EDIT: Fine.

In my ~opinion~

Permadeath which doesn't wipe your save is not significantly different than a game over screen. The typical player would just reload their last save. There's nothing impactful about that to me. In my personal opinion.

Permadeath isn't the way to make your choices meaningful. Quests with varied and continuing outcomes do, limited points available and no or costly respecs make choices meaningful.

In my own, personal, opinion, being a person who does not like permadeath in their own opinion, I do not personally think that permadeath is a good way to make combat choices meaningful. Maybe that's just because I don't really understand what your definition of a meaningful combat choice is, if it excludes quests and dialogue and such.


D:OS has you with two players because of the story, so it's not just because of co-op that there is no permadeath. Oh, and there's no need to actually try it to see if permadeath would make co-op less enjoyable, because the answer is YES in 72-point font.

The reasoning I am employing for that statement is that permadeath is either a game over or a reload. Currently, D:OS is not designed around/balanced for a permadeath mechanic.


***

I definitely love it when different difficulty levels have more impact than just in increase in enemy damage/health.

For example, in Serious Sam, a higher difficulty doesn't necessarily mean more enemies, it could also mean that instead of a uniform group of all the same type of enemy, there will be a group of mixed enemies that require different strategies to defeat.

I'm thinking specifically about the start of the second level. On Hard, a group that's only a large amount of kamikazis appears to charge you. On Serious, there are fewer Kamikazis, but a few Kleer skeletons are thrown into the mix too, which makes the fight harder because you have two enemies which have different ideal methods to defeat.

Last edited by Stabbey; 07/05/14 05:00 PM. Reason: hurr hurr hurr