History Main / NumericalHard

19th May '17 2:35:27 PM HeroicJay
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* In the initial release of ''VideoGame/MegaMan2'' [[DifficultyByRegion outside of Japan]], on "Normal" difficulty[[note]]the only difficulty in the Japanese version was equivalent to "Hard"[[/note]], all enemies took twice as much damage from all attacks except Time Stopper on Quick Man (which dealt the same as normal), with no other differences. Some of the most well-known OneHitKO attacks (like [[BeatThemAtTheirOwnGame Metal Blade on Metal Man]]) were actually meant to be ''two''-hit [=KOs=].
19th May '17 2:23:13 PM flameclaw0x7
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* Things that are examples: On hard, enemies do more 50% more damage and take 50% less and drop less ammo, but fight you the same way as they did before.
* Things that are NOT examples: On hard, new types of enemies appear, you have longer levels, and bosses have a new attack or two.

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* Things that are examples: On hard, enemies do deal more 50% more damage and damage, take 50% less less, and drop less ammo, spawn 30% more often, but fight you the same way as they did before.
* Things that are NOT examples: On hard, new types of enemies appear, will become smarter, you have longer levels, and bosses have a new attack or two.
2nd May '17 10:18:39 AM Mike
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* The Reaper of Souls expansion to ''VideoGame/DiabloIII'' takes this and runs with it. Each difficulty level exponentially increases the health and damage of enemies, leading to some [[https://us.battle.net/d3/en/game/guide/gameplay/game-difficulty large numbers]]. Additionally, more monsters are spawned per difficulty level.
26th Apr '17 2:11:11 PM Az0riusG4m3r
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* In ''VideoGame/SystemShock2'''s higher difficulties, your stats and skills cost more cyber modules to upgrade, but the placement and number of modules remain the same. The HP and MP bonuses you receive from upgrading also dive sharply with increasing difficulty, making a particular special upgrade that gives you a mere 5 HP much more important at higher difficulties. Enemy drop percentages also fall, so on the highest difficulty, fighting is usually a frightful waste of resources. And yes, buying ammo costs more too.

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* In ''VideoGame/SystemShock2'''s higher difficulties, your stats and skills cost more cyber modules to upgrade, but the placement and number of modules remain the same. The HP and MP MP, or [[PsychicPowers PSI]], bonuses you receive from upgrading also dive sharply with increasing difficulty, making a particular special upgrade that gives you a mere 5 HP much more important at higher difficulties. Enemy drop percentages also fall, so on the highest difficulty, fighting is usually a frightful waste of resources. And yes, buying ammo costs more too.
23rd Apr '17 5:17:06 PM nombretomado
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* ''Franchise/{{Tales|Series}}'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.

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* ''Franchise/{{Tales|Series}}'' ''VideoGame/{{Tales|Series}}'' games will usually multiply enemy health and stats by 1.5 and 2.0 on Hard and Mania difficulties.
9th Mar '17 11:15:03 AM BeerBaron
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* ''VideoGame/TheElderScrollsIVOblivion'' has a difficulty slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has the same slider with the same effects.

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* ''VideoGame/TheElderScrollsIVOblivion'' has ''Franchise/TheElderScrolls'':
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' have
a difficulty slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has the same slider with the same effects.
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*** ''Legendary'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.

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*** ''Legendary'' ''[[HarderThanHard Legendary]]'' has you deal 1/3 damage and take 3x damage. This setting is only available in certain versions.
25th Jan '17 4:27:37 AM KBABZ
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* Happens in Challenge mode of every ''Franchise/RatchetAndClank'' game after the first one. Enemies take more hits to kill, and can damage you much quicker. But conversely, challenges pay out more money, and there's a bolt multiplier to make getting money off dead enemies easier to amass. However, you'll need the money to buy new versions of your old weapons that can be upgraded with more damage and bigger ammo capacity, not to mention some BFG's and better armours (unless you really grinded for money in the first playthrough and brought them then). It generally means the game is harder in the opening stages when you need even your most powerful rockets to take out the opening enemies, even though there attacks are rubbish enough to not hit you, but gets easier as you get more and more of the big weapons.

