What difficulty level do you play at?
#1 Posted 01 May 2011 - 08:06 AM
Some prefer Let's Rock, because it is the default skill level.
Some prefer Come Get Some, because it has extra gameplay.
And some prefer Damn I'm Good because they want to be challenged.
For most players, I suspect that the only real decision is between LR and CGS (because POC is just too easy and DIG is just too annoying with the endless respawns). My own preference is for CGS, but I'm curious about how others play. If you have any particular reason for preferring a difficulty level, do post about it.
There's also a second poll question, which concerns game design.
#2 Posted 01 May 2011 - 08:36 AM
(Sometimes, I may picked LR but I rarely to do that...)
The second poll is not really what I want because I prefer two of options, but can only choose one. So I picked the first one, but I would like picked 5th one too, I like harder difficulty have more enemies and less/more supplies.
This post has been edited by Player Lin: 01 May 2011 - 08:37 AM
#3 Posted 01 May 2011 - 08:49 AM
#4 Posted 01 May 2011 - 10:10 AM
#5 Posted 01 May 2011 - 10:12 AM
#6 Posted 01 May 2011 - 11:24 AM
#7 Posted 01 May 2011 - 12:06 PM
I selected ammo/items. I have no issues about fighting the enemies no matter how many, how tough, or how smart they are (within reason). It's when I run out of bullets in relation to their stats that things start to domino down.
#8 Posted 01 May 2011 - 12:10 PM
My ideal game would be Let's Rock, for amount of actors, but with a more intelligent script; surprise me, move into a better position etc. and stop yapping and shot first once in a while.
#9 Posted 01 May 2011 - 12:33 PM
#10 Posted 01 May 2011 - 01:04 PM
#11 Posted 01 May 2011 - 02:36 PM
but CGS, DIG and endless monsters can leave you a bit too light on ammo, if i had my system DIG would have 110% taken to 90% damage given
This post has been edited by DanM: 01 May 2011 - 02:37 PM
#12 Posted 01 May 2011 - 04:52 PM
Increasing the number of enemies as difficulty increases is the way to go if done properly, i.e enemies turn up in new, unexpected places and catch you off guard in an ambush.
#13 Posted 01 May 2011 - 05:00 PM
#15 Posted 01 May 2011 - 06:35 PM
E.C.S, on 01 May 2011 - 05:00 PM, said:
For basic enemy spawnpoints when triggered by touchplate or switch, it's as simple as using a RESPAWN sprite.
As far as probability-based spawning, that's a different story, but I'm sure DukePlus has evolved to the point where such a thing is possible.
#16 Posted 02 May 2011 - 01:14 AM
This post has been edited by Lunick: 02 May 2011 - 01:15 AM
#17 Posted 02 May 2011 - 01:24 AM
#18 Posted 03 May 2011 - 12:30 PM
I voted for more intelligence because, even if it may be wasted effort on the part of the developer, it brings something genuinely new each time you increase the difficulty.
#19 Posted 03 May 2011 - 03:18 PM
This post has been edited by LkMax: 03 May 2011 - 03:22 PM
#20 Posted 03 May 2011 - 04:51 PM
I was torn between quantity of enemies and amount of enemy health. But I chose quantity in the end because for me personally, it'd be more interesting to up my challenge by increasing the difficulty level and finding enemies in places I didn't expect them to be. That's more interesting than just increasing enemy health.
Also, if you have enough explosives, enemies don't respawn on Damn I'm Good .
This post has been edited by MusicallyInspired: 03 May 2011 - 04:52 PM
#21 Posted 03 May 2011 - 05:29 PM
#22 Posted 04 May 2011 - 11:15 AM
#23 Posted 05 May 2011 - 03:38 AM
Now that I've come across DukePlus, I've found much more interest in the game again. With double enemies/items turned on, I can play at Come Get Some or Damn I'm Good and feel challenged - I've already died as much under this configuration as I probably ever have on vanilla Duke! I also like the Doom-style feel that one gets by using double enemies/items; rooms full of aliens and tons of powerups. It feels just like DooM on Ultra Violence.
With DukePlus' double enemies/items AND advanced AI turned on, I find the game a touch too hard to enjoy - it actually feels like DooM Nightmare in that configuration, and I'm just not that good.
In the second poll I voted the first option. The more enemies I have to destroy, the better. Bring out the heavy artillery!
Ps. I really like DukePlus. The realistic "cruizer" shotgun reminds me of Left 4 Dead, and makes the game experience more exciting. The karate kicks are awesome too, and I love the excessive gibs whenever the aliens are blown up. Real props to the guy who made DukePlus - it's put the fun back into Duke for me.
This post has been edited by trencheel303: 05 May 2011 - 03:41 AM
#24 Posted 05 May 2011 - 07:01 AM
trencheel303, on 05 May 2011 - 03:38 AM, said:
Thank you. It really boosts my motivation to keep modding when I get positive feedback.
If you haven't already, you should really try my War of Attrition mod. It is based on DukePlus.
#25 Posted 09 May 2011 - 01:46 PM
#26 Posted 09 May 2011 - 03:25 PM
#27 Posted 09 May 2011 - 03:31 PM
Radar1013, on 04 May 2011 - 11:15 AM, said:
The key to beating the game on DIG is to move quickly.
If you don't need to come back to an area that you pass through, shoot the enemies (or just run and leave them behind.) if you DO need to revisit an area, kill the enemies and then blow them up with an explosive - that stops the respawns. If you can play the game on Come Get Some, you will find DIG doable if you just sped things up a bit. Of course, one should only play at a difficulty level they find enjoyable.
#28 Posted 09 May 2011 - 04:49 PM
trencheel303, on 09 May 2011 - 03:31 PM, said:
If you don't need to come back to an area that you pass through, shoot the enemies (or just run and leave them behind.) if you DO need to revisit an area, kill the enemies and then blow them up with an explosive - that stops the respawns. If you can play the game on Come Get Some, you will find DIG doable if you just sped things up a bit. Of course, one should only play at a difficulty level they find enjoyable.
A lot of user maps are virtually impossible on DIG because explosives are only available on rare occasions for blowing up cracks. It helps if you know the map well and can avoid backtracking, but even so you will probably end up out of ammo and/or dead when explosives are scarce and the map is nonlinear. This is why I usually make DIG do something different in my mods, rather than making enemies respawn (extra damage + auras in WGR2, faster enemy upgrades in Attrition).
#29 Posted 09 May 2011 - 05:06 PM
Sometimes easy or hard.
rarely to go extreme I take hardest.
But 2nd is general one.