Please don’t add difficulties options like in Ori for accessibility, try to use in game system like Elder Ring did With the summons or at least make an interesting assist mod like Celeste and Another Crab’s Treasure.
The Realms setting idea is very cool but allow players to access it only after completing the game, having an Intended experience is an integral part of the success of a game like Elder Ring the knowledge that everyone was able to complete a challenge within the same base restrictions is what makes players understand that their accomplishments in the game are real
Recently I realized that difficulty is really necessary.
1 many players do not understand the mechanics, low difficulty can allow them to do this or help them adapt to the game system. 2 in the case of RnG loot even the standard difficulty can be aggravated by the lack of loot. I killed my first boss with my fists. I did not find weapons. 3 this will add replayability. having completed the game on a more accessible difficulty, it will be easier to switch to a more difficult mode.
over the past couple of days, it began to seem to me that the current difficulty level does not give me a challenge. vampirism is too imbalanced and enemies die with a couple of hits. I would even like a higher difficulty, so that the game would force me to understand enchantment or something else.
changing the difficulty is not a prerequisite for the game, you can always be on the current one or even increase it.
Even if many are unable to understand the gameplay, do not deprive them of the opportunity to enjoy the plot and graphics, do not completely devalue the work of the developers.
Therefore we have to endure a playthrough on toddler difficulty for D4 players before raising it. It is quite evident that skill level, willingness to learn and adapt to harder content vastly differ in the playerbase.
I understand your point, but I think the game becomes more interesting when instead of adding an option at the beginning of the game (where new players don’t even know what the correct difficulty is for their skill level since they haven’t played the game) there are systems in game that can make your life easier if you explore, if you decide to use them. If you haven’t found a weapon it’s because you haven’t explored well, so there’s even a dead guard at the beginning of the game (which could be positioned a bit better to make sure everyone finds it) who always has a weapon on him, there’s also the blacksmith who sells weapons at a discount. There are several areas to explore to level up before the boss, clearly it’s not enough for everyone so if there were other systems to help players in difficulty it would be better, but if it’s the player adapts and solves the problem in game it would be a more satisfying experience for everyone.
recommended. For players who play for the first time, it will be easier. So that you can learn the basics without unnecessary problems. advanced. that is, basic extreme. you know
it is quite clear for whom they are meant and no one is offended by “EZ”
If you heve not already played the game, you don’t know its systems, you don’t know the controls, you don’t know how the combat works, you don’t know if it’s similar to a game you’ve played before, how do you determine what difficulty is right for you? but the most important thing is if you can change the difficulty at any time and you run into an obstacle what do you do? do you think that the difficulty you chose is right and then you go explore and do some looting, upgrade your weapons etc. or do you think that you did everything correctly but you chose a difficulty that is not right for you? Then how do the developers balance the game correctly, if I am able to do everything on high difficulty and then a particular enemy bothers me more than the others how do I know if it is made on purpose for high difficulty and I am doing something wrong in my playstyle or is it a balancing error?
What @Lombix_4 says is no nonsense. There’s a shared, communal feeling in Elden Ring partly because every player faces the same world, and the bosses and their mechanics are identical. That gives the encounters a strong identity and creates a sense of similarity among players who overcome the challenge.
What I’m about to say isn’t meant to take credit away from Thomas or his team, but the lack of experience in the genre is noticeable. NRFTW is full of good intentions, but its balance and the way it introduces mechanics are a mess. This becomes obvious when you look at both the enchantments and the rings. Any meta nerd (that is, someone who digs into the numbers and operations behind each mechanic) immediately knows that stacking percentage-based damage boost, like a +30% increase in runic damage, is just absurd. Then you throw in another ring that adds +20% general damage, and with just two pieces of gear, your raw damage output jumps by a staggering 50%.
This creates a massive gap between players who don’t optimize their builds and those who do. The chasm between the two is overwhelming, and that’s just with two rings. Now start adding +10–20% boosts from enchantments and you’ll see how the numbers scale into the ridiculous.