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* Happens in Challenge mode of every The ''Franchise/RatchetAndClank'' game after the first one. Enemies take more hits to kill, and can damage you much quicker. But conversely, challenges pay out more money, and there's a bolt multiplier to make getting money off dead games which have difficulty options feature this, where enemies easier to amass. However, you'll need will simply deal more damage and have more health, and your weapons earn less XP per kill. Starting with ''[[VideoGame/RatchetAndClankIntoTheNexus Into the money Nexus]]'', enemies will also run faster, attack faster, and their gun shots will travel more quickly.
** Also occurs from the second game onward in [[NewGamePlus Challenge Mode]], where enemies have even more damage and lots more health, to the point where you can empty entire weapons to no effect and then [[CurbStompBattle get killed in one hit]]. To keep up you have
to buy new Mega versions of your old weapons that can be upgraded with more damage and bigger ammo capacity, not to mention some BFG's and better armours (unless you really grinded for money in buy the first playthrough and brought them then). It generally means best armour in the game is harder in (both of which are super-expensive, however the opening stages when you need even your most powerful rockets to take out the opening enemies, even though there attacks are rubbish enough to not hit you, but gets easier as you get more and more of the big weapons.Bolt Multiplier makes up for it).
8th Nov '16 6:24:38 PM seajaycj
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* In ''VideoGame/DarkSouls'', ''NewGamePlus'' enemies have more HP and hit harder. This is averted in ''VideoGame/DarkSoulsII'', which adds new enemies and encounters in NG+, but not in ''VideoGame/DarkSoulsIII''.
20th Aug '16 4:48:17 AM Gosicrystal
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[[folder:Sports]]
* In ''VideoGame/ArcStyleBaseball3D'', turning up the difficulty from Normal to Hard sums up as turning up the speed of the opposing pitcher's pitches. At the very least, that's the main obvious difference.
[[/folder]]
9th Aug '16 9:46:53 AM Ripburger
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* ''VideoGame/XCom'' enemies get higher stats on higher difficulty levels. Higher firing accuracy, time units, and Reaction add up to more ambushes. The lowest difficulty also halves armour, but all other difficulties use the same armour stat.
** ...At least in theory. ''UFO Defense'' has a bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're suddenly playing on Beginner (the lowest). Both devs and fans went completely unaware of the bug for a long time, so when the devs received complaints that Superhuman difficulty was too easy, they essentially reversed the issue by scaling ''Terror From The Deep''[='=]s Beginning difficulty to the original's Superhuman. Incidentally, this allows one who is aware of the difficulty-reset bug to essentially play a [[HarderThanHard double-Superhuman]] mode in ''TFTD'', which is exactly as terrifying as it sounds. They finally got it right in ''Apocalypse'' and ''Interceptor'', but ''Interceptor'''s difficulty only affects three things: how long it takes to kill the alien craft (their armor and shields are boosted, essentially), how susceptible your pilots are to mind-control (they get penalized at higher difficulty levels), and how quickly the aliens expand (at higher difficulty levels, you'll encounter alien bases all over the place, whereas at lower levels, you'll be able to keep the map clean of bases with little difficulty).

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* ''VideoGame/XCom'' ''[[{{VideoGame/XCOM}} X-COM]]'' enemies get higher stats on higher difficulty levels. Higher firing accuracy, time units, and Reaction add up to more ambushes. The lowest difficulty also halves armour, but all other difficulties use the same armour stat.
** ...At least in theory. ''UFO Defense'' ''[[VideoGame/XCOMUFODefense UFO Defense]]'' has a bug where even if you pick Superhuman (the highest difficulty level), as soon as you save your game or load a save, you're suddenly playing on Beginner (the lowest). Both devs and fans went completely unaware of the bug for a long time, so when the devs received complaints that Superhuman difficulty was too easy, they essentially reversed the issue by scaling ''Terror ''[[VideoGame/XCOMTerrorFromTheDeep Terror From The Deep''[='=]s Deep]]''[='=]s Beginning difficulty to the original's Superhuman. Incidentally, this allows one who is aware of the difficulty-reset bug to essentially play a [[HarderThanHard double-Superhuman]] mode in ''TFTD'', which is exactly as terrifying as it sounds. They finally got it right in ''Apocalypse'' ''[[VideoGame/XCOMApocalypse Apocalypse]]'' and ''Interceptor'', but ''Interceptor'''s difficulty only affects three things: how long it takes to kill the alien craft (their armor and shields are boosted, essentially), how susceptible your pilots are to mind-control (they get penalized at higher difficulty levels), and how quickly the aliens expand (at higher difficulty levels, you'll encounter alien bases all over the place, whereas at lower levels, you'll be able to keep the map clean of bases with little difficulty).
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