderstood something but if you don’t like enemies having more HP don’t play on a high difficulty

-7

In many games harder difficulty means more, smarter, more aggressive or higher damage enemies. Increased HP is often the worst option

18

Please don't use common sense on online forums, we don't do that here.

Jokes aside, difficulty settings should be redesigned. How is the question ofcourse. Better AI and complex movesets maybe? Fighting in general is difficult to design around, unless u go for a more puzzle like fights.

Unique mechanics like the Metal Gear delete your saveslot is a prime example of thinking outside the box that we don't see nowadays. Atleast not in AA & AAA.

I do enjoy settings like Ghost of Tsushima, where both the player and enemies die quicker.

10
lemmy.ml

I stopped playing on harder difficulty due to it being only about enemy health and damage.

I enjoy a good challenge, hence why I tried hardest difficulty first.

Difficulty can be done right if its done by using more or increasingly complex game mechanics and by improving enemy strategy.

One of the mods that helped fix this used the setting as a way to make things more difficult: enemy factions had strength and weaknesses. For example Animals faction was hard to sneak grab since most of them could break your hold whereas Tiger Claws were experts with Smart weapons and would counter your own smart weaponry. Chrome up dudes whose name eludes me at the moment were very difficult to Quickhack.

Other small adjustments also increased the difficulty like having enemy Netrunners use a wider variety of Quickhacks on the player.

7
Owlreply
mander.xyz

The issue witn those adjustments is that they are very specific

For example, they are all countered by one of the most popular builds: the shotgun sandevistan

3

Sandevistan is way overpowered, with any weapon. For example: knife thrower with sandy and the one that slows time on aiming. Sandy with a Katana or Mantis Blades.

2

Post game of borderlands 3 is stupid in this regard. Normal enemies becomes a question whether full ammo in all weapons deal enough damage combined, given that they are all headshots.

7
Kusimulkkureply
lemm.ee

Anon doesn't even get called by tech scammers

23
lemmy.world

Holy shit I never heard of this before but totally get why I love Valheim. It's actually got some mechanics and not only numbers!!

Edit: clarifying not just mechanics but a mix.

45
the_crotchreply
sh.itjust.works

In a market plagued by generic survival crafting games, valheims devs wondered "what if we were the most generic of all?"

21
lemmy.world

In a quick comparison Valheim vs Terraria. Terraria is numbers not mechanics.

I've challenged myself to kill mobs way before I was supposed to in epic souls-like battle and succeeded. There were even streamers trying to clear the game in "reverse" boss order.

Can't pull that in most games.

20
brognakreply
lemm.ee

Dude, Valheim and Terraria are both numbers. Don't think there's a single survival crafting game that isn't numbers. Your not beating any of the late game bosses in starter armor, even existing in the areas they reside requires bigger numbers. Not so say their aren't mechanics, but they both rely on enemies getting spongier to force you to make your gear (numbers) better. Basically if you can use gear to brute force a solution, it's numbers.

Ninja Garden is mechanics. Shooters are mechanics. Furi is mechanics. Your power level stays more or less the same, the enemies change but don't really get tankier, but they force new/different tactics. If you get upgrades it's mostly to bypass older enemies which you've already mowed down dozens of times.

This is all imo.

20

Very valid. Valhiem has more mechanics than most sandbox games.

But it's numbers because its impossible to beat the end boss in starter gear.

7
syreusreply
lemmy.world

Project Zomboid might be a mechanic intense survival crafting game. Armor and weapons only improve survivability slightly. Movement and experience save you from getting boxed in or losing from material means.

3
lemmynsfw.com

Doesn’t Zomboid rely on numbers in terms of skill levels for shooting, running, etc?

Mechanics come into play, sure, but the weapons and skill levels seem to make the biggest difference.

1

They make the biggest difference for each individual player. But an experienced player will take a CDDA character (scenario where you start with a bad character, naked, sick and with bad wounds all over in a flaming building in the middle of winter) and somewhat easily make them into the ultimate survivor, whereas you can give a seriously op character to a newbie with all the skill already maxed out and no negative traits and they'll probably die to the first zombie encounter.

