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#1 2016-06-30 18:05:24

rgl32
Member
Joined: 2015-02-15
Posts: 543

How do you determine difficulty in levels?

How do you tell what difficulty a level is?

Just in general, I'm curious how everyone determines if a level is easy, hard, or anything in between.

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#2 2016-06-30 18:25:54

Gosha
Member
From: Russia
Joined: 2015-03-15
Posts: 6,211

Re: How do you determine difficulty in levels?

Easy - hold something, jump somewhere
Medium - need to think some about ways how to win map, controls more advanced
Hard - fast clicking arrows , need some tries

Bit in general I just feel what difficulty level is

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#3 2016-06-30 18:41:09

TaskManager
Formerly maxi123
From: i really should update this
Joined: 2015-03-01
Posts: 9,465

Re: How do you determine difficulty in levels?

The difficulty is an abstract thing ._.
A noob will say that ancient ruins is very hard
A pro will say endurance is easy
maxi123 will say both are dumb and not worth wasting the time


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#4 2016-06-30 18:43:39

rgl32
Member
Joined: 2015-02-15
Posts: 543

Re: How do you determine difficulty in levels?

maxi123 wrote:

The difficulty is an abstract thing ._.
A noob will say that ancient ruins is very hard
A pro will say endurance is easy
maxi123 will say both are dumb and not worth wasting the time

Which is why I asked YOU, not someone else, anyone can say something is easy or hard, but how or why do you specifically think something is that difficulty?

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#5 2016-06-30 18:46:14

TaskManager
Formerly maxi123
From: i really should update this
Joined: 2015-03-01
Posts: 9,465

Re: How do you determine difficulty in levels?

rgl32 wrote:
maxi123 wrote:

The difficulty is an abstract thing ._.
A noob will say that ancient ruins is very hard
A pro will say endurance is easy
maxi123 will say both are dumb and not worth wasting the time

Which is why I asked YOU, not someone else, anyone can say something is easy or hard, but how or why do you specifically think something is that difficulty?

WELL IDK
If it takes 1 try to beat it's basic
If it takes 20 attempts it's hard
If I can't beat it it's extreme


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#6 2016-06-30 18:54:55, last edited by Slabdrill (2016-06-30 18:56:25)

Slabdrill
Formerly 12345678908642
From: canada
Joined: 2015-08-15
Posts: 3,402
Website

Re: How do you determine difficulty in levels?

easy - i can do it in like 50 tries, mini is short
hard - i can do it in like 50 tries, mini is long (or like 300 in a short mini)


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#7 2016-06-30 19:24:17

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: How do you determine difficulty in levels?

If a mini is made by a well-known *insert difficulty type here*, then it's usually that difficulty.
If a mini is made by a new player who doesn't have any experience making anything then it's basic. If the said player knows a little bit then it might be medium. Hardly ever, if never, has a new player made anything "hard."
If there's a level with a bunch of invisible stuff or spikes everywhere, then it's not hard, just annoying to play and I would quit it because I don't want to waste my time on something that requires pixel perfect movement


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#8 2016-06-30 19:44:39

Luka504
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From: Serbia,probs never heard of it
Joined: 2015-02-19
Posts: 2,934

Re: How do you determine difficulty in levels?

Well for me its like this.
Basic - This is pretty dull to be honest. I just go in a direction and jump occasinaly. Lame.
Basic Easy - Now it has spikes. Ooooooooo.....
Easy - If im having a good time with the world its most likely an easy one. But easy doesnt always mean fun. If someone adds hookjumps its easy, but dull.
Easy Medium - Possibly my favorite difficulty to play EE in and enjoy playing it. I wouldnt call myself a noob but i dont like worlds that make me pull my hair out :I.
Medium - It proposes an actual challenge, i like to play these sort of worlds but some minis can be a bit weird.
Medium Hard - This is sort of the the highest difficulty you can give me and that i can still enjoy playing. If i find it hard but still want to do it, its probably Medium Hard.
Hard - Now is when the veins pop up. I might have a different opinion on hard worlds if i didnt play Ex Crew Oddisey as my first real Hard campaign. I still dread playing these sort of worlds though....
Hard Extreme - ;-; i cant beat Minigame #3
Extreme - If i dont even bother to do the first mini, its Extreme, no question asked.


