this post was submitted on 10 Apr 2025
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Greentext

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This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.

Be warned:

If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.

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[–] jqubed@lemmy.world 243 points 1 week ago (2 children)

I feel like anon could’ve researched this online ahead of time

[–] Comment105@lemm.ee 166 points 1 week ago (1 children)

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

[–] deaf_fish@lemm.ee 69 points 1 week ago (3 children)

They also don't pay the clerks enough to give a shit.

[–] Psythik@lemm.ee 18 points 1 week ago* (last edited 1 week ago) (3 children)

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.

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[–] rickyrigatoni@lemm.ee 9 points 1 week 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.

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[–] TabbsTheBat@pawb.social 114 points 1 week ago (2 children)

It's all just bullet sponges..

[–] undeffeined@lemmy.ml 49 points 1 week ago (9 children)

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

[–] Korhaka@sopuli.xyz 23 points 1 week ago (4 children)

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

[–] Mpatch@lemmy.world 8 points 1 week ago

On most games that I can i play on easy to normal so enemies aren't bullet sponges. But to balance I never invest any points in health

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[–] dQw4w9WgXcQ@lemm.ee 7 points 1 week 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.

[–] NigelFrobisher@aussie.zone 57 points 1 week ago (2 children)

Fake. This guy has never been called “sir”.

[–] Kusimulkku@lemm.ee 23 points 1 week ago (1 children)

Anon doesn't even get called by tech scammers

[–] festnt@sh.itjust.works 8 points 1 week ago

yeah, the odor is just too strong

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[–] Landless2029@lemmy.world 46 points 1 week ago* (last edited 1 week ago) (2 children)

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.

[–] the_crotch@sh.itjust.works 23 points 1 week ago (1 children)

In a market plagued by generic survival crafting games, valheims devs wondered "what if we were the most generic of all?"

[–] Landless2029@lemmy.world 21 points 1 week ago (2 children)

In a quick comparison Valheim vs Terraria. Terraria is numbers not mechanics.

I've challenged myself to kill mobs way before I was supposed to in epic souls-like battle and succeeded. There were even streamers trying to clear the game in "reverse" boss order.

Can't pull that in most games.

[–] brognak@lemm.ee 19 points 1 week ago (3 children)

Dude, Valheim and Terraria are both numbers. Don't think there's a single survival crafting game that isn't numbers. Your not beating any of the late game bosses in starter armor, even existing in the areas they reside requires bigger numbers. Not so say their aren't mechanics, but they both rely on enemies getting spongier to force you to make your gear (numbers) better. Basically if you can use gear to brute force a solution, it's numbers.

Ninja Garden is mechanics. Shooters are mechanics. Furi is mechanics. Your power level stays more or less the same, the enemies change but don't really get tankier, but they force new/different tactics. If you get upgrades it's mostly to bypass older enemies which you've already mowed down dozens of times.

This is all imo.

[–] Landless2029@lemmy.world 6 points 1 week ago

Very valid. Valhiem has more mechanics than most sandbox games.

But it's numbers because its impossible to beat the end boss in starter gear.

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[–] kameecoding@lemmy.world 7 points 1 week ago

I think God Of War is similar in that you can do lots of side stuff pretty early and under leveled and if you are good enough you can pull it off, ofc it gets easier with better gear, but better gear is locked behind story progression

[–] thelasttoot@lemmy.world 6 points 1 week 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.

[–] Cruxifux@feddit.nl 36 points 1 week ago (11 children)

I don’t get it. Someone explain to me Plz

[–] Boomkop3@reddthat.com 120 points 1 week ago* (last edited 1 week ago) (4 children)

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 34 points 1 week ago* (last edited 1 week ago) (3 children)

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".

[–] davidgro@lemmy.world 18 points 1 week ago (1 children)

Which one is "The zombies scale as your character does, so the longer you play the harder they are to kill"?

[–] TheYojimbo@lemmy.world 37 points 1 week ago (1 children)
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[–] Boomkop3@reddthat.com 6 points 1 week ago

I wanted to make it more clear for those not too familiar with gaming

[–] Valmond@lemmy.world 5 points 1 week ago (4 children)

We used to call them twitch games IIRC.

Like you need good reactions. But I guess dancing & rhythm games fall under that too.

The other would have been "RPG" or RPG Elements, which meant your helicopter could "upgrade" its weapons, hull, manuverability etc. for xp/gold/cash/...

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[–] Diplomjodler3@lemmy.world 14 points 1 week ago

I'm looking at the headset hanging on my wall with apprehension now.

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[–] JayDee@lemmy.sdf.org 65 points 1 week ago* (last edited 1 week ago) (3 children)

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.

[–] hemko@lemmy.dbzer0.com 14 points 1 week 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 8 points 1 week ago (1 children)

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.

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[–] SkunkWorkz@lemmy.world 39 points 1 week ago* (last edited 1 week ago) (1 children)

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)

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[–] swab148@lemm.ee 34 points 1 week ago

I've never heard it phrased this way, but from context I'm guessing it's the difference between big bosses that have arbitrarily high HP, or if the game mechanics themselves are difficult.

[–] venoft@lemmy.world 16 points 1 week 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.

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[–] setsneedtofeed@lemmy.world 22 points 1 week ago (1 children)

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

[–] ameancow@lemmy.world 18 points 1 week ago

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

[–] Kolanaki@pawb.social 16 points 1 week ago (4 children)

Numbers isn't hard. It's just tedious.

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[–] Turret3857@infosec.pub 13 points 1 week ago

this is just the gym is based or cringe text with GameStop

At least a woman laughed at him. That's worth good money to some people.

[–] ThatGuy46475@lemmy.world 9 points 1 week ago (4 children)
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[–] starman2112@sh.itjust.works 8 points 1 week ago (2 children)
[–] Kolanaki@pawb.social 5 points 1 week ago (2 children)

Remnant 2 is all just numbers until the final boss, who is a bigger load of bullshit than Promised Consort Radahn.

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[–] AnUnusualRelic@lemmy.world 7 points 1 week ago

Still a hard game though.

[–] dechnically@sh.itjust.works 6 points 1 week ago

nah i get it.

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