the dragon's dogma expansion is 100% dungeon crawling and it slaps
also i love the galaxy brain turn the last act of the story takes
If I was my pawn I'd undergo some huge dysphoria and self loathing looking like the person who would frequently pick me up and toss me off a bridge out of boredom, or continue hopping along the landscape to their destination while I bravely fought an ogre to my death
override367 on
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IlpalaJust this guy, y'knowTexasRegistered Userregular
FF13 was fine, with a very fun battle system buried under a dozen+ odd hours of plot/tutorial.
FF15 was...well.
FF XIV - Qih'to Furishu (on Siren), Battle.Net - Ilpala#1975
Switch - SW-7373-3669-3011
Fuck Joe Manchin
12 could have been good if they didn't set it in ivalice and also removed vaan and penelo entirely
All the interesting characters are side characters. Pornbunny and Han Solo should have been the main protagonists
+3
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Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
One thing that makes the Pokémon games a lot more challenging early game is throwing your starter in a PC first chance you get. The starter levels faster, gets stronger faster, has more health. It's the game's way of pushing children to bond with their starter by relying on it while simultaneously making the game easier. So taking that away increases difficulty a lot.
Thousands of hot, local singles are waiting to play at bubbulon.com.
Please consider the environment before printing this post.
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Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
edited February 2019
Pretty much the only games that get the feeling of a difficulty curve right for me are rhythm games like guitar hero, elite beat agents, rock band, or beat saber.
Because they start you off with an easy task that you're clumsy at. Just looking at expert play is like watching a fkin wizard. And then with absolutely zero mechanical changes or upgrades or character progression, within a few days of playing, you start getting there. All it takes is instructively designed note charts with a really good curve going from easy to normal to hard to expert.
Most RPGs, shooters, and action games just simulate the feeling of improving by giving you better gear and stat buffs. You improve slightly but it's dwarfed by artificial improvement and that's really shitty. I get that people want to simulate the feeling of becoming a virtuoso but if feels artificial and bad to me most of the time.
Roguelikes come close to the right difficulty curve but frequently miss the mark. Fighting games are similar too, but AI fighters are too cheesable and human opponents perform too unevenly for the really clean, obvious feeling of improvement.
Donkey Kong on
Thousands of hot, local singles are waiting to play at bubbulon.com.
Pretty much the only games that get the feeling of a difficulty curve right for me are rhythm games like guitar hero, elite beat agents, rock band, or beat saber.
Because they start you off with an easy task that you're clumsy at. Just looking at expert play is like watching a fkin wizard. And then with absolutely zero mechanical changes or upgrades or character progression, within a few days of playing, you start getting there. All it takes is instructively designed note charts with a really good curve going from easy to normal to hard to expert.
Most RPGs, shooters, and action games just simulate the feeling of improving by giving you better gear and stat buffs. You improve slightly but it's dwarfed by artificial improvement and that's really shitty. I get that people want to simulate the feeling of becoming a virtuoso but if feels artificial and bad to me most of the time.
Roguelikes come close to the right difficulty curve but frequently miss the mark. Fighting games are similar too, but AI fighters are too cheesable and human opponents perform too unevenly for the really clean, obvious feeling of improvement.
well design city builder games with scenarios, like Pharoah or Children of the Nile, usually have a good difficulty progression to them.
Attacked by tweeeeeeees!
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Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
Is the goal of all these fortnite clones to cost very little to produce and then maximize profits through sheer use or what is the deal
A lot of them are cheap but not quite free and I imagine they hope to get a little flash in the pan popularity from streamers looking for something different (but not too different). 300k people play for a week, they make a couple million bucks, then back to the drawing board.
Thousands of hot, local singles are waiting to play at bubbulon.com.
Is the goal of all these fortnite clones to cost very little to produce and then maximize profits through sheer use or what is the deal
Probably.
It's games as a service type thing in action. Most of them are awful.
But some people enjoy playing with friends in them, myself included, so if the dev puts in the work for balancing, new content, maps and other what-nots in a game with a solid gameplay foundation then I don't feel bad peeling off a few bucks every month to support a game I enjoy playing.
