More people have said that and been killed than there are thorium decay products.
Touhou has four difficulties: Easy, Normal, Hard, and Lunatic. :D You get higher scores when you play harder modes, and stuff is missing from Easy mode, but still. A lot of the hardcore players I know also enjoy more "casual" games, myself included.
you should play Crusader Kings 2 and conquer the known world.
by the way, because Touhou is the internet's universal solvent, there was at one point a Touhou CK2 mod being developed. Sadly I think it was abandoned.
From what i remember when i asked about the games here before, even Easy mode was too hard for some heapers...
i prefer to talk in terms of games being too hard rather than gamers not being good enough, but really these are different ways of saying the same thing, of course. The latter seems more insulting, unless 'too hard' is taken as an insult to the game itself...
More people have said that and been killed than there are thorium decay products.
There is such a thing as not being good enough for a video game challenge. If the player isn't good enough, they can get better or they can give up. It's only "too hard" if it's unfair or impossible.
There is such a thing as not being good enough for a video game challenge. If the player isn't good enough, they can get better or they can give up. It's only "too hard" if it's unfair or impossible.
I just feel like phrasing it as "giving up" is just not quite right.
Like I'm never going to beat Outland. I had a lot of fun with it, but at some point it became harder than I was willing to put up with, and I stopped.
Like "giving up" to me implies that it is some kind of big serious thing and I don't think it is.
i think 'give up' is fair, but i don't think saying the game is 'too hard' implies that the game is unfair, only that the player isn't sufficiently interested to keep trying until they get better.
That's what i was driving at before, i guess - 'too hard' is a subjective evaluation, not really a criticism.
Then I guess I should wait to be able to play Sid Meier's: AC
or Disgaea 3
or Civ 5, maybe
I don't really know what I want to play anymore, I used to play a shitload of FPS(Just looks at the time I spent on Battlefield: BC2 and CoD on Steam) but now I'm moving here and there, there was many RPG I played when growing up, I'm still playing some.
I'm so picky about video game it's not even funny, I try many, try to enjoy, try to have fun, but only few managed to make me feel satisfied.
I'm not really fond of Sonic's level design. I would think that a game focused on- if not speed- momentum/skill based platforming shouldn't so frequently divert the player's attention from the main path. And Sonic's nonlinear sequences might as well have been entirely random because it never felt like I was really choosing paths so much as happening upon them to little real effect.
I'm not really fond of Sonic's level design. I would think that a game focused on- if not speed- momentum/skill based platforming shouldn't so frequently divert the player's attention from the main path. And Sonic's nonlinear sequences might as well have been entirely random because it never felt like I was really choosing paths so much as happening upon them to little real effect.
I haven't played an Elder Scrolls game at length since Morrowind, but my suggestion if you're going to be a Khajit is to always refer to yourself in the third person.
Well, first things first is to design a cat person that you like in appearance and form. Shouldn't be a problem for you.
If you want to shout at things, best thing to do is to follow the main plot. Should take about an hour to get access to shouts, and another two or so to get one of the most versatile shouts in the game. After that, you can drop out to go explore other stuff.
Any other recommendations would be based on what kind of cat person you want to play? Heroic cat warrior? Sneaky cat thief? Wizened cat mage?
i just wanna know if there are any like super obvious things to avoid?
like are there any progressions/paths/combinations/whatever that are just like totes unplayable that wouldn't seem that way at first glance?
i don't really wanna know much beyond that because im looking forward to figuring out things for myself, first time i've played a big open-world RPG in ages
...careful with alteration and illusion. Most of the spells in the former are redundant to you for a number of reasons, and the ones that aren't are only worth it if you're going, like, full mage. No armor or anything. Latter's more usable, but you do have to put some effort into leveling it.
Mages in general were heavily nerfed for Skyrim... if you want to be a full mage alteration is essential, but being a full mage is kind of a pain until you level some.
One thing to watch is that the enemy encounters level with you, regardless of what skills you've levelled in. So for instance, raising enchanting, smithing, lockpicking and alteration is a quick and easy way to level, but then you'll be up against the same enemies you'd have fought if you'd levelled in one-handed, two-handed and heavy armor, making the game that much harder.
Archery is important for the main questline, as without it (or high-level destruction) fighting dragons is a chore.
Oh, and sneak is pretty broken in a way that's potentially kind of awesome; level enough and you can sneak past lower-level enemies in plain sight, which is fun.
Oh also, speech is kind of useless. It gets you better prices for stuff which is worthwhile if you're doing a lot of bartering, but persuasion is rarely useful and intimidation almost never works, even at the highest level and with the associated perk.
i think for most people 'too hard' means that the amount of effort they must expend to complete the game exceeds the amount of enjoyment to be had from it. Maybe Zun is a person who derives enjoyment from challenge itself, so that his enjoyment increases in direct proportion to the difficulty of the game? That way challenge would never exceed enjoyment.
i think for most people enjoyment tends to increase with challenge up to a point, but there's a cut-off point where the frustration created by the difficulty starts to negatively impact enjoyment. Where that point is depends on the person.
Just a hypothesis of sorts, i guess.
