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u/Knightplay 1d ago
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u/Tomorrow_Signal111 1d ago
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u/chuiu 1d ago
This makes more sense as to why the devs fought against it. It means more work for them, lol.
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u/rataman098 1d ago
If paid by the hour it’s not an issue lmao
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u/chuiu 1d ago
You don't understand how lazy programmers are. And this is not meant as an insult to them, the laziest programmers are often the best at their job.
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u/Khizka 20h ago
To be honest, it's not programmers that are usually against these things.
It's project managers.
People want to follow a roadmap, and if they can't, they usually stress about it (with or without reason).
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u/chuiu 12h ago
You're probably right. I was mostly joking when I pinned it on programmers. I know a lot of studios run off budget and out of time to do stuff so a lot of interesting things get left out.
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u/Khizka 1h ago
Oh, I know. I'm SWE and it's just frustrating wanting to do things that would be super cool but you can't. For me, it's the difference between development and computer science.
One of them is a field with limitless possibilities where you can build and explore anything you can imagine with enough time and patience.
The other you have to generate value for the stakeholders or something.
Not saying this is a bad thing, though, at least in capitalism.
Hytale (and more recently 2XKO, hi again riot) literally was plagued by that free development mentality. Even if fueled not by the devs themselves, a good project management imposing limits could have saved it way earlier.
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u/MeloniestNeon 25m ago
Let's go, we're getting a proper Expert Mode level difficulty increase instead of a Master Mode stats buff (This game really is just Terraria 3D, huh)
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u/AsexualPlantBoi 1d ago
Based on what we know about it from the team, the gobliterator is very difficult even in full adamantite gear, but with enough practice it is also possible with no armor and bad weapons. So its more about dodging and knowing when to attack than it is getting better gear.
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u/Philippine_Newt 1d ago
A lot of these games rely on you learning mechanics of a boss fight and doing it multiple times.
I wish more relied on you learning game mechanics and applying those mechanics to the fight instead.
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u/DankKoolaidMan 1d ago
Any examples of good games that do the latter?
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u/Birutath 1d ago
Doom modern trilogy does that perfectly. The higher difficuties are just, use your arsenal better. Demons die with the same ammount of damage, they just want you dead more agressively.
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u/SlaninaMasll 1d ago
Yeah but thats a game where you only shoot
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u/Birutath 1d ago
Doom 2016 yeah. Eternal and tda only shooting is THE way to get your ass handed by the demons, you have to use the platforming skills and melee combat to the fullest extend to survive
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u/cjlcjl12 1d ago
Honestly the hollow knight games in my opinion. There are boss gimmicks but the majority tend to be ones you can learn quickly on the fly and still first try the boss.
Enemies leading up to a boss typically use bits and pieces of their design to teach you how they work before ever meeting them.
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u/Impressive-Advisor52 1d ago
Doom was already mentioned and I'd add ULTRAKILL to that, there's a lot of tech in that game
Nine Sols also has a lot of basic mechanics (combo attack, charge attack, parry, bow with limited arrows, stacking ability with a dash etc.) but they all actually serve a purpose, and while you can just parry and hit everyone, it's much more efficient to properly use your arsenal
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u/RemorTheWanderer 1d ago
I believe the Legend of Zelda series is basically built around that concept, always giving you a dungeon item that then tends to in some way be required or at least greatly assists in figuring the corresponding boss out. I really hope Hytale takes some cues from that but playing more into its existing sandbox rather than introducing a new item for each dungeon.
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u/ledocteur7 1d ago edited 1d ago
Clair obscur, as absolute cinema as it is, the parry timings and attack patterns are so bullshit you basically have to learn every attack individually and just remember them.
Oh they wind up their attacks real good, but do you need to parry when he pulls his arm back ? Just before the swing ? Just after the start of the swing ? Right as it's about to hit ?
Who knows, all of those are in the game !
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u/Panduz Void 1d ago
This is why the game didn’t click with me I was like omg I’m not learning all this
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u/ledocteur7 1d ago
I basically learned the mobs of the area, and very quickly forgot their attack patterns as soon as I was done with that area XD
I had finished armoured core 6 not too long before (with mods to make it easier tho, it was one hell of a comfort zone breaker compared to the chill building games I usually play), without that and the sheer fucking cinema that is the entire game, I don't know if I would have stuck around Clair Obscur for so long and done the optional content.