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#9 2016-06-30 20:10:41

Prodigy
Member
From: The United States of America
Joined: 2015-07-15
Posts: 2,613

Re: How do you determine difficulty in levels?

See how nub I am


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#10 2016-06-30 20:23:54

Slabdrill
Formerly 12345678908642
From: canada
Joined: 2015-08-15
Posts: 3,402
Website

Re: How do you determine difficulty in levels?

or if we're going campaign difficulty...

basic: honestly i shouldn't even struggle.
basic-easy: between above and below
easy: i might die a few times on each segment, but each segment is short
easy-medium: fun stagecrew slide minis
medium: slightly harder stagecrew slide minis
medium-hard: precision jumping (the nonprecise kind)
hard: precision jumping combined with tricky slide minis
hard-extreme: see above, but harder
extreme: with enough persistence, i can eventually do it. most minis end up in hard-extreme.
extreme+: screw off, starlight/octorage


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#11 2016-07-01 11:39:24

AsurcH
Member
Joined: 2015-02-16
Posts: 823

Re: How do you determine difficulty in levels?

For me, difficulty is totally separate from the amount of tries you are wasting on a minigame. Difficulty, in my opinion is determined by how easy you can figure out what to do. If you can't beat a minigame after a couple of good tries, that doesn't necessarily mean it is hard, but most certainly means it is meant to be designed either that way, or so poorly designed that the world maker doesn't even care anymore. That, of course, is more related to the topic of what rage factor is. So to sum up, maybe I also can provide a useful chart:

Easy: The minigame is straightforward, there aren't so many things to experiment on it.
Medium: The way you do it might be the right way, but you might be missing a slight detail.
Hard: Even though you have jumped about 6 years until now, you are not at all sure on which way to try first in this minigame.

I will be long below ground before i recognize any other meme difficulty settings that everybody edits had put in campaigns. A door is either open or close, also the whole difficulty scale is a scale itself, so either a basic scale for the sake of simplicity, or a level bar kind of thing would be most suitable.

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#12 2016-07-01 13:16:06, last edited by Kira (2016-07-01 13:16:36)

Kira
Guest

Re: How do you determine difficulty in levels?

Basic: Mount uonegatscil / Farm (Bee) / Tutorial Levels.
Basic-Easy: Story levels, Minigames that doesn't require thinking from the player.
Easy: Levels by Iraka
Easy - Medium: Minigames that requires thinking from the player. (Crypts of Anubis as an exemple).
Medium: Starting to get Advanced, need to press 2 buttoms at once (Minigames with a lot of arrows).
Medium-Hard: Need a few tries to succeed, most of the time the most enjoyable difficulty. (Ex Crew Odyssey)
Hard: Starting to get really Advanced, minigames are time consuming, (Naos Antediluvian)
Hard Extreme: Levels Like Forgotten Veil, Machine of malice.
Extreme: Even Harder than the previous ones, Endless Pain as an example.

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#13 2016-07-01 14:16:19

rgl32
Member
Joined: 2015-02-15
Posts: 543

Re: How do you determine difficulty in levels?

I base difficulty on how much understanding of the game you need to complete whatever challenge is there.

Easy - Basic platforming stuff, don't need to know how to do stuff (automation, hold whatever levels,etc.).
Medium - challenges that are based around simple physics of the game, the simpler illusion levels.
Hard - challenges that take a while to understand how they work, quick changing movement, majority of the FF type levels would be in this difficulty.
Extreme - Complex illusion levels (two, rotcil illusions, etc.), forced to use very obscure or unknowing parts of physics (some glitches, press a button at a specific time,etc.).

