What is the hypothetical scenario in which higher difficultly levels are acceptable to you? Why have haz 4, for example? If "a substantial number of players are enjoying the game less because they aren't being challenged as much as they want" is not an acceptable answer, then there is no reason for hazard level 4 to exist.
I already stated reasons for higher difficult levels that actually contribute to the game beyond just, "Make it tougher."
5 second fix that would make everyones life easier: make IFG's stick to the environment when they land.
Don't forget that there is also a great deal of randomness when it comes to the difficulty even on Hazard 4. On some maps the spawns are very scarce and it's basically a cakewalk but sometimes it feels like we accidentally unlocked Hazard 5 somehow with how many praetorians, macteras and spitters it's going to throw at us. Even within some missions the difficulty can spike or go down. I really like that because each mission feels much less predictable (and the Hazard level more like an estimate which really conveys that command & control isn't omnicient) and it can make for some extremely memorable moments.
You didn't actually answer the question of why a higher difficulty level would be acceptable, you just said "if it contributes to the game", but that's so vague that it doesn't answer anything at all. When does a higher difficulty level contribute to the game? If you don't think that providing players with a challenge suited to their skill level contributes to the game, when could higher difficulties EVER contribute to the game? What makes hazard level 4 contribute to the game, if the fact that it makes the game more challenging for skilled players is not enough to justify its existence?
Here's my point: the reason haz 4 is a good idea is entirely because of the percentages of the player base who are at the skill level that makes haz 4 a good challenge for them. If only 1% of the playerbase we're enjoying haz 4 and the rest can never win a game on it then we might reasonably ask why it's even there. However, if 15% of players find haz 4 too easy then we might seriously consider adding another difficulty level.
Your model of runaway difficulty levels is a slippery slope fallacy that's not relevant to what I'm saying. I never suggested that we keep making more difficulty levels indefinitely to appease smaller and smaller subsets of the community, as I said that would harm queue times. The question is whether enough players are insufficiently challenged by the game to justify the queue time hit of adding one more difficulty level. The fact that Ghost Ship, who likely have a better idea of the sentiments of the community than either of us, is asking for ideas on how to increase difficulty, suggests that the answer to that question is yes.
See, its not actually my job to make arguments in your favor, you have to figure that part out for yourself, but funny enough I did actually do that before you ever posted.
This is where you show you haven't really read my posts:
Are the weapons and tools not getting to be fully utilized and not showing their use cases? No, they're already doing that by Hazard 4, there isn't a significant amount of overlap between them. Each one shows its strengths and weaknesses at Hazard 4.
No because again: Challenge. Is. Not. A. Design. Goal. You do not design your game just for the sake of challenge, that's not what you should ever be designing for because its adversarial development. Its entirely about making the game more difficult for the player, working against them. And you do not do that if you have any clue what you are doing.
It does not suggest that at all. What is says is that they are exploring something that has been requested and, funny enough, finding that it really isn't panning out.
99% of the times difficulty modes added to appease to the "hardcore" audience that finds the game too easy just encourage you not to use the mechanics to their fullest but to simply break the game with bugs, glitches and exploits. I don't see any way for the team to add Hazard 5 in a way that is both fun, meaningful and fulfilling to players that have mastered the skillset to succeed at the game.
I don't know, man. From a somewhat casual player's perspective I probably wouldn't touch hazard 5 much if it were a thing. I only do hazard 4 occasionally with varying results depending on the pub I join. I don't see it as a bad addition, though. If they wanna do it, they can do it, but I'd still rather see maybe some additional weapons, maybe a new class, maybe new areas or mission types. I do like that they don't just want to buff enemies' health and damage. Like, some people have mentioned various AI tweaks, but that's something that could be applied to all the existing difficulties.
Honestly hazard 5 could just be a terrain generation thing.
Lots of narrow windey tunnels interspaced with those caves with lots of crevasses in them.
The former forces you into CQC where the swarm have the advantage and the latter mean its easy for you to get separated in a way that's difficult to help your allies. The swarm, time limits and everything else remain unchanged but this extra hazardous terrain forces you to be careful and note where your allies are at all times.
From the Twitter
https://twitter.com/JoinDeepRock/status/1084841938585567233?s=20
Freeky ass pillbug thing
Also
https://twitter.com/JoinDeepRock/status/1083354042502402053?s=20
Looks like they're optimistic about some kind of change to the spawning on hazard 5, which presumably involves lots of pretorians.
I think they're just taking the piss actually.
I mean, there's no question that they ARE adding haz 5 unless something drastic changes and they have to suddenly scrap it.
https://twitter.com/JoinDeepRock/status/1083021253345267712
The roadmap has said they're adding it in January since they updated it last month.
https://files.facepunch.com/forum/upload/257085/b41a5e21-dd39-4ec0-ac39-fbf034b5a21c/image.png
At this point it's less a question of "if" and more a question of "how".