I think you make a very valid point. I also feel like how a game is difficult is a big factor in determining whether someone enjoys it or not. If a game is hard because of artificial difficulty, because it requires building up a long streak that can be wiped out by bad luck, or because it requires memorizing levels in detail, I think that challenge is often less fun.
One example of this different approach to difficulty in my view is Tropical Freeze versus Pokemon Battle Maison/Battle Tower/Battle Frontier. Neither of the two games are particularly hard by hardcore gamer standards, but both DK and Pokemon at least have parts that can be a bit tricky for different reasons.
In my experience, Pokemon Battle Maison and similar modes are difficult because beating them at the highest level requires putting together a pretty long streak of wins (about 100 or 50 depending on the game) despite the fact that luck is a factor in Pokemon. If you happen to get a long streak going and lose, you have to start from square one, making the battles you just had seem sort of like wasted time. Granted, some people like this challenge and if you use the right Pokemon with the right movesets, it can be considerably less of a challenge (disclaimer: I am bad at Pokemon) though luck is still a factor.
Some levels in Tropical Freeze (and Donkey Kong Country Returns too) can be difficult because they require some relatively precise timing and quick thinking on the part of the player. While some things can feel a little unreasonable on occasion, even when you fail, I feel like those failures are learning experiences that tend to not set you back that much. At worst, you have to start a single level over again. At best, you start from your last checkpoint and get to try again right away.
I prefer the kind of difficulty that challenges how well you have mastered the mechanics of the game as opposed to memorizing the level layout.
Hence, my love of roguelikes. In a well build roguelike (*cough* DCSS *cough*), though it's very random, a skilled player can prevail in nearly any circumstance, because they're good at the game, not because they've played a part a million times and can always beat it.
I prefer the kind of difficulty that challenges how well you have mastered the mechanics of the game as opposed to memorizing the level layout.
Hence, my love of roguelikes. In a well build roguelike (*cough* DCSS *cough*), though it's very random, a skilled player can prevail in nearly any circumstance, because they're good at the game, not because they've played a part a million times and can always beat it.
Praying that Unreal Tournament 4 revitalizes the Shooters That Aren't Creepy Military Bullshit genre.
Look at this. It's gorgeous. And they didn't even need to work out a licensing agreement with some company that wants their killing tool portrayed positively.
Hah, I went online in 2k4 DM recently and if there's one thing people did obsessively, it was the Shock Combo.
As a Quaker, I mostly stuck with the Rocket Launcher. Flak's one of my favourite weapons but these guys were really outmanuevering me. There's nothing those dodges can do that splash damage can't deal with...
Comments
i prefer to talk in terms of games being too hard rather than gamers not being good enough, but really these are different ways of saying the same thing, of course. The latter seems more insulting, unless 'too hard' is taken as an insult to the game itself...
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Finally beat Turn 9 in FFXIV. God that was something else. (For context, Turn 9 was the top level of raid content prior to this patch.)
That's what i was driving at before, i guess - 'too hard' is a subjective evaluation, not really a criticism.
i think i beat the end boss eventually... i know i failed a bunch of times.
i know that you shout at things and can be a cat person so im pretty fuckin hype
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
like are there any progressions/paths/combinations/whatever that are just like totes unplayable that wouldn't seem that way at first glance?
i don't really wanna know much beyond that because im looking forward to figuring out things for myself, first time i've played a big open-world RPG in ages
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
One thing to watch is that the enemy encounters level with you, regardless of what skills you've levelled in. So for instance, raising enchanting, smithing, lockpicking and alteration is a quick and easy way to level, but then you'll be up against the same enemies you'd have fought if you'd levelled in one-handed, two-handed and heavy armor, making the game that much harder.
Archery is important for the main questline, as without it (or high-level destruction) fighting dragons is a chore.
Oh, and sneak is pretty broken in a way that's potentially kind of awesome; level enough and you can sneak past lower-level enemies in plain sight, which is fun.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
One example of this different approach to difficulty in my view is Tropical Freeze versus Pokemon Battle Maison/Battle Tower/Battle Frontier. Neither of the two games are particularly hard by hardcore gamer standards, but both DK and Pokemon at least have parts that can be a bit tricky for different reasons.
In my experience, Pokemon Battle Maison and similar modes are difficult because beating them at the highest level requires putting together a pretty long streak of wins (about 100 or 50 depending on the game) despite the fact that luck is a factor in Pokemon. If you happen to get a long streak going and lose, you have to start from square one, making the battles you just had seem sort of like wasted time. Granted, some people like this challenge and if you use the right Pokemon with the right movesets, it can be considerably less of a challenge (disclaimer: I am bad at Pokemon) though luck is still a factor.
Some levels in Tropical Freeze (and Donkey Kong Country Returns too) can be difficult because they require some relatively precise timing and quick thinking on the part of the player. While some things can feel a little unreasonable on occasion, even when you fail, I feel like those failures are learning experiences that tend to not set you back that much. At worst, you have to start a single level over again. At best, you start from your last checkpoint and get to try again right away.
Look at this. It's gorgeous. And they didn't even need to work out a licensing agreement with some company that wants their killing tool portrayed positively.
As a Quaker, I mostly stuck with the Rocket Launcher. Flak's one of my favourite weapons but these guys were really outmanuevering me. There's nothing those dodges can do that splash damage can't deal with...