• Comment105@lemm.ee
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      12 days ago

      Yeah, nobody should ask clerks about their product anymore, that time is over. Most chains don’t give a fuck about returning happy customers.

        • Psythik@lemm.ee
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          11 days ago

          I’ve also noticed a generational difference in the 20-some years I’ve been in the workforce.

          Millennials and Gen X were/are given shit wages too, but still gave a fuck because their Boomer parents sold them on the lie that you will get recognized for your efforts if you just work hard enough (because it was true for them up until the Reagan era). I’m a Millennial and even to this day I notice that I put more effort into doing my job the way I’m supposed to compared to my younger coworkers, even though I know now that I’m being exploited. I can’t help it; it’s in my programming.

          Gen Z, on the other hand, was born into a world where everything already went to shit decades ago, raised by jaded parents who didn’t sell them on the same lie because it was never true for them. So they don’t give a fuck because they were never programmed to believe that hard work will result in higher income.

          • sugar_in_your_tea@sh.itjust.works
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            8 days ago

            Hmm, sounds like crappy parents.

            Doing a good job has value in itself. Yes, it’s better to get compensated for that, but taking pride in your work at least makes the workday go faster.

            Then again, I’m a millennial, so I guess I was sold the lie.

            • KingJalopy @lemm.ee
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              7 days ago

              For me it’s more about simply someone paid for this thing and how I get paid (unfairly but still) and it isn’t that person’s fault my company sucks. I feel bad if I don’t give the customer what they expect and paid for. Like I can’t fuck other people over just because I’m being fucked. On the other hand I understand why the McDonald’s person doesn’t give a shit and I don’t blame them at all. The lie is deeply engrained in us.

              • sugar_in_your_tea@sh.itjust.works
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                7 days ago

                Whether your company sucks or you’re compensated fairly isn’t particularly relevant IMO.

                Doing a good job and feeling pride in your work has value in itself. Don’t do it for the company, do it for yourself, and you’ll probably be happier. And then look around for jobs that reward that.

        • Ricky Rigatoni@lemm.ee
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          11 days ago

          Asking a store clerk to know intricate details of every one of their products is an insane ask regardless of how much you pay them.

    • lessthanluigi@lemmy.sdf.org
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      7 days ago

      Sometimes, I wanna pretend it is 2005 again, and aak the clerk aboit something. Of course, it won’t be at GameStop and more at a local mom & pop shop, and I get most of my games online these days, but yaknow…

    • Dr. Moose@lemmy.world
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      11 days ago

      Yeah but having discipline to grind and find an efficient grind method can be hard.

      Some games like runescape are mechanically easy but number hard because the difference between optimal path and suboptimal is one of “never getting this within realistic time frame” which essentially is equivalent to a mechanic defeat.

      • sugar_in_your_tea@sh.itjust.works
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        8 days ago

        It’s really not.

        If the “optimal path” still sucks, it’s just poorly designed. Runescape sucks because even the optimal path sucks. I did the math and found the optimal way to grind mining, for example, but I gave up around level 50 or so because it was clearly a game of diminishing returns and I hadn’t been having fun for months.

    • undeffeined@lemmy.ml
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      12 days ago

      Vanilla Cyberpunk 2077 is like that on higher dificulties and it sucks. Luckily there are mods to fix that.

      • Korhaka@sopuli.xyz
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        12 days ago

        Skyrim does this too, fortunately mods fix it. I want hard to mean I can die as easily as everyone else.

        • BigBananaDealer@lemm.ee
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          11 days ago

          fallout 4 fixed that with survival mode. its actually terrifying going against raiders because one well placed molotov and you are fucking done for. and dont even think of fighting those bloodbugs, if you get spotted you have to RUN or youll be toast

          • papalonian@lemmy.world
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            9 days ago

            Played the game last year, survival with a few mods, namely a huge modern gun pack, a ghoul mod and some super mutant mods.

            EVERYTHING was terrifying. Walking through a city, if a hostile NPC noticed me before me them, a single headshot from a long rifle would drop me with full health.