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#14 2016-07-01 14:22:06

Kirby
Member
Joined: 2015-04-04
Posts: 4,307

Re: How do you determine difficulty in levels?

Kira wrote:

Basic: Mount uonegatscil / Farm (Bee) / Tutorial Levels.
Basic-Easy: Story levels, Minigames that doesn't require thinking from the player.
Easy: Levels by Iraka
Easy - Medium: Minigames that requires thinking from the player. (Crypts of Anubis as an exemple).
Medium: Starting to get Advanced, need to press 2 buttoms at once (Minigames with a lot of arrows).
Medium-Hard: Need a few tries to succeed, most of the time the most enjoyable difficulty. (Ex Crew Odyssey)
Hard: Starting to get really Advanced, minigames are time consuming, (Naos Antediluvian)
Hard Extreme: Levels Like Forgotten Veil, Machine of malice.
Extreme: Even Harder than the previous ones, Endless Pain as an example.

jump jump jump is quite a bit easier than mount uonsicliacntisoncaencs tbh

rgl32 wrote:

I base difficulty on how much understanding of the game you need to complete whatever challenge is there.

Easy - Basic platforming stuff, don't need to know how to do stuff (automation, hold whatever levels,etc.).
Medium - challenges that are based around simple physics of the game, the simpler illusion levels.
Hard - challenges that take a while to understand how they work, quick changing movement, majority of the FF type levels would be in this difficulty.
Extreme - Complex illusion levels (two, rotcil illusions, etc.), forced to use very obscure or unknowing parts of physics (some glitches, press a button at a specific time,etc.).

yeah thats basically me.

basic is really easy and self explanatory (hildrens farm, that one spring contest level that was tier 1)
easy involves any level of somewhat skill. maybe a timed jump or two.
medium is story levels, things that you need to understand the game and its mechanics to be able to play.

hard is multiple timed jumps, you would have to play the game for a year or two to even understand what to do, let alone do them.

extreme is hard but moreso. even with understanding of the game, you would struggle.

i think puzzle/story levels shouldnt be placed into these categories, but an "other" category. Or campaigns can have 2 different categories, skill and understanding of the game. Story levels like the square would be low for skill but higher for understanding of the game, but roctil illusions would be high for both.

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#15 2016-07-01 15:36:13, last edited by Aoitenshi (2016-07-01 15:42:30)

Aoitenshi
Member
Joined: 2015-02-18
Posts: 2,058

Re: How do you determine difficulty in levels?

Fairly simple.

Basic: If you can fail, it's not basic. (Tutorial Levels)
Easy: Split second of flawless motion to progress. (Level 1: Overworld)
Medium: Half to couple seconds of flawless motion to progress. (Terminal)
Hard: A couple to several seconds of flawless motion to progress. (EXCrew Ice Level)
Extreme: Several to dozens of seconds of flawless motion to progress. (Spidey's Abode)

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#16 2016-07-02 01:57:04

Zoey2070
Moderation Team
From: Shakuras
Joined: 2015-02-15
Posts: 5,509

Re: How do you determine difficulty in levels?

i pretty much base it on how easily i'm able to complete it.
basic is stuff like simple jumps,
easy is like holding things down, key combinations,
medium is when i fail a few times/maybe rage a bit,
I think medium-hard (maybe just medium) and up is anything that has any sort of speed control.
hard is "i can maybe do it if i'm lucky and have someone hold my hand the entire time" and
extreme is "i'm not even going to try"

like, i'd consider snow jumping from wintry wonders at least med-hard if not hard but apparently it's just medium so


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#17 2016-07-02 02:17:14

Minimania
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From: PbzvatFbba 13
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Posts: 6,395

Re: How do you determine difficulty in levels?

