bohemiadrinker
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Post by bohemiadrinker on Oct 13, 2016 3:44:40 GMT
The only game I played on insanity was ME3.
However, I decided to do so in a time when I was playing lots of mp, mostly Gold and Platinum.
Insanity didn't seem that insane.
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guanxi
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Post by guanxi on Oct 13, 2016 9:05:01 GMT
To be honest the difficulty curve is so slight in ME3 I can barely tell the difference between hardcore and normal and even insanity at times because the enemy health/shields/Armor multipliers are way too low. The only faction which seem significantly harder on insanity is Geth and only on levels with primes and swarms of pyros etc. Enemies on insanity should have Gold level health etc stats imo. The main problem with insanity is that enemy tactics don't really change as we'll so there's no real learning curve, nothing which takes practice to master.
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Post by themikefest on Oct 13, 2016 12:07:03 GMT
Its not hard to make the game more difficult.
Here's an example.
I found ME3 insanity mode easy. So what I did in one playthrough was to only use a level one pistol. No use of powers. The same with squadmates. The playthrough ended up being the hardest playthrough I've done for ME3.
Another way would to have the option to do the playthrough solo without having squadmates. If that was an option, I would have a trophy for it titled "I Don't need You".
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Post by Gileadan on Oct 13, 2016 12:21:47 GMT
Ramping up the difficulty simply through enemy damage output and hitpoint bloat is lame anyway.
Add Ironman mode.
Add permanent consequences for getting downed in combat, for squaddies and the protagonist.
Problem solved.
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Post by Sanunes on Oct 13, 2016 12:56:01 GMT
Its not hard to make the game more difficult. Here's an example. I found ME3 insanity mode easy. So what I did in one playthrough was to only use a level one pistol. No use of powers. The same with squadmates. The playthrough ended up being the hardest playthrough I've done for ME3. Another way would to have the option to do the playthrough solo without having squadmates. If that was an option, I would have a trophy for it titled "I Don't need You". I do like that idea and gives me one of my own, but I think it would be too late into development for my idea to happen. It would be like building a PnP RPG character with a trait system. So you have positive and negative traits for your character during generation, but at normal it would be a 0/0 so for every positive trait you take you must take one negative and on insanity you would have a 0/-3 system where you would have to take three more negative traits over positive. The negative traits could be one less party member, less weapon levels, enemies have extra levels of armor/barriers, etc.
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Post by guanxi on Oct 13, 2016 15:22:11 GMT
Anybody think a Halo skulls type system for custising the gameplay would nice? The Airmax Arena portion of Citadel already made interesting waves in this directions perhaps BioWare were testing the waters.
In halo singleplayer traditionally in addition to the difficulty tiers you can find rare collectables called skulls which can be applied to tweak gameplay in various ways to provide additional challenge but depending on your preferences. You can mix and match as you like.
Combining multiple skulls together creates unique gameplay scenarios and hence adds replay value and potential for interesting achievement challenges. What's more these tweaks are available to all users, require no modding skills, are super easy to apply or turn off in menu and of course have been thoroughly tested and updated regularly based upon player feedback.
These options needn't be collectables but could be unlocked as rewards for completing various actions.
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Post by Cyonan on Oct 13, 2016 16:41:18 GMT
Ramping up the difficulty simply through enemy damage output and hitpoint bloat is lame anyway. Add Ironman mode. Add permanent consequences for getting downed in combat, for squaddies and the protagonist. Problem solved. Personally I find permadeath with no saves modes like that to generally be pretty boring. They become less "Overcome challenge by learning how to effectively maximize your character" and more "You better already know everything, because one mistake is going to end the game for you".
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Post by Gileadan on Oct 13, 2016 18:20:12 GMT
Personally I find permadeath with no saves modes like that to generally be pretty boring. They become less "Overcome challenge by learning how to effectively maximize your character" and more "You better already know everything, because one mistake is going to end the game for you". Only if the game designers give the enemy one hit kills like Banshee sync kills and the like. And being downed may not necessarily mean death - maybe you can get evacuated and try again later, but the enemy fortifies their position in the meanwhile. With some well paced difficulty it could turn out to be a nice alternative to learning boss patterns and pounding on damage sponges until they relent. I'm pretty sure there's no need to worry though, because nothing like that will be in the game. More hit points here, more damage there, some arbitrary resistances on top, that's what it's going to be. Anything else would surprise me.
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Post by goishen on Oct 13, 2016 19:42:57 GMT
One death-one kill, is kind'a dense, IMO. All it does is add more Dark Souls to our lives. Those of who have Dark Souls, already have it. Those of who don't, don't want it.