            • BigBananaDealer@lemm.ee
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              9 days ago

              dude one time i tried going to goodneighbor and everytime i tried raiders or gunners would kill me before the bridge

              the ONE TIME i made it past the bridge, a yao guai comes out of nowhere and kills me

    • dQw4w9WgXcQ@lemm.ee
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      11 days ago

      Post game of borderlands 3 is stupid in this regard. Normal enemies becomes a question whether full ammo in all weapons deal enough damage combined, given that they are all headshots.

  • Landless2029@lemmy.world
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    11 days ago

    Holy shit I never heard of this before but totally get why I love Valheim. It’s actually got some mechanics and not only numbers!!

    Edit: clarifying not just mechanics but a mix.

    • thelasttoot@lemmy.world
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      11 days ago

      Valheim is absolutely numbers. Every fucking thing you do in that game is determined by your skill level in said thing. Running, attacking, crafting, even sleeping. It’s all fucking numbers.

  • SSTF@lemmy.world
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    12 days ago

    Is it myth of the sword or myth of the gun, tell me retail employee. Tell me!

    • ameancow@lemmy.world
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      11 days ago

      I can’t stand when retail cash-register workers can’t engage with my obscure philosophical analysis of niche media details.

    • JayDee@lemmy.sdf.org
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      12 days ago

      There’s precision, complexity, timing, punishment, and resource consumption.

      With precision, you have to do things in a certain amount of space. To make something more difficult with precision, you shrink the spaces that the player has to fit through. Think of having a smaller road with for a racing game, having a boss with bigger attack hitboxes so the player has less space to dodge to, or having a smaller keypress window in a rhythm game.

      With timing, you have to do things in a certain time window. You make games more difficult timing-wise by shrinking the time window. Think shorter time frames for a race, faster attacks from a boss, or tighter keypress requirements in a rhythm game.

      Precision and timing are closely tied to one another so they are often treated as the same thing. In Rhythm games, for example, they are near-inseparable.

      With complexity, you have to do a certain number of things. you increase difficulty with complexity by increasing the number of things you have to do. Think More turns back-to-back on a racetrack, more unique attacks you need to memorize from a boss, or longer rhythm game courses.

      With punishment, you have to do things while only failing a certain number of times. To increase difficulty with punishment, you shrink the number of times you can fail before losing. Think of racing games where your car degrades from collisions or where there’s cliffs on the track sides, where the boss attacks do more damage, or where you get fewer miss allowances in a rhythm game.

      With resource consumption, you have to do things with access to a limited amount of time, energy, items, etc. to increase difficulty with resource consumption, you shrink the amount of resources available and/or how long resources last during use. Think giving a player less health, a boss more health so each attack is worth less, giving a player fewer health potions, make the player have to fight more enemies total (not necessarily more per fight).

      All games shift difficulty with any number of these. a mechanics game will increase difficulty by demanding better precision and timing, increasing complexity, etc, usually a combination of all methods I mentioned. a numbers game will change difficulty almost exclusively by increasing resource consumption, usually by increasing enemy health pools and nothing else. It’s also common for difficulty to increase by just making good items more scarce.

      • Sophocles@infosec.pub
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        11 days ago

        Man, this is why I love lemmy. There’s always some extensive and insightful info in the comments somewhere. Great explaination! I might use some of these concepts in my dnd campaign

      • hemko@lemmy.dbzer0.com
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        12 days ago

        Very good and detailed explanation!

        I want to also add on the last part; often the difficulty is composed of all of those elements, because each single difficulty element scales very badly.

        For example game that only focused on the precision and timing has some limits where the game just breaks because it is no longer possible to move fast enough to keep up. At this point increasing the duration (adding numbers) of the ‘encounter’ becomes a better way to increasing difficulty.

        Good example of this would be “Through the fire and flames” in guitar hero. It already tests your precision and timing to the extreme, then adds a long song duration (7+ minutes)

      • JustAnotherKay@lemmy.world
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        12 days ago

        TL;DR: Game balance is incredibly complex, and the amount of attention to detail required is insane in order to keep all of these in check. You can do anything with anything if you know how.

