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Would you rather stop playing a game than lower the difficulty? The First Berserker: Khazan devs reckon you would
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I don’t mean to gatekeep because boss fights in From Software games are getting ridiculous but I think wandering into dangerous areas and overcoming challenges by cheesing things and even grinding level and gear is part of the charm.I understand that it is for many. Just not for me. I prefer exploring lands and it's many wonders.
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> Can't read the article without accepting sending cookies to thousands of companies. In the EU you can’t be legally opted into tracking without explicit consent so it’s usually as simple as pressing „confirm choices” or similar option. I can’t believe people don’t use adblock and deal with this everywhere though.I use dns ad blocking so some of the cookies popups from the same host show up. This site either wants you to subscribe or accept ads **and** sending cookie trackers to advertisers, sure I could accept and assume my browser will successful block the third party cookies, but I don't consent so I won't accept.
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I use dns ad blocking so some of the cookies popups from the same host show up. This site either wants you to subscribe or accept ads **and** sending cookie trackers to advertisers, sure I could accept and assume my browser will successful block the third party cookies, but I don't consent so I won't accept.Oh wow, haven’t seen that because of the adblocker. Fuck Eurogamer, that’s just illegal here. Meta has been trying to pull that repeatedly as well, they got in trouble with EU for that but I guess they feel more confident with Trump getting bribes from them now.
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Looks like I'm not playing The First Berzerker: Khazan then. If the only draw to your game is how hard the combat is, then everything else probably sucks. Maybe make a good game instead of a hard game. I had no problem dropping the difficulty on Clair Obscur or Horizon or Mass Effect.
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Yeah, exactly. People should have fun. In fact, I wish all games would include cheats. Sometimes I want to go crazy.It was great back when they did. The ability to press a bunch of buttons and get a jetpack and an uzi and an airplane only improved GTA
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If the intense and strategic combat is the gameplay a person dislikes then what's the difference between you playing the game for the story or watching a play through? Lies of p has a difficulty slider that decreases damage from the enemies and increases the party window. That really doesn't do much. You still need to "memorize" the moves no amount of button mashing saves you even on easy. The only way to really give an easy mode while not throwing combat out the window would be to heavily slow attacks, lower complexity, and decrease damage while changing enemy placement and consistancy. Sure, a game could do that no problems with that, but that's a lot of dev time to build something against the games ethos. Every map has two or more varients. Every boss two or more movesets. If this is a devs vision fuck yeah but that's a lot to put in when the issue is people don't like the core concept Do we argue horror games should have options for low horror so we can enjoy it without the horror? puzzle games should have a second set of easier puzzles for those who find them too hard? Story centric games should have low-story varients for those who still want to play? That dating sims should have aromantic varients for those who just like the comedy? Sure, if a dev wants that, good on them. Current games don't need to change though. The intense strategic combat where numbers change little and skill changes everything is the point. That's what these games are built around it's their fundamental concept. If you don't want to engage with this and still want the story do what I do with the Warcraft series. Watch playthroughs, or story breakdowns. I hate their gameplay but will never argue they need to spend dev hours catering to me by making something antithetical to their core MMORPG concept.>Lies of p has a difficulty slider that decreases damage from the enemies and increases the party window. That really doesn't do much. You still need to "memorize" the moves no amount of button mashing saves you even on easy. It sounds like that's a happy medium between "Mash attack until victory" and "memorize every attack pattern and still get stomped." >Do we argue horror games should have options for low horror so we can enjoy it without the horror? puzzle games should have a second set of easier puzzles for those who find them too hard? Story centric games should have low-story varients for those who still want to play? That dating sims should have aromantic varients for those who just like the comedy? None of these are analagous to the accessibility options people want in soulslikes. None of these are *literally unplayable* for people who simply don't like the genre. If you don't like the horror aspects of a horror game, you can look up when jump scares will happen. If you can't figure out a puzzle, you can look up hints. There's nothing preventing you from sitting through a story you aren't interested in. Contrast all of these with Remnant: From the Ashes, which I desperately wish I could play because I *like* the story and the gameplay, but I can't because there isn't a single boss I can beat. I can't just look up the answers to a puzzle onlineI can't just look up the answers to a puzzle online, I can't just sit through a story that I don't find interesting, there is literally nothing I am able to do to progress. Keeping me the *option* to reduce the insane health pools on bosses would take nothing away from the people who like chipping away at a brick wall for half an hour. >The intense strategic combat where numbers change little and skill changes everything is the point. That's what these games are built around it's their fundamental concept. What an insult to the writing teams. The only game I can think of that this actually applies to is IWBTG.
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> Do we argue horror games should have options for low horror so we can enjoy it without the horror? Yes! A huge number of games have toggles that allow people with specific phobias to enjoy the rest of the game. The most common example is a spider toggle. Since up to 6% of everyone copes with [arachnophobia](https://en.m.wikipedia.org/wiki/Arachnophobia).I almost added this to my reply to them, but it was already getting kind of long-winded. Yes, actually, accessibility settings in horror games is amazing. If the point is to achieve a certain level of scary, and the game is *too* scary for me to play, then giving me the option to reduce the scary will make the game *the right amount* of scary for me. Accessibility settings don't give me an easier experience than yours, it gives me an *equivalent* experience to yours.
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Aight I see aim not getting through to you. Let's try though. No, lowering damage and slowing attacks is not all I proposed nor would that fix the issue. Complexity in move-set must also be decreases. Also in the game world enemy placement and quantity must be adjusted to lower dificulty. No, properly slowing attacks is not easy to do. You are not programmer or an animator. No, AI can't magic this up for you either a month ago I saw an app hobbled together with AI that had three whole stacks in it with three seperate apps because somebody tried to add a new view with statistics on it with AI tooling. Once more, for accessibility, should have low to no horror settings in horror games? Low to no puzzle options in puzzle games? Etc. You call these people lazy but don't have any clue what they actually do. No. It's not lazyness. They could make shitty difficulty settings that don't fix peoples problems or they could spend many hours doing it right.>Complexity in move-set must also be decreased. No? Increase time between moves that are difficult to dodge or parry, reduce damage that those moves deal. Difficulty is reduced while complexity remains the same. >Also in the game world enemy placement and quantity must be adjusted to lower dificulty. Otherwise it'll be, mostly, just as hard I've never met anyone who actually has trouble with normal enemies in these games, it's *always* bosses that give us trouble. But also, see my first point.
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> Story centric games should have low-story varients for those who still want to play? This one made me laugh, thanks. That said, we do have entire comedy genres making fun of "Unskippable" cut scenes. A skip button feels like a basic courtesy, but what I really want is a pause button. Life happens, and I can't count the number of games that I've just stopped playing because the only option when my dog was throwing up was to skip the cutscene. VCRs were invented a long time ago. I find it wild that game developers haven't figured out how welcome pause, rewind, restart, and skip ahead would be. I'm not dropping quarters into most games to play, anymore.