The first quote in this thread was from someone getting killed six times an hour. I can sympathise with that! I got smashed to pâté when I started. I learnt that standing still in front of robots does not bring joy. I learnt that guns don’t shoot where I point and I can’t hit a house while running. I even struggled figuring out the iron sights on the pistol (it’s true!) and which part was supposed to overlap my target. Changing my approach didn’t take a lot of insight, and I’m doubtful that a difficulty setting would really change that situation beyond slowing down the learning process. My embarrassment at being killed so frequently prompted me to look at the situation a little more critically.
I suspect difficulty is more about the level of challenge, and overlaps a little with play style. We have a range of options for completing the missions, including blowing up every robot, and avoiding them as much as possible.
If someone likes being in the open going through engagement after engagement then I can see why they might like sliders or modes to add some variety. Simple settings like damage, health, perhaps detection range might suit that play. But so do other games.
I don’t want to see Generation Zero start throwing trash mobs at us because then we’ll have to be tilting at windmills in the real sense of the phrase.
I think the idea of a difficulty setting splits the game so we’ll lose touch with being in a shared world. I’m not sure how that impacts the community, or if that even matters. This isn’t a mmporg, and we’re not really sharing our heroic stories from outside the bunkers, or (I’m assuming) joining each other’s game. I’m not sure either what the player base is like. It was raised in passing recently that some are here purely to blast robots, and others are trying to “immerse” in story and world.
From my “immersive” perspective, I feel that having reality-warping powers like altering difficulty would be detrimental to my own experience (irrespective of whether I use them or not - I’m finding the same feeling from experimental weapons too, to my surprise). In simple terms: No, I don’t personally want to see difficulty settings, but I can understand why others want it.
If the difficulty is not about missions, story or immersion, then perhaps the answer lies in some kind of insurrection mode where one can take the fight directly to the machines. Where the player(s) have a warehouse / bunker safe house on an island, and a short route to an elaborate robot factory where they can play scrapheap challenge to their hearts’ content. This could be loaded from the menu, instead of existing off the coast of the main island, and scale in difficulty as much as one pleases. I’m just doodling with that, I haven’t thought that one through.
Is there some approach that people pro or contra difficulty settings tend to have in common?