        Just to piggyback, it’s actually possible to do any of these with mechanics or numbers, although depending who you’d ask this breakdown is either spot on or the wildest shit they’ve ever heard because game balancing is a weird difficult concept.

        Precision Numbers: Think overflow. Whoops, you missed the mark by 1 or 2 and wasted some points.

        Precision Mechanics: Best example I can think of is a bullet hell or a racing game as you explained. More enemies/bullets = less space to maneuver.

        Complexity Numbers: Think bloated idle games and daily quests (aka Tedium)

        Complexity Mechanics: Like adds on a raid boss. Extra things to worry about.

        Timing Numbers: Time attack in a racing game is a great example of this

        Timing Mechanics: Quick time events, but only if they’re done well

        Punishment Numbers: Less HP, more damage, etc. fairly obvious

        Punishment Mechanics: Again going back to rogue likes, it’s not uncommon to have multiple types of HP which swings Punishment around depending on how those types of HP work.

        Resource Consumption Numbers: Drop rates, mana, health pools

        Resource Consumption Mechanics: Usually this is where layering resources occurs, gear and a skill tree or a skill tree and temporary buffs, etc. Metacurrency can be considered either mechanical or numbers based depending on how it’s handled.

        • sugar_in_your_tea@sh.itjust.works
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          8 days ago

          Timing Mechanics: Quick time events, but only if they’re done well

          You could also increase the reward for the correct response and increase the penalty for an incorrect response. For a fighting game, this means executing the correct combo at the right time does extra damage, and using the wrong combo or missing the time window leaves you open to getting wrecked.

          Resource Consumption Mechanics: Usually this is where layering resources occurs, gear and a skill tree or a skill tree and temporary buffs, etc. Metacurrency can be considered either mechanical or numbers based depending on how it’s handled.

          I also think forcing players to change the types of resources they use instead of sticking with the kind they prefer fits here. For example, if you only use the shotgun in an FPS, you may be fine on lower difficulties, but you need to switch to more effective weapons on harder difficulties (in Half Life, crowbar for headcrabs, assault rifle for people, and shotgun for head crab crowds or close combat, etc). If you use the right tool for the job, you’ll have enough resources.

    • Boomkop3@reddthat.com
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      12 days ago

      Some games test your skills. Other games test your patience. Both are hard, but the latter is a lot less fun.

      It’s the difference between a zombie only dying from a carefully aimed headset, vs only dying after smacking it with a stick 274 times.

      • Comment105@lemm.ee
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        12 days ago

        That describes the start, a bit hyperbolic but accurate.

        The whole experience is more like “the zombies are always hard to kill, but you can get good at killing them” vs “the zombies are hard to kill, then you get gear or whatever, then the zombies are easy to kill”.

      • merc@sh.itjust.works
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        10 days ago

        What exactly are you doing with this headset? Are you putting it on the zombie and putting on Joe Rogan’s podcast until the Zombie’s remaining brains melt?

    • MuchPineapples@lemmy.world
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      12 days ago

      Tetris is difficult because you need to be good to play it, mechanics. WoW is numbers difficult because you can buy the best equipment and then pwn the noobs even if you don’t really know how to play your character.

    • SkunkWorkz@lemmy.world
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      12 days ago

      Like in Elden Ring you can beat late game bosses with a low stat character if you are really good. So basically you rely on your own gaming skills rather than on big number defeats smaller number. Sure Elden Ring is a mix between mechanical and numbers difficulty, bosses are hard because of high HP (numbers difficulty) but their difficulty also comes from their attack patterns (mechanical difficulty) which you have to dodge at the right moment and attack when there is an opening, so it’s also relies on the mechanical skill level of the player.

      While in turnbased RPGs like Final Fantasy 7 you rely purely on the character stats to defeat enemies. Sure there is tactics involved but it’s impossible to defeat a late stage boss with a low stat character in those type of games. Since it is purely a big number defeats small number type of game. So that’s numbers difficulty. Of course you can defeat bosses that a low stat character shouldn’t defeat if you load up with a ridiculous amount of items like potions. But that’s still numbers difficulty. There is no mechanical skill involved from the player.