Basic - If I can complete the minigames in a world under the conditions of extreme lag, then it's basic, no questions asked. 200 Lava Minigames is basic.
Easy - Levels that require thinking, but don't require too much action to be taken, are easy. This can include puzzle worlds and story worlds. Iraka's levels are pretty easy (even though they may be long).
Medium - Here we start to see some concepts of hard levels, but the minigames are still able to be beaten by an at least halfway decent player. Lickagoat and Stagecrew are experts at making these kinds of minigames, and as a result, is my favorite minigame maker in all of Everybody Edits. I also consider a level like EX Crew Odyssey a hard level, as it starts to introduce speed control and a few other concepts.
Hard - Okay, **** has gotten real. This has to be something like NC Naos Antediluvian. It will take me a while to practice, but eventually I will be able to speedrun levels like these.
Extreme - Kiraninja's Endless Pain, and worlds that require pixel perfect movement. If you force me to play minigames like these, and there aren't many checkpoints, I'm going to quit.


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#18 2016-07-02 16:44:09

Anatoly
Guest

Re: How do you determine difficulty in levels?

Tutorial #1 - extreme

#19 2016-07-02 18:52:19

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: How do you determine difficulty in levels?

AnatolyEE wrote:

Tutorial #1 - extreme

Nice overused meme


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#20 2016-07-02 19:03:16

SmittyW
Member
Joined: 2015-03-13
Posts: 2,085

Re: How do you determine difficulty in levels?

A level's difficulty is equivalent to the velocity it takes to complete it. In this case, it would be (minis completed/time(s)). If you are greater than or equal to 1 than the difficulty was extremely easy. Closer to 0 means it was hard.

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#21 2016-07-02 21:07:12, last edited by skullz17 (2016-07-02 21:07:58)

skullz17
Member
Joined: 2015-02-15
Posts: 6,699

Re: How do you determine difficulty in levels?

I think the difficulty of a mini can be measured by looking at  how quickly you have to switch between keys as well as margin of error in terms of timing. If it's one of stagecrew's typical smooth minis, I guess that is considered medium to many people because it involves changing direction and timing jumps. However for me it is easy because the changes in direction are pretty simple as you have quite a bit of time between each one. Also, I have been playing EE long enough to be able to time the jumps in these kinds of minis as the platforms tend to be large enough. But then you can sometimes have some more complex minis where you have to switch keys quickly, usually because a lot of arrows have been used in the mini. I also think that smaller platforms make a mini harder.

To be honest, switching keys and timing jumps are both just timing a key press, so minis in EE are just all about reaction and timing things correctly. In summary, the less time you have to react (ie the gap between each key press), the harder the mini is.


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#22 2016-07-03 09:18:40

jbbill
Member
Joined: 2016-06-01
Posts: 97

Re: How do you determine difficulty in levels?

Just this: Everything is easy-medium except fractured fingers which is all extreme


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#23 2016-07-03 09:32:11

Xfrogman43
Member
From: need to find a new home
Joined: 2015-02-15
Posts: 4,174

Re: How do you determine difficulty in levels?

jbbill wrote:

Just this: Everything is easy-medium except fractured fingers which is all extreme

If you learn to do them, they are medium-hard, just annoying is the "extreme part"


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#24 2016-07-03 16:39:49

Anatoly
Guest

Re: How do you determine difficulty in levels?

Xfrogman43 wrote:
AnatolyEE wrote:

Tutorial #1 - extreme

Nice overused meme

No, I'm serious.

#25 2016-07-03 19:19:42

Kaleb
Formerly Kaleb123
From: California of America
Joined: 2015-02-19
Posts: 1,263

Re: How do you determine difficulty in levels?

Well I just play it.

If I know what I am supposed to do but takes me 50 tries it is hard.

If I don't know what  I am supposed to do, but still do it is basic.

If I know what to do and do it first try it is easy.

if I know what ti do but it takes me 100s of tries it is FFS!

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