A lot of words to say that PZ is neither a numbers game nor really a mechanics game. Ultimately it's more of a knowledge game

1

I think God Of War is similar in that you can do lots of side stuff pretty early and under leveled and if you are good enough you can pull it off, ofc it gets easier with better gear, but better gear is locked behind story progression

7

Valheim is absolutely numbers. Every fucking thing you do in that game is determined by your skill level in said thing. Running, attacking, crafting, even sleeping. It's all fucking numbers.

6
Boomkop3reply
reddthat.com

Some games test your skills. Other games test your patience. Both are hard, but the latter is a lot less fun.

It's the difference between a zombie only dying from a carefully aimed headset, vs only dying after smacking it with a stick 274 times.

120
Comment105reply
lemm.ee

That describes the start, a bit hyperbolic but accurate.

The whole experience is more like "the zombies are always hard to kill, but you can get good at killing them" vs "the zombies are hard to kill, then you get gear or whatever, then the zombies are easy to kill".

33
davidgroreply
lemmy.world

Which one is "The zombies scale as your character does, so the longer you play the harder they are to kill"?

16

Could be mechanics, if the zombies get upgrades as the game goes on.

If difficulty goes up because gameplay changes, it's mechanics. Otherwise it's numbers.

1
Valmondreply
lemmy.world

We used to call them twitch games IIRC.

Like you need good reactions. But I guess dancing & rhythm games fall under that too.

The other would have been "RPG" or RPG Elements, which meant your helicopter could "upgrade" its weapons, hull, manuverability etc. for xp/gold/cash/...

5
Korhakareply
sopuli.xyz

Not all hard games (or ones that can be hard based on settings) are about twitch reflexes though, sometimes slower strategic processes are involved and how rapidly you can click doesn't really matter so much as how much you can plan ahead.

4
Comment105reply
lemm.ee

Yeah, I didn't like how they claimed they're all twitch games either.

Timing is usually a factor, but it's not like they're all fast paced. In my opinion shit like Dark Souls is pretty slow paced a lot of the time.

3

I was thinking something like Factorio or Rimworld that can be a very slow paced difficulty without using bullet sponges.

Defeat could be the result of hours of just barely clinging on and finally collapse. Rimworld lets you reload or change difficulty, Factorio usually you get a decent enough idea fairly early on as to how hard it will be and if you are going to struggle then that is clear within the first 20 minutes or so of a game. Generally neither game lets you get 12 hours in easily and then you are stuck at an impossible wall outside of big mods or some very custom settings.

2
mercreply
sh.itjust.works

What exactly are you doing with this headset? Are you putting it on the zombie and putting on Joe Rogan's podcast until the Zombie's remaining brains melt?

1
JayDeereply
lemmy.sdf.org

There's precision, complexity, timing, punishment, and resource consumption.

With precision, you have to do things in a certain amount of space. To make something more difficult with precision, you shrink the spaces that the player has to fit through. Think of having a smaller road with for a racing game, having a boss with bigger attack hitboxes so the player has less space to dodge to, or having a smaller keypress window in a rhythm game.

With timing, you have to do things in a certain time window. You make games more difficult timing-wise by shrinking the time window. Think shorter time frames for a race, faster attacks from a boss, or tighter keypress requirements in a rhythm game.

Precision and timing are closely tied to one another so they are often treated as the same thing. In Rhythm games, for example, they are near-inseparable.

With complexity, you have to do a certain number of things. you increase difficulty with complexity by increasing the number of things you have to do. Think More turns back-to-back on a racetrack, more unique attacks you need to memorize from a boss, or longer rhythm game courses.

With punishment, you have to do things while only failing a certain number of times. To increase difficulty with punishment, you shrink the number of times you can fail before losing. Think of racing games where your car degrades from collisions or where there's cliffs on the track sides, where the boss attacks do more damage, or where you get fewer miss allowances in a rhythm game.

With resource consumption, you have to do things with access to a limited amount of time, energy, items, etc. to increase difficulty with resource consumption, you shrink the amount of resources available and/or how long resources last during use. Think giving a player less health, a boss more health so each attack is worth less, giving a player fewer health potions, make the player have to fight more enemies total (not necessarily more per fight).

All games shift difficulty with any number of these. a mechanics game will increase difficulty by demanding better precision and timing, increasing complexity, etc, usually a combination of all methods I mentioned. a numbers game will change difficulty almost exclusively by increasing resource consumption, usually by increasing enemy health pools and nothing else. It's also common for difficulty to increase by just making good items more scarce.

