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SniperHF wrote:If the game uses some sort of randomized loot system I can see this working and could be factored into the difficulty level. But if not it would be pretty difficult to do I think and a mod would have to suffice. But either way I think you'll be covered.
paultakeda wrote:Scarcity should be part of the game, not an optional difficulty setting.
I'm really perplexed at this idea of options for difficulty. The game should just be hard, period. This is a niche product and while it would be nice to have it reach new fans I would rather reach them by providing a more challenging experience rather than mainstreaming the game itself.
Options are bad until proven good. I still have a hard time understanding difficulty levels for CRPGs, since this typically just means affecting combat when a CRPG is so much more than just combat. You make the CRPG harder by changing your party makeup: create a party that just does melee and has no gun skills, that'll be hard but you'll have no worries about ammo.
The freedom to make up the party how you want it provides so many varieties of play I literally see no point in difficulty options. They tend to compromise game design and polish as any array of toggles will require more dev and more testing. I'd rather spend the money elsewhere.
paultakeda wrote:Scarcity should be part of the game, not an optional difficulty setting.

tuluse wrote:A lot of cRPG difficulty settings changed how much experience you got, or how much better you go when you leveled.
paultakeda wrote:Scarcity should be part of the game, not an optional difficulty setting.
I'm really perplexed at this idea of options for difficulty. The game should just be hard, period. This is a niche product and while it would be nice to have it reach new fans I would rather reach them by providing a more challenging experience rather than mainstreaming the game itself.
Options are bad until proven good. I still have a hard time understanding difficulty levels for CRPGs, since this typically just means affecting combat when a CRPG is so much more than just combat. You make the CRPG harder by changing your party makeup: create a party that just does melee and has no gun skills, that'll be hard but you'll have no worries about ammo.
The freedom to make up the party how you want it provides so many varieties of play I literally see no point in difficulty options. They tend to compromise game design and polish as any array of toggles will require more dev and more testing. I'd rather spend the money elsewhere.
GodComplex wrote:Because at the level of scarcity some people are demanding it pigeonholes the player into a single play style and makes it a survival/spreadsheet simulator and less of a story focused RPG. Being hard for hard sake starts drifting into annoying territory. Do you really have a difficult time grasping that not everyone wants to play the same way you do? A simple slider accommodates many camps of mindsets and allows for playing on god mode once in a while. I want the option to dump a belt into that slaver at point blank for the lulz knowing that I may have to grind up some ammo after the fact, but I should be able to acquire that ammo.
But the point is it should be feasible to obtain limitless supplies if I want to spend hours focusing on acquiring them.
paultakeda wrote:I have no objection to the idea that ammo can be limitless, but I do think it should, while limitless, be hard to come by for exotics. Sliders and any options of any sort that try to impact difficulty remain hard for me to accept. This is a personal bias but I do think that difficulty options water down the game design and invest a lot more to testing for balance.
I have no issue grasping not everyone wants to play the same way I do. The thing is I believe that party makeup, as you have the ability to create an entire party and augment it with the NPCs you want, allows you to play the way you want. You want all melee? Go for it. The party generation alone provides so much gameplay variety that difficulty sliders feel artificial to me as a way of augmenting gameplay variety.
GodComplex wrote: I can see your point about the party makeup, but let's say I want to gift all my guys rocket launchers and take on that gang that gave me grief the first time through, it's the simple things in life. But if I have to wait for a mod for it so be it.
paultakeda wrote:I have no objection to the idea that ammo can be limitless, but I do think it should, while limitless, be hard to come by for exotics. Sliders and any options of any sort that try to impact difficulty remain hard for me to accept. This is a personal bias but I do think that difficulty options water down the game design and invest a lot more to testing for balance.
paultakeda wrote:I have no issue grasping not everyone wants to play the same way I do. The thing is I believe that party makeup, as you have the ability to create an entire party and augment it with the NPCs you want, allows you to play the way you want. You want all melee? Go for it. The party generation alone provides so much gameplay variety that difficulty sliders feel artificial to me as a way of augmenting gameplay variety.
Volthar wrote:I don't think balance should be a consideration, it is a single player game after all.
Volthar wrote:I do agree with that but it doesn't really apply if you're talking about ammo. If you have fixed ammo, then your party makeup is limited by the ammo supply. I can't just say that I want to go for an all 'ranged' party if the game doesn't give me the ammo to support that play style.
Looking back at FO:NV, I've played that in the hardcore mode where you had to scrounge for ammo and food, but I've also played it where I used the console to give myself an assault rifle with 20k ammo. Sometimes I'm in the mood for a more survivalist experience but sometimes I just want to go out and kick some ass.I'd prefer they did give us a slider for ammo availability, it would let me tune the game play according to what I'm in the mood for.
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