If they just blatantly look to monetize and the game itself is poorly made/maintained (I'm looking at you PUBG) then I feel they should be left to wither on the vine.
I play skyrim on easy because I hate bullet spongey enemies.
I'd rather fight 30 bad guys than one bad guy with 30 times the health.
Crowd control style combat in first person or over the shoulder games has never felt great to me. Worse than damage sponges for me.
Actually, that's like the one thing I thought Anthem did well. Enemies were shielded so you needed to focus them, but to do that you needed to control the crowds. Being able to fly and hover made it viable and it felt like a reimagining of a 2D shoot em up like smash TV or something.
Thousands of hot, local singles are waiting to play at bubbulon.com.
the NPC cutscene kills in skyrim are amazing because they happen frame 1 and ignore anything you actually do to mitigate them via blocking or moving out of range of the attack
like if a human NPC has big enough numbers you just die immediately
I play skyrim on easy because I hate bullet spongey enemies.
I'd rather fight 30 bad guys than one bad guy with 30 times the health.
Crowd control style combat in first person or over the shoulder games has never felt great to me. Worse than damage sponges for me.
Actually, that's like the one thing I thought Anthem did well. Enemies were shielded so you needed to focus them, but to do that you needed to control the crowds. Being able to fly and hover made it viable and it felt like a reimagining of a 2D shoot em up like smash TV or something.
Yeah I can appreciate that. I like the kiting and exploit terrain metagame more than using potions and exploiting enchanting.
not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
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ChanusHarbinger of the Spicy Rooster ApocalypseThe Flames of a Thousand Collapsed StarsRegistered Userregular
the NPC cutscene kills in skyrim are amazing because they happen frame 1 and ignore anything you actually do to mitigate them via blocking or moving out of range of the attack
like if a human NPC has big enough numbers you just die immediately
skyrim's combat is really bad, much like most of the gameplay in bethesda games
Shameful pursuits and utterly stupid opinions
+5
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TTODewbackPuts the drawl in ya'llI think I'm in HellRegistered Userregular
The biggest challenge in Skyrim is trying to loot that one elk corpse in the spike pit near whiterun without taking random damage from the spikes.
If you can loot the entire spike pit without taking damage then you are ready to tame the dragons
Bless your heart.
+2
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HonkHonk is this poster.Registered User, __BANNED USERSregular
The biggest challenge in Skyrim is trying to loot that one elk corpse in the spike pit near whiterun without taking random damage from the spikes.
If you can loot the entire spike pit without taking damage then you are ready to tame the dragons
i almost did it once
almost
Allegedly a voice of reason.
+1
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BethrynUnhappiness is MandatoryRegistered Userregular
skyrim on normal is too easy and skyrim on hard is too hard
I feel like Skyrim on hard relies too heavily on weird metagaming like exploiting the crafting system and stacking combinations of potions
It also relies on something that the testers thought was intended, but the developers thought was a bug:
Your companion levels up with you. They're not supposed to, but they do. But should you ever switch companions, the new one starts at "level 1" equivalent, and the old one is reset. Losing their damage reduction and health pool. On hard this means they literally get one shotted by every enemy that isn't the most basic bandit.
So if you take, say, Lydia, and never switch her out (which closes off a bunch of quests that force companions on you), she will make a great tank for you if you're playing an archer or backstabber, and she'll even deal good damage too. No need to rely on abusing the crafting (although yeah, at around level 60+, Draugr Deathlord archers with Daedric Arrows, and certain Archmages will 2-shot anything they see, so corner-peeking is required), just normal tank and dps strats.
But the devs are on record saying it's not intended (so apparently companions having 0 effective health is intended, which tells you a lot) and easily lost.
Posts
If I was my pawn I'd undergo some huge dysphoria and self loathing looking like the person who would frequently pick me up and toss me off a bridge out of boredom, or continue hopping along the landscape to their destination while I bravely fought an ogre to my death
FF15 was...well.