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Post by Deleted on Oct 13, 2016 20:07:44 GMT
Anybody think a Halo skulls type system for custising the gameplay would nice? The Airmax Arena portion of Citadel already made interesting waves in this directions perhaps BioWare were testing the waters. In halo singleplayer traditionally in addition to the difficulty tiers you can find rare collectables called skulls which can be applied to tweak gameplay in various ways to provide additional challenge but depending on your preferences. You can mix and match as you like. Combining multiple skulls together creates unique gameplay scenarios and hence adds replay value and potential for interesting achievement challenges. What's more these tweaks are available to all users, require no modding skills, are super easy to apply or turn off in menu and of course have been thoroughly tested and updated regularly based upon player feedback. These options needn't be collectables but could be unlocked as rewards for completing various actions. Yeah, I'd be interested in something like that. ETA: Sorry about the double post below... having internet issues today.
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Post by Deleted on Oct 13, 2016 20:09:44 GMT
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Post by Deleted on Oct 14, 2016 16:49:59 GMT
I don't know if it is technically feasible, but I would like an additional "dynamic" difficulty setting that scales the difficulty up and down based on the character's performance rather than the player adjusting it manually (with the manual setting also being available). I think it would be nice if the game could use the player's metrics to switch up or down as the campaign goes on, to balance the player's performance vs the NPCs output.
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Post by Debaser on Oct 14, 2016 17:49:20 GMT
A problem with Mass Effect is once you have enough skill points for your passive and two or three core skills you're pretty much full build. ME2 Vanguard can destroy Insanity with only Charge, passive, and an ammo power. Assault Sentinel is similar too with Tech Armor, passive, and warp ammo(bonus power). ME3 is pretty much the same except there are more op powers to choose from and a lower cooldown making the op powers more spammable.
The power curve in ME2 is really bad. It's pretty hard until Horizon, but post Horizon you have enough experience to fill 2 or 3 skills and you can unlock the upgrades from Illium (plus the ones you pick up on Horizon). The game goes from challenging to pretty easy after Horizon. ME3 the only hard part I thought was holding the missile thing on Earth.
A trials system would help Insanity quite a bit, things like double enemies, cooldowns -100%, enemies get an extra barrier or shield, level slower, etc.
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Post by KaiserShep on Oct 14, 2016 18:07:43 GMT
ME1 characters are pretty godly after a certain point, especially once you get the better armors and Spectre weapons. And there, you can send entire groups of enemies flying and suspend geth armatures and colossi in the air.
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Post by themikefest on Oct 14, 2016 18:24:38 GMT
.ME3 the only hard part I thought was holding the missile thing on Earth. It wasn't that bad. I used the telephone booth as cover while taking care of the uglies. The parts I found challenging. or at least hard, were the 3 primes and the atrium on Grissom when dealing with Cerberus
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helios969
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Post by helios969 on Oct 14, 2016 19:30:40 GMT
The trick is to make insanity not only more challenging but maintaining its fun factor. I really enjoyed ME3 insanity despite it not being all that difficult. ME2 insanity on the otherhand was just tedious. Scaling weak enemies to near boss levels is just dumb. I want a difficulty that makes it tactically challenging. I want enemies that employ tactics not just send more waves of the same brain dead drones with higher defensive stats. That's beyond f*cking lame.
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Post by theflyingzamboni on Oct 14, 2016 21:44:38 GMT
I finished the game on insanity. The only thing that I'll warn you about is the ravagers. I know, I know, they're glass cannons. But cannons hurt. No one noticed this comment? Beta tester, or is this about ME3 for some reason? Not sure why anyone would need warning for a 4 year old game though. Really hoping no ravagers in MEA, because how? Actually, ME series are pretty easy in any difficulty Honestly, yeah. Once you've gotten a few levels. The only hard parts are the beginnings of ME1 and early-game Krogan in ME2, because bullet sponges. Beginning of ME1 on insanity is infuriating because everything has immunity and your gun shoots peas. So I def want the MEA insanity to be difficult, but not that way.
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Post by goishen on Oct 14, 2016 21:51:03 GMT
I finished the game on insanity. The only thing that I'll warn you about is the ravagers. I know, I know, they're glass cannons. But cannons hurt. Actually, ME series are pretty easy in any difficulty Honestly, yeah. Once you've gotten a few levels. The only hard parts are the beginnings of ME1 and early-game Krogan in ME2, because bullet sponges. Beginning of ME1 on insanity is infuriating because everything has immunity and your gun shoots peas. So I def want the MEA insanity to be difficult, but not that way. Uhhh have you ever played the game on insanity? If so, then you'll remember how not only did ravagers take your health off (and by no small amount), they also stunlocked you. On difficulties lower than that, they did neither. Sure, they took maybe your shields off, but that was it.
