How does one do a Hard mode the right way in a FPS?
>No bullet sponges
>No osok health bar or paper mache armor
>No limiting saves
>no restarting the game upon death
Ah yes, back when /vr/ did fun maps
There's no right way. Just make it how you feel it's right
increased enemy spawns
increased enemy strategies
any health/damage changes has to apply equally to the player and enemy, so if the enemy can deal more damage to the player, the player has to deal more damage to the enemy.
>>712712281 (OP)Each game is different. Tetris should be super fast for example
I wish there was a /v/ version of this
>>712712281 (OP)enemy accuracy and decision making given is unrestrained
>>712712281 (OP)on the first playthrough the players aiming ability and speed of reaction is recorded by the game. when you set it to hard mode the enemies are given the exact same stats as you for aiming speed and reaction time, so you are effectively playing yourself.
>>712712631Sadly there wasn't much of a coordinated effort to get more board wads done. One guy tried doing a g.wad with a giant Thinkpad, but got laughed out for not knowing shit. Scroton (who made pol.wad) just sort of did his own things arbitrarily, like demonstrating floating moving platforms in GZDoom or shitposts like Fractal Doom.
it should purely be based on adjustments to AI decision trees and state management whenever and wherever possible. The enemies just getting double health and double damage or something feels the same as just playing with a hand behind your back, just tedious, solve the problems and complete the challenge the same way but with more effort.
Like, cs bots on easy mode have the same weapons and tactics available to them, damage and health is the same, they're just less effective with it. They're less likely to check their corners, watch sight lines, try to anticipate the player, use more complex tactics. When you turn them up to hard, the guns don't do more damage, but the bots are significantly more likely to try to sneak all the way around the map to the highground above you and ambush you with a 360 noscope death from above fuckin move. I wasn't fucking ready for that shit, man. Blew my fuckin mind.
Creative enemies produce dynamic challenges, dynamic challenges keep things interesting long term. Skyrim came out in 2011 and needs 500+ mods to not be catastrophically boring and monotonous. TF2 came out in 2007 and you can still have fun on dustbowl unchanged after all these years. Those same 9 classes being piloted around by different people every time feels like a novel challenge each time, meanwhile you could have a whole fuckin world of content and if every thing to do in it involves the exact same mechanical interaction you could have infinite quests and still nothing new to do. Turn that shit up to legendary and one-handed weapon plus healing spell spam is NO less effective and NO more interesting.
>>712712281 (OP)Change the enemy roster and traps/environment plus different pickups. Quake had this shit figured out in 1996.
it should be one hit kill mode. you die after one hit but so does the enemy, making it ultra-tense
>>712713619I feel like this opens the gateway to a lot more cheesing
>>712712281 (OP)>>No bullet sponges>>No osok health bar or paper mache armorValid things to tinker with. You all were at some point little babies who'd struggle moving and aiming at the same time. Moving the margin of error is a great way to accommodate different experience levels.
It's great when the game can instead tinker with resources within a map, or stretch static resources against greater enemy count, but I don't think simplistic shootans without those levers deserve to go extinct.
>No limiting savesabsolute ludo if done thoughtfullly. Forcing you to play like something is on the line and deal with mistakes expands the breadth and depth of emotional stimulation the game provides.
>>7127125591 hour later and I just realized OP is talking about FPS games
I'm so retarded
>>712712984today i will remind (You) that you're a dishonest infiltrator.
>>712715898not reading all that, unc
happy for you or sad about what happened