65

Very good and detailed explanation!

I want to also add on the last part; often the difficulty is composed of all of those elements, because each single difficulty element scales very badly.

For example game that only focused on the precision and timing has some limits where the game just breaks because it is no longer possible to move fast enough to keep up. At this point increasing the duration (adding numbers) of the 'encounter' becomes a better way to increasing difficulty.

Good example of this would be "Through the fire and flames" in guitar hero. It already tests your precision and timing to the extreme, then adds a long song duration (7+ minutes)

14
lemmy.world

TL;DR: Game balance is incredibly complex, and the amount of attention to detail required is insane in order to keep all of these in check. You can do anything with anything if you know how.

Just to piggyback, it's actually possible to do any of these with mechanics or numbers, although depending who you'd ask this breakdown is either spot on or the wildest shit they've ever heard because game balancing is a weird difficult concept.

Precision Numbers: Think overflow. Whoops, you missed the mark by 1 or 2 and wasted some points.

Precision Mechanics: Best example I can think of is a bullet hell or a racing game as you explained. More enemies/bullets = less space to maneuver.

Complexity Numbers: Think bloated idle games and daily quests (aka Tedium)

Complexity Mechanics: Like adds on a raid boss. Extra things to worry about.

Timing Numbers: Time attack in a racing game is a great example of this

Timing Mechanics: Quick time events, but only if they're done well

Punishment Numbers: Less HP, more damage, etc. fairly obvious

Punishment Mechanics: Again going back to rogue likes, it's not uncommon to have multiple types of HP which swings Punishment around depending on how those types of HP work.

Resource Consumption Numbers: Drop rates, mana, health pools

Resource Consumption Mechanics: Usually this is where layering resources occurs, gear and a skill tree or a skill tree and temporary buffs, etc. Metacurrency can be considered either mechanical or numbers based depending on how it's handled.

8

Timing Mechanics: Quick time events, but only if they’re done well

You could also increase the reward for the correct response and increase the penalty for an incorrect response. For a fighting game, this means executing the correct combo at the right time does extra damage, and using the wrong combo or missing the time window leaves you open to getting wrecked.

Resource Consumption Mechanics: Usually this is where layering resources occurs, gear and a skill tree or a skill tree and temporary buffs, etc. Metacurrency can be considered either mechanical or numbers based depending on how it’s handled.

I also think forcing players to change the types of resources they use instead of sticking with the kind they prefer fits here. For example, if you only use the shotgun in an FPS, you may be fine on lower difficulties, but you need to switch to more effective weapons on harder difficulties (in Half Life, crowbar for headcrabs, assault rifle for people, and shotgun for head crab crowds or close combat, etc). If you use the right tool for the job, you'll have enough resources.

2

Man, this is why I love lemmy. There's always some extensive and insightful info in the comments somewhere. Great explaination! I might use some of these concepts in my dnd campaign

3
SkunkWorkzreply
lemmy.world

Like in Elden Ring you can beat late game bosses with a low stat character if you are really good. So basically you rely on your own gaming skills rather than on big number defeats smaller number. Sure Elden Ring is a mix between mechanical and numbers difficulty, bosses are hard because of high HP (numbers difficulty) but their difficulty also comes from their attack patterns (mechanical difficulty) which you have to dodge at the right moment and attack when there is an opening, so it’s also relies on the mechanical skill level of the player.

While in turnbased RPGs like Final Fantasy 7 you rely purely on the character stats to defeat enemies. Sure there is tactics involved but it’s impossible to defeat a late stage boss with a low stat character in those type of games. Since it is purely a big number defeats small number type of game. So that’s numbers difficulty. Of course you can defeat bosses that a low stat character shouldn’t defeat if you load up with a ridiculous amount of items like potions. But that’s still numbers difficulty. There is no mechanical skill involved from the player.

(edit: spelling)

39

There is no mechanical skill involved from the player.

Right. But there is some mechanical skill, so a good player can defeat a given boss at a lower level than an unskilled player. But that highlights another aspect here: difficulty based on numbers means grinding can cover for a skill gap, whereas numbers won't help much w/ a mechanics-based difficulty.