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Post by theflyingzamboni on Oct 14, 2016 22:02:58 GMT
Honestly, yeah. Once you've gotten a few levels. The only hard parts are the beginnings of ME1 and early-game Krogan in ME2, because bullet sponges. Beginning of ME1 on insanity is infuriating because everything has immunity and your gun shoots peas. So I def want the MEA insanity to be difficult, but not that way. Uhhh have you ever played the game on insanity? If so, then you'll remember how not only did ravagers take your health off (and by no small amount), they also stunlocked you. On difficulties lower than that, they did neither. Sure, they took maybe your shields off, but that was it. I've completed all three games on insanity, in fact. Only ever play ME3 on insanity, done it as sentinel, adept, infiltrator and vanguard. Found very little of it particularly challenging on any character. By far the easiest of the three games. Ravagers are only an issue if they're actually hitting you.
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Post by goishen on Oct 14, 2016 22:12:35 GMT
Uhhh have you ever played the game on insanity? If so, then you'll remember how not only did ravagers take your health off (and by no small amount), they also stunlocked you. On difficulties lower than that, they did neither. Sure, they took maybe your shields off, but that was it. I've completed all three games on insanity, in fact. Only ever play ME3 on insanity, done it as sentinel, adept, infiltrator and vanguard. Found very little of it particularly challenging on any character. By far the easiest of the three games. Ravagers are only an issue if they're actually hitting you. Err. Okay. Sorry, my comments weren't intended for you. They were intended for the rest of us plebian gamers.
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Post by Pearl on Oct 15, 2016 8:20:48 GMT
I don't know if it is technically feasible, but I would like an additional "dynamic" difficulty setting that scales the difficulty up and down based on the character's performance rather than the player adjusting it manually (with the manual setting also being available). I think it would be nice if the game could use the player's metrics to switch up or down as the campaign goes on, to balance the player's performance vs the NPCs output. It would be fairly easy to do, since there are a number of games out there already that give you the option to change the difficulty after, for example, numerous failures to get past the current checkpoint. If this is something Bioware looks into, then I hope it stays relegated to a separate difficulty setting as you suggested. I personally find such systems to be condescending.
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Post by Deleted on Oct 15, 2016 11:58:39 GMT
I don't know if it is technically feasible, but I would like an additional "dynamic" difficulty setting that scales the difficulty up and down based on the character's performance rather than the player adjusting it manually (with the manual setting also being available). I think it would be nice if the game could use the player's metrics to switch up or down as the campaign goes on, to balance the player's performance vs the NPCs output. It would be fairly easy to do, since there are a number of games out there already that give you the option to change the difficulty after, for example, numerous failures to get past the current checkpoint. If this is something Bioware looks into, then I hope it stays relegated to a separate difficulty setting as you suggested. I personally find such systems to be condescending. I agree... if they implement something like this, I hope they make it a separate optional thing. There's nothing more frustrating than really wanted to pass a particular tough part "no matter how may tries it takes" but then having the game reduce the difficulty after only a few goes at it. I'm old with slower reflexes and arthritic hands now and I have to made up for it by learning some "tricks" sometimes, and sometimes it takes me quite a few tries to work things out... but that doesn't mean that I want to quit trying just when the games decide I should. Even if I do get frustrated, I still want the right to decide for myself if I should give up on a level or keep trying it.
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Post by The Biotic Trebuchet on Oct 15, 2016 16:37:31 GMT
I've completed all three games on insanity, in fact. Only ever play ME3 on insanity, done it as sentinel, adept, infiltrator and vanguard. Found very little of it particularly challenging on any character. By far the easiest of the three games. Ravagers are only an issue if they're actually hitting you. Err. Okay. Sorry, my comments weren't intended for you. They were intended for the rest of us plebian gamers. you just need to sync your shooting and cover (and there's cover all over the levels)
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Post by Deleted on Oct 16, 2016 3:34:12 GMT
Hardest thing about ME2 insanity was the clunky movement. Otherwise it was EZ. Enemies were not nearly aggressive enough in trying to flank and/or dislodge the player & squadmates from cover, with the exception of husk hordes, which were cannon fodder anyway with the right tactics (cluster and nuke, basically).
ME3 arguably improved in that regard, but but it didn't matter because they made so many overpowered weapons and easily spammable combos, then replaced ME2s fully protected enemy compositions with hordes of unprotected health only mooks, that the game was laughably easy.
That said, the Citadel DLC clone fight and mirror matches were pretty okay. More enemies should've expressed aggressive behavior like them.
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Post by xassantex on Oct 16, 2016 3:49:22 GMT
The Wired- embrace failure in gamingfound myself reading this article a few days ago and it reminded me of the discussion in this thread , as to why companies should not make games too easy.
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