There’s something every meta nerd knows: the higher the percentage boosts, the harder it is to balance enemies and players. And NRFTW is a textbook example: some players have weak builds and can’t progress, while others with optimized builds just have to press a button to break the game.
That said, difficulty options have already been announced, and amid so much debate, most people are welcoming the news enthusiastically. It’s the easiest and most direct way to address the problem.
well is that really an issue. seems to be some unwritten law, but all games with difficulty options have “normal” and something below and above. should be self explanatory, that a “normal” realm setting is the developer intended experience.
should u experience more or less challenges that u hoped for? well open new realm with different setting, take character over there, boom problem solved.
switching difficulty in a created realm should not be possible.
it should also be possible to always take a character to an easier realm, but never to take items and gear from ez mode into normal and later multiplayer, ingame player markets and/or pvp. but i am pretty sure moon has that in mind as well
you play to have fun, why do you think about others? each of us is unique and everyone has different tastes.
equality does not equal justice
it would be terrible if, for example, for this reason you force an old man to eat solid food when he is toothless
did you have any ideas as to why some people didn’t think of it? maybe they were just as unlucky as I was? I had 1 ring for +8% defense throughout the entire game. after 10 pestilence I found a second one for parry damage.
in ER everything is the same for everyone, a game where RNG has no equal conditions and the difficulty is different for everyone because of this.
while i do agree for the most part, i also think there is probably no game genre out there with more “gate keeping” that souls likes. making things more accessible even for non souls players or for players who would never touch other soulslikes, because they miss a bit of hand holding, does not take any of the “community bonding” away from people just staying with their intended experience difficulty.
and this applies to many of the souls(like) communities as well. things like “git gud” or thats how it was intended, “live with it” are creating strong adverse reactions of a not neglectable amount of people.
i am a souls veteran with over 3k combined hours in fromsoft games and i love them. but that does also mean i am sad not more people get to enjoy them.
i am not a fan on switching difficulty on the fly, but with realm modifiers wicked could accomplish something unique within the genre.
me too, but think about this, if you change every aspect of the game, will it still be the same game? maybe it’s better to play something else?
if the person at the top wants ER mechanics why not play ER? It would be really weird to have a bunch of games that are exactly the same
Early access, for better or worse, also means that some mechanics will be very different from their first iteration, we are here to give our feedback so that the devs can make the game the best version of itself, also taking into account the people who like the first versions
I hope that those who love RNG can be satisfied with the crucible and its future contents
Now, I’m not talking about equality, but similarity, and that distinction is important. It’s not, to follow your example, about every player having the same experience (like eating hard foods), meaning they press the same sequence of buttons or follow the same strategy. The similarity lies in the challenge, not in the individual solution. If a food is hard, an elderly person might boil it in water. I hope this clarifies the difference between equality (which I haven’t mentioned) and similarity.
And I haven’t said anything about why some players don’t use the most unbalanced items. RNG could be a reason, of course.
Finally, no one is talking about perfection. Life isn’t a leap from disastrous to perfect. it’s a gradient. Some games are simply better balanced than others. Just a quick note: the “nothing is perfect” argument used to discredit a critical opinion about imbalance only serves to shut down the possibility of constructive discussion. It adds nothing. it’s just stating the obvious. And this goes beyond videogames
You’re right. I just meant to say that I understand @Lombix_4 point of view. But if I have to be clear and take a stance, personally, I don’t care too much about the difficulty system. If it’s there, I’ll try to use the setting I like best, and if it’s not, I’ll try to enjoy what the game has to offer
I assume that this topic is spoken by people who have played the game for more than 50 hours, respectively, and have managed to study the mechanics of the game, charms, monster attacks, etc. Playing any game even on maximum difficulty with such experience, any game will eventually seem easy. I believe that at the moment the game has an optimal difficulty balance and nothing needs to be changed.Besides, if someone’s game at some point becomes too easy, no one stops you from making it more difficult for yourself. We take off our clothes, take the Oar in our hands and go test ourselves, you can also pre-burn a bunch of things in a fire for a plague outbreak and test ourselves until we turn red.