I can´t wait to get into this game! Is it istill fairly populated?
Deep Rock Galactic · AppID
most difficulties youll find people at are haz 3 and 4, i usually have the best luck before midnight EST or so, with the best way also being the current missions chosen for assignments (itll have a shitload of people on them compared to others)
Love this game! Don't play it enough.
Add me on Steam and give me a poke if you wanna play;
Steam Community
godamn this game is good
started playing it this week and i'm having a blast. all the mission types are really fun and the variation in biomes and procedural generation is really impressive. i love some of the mechanics like the laser pointer, the 3d map, the station/lobby with everything in it. the gunplay is really satisfying and gooey as well.
you can tell the devs put a lot of love into this game. really looking forward to what the new updates bring.
leechers can go fuck themselves though. at least ad a lil' glowy bit or something to their tongues or a sound so we can see them and not have to scan for them with the lasers which only works half the time because they're embedded into the ceiling.
Everytime I play there's a good number of lobbies, so I've never had trouble finding people to play with.
https://steamuserimages-a.akamaihd.net/ugc/938339172169262655/3A0522ADDAC3EE3115F17DD140A6E5FF5CD84019/
The fuck is this?
"Who the fuck knows" would be the right description at the moment. We're still waiting for them to implement some kind of use for them.
There's a pretty well-designed counter to them, where one perk gives you a split second to react with a visual effect on your screen once you're targeted, but unfortunately it's bugged right now so that if the leech targets someone else after targeting you, that effect will never go away, and it obstructs your view. There's also an audio queue by default but that's a lot harder to pick up on.
New Roadmap update, and blog post
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/38d5740369553e2b74075ee887dd3cf062d06000.png
Highlights from the blog post:
Difficulty 2.0
This is the flagpole feature of Update 21 and is more or less a full rework of how we handle Difficulty in the game. Initially, this was supposed to just be a new Difficulty - Hazard 5 - but as we dug deeper, we realized we had a lot of untapped potential here that we could utilize better - as well as some critical bugs to fix! So - in short, this is basically a complete revamp of global difficulty balance, which will likely have a fairly profound impact on the game experience. To this end, we want to mobilize as many of you as we can to give us feedback. If anything sticks out to you as too hard, too easy, or just plain weird or wrong, let us know. This is just a first implementation of the system and will be continuously tweaked as we move along.
New Enemies
We’ve been hard at work at a bunch of new enemies, and the first few will go in with Update 21. The exact number depends on the final testing phases, but expect two, perhaps three new enemy types. These are all new enemies, with their own models, animations, sound, AI behavior, and gameplay impact.
Weapon Mastery
This is a new feature aimed mainly at all the completionists out there, but everyone should be able to get a tasty piece of this pie pretty easily. As you unlock Mods for a given piece of gear, your Weapon Mastery bar for that piece of gear goes up, and at certain intervals, you will be given a prize. This system is not necessarily done and may be expanded on later, but for now, it will get you your first taste of our brand new Skins system - new color schemes for your gear. The Skins system is still pretty early in development, but we have lovely plans to expand on this later.
Interestingly, it looks like they're trying something more complicated than just a straight up additional difficulty level, and it looks like we'll see substantial changes for all difficulty levels. ETA is Feb 6, but it should be on the experimental branch in the next week or two.
Like I said, "More Challenging" is not how you do difficulty. And as evidenced with this, they're aware of that too.
The new update is on experimental! Comes with Haz 5, adjustments to lower difficultly levels and spawning systems, a bunch of rebalances (mostly buffs to stock and nerfs to unlockable weapons), and three new enemies. The base game was actually bugged before so that difficultly didn't scale properly and four-player games were as easy as three-player games, so the difficulty of all gamemodes should be higher across the board now for a full squad. I'm enjoying haz 5, though I wouldn't advise playing Point Extraction on that difficulty, since you have to keep coming back to the same spot you can't give bugs the slip like you can in most modes. But for other gamemodes it makes things a lot more tense and the run and gun feel of it is a blast.
NEW UPDATE IS OUT!
HAZ 5 IS AWFUL!
Didn't they say they wouldn't increase the number of mobs and their health? Because I'm like 90% sure they did both.
i love bet-c and the shellbacks tho, and the difficulty changes all around are an improvement
being able to force no dupe classes is fucking great too, no more useless multiple scouts games
Yeah I like the new content, it just feels like Hazard 5 is more of a chore than a challenge.
Pretty good update imo. Haz 5 feels nice. Not ridiculous but you've defo gotta keep on your toes. Also the scout zip upgrades are suuuuuuper fun.
Only thing I'm not a fan of are the new low health screen effects. Really hard to see anything through the big ugly red overlay.
I might get this game next month. Are there enough people playing it for me to matchmake with others?
Have you tried Point Extraction or Salvage yet? Because every single time it's been a constant non-stop stream of glyphids where we literally can't collect nitra fast enough.
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