      (edit: spelling)

      • sugar_in_your_tea@sh.itjust.works
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        8 days ago

        There is no mechanical skill involved from the player.

        Right. But there is some mechanical skill, so a good player can defeat a given boss at a lower level than an unskilled player. But that highlights another aspect here: difficulty based on numbers means grinding can cover for a skill gap, whereas numbers won’t help much w/ a mechanics-based difficulty.

    • ILikeBoobies@lemmy.ca
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      11 days ago

      Mechanical difficulty is how difficult it is to play it

      Number difficulty is how easily you die or how hard it is to kill enemies

      Dark Souls is mechanically easy (just learn patterns and dodge) but it has high number difficulty because you can die in 1 hit and it takes more than 1 hit to kill enemies

      Mechanically difficult would be those fighting games where you have a list of 100 different button combos

      Edit: Note instead of kill/die I should say win/loss to apply to more genres

      • sugar_in_your_tea@sh.itjust.works
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        8 days ago

        Dark Souls is mechanically easy (just learn patterns and dodge) but it has high number difficulty because you can die in 1 hit and it takes more than 1 hit to kill enemies

        I see it as the opposite.

        Dark Souls is mechanically difficult because you need to get good at the mechanics to succeed in the game, gaining levels really won’t help.

        In short:

        • mechanics - player needs to get better
        • numbers - player needs to grind
        • ILikeBoobies@lemmy.ca
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          8 days ago

          Maybe players view it differently because we’ve moved away from making games mechanically difficult

          • sugar_in_your_tea@sh.itjust.works
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            8 days ago

            There are still plenty of mechanically difficult games, such as:

            • Titan Souls - you and bosses have 1HP
            • Cuphead
            • Celeste

            There are plenty more, but each of those is mechanically difficult and there’s no way to grind to make up for lack of skill. Dark Souls is an honorable mention here because you can make up for some lack of skill by finding better gear, but it’s still more on the end of “mechanically difficult” than “numbers difficult.”

            • ILikeBoobies@lemmy.ca
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              7 days ago

              Finding better gear isn’t number difficulty

              Mechanical difficulty is your entry barrier

              You want low mechanical difficulty because it’s easy for the player to pick up and start learning

              Titan Souls - you and bosses have 1HP

              If that’s what makes it hard then it’s a number difficulty - a clue is that you used a number. If you gave the player god mode then would it still be as hard? If so then it’s mechanically difficult

              • sugar_in_your_tea@sh.itjust.works
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                7 days ago

                If that’s what makes it hard then it’s a number difficulty

                I disagree. Giving both the player and bosses 1HP means there are no numbers because one hit kills you (and them). So the only way to adjust difficulty is through mechanics, as in boss movesets, constraints on controls, etc. It’s quite literally the opposite of a “numbers” game.

                The opposite would be a typical JRPG. Bosses are more difficult if you’re under-leveled, easier if you’re over-leveled. Getting better stats, gear, etc makes the game easier because you have better numbers, so grinding is encouraged if you’re having trouble.

                In short:

                • “numbers” - adjust difficulty by adjusting access to better numbers (XP, gear, abilities, etc); players improve by grinding XP, gold, etc
                • “mechanics” - adjust difficulty by adjusting mechanics (movesets, speed, variety of enemies on screen, etc); players improve by practicing
    • sugar_in_your_tea@sh.itjust.works
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      8 days ago

      Luck.

      There are plenty of mechanics, but whether you win is determined more by what cards you see than your actual strategy, at least after a point.

    • GissaMittJobb@lemmy.ml
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      10 days ago

      Largely mechanics, apart from the need to unlock jokers.

      Fun for a game so centered around numbers to not actually be numbers

      • Tracaine@lemmy.world
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        9 days ago

        Unlock jokers? It has an “unlock all” button in the collection section, if you don’t mind missing out on achievements which I don’t. Never understood them.

        • GissaMittJobb@lemmy.ml
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          9 days ago

          I believe that was implemented for people getting the mobile version after having played on another platform and not wanting to unlock everything again?

          But yeah, you can certainly go that route, making it all mechanics and no numbers