Switch - SW-7373-3669-3011
Fuck Joe Manchin
i do not remember doing this
All the interesting characters are side characters. Pornbunny and Han Solo should have been the main protagonists
I want games that feel challenging but never actually frustrate me
not even close, hes just the lens you view the story though, he has almost nothing to do with the story.
https://kotaku.com/reminder-dragon-s-dogma-s-ending-is-completely-ridicul-1755233728
it flies completely off the rails and starts soaring through the sky and i love it
@elki noice what do you have to do? play doubles?
Because they start you off with an easy task that you're clumsy at. Just looking at expert play is like watching a fkin wizard. And then with absolutely zero mechanical changes or upgrades or character progression, within a few days of playing, you start getting there. All it takes is instructively designed note charts with a really good curve going from easy to normal to hard to expert.
Most RPGs, shooters, and action games just simulate the feeling of improving by giving you better gear and stat buffs. You improve slightly but it's dwarfed by artificial improvement and that's really shitty. I get that people want to simulate the feeling of becoming a virtuoso but if feels artificial and bad to me most of the time.
Roguelikes come close to the right difficulty curve but frequently miss the mark. Fighting games are similar too, but AI fighters are too cheesable and human opponents perform too unevenly for the really clean, obvious feeling of improvement.
well design city builder games with scenarios, like Pharoah or Children of the Nile, usually have a good difficulty progression to them.
A lot of them are cheap but not quite free and I imagine they hope to get a little flash in the pan popularity from streamers looking for something different (but not too different). 300k people play for a week, they make a couple million bucks, then back to the drawing board.
Finally, someone understands me
I'd rather fight 30 bad guys than one bad guy with 30 times the health.
Probably.
It's games as a service type thing in action. Most of them are awful.
But some people enjoy playing with friends in them, myself included, so if the dev puts in the work for balancing, new content, maps and other what-nots in a game with a solid gameplay foundation then I don't feel bad peeling off a few bucks every month to support a game I enjoy playing.
If they just blatantly look to monetize and the game itself is poorly made/maintained (I'm looking at you PUBG) then I feel they should be left to wither on the vine.
obviously you're supposed to crank up your gear until nothing does any damage and you kill everything in one hit
finally a hard mode that just works
what is wrong with me
Crowd control style combat in first person or over the shoulder games has never felt great to me. Worse than damage sponges for me.
Actually, that's like the one thing I thought Anthem did well. Enemies were shielded so you needed to focus them, but to do that you needed to control the crowds. Being able to fly and hover made it viable and it felt like a reimagining of a 2D shoot em up like smash TV or something.
I feel like Skyrim on hard relies too heavily on weird metagaming like exploiting the crafting system and stacking combinations of potions
Or just max out stealth and instagib everything with sneak bonus damage.
like if a human NPC has big enough numbers you just die immediately
Yeah I can appreciate that. I like the kiting and exploit terrain metagame more than using potions and exploiting enchanting.
just like real life
Feels like the same issue
I think it's an Elder Scrolls thing, that it attracts powergaming weirdos with spreadsheets quantifying potion interactions
If you can loot the entire spike pit without taking damage then you are ready to tame the dragons
I'M OUT
i almost did it once
almost
Your companion levels up with you. They're not supposed to, but they do. But should you ever switch companions, the new one starts at "level 1" equivalent, and the old one is reset. Losing their damage reduction and health pool. On hard this means they literally get one shotted by every enemy that isn't the most basic bandit.
So if you take, say, Lydia, and never switch her out (which closes off a bunch of quests that force companions on you), she will make a great tank for you if you're playing an archer or backstabber, and she'll even deal good damage too. No need to rely on abusing the crafting (although yeah, at around level 60+, Draugr Deathlord archers with Daedric Arrows, and certain Archmages will 2-shot anything they see, so corner-peeking is required), just normal tank and dps strats.
But the devs are on record saying it's not intended (so apparently companions having 0 effective health is intended, which tells you a lot) and easily lost.
Bethesda game design.