A) Increase damage falloff. For precision guns that means non precision shots do less. For short range weapons that means the penalty for working outside the effective range is higher.
B) Add more enemies. Especially if there’s any stealth element, you close windows and change how you approach encounters.
C) Depending on the game, increase the range enemies respond at. If that’s sound based, they have better hearing. If it’s enemies calling for help when alerted, they get assistance/raise alert levels from longer range.
Perfect play should be comparable. Mistakes should be punished harder.
I also agree with all that. That takes more work though.
Bullet sponges are usually companies who can’t be bothered, so I focused on the low cost options. But IMO you should be building for high difficulty, then simplifying by doing things I suggested and your removing moves/exposing themselves more, actually slowing movement speed and animations, etc, to make encounters more forgiving at lower levels.
I think even after cutting down, easier difficulties can tell the game is better crafted that way.
IMO what it should do is:
A) Increase damage falloff. For precision guns that means non precision shots do less. For short range weapons that means the penalty for working outside the effective range is higher.
B) Add more enemies. Especially if there’s any stealth element, you close windows and change how you approach encounters.
C) Depending on the game, increase the range enemies respond at. If that’s sound based, they have better hearing. If it’s enemies calling for help when alerted, they get assistance/raise alert levels from longer range.
Perfect play should be comparable. Mistakes should be punished harder.
I also agree with all that. That takes more work though.
Bullet sponges are usually companies who can’t be bothered, so I focused on the low cost options. But IMO you should be building for high difficulty, then simplifying by doing things I suggested and your removing moves/exposing themselves more, actually slowing movement speed and animations, etc, to make encounters more forgiving at lower levels.
I think even after cutting down, easier difficulties can tell the game is better crafted that way.