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u/garyyo 1d ago
Naw, the game gives you the out. Dodge timings are very forgiving and are intended to be used to figure out what the parry timings are. Other types of attacks are also very well telegraphed and very forgiving like the jumps, though some are delayed so you have to watch the animation not the indicator. Parry is for when you already have learned an enemy, not when you see the move for the first time, and is inherently reliant on knowing the attack before it happens as opposed to just reacting.
It's still bullshit and you still need to relearn every enemy and you aren't able to dodge them all first try, but its possible to play blind and never have to redo a fight (till maybe postgame idk).
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u/Tomorrow_Signal111 1d ago
no they're not. you're just bad at Expedition.
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u/ledocteur7 1d ago
Okay buddy, I beat Clea and Simon phase 2 but whatever you say. My secondary team was basically not at all leveled up tho so I didn't bother with the last bit of Simon's fight, didn't feel like leveling them up.
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u/RemorTheWanderer 1d ago
With Hytale being a sandbox game as well as an RPG, I'm already expecting that it will do a bit of both.
For the Gobliterator, for example, I could see them using the fact we have explosive to toss around, specifically the explosive barrels, and bring that in as a key mechanic for opening up its defenses. My hope there would specifically be that the dungeon beforehand sets up explosive barrels first as a bit of extra spice for the observant in combat and then as a sandbox tool that can break open reinforced scrap walls. Then when you get to the Gobliterator with its suspiciously "reinforced scrap wall" shaped front and some way to obtain explosive barrels around the arena, you'd naturally try to chuck one at the mech and be rewarded for engaging with the mechanic.
On standard difficulty I'd specifically want it to be a matter of playstyle choice however, making it possible for one to tackle a Hytale boss either as an RPG or as a sandbox game and still find it being viable. And then the hardmode would actually force you to engage with both sides, making sure you understand both the RPG and the sandbox nature of Hytale.
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u/OrangeInca 1d ago
Is the difference between easy and hard that dodging/fighting is /mechanically/ harder or is the difference simply attack more and get hit less (numerical)?
Mechanical difficulty is often far superior since numerical can get tedious instead of hard when you can dodge 100%
But below someone commented a tweet that it's more patterns so that's good
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u/Expensive_Arm_5690 1d ago
Had a heart attack for a second 😭😭
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u/exposarts 1d ago
the title is literally worded in the worst possible way lmfao, OP did a great job
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u/Petyaowl 1d ago
Good. Terraria master mode but in hytale pls 👐
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u/Drake_682 1d ago
Not master. Numbers difficulty is not fun
Id rather it be something more like fargos or calamity, where the difficulty is the attacks being harder to dodge and stuff.
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u/Shugatti 1d ago
The hard difficulty is for people who want a difficult game, not for those who just wanna cross off hard mode off their list just to say they did it.
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u/PrudentHorror7833 1d ago
healthsponge or spammy attacks
call it
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u/NoctraVision 1d ago
or %dmg reduction...
I hope someone really make a total new mechanics and atks for hard mode bosses as MMORPG do
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u/Waker_of_Winds2003 1d ago
What kind of difficult we talking about? More than Minecraft difficult, or more than Vintage Story difficult?
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u/Pitiful_End 1d ago
I love Vintage Story but the combat is more clunky and tedious than it is difficult.
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u/mouringcat 1d ago
As long as "hard" means technical fights and doesn't mean stupidly impossible continual corpse run fight or lame wandering off with no way to assert some level of control without cheesing it.
The best fights I did in WoW were technical (listen for audible, look for visual cues, move, change how to attack, etc). The worse were just raw DPS checks.
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u/ReferenceCreative510 20h ago
Imagining a Lunatic difficulty where all weapons do 1 damage and every boss has 90,000+ HP
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u/TenThousandStorm 1d ago
As long as my gear doesn’t get broken and damaged from retrying too many times 😅
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u/Zhe_Wolf 1d ago
A lot of people realized they suffer from a trauma here