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Forums - Gaming - Child of Light patch to change difficulty titles

JazzB1987 said:
RolStoppable said:

When you die, you get dropped off somewhere close to where you died, with all the items you used during your failure being returned to you. There's no penalty.

 

Do you want a penalty and if yes what kind of penalty do you wish for? And what exactly is the point in having a penalty?

When I die I know I failed. I dont need the game explain to me that I failed (I am smart enough to understand that myself.....)  
I mean some people like to lose EXP/money/items or even lose their character when they die in games but for me being forced to do stuff again because  I have to load from my last savegame/checkpoint which is from 10-30 mins ago is more than enough punishment. I hate doing the same stuff again (especially when its games where you have to watch cutscenes you cant skip)

I certainly don't want an extra penalty, losing the time investment is enough. Since you can switch the difficulty on the fly I'll give 'expert' a try. Probably switch back to 'casual' as it likely only makes battles last longer.



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welp so far so easy I have to say.
Level 12 at the moment and fighted everything that was on my way. Might still be a little early to make a final judgement on the difficulty.



RolStoppable said:

Yes, I want a penalty, the usual one for JRPGs (back to the last save point with your progress since then being removed). I don't like an auto-save feature in a game like this. There should be save points, because it makes the player assume responsibility for the game they are playing. The point of a penalty is said responsibility. Removing it means that you are treated like a young child that needs others (the developers) to handle things for them (in this case, the auto-save). If you don't like losing, then try to avoid losing. It's not like the average JRPG is particularly punishing anyway, the norm is to put a save point right before bosses; and bosses are the part of the game where you are most likely to lose.

Removing the penalty (or drastically reducing it) opens up the door for what I call a "sacrifice kill". You don't like how a particular situation is playing out, so you just kill yourself because you are actually gaining that way (usually time). In Child of Light such a situation would be a surprise encounter from a regular enemy on expert; the same system applied to another JRPG (Final Fantasy) would render the much dreaded Marlboros completely harmless. Essentially, it removes a lot of tension from the game. There's a huge difference between being caught off guard and having to turn it around somehow, and being caught off guard and just letting it happen because it doesn't matter anyway. Bravely Default makes the same mistake by allowing the player to adjust the encounter rate at any time (including no encounters at all). What could be a dangerous dungeon becomes a walk from treasure chest to treasure chest.

As for naming difficulties, the simplest solution is to stick to calling it "normal". That word refers to the developers' standard difficulty and the intended way of play, thus it's perfectly okay to be called "normal".

It's your choice to take the easy way out. Assume responsibility and continue the losing fight instead of resetting.

Btw you have it backwards. Autosave like in Dark souls, and to a lesser degree here, makes you take responsibility for your decisions. Whatever you do, you have to live with. No let's see what happens, I can always reload to a previous save. You still need to make the decision, if I use up all my items to win this battle, can I still go on or even get back out after. Continuous autosave is harder than manual save or predetermined check points.



Faxanadu said:
So, decades of easy, normal and hard modes is now not good enough anymore? Now it needs to be casual and expert?

I guess it is time to focus on retro gaming only.

I agree.

It even happened with Fire Emblem Awakening with the "casual" or "classic" options.

I mean, do devs really have to take a dig at people that play the normal difficulty?



                                                                                                               You're Gonna Carry That Weight.

Xbox One - PS4 - Wii U - PC

I'm fine with actual Hard difficult.

Reviews are dumbases (I'm calling you Polygon) and devs didn't needs to hear them.



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RolStoppable said:
SvennoJ said:

It's your choice to take the easy way out. Assume responsibility and continue the losing fight instead of resetting.

Btw you have it backwards. Autosave like in Dark souls, and to a lesser degree here, makes you take responsibility for your decisions. Whatever you do, you have to live with. No let's see what happens, I can always reload to a previous save. You still need to make the decision, if I use up all my items to win this battle, can I still go on or even get back out after. Continuous autosave is harder than manual save or predetermined check points.

I shouldn't have that choice to begin with. Although I usually decide to continue the fight.

You make a good point regarding auto-saves, but it's rarely applied that way.

True, it is too easier to reset instead of try to go on with all your used up supplies gone.

Everything has it's pros and cons. Dark souls resets you to specific check points, with used up items gone but lets you keep what you picked up. That opens the door to suicide grabs or an instant way back (just die), souls are easy to come by anyway.

Saves are more fun in a way. Go on a crazy mudering spree, levelling a whole town to blow off steam, then reload to continue with questing :)