1

I've never heard it phrased this way, but from context I'm guessing it's the difference between big bosses that have arbitrarily high HP, or if the game mechanics themselves are difficult.

35

Tetris is difficult because you need to be good to play it, mechanics. WoW is numbers difficult because you can buy the best equipment and then pwn the noobs even if you don't really know how to play your character.

16
lemmy.ca

Mechanical difficulty is how difficult it is to play it

Number difficulty is how easily you die or how hard it is to kill enemies

Dark Souls is mechanically easy (just learn patterns and dodge) but it has high number difficulty because you can die in 1 hit and it takes more than 1 hit to kill enemies

Mechanically difficult would be those fighting games where you have a list of 100 different button combos

Edit: Note instead of kill/die I should say win/loss to apply to more genres

2
sh.itjust.works

Dark Souls is mechanically easy (just learn patterns and dodge) but it has high number difficulty because you can die in 1 hit and it takes more than 1 hit to kill enemies

I see it as the opposite.

Dark Souls is mechanically difficult because you need to get good at the mechanics to succeed in the game, gaining levels really won't help.

In short:

  • mechanics - player needs to get better
  • numbers - player needs to grind
1
lemmy.ca

Maybe players view it differently because we’ve moved away from making games mechanically difficult

1
sh.itjust.works

There are still plenty of mechanically difficult games, such as:

  • Titan Souls - you and bosses have 1HP
  • Cuphead
  • Celeste

There are plenty more, but each of those is mechanically difficult and there's no way to grind to make up for lack of skill. Dark Souls is an honorable mention here because you can make up for some lack of skill by finding better gear, but it's still more on the end of "mechanically difficult" than "numbers difficult."

1
lemmy.ca

Finding better gear isn’t number difficulty

Mechanical difficulty is your entry barrier

You want low mechanical difficulty because it’s easy for the player to pick up and start learning

Titan Souls - you and bosses have 1HP

If that’s what makes it hard then it’s a number difficulty - a clue is that you used a number. If you gave the player god mode then would it still be as hard? If so then it’s mechanically difficult

1

If that’s what makes it hard then it’s a number difficulty

I disagree. Giving both the player and bosses 1HP means there are no numbers because one hit kills you (and them). So the only way to adjust difficulty is through mechanics, as in boss movesets, constraints on controls, etc. It's quite literally the opposite of a "numbers" game.

The opposite would be a typical JRPG. Bosses are more difficult if you're under-leveled, easier if you're over-leveled. Getting better stats, gear, etc makes the game easier because you have better numbers, so grinding is encouraged if you're having trouble.

In short:

  • "numbers" - adjust difficulty by adjusting access to better numbers (XP, gear, abilities, etc); players improve by grinding XP, gold, etc
  • "mechanics" - adjust difficulty by adjusting mechanics (movesets, speed, variety of enemies on screen, etc); players improve by practicing
1
lemmy.world

Is it myth of the sword or myth of the gun, tell me retail employee. Tell me!

21
Dr. Moosereply
lemmy.world

Yeah but having discipline to grind and find an efficient grind method can be hard.

Some games like runescape are mechanically easy but number hard because the difference between optimal path and suboptimal is one of "never getting this within realistic time frame" which essentially is equivalent to a mechanic defeat.

2

It's really not.

If the "optimal path" still sucks, it's just poorly designed. Runescape sucks because even the optimal path sucks. I did the math and found the optimal way to grind mining, for example, but I gave up around level 50 or so because it was clearly a game of diminishing returns and I hadn't been having fun for months.

1
lemmy.ml

Largely mechanics, apart from the need to unlock jokers.

Fun for a game so centered around numbers to not actually be numbers

1
Tracainereply
lemmy.world

Unlock jokers? It has an "unlock all" button in the collection section, if you don't mind missing out on achievements which I don't. Never understood them.

1

I believe that was implemented for people getting the mobile version after having played on another platform and not wanting to unlock everything again?

But yeah, you can certainly go that route, making it all mechanics and no numbers

1

Luck.

There are plenty of mechanics, but whether you win is determined more by what cards you see than your actual strategy, at least after a point.

1

Better yet: Pokemon vs Titan Souls.

In Pokemon, if you lose, you grind. In Titan Souls, if you lose, you try over and over until you win (or give up).

2