WHY DOES DYING HAVE TO SUCK?

Posts

post=133592
If you die in a dungeon and literally the only way you can do better is grinding, it's an issue of terrible design, not the system used.

Edits galore: "Cautious play" means not mashing attack or BIGDAMAGESPELL on everything


I wouldn't be surprised to be able to do better on the fight that I died on. It's those fights I had in the dungeon leading up to that, that I've already succeeded on once or twice with near-identical stats so I probably already know the best way to deal with them.

(It's also worth pointing out again that these are common issues, not universal ones. If I were to point out, say, Megaman Battle Network, not only does some twitch keep it more exciting, but battles you've gotten good at tend to go quite fast, making this not so much of an issue.)
Decky
I'm a dog pirate
19645
It all depends on what you mean by "grinding". If you skipped all the fixed/random encounters in the dungeon and enter the boss underleveled, then it's your fault. On the other hand, if you fought every fixed/random encounter thus far, get a game over, reboot, and try it with the correct strategy....then there may be a problem.
I like retries so I can get back in the game faster :)
Max McGee
with sorrow down past the fence
9159
post=133610
It all depends on what you mean by "grinding". If you skipped all the fixed/random encounters in the dungeon and enter the boss underleveled, then it's your fault. On the other hand, if you fought every fixed/random encounter thus far, get a game over, reboot, and try it with the correct strategy....then there may be a problem.


Then the Final Fantasy series has a problem. Because I often find myself underleveled and out-classed when I fight the bare minimum of necessary encounters.
post=133620
post=133610
It all depends on what you mean by "grinding". If you skipped all the fixed/random encounters in the dungeon and enter the boss underleveled, then it's your fault. On the other hand, if you fought every fixed/random encounter thus far, get a game over, reboot, and try it with the correct strategy....then there may be a problem.
Then the Final Fantasy series has a problem. Because I often find myself underleveled and out-classed when I fight the bare minimum of necessary encounters.


People (myself included) have pulled off all kinds of low-level/whatever madness challenges in those games, so they certainly are more tactics than brute force oriented.
post=133620
post=133610
It all depends on what you mean by "grinding". If you skipped all the fixed/random encounters in the dungeon and enter the boss underleveled, then it's your fault. On the other hand, if you fought every fixed/random encounter thus far, get a game over, reboot, and try it with the correct strategy....then there may be a problem.
Then the Final Fantasy series has a problem. Because I often find myself underleveled and out-classed when I fight the bare minimum of necessary encounters.

Really? Really? I love Final Fantasy but almost all of them are buttfuck easy. Which specific games are you talking about?
Max McGee
with sorrow down past the fence
9159
I am willing to acknowledge the possibility that I just fucking suck at Final Fantasy games. I have only ever beaten two of them out of over a half dozen I've played so...yeah.

I am thinking in particular of Final Fantasy 8, which I played many, many years ago (my understanding of RPG theory is rather stronger now). Basically, I had no interest in the systems (I still dislike the draw/junction system and found it to be really alienating, inaccessible, tedious and un-fun, the exact opposite of the materia system in other words) and just wanted to advance the story. So I avoided battles when possible and didn't engage with the systems more than the bare minimum. And I wound up perhaps 2/3rds through the game (perhaps less) with my only remotely current save in effectively an unwinnable state with a severely underleveled Squall and Rinoa as my only characters on a space station or some such with no way not to die.

Unwinnable States = Much Worse Than Game Overs.
post=133623
I am willing to acknowledge the possibility that I just fucking suck at Final Fantasy games. I have only ever beaten two of them out of over a half dozen I've played so...yeah.

I'm trying to think of a way to sort of defend your gaming honor but maybe you do just suck at them! Final Fantasy VII for example is notorious for being able to just spam 'Attack' for almost every single solitary battle in the game, and even the more challenging FFs have been beaten at the bare minimum of levels, equipment, and time.

post=133623
I am thinking in particular of Final Fantasy 8, which I played many, many years ago (my understanding of RPG theory is rather stronger now). Basically, I had no interest in the systems (I still dislike the draw/junction system and found it to be really alienating, inaccessible, tedious and un-fun, the exact opposite of the materia system in other words) and just wanted to advance the story. So I avoided battles when possible and didn't engage with the systems more than the bare minimum. And I wound up perhaps 2/3rds through the game (perhaps less) with my only remotely current save in effectively an unwinnable state with a severely underleveled Squall and Rinoa as my only characters on a space station or some such with no way not to die.

To be honest though this is your fault entirely. However I don't think it's possible to be underleveled in FFVIII since everything is scaled to your level in that particular entry.
post=133626
However I don't think it's possible to be underleveled in FFVIII since everything is scaled to your level in that particular entry.


Everything scales with level to the extent the game is easier the lower your level is.
The failure of enemy scaling: Scaling to an arbitrary number instead of the player's strength :tear:
Max McGee
with sorrow down past the fence
9159
Even if I am bad at RPGs...nevermind.

Someone is missing the point here.

Maybe it is me or maybe it is all of you.

There are more of you though so I guess I'll just stop talking.
Craze
why would i heal when i could equip a morningstar
15170
post=133606
post=133577
I suppose that is a decent argument, but I don't think that you really need to get the player limping around because they had to escape instead of retry. Retry doesn't mean that they'll NOT limp around, just that it might take a little longer to get there.

What I meant by the "realllly out there" is that tonfa and I were discussing this (kind of) in terms of my Demon Tower/Diablocide series of failed projects, where the pacing/setup/dungeons/etc. are very, very different from the average RPG.
I am confused...are you saying you CAN'T Escape, i.e. Retry REPLACES Escape?

Because if that is the case...can't the player hypothetically get locked in an unwinnable state in the battle and have no way of, well, escaping, just retrying to lose again and agian because their stats/stocks are are too low?


1) Save anywhere and 2) if that happens, it's my fault because it SHOULDN'T happen. Since you cannot grind in Diablocide X... yeah. That would be an issue beyond the player's fault (unless they reaaaallllly sucked). Thankfully, I am also incorporating a leveling system akin to Knights in the Nightmare, where you can just play a few quick battles instead of the actual game and get a little bit of XP to push you along. Hooray for scripting!
post=133592
If you die in a dungeon and literally the only way you can do better is grinding, it's an issue of terrible design, not the system used.


You aren't limited to just grinding to get better. A player should also be learning from their mistakes AND should be prepared for such encounters.

A player should have a choice to immediately retry a battle or just load from the last save.
Because the game stops. People don't like the game to stop. Dragon Quest kept the game going with half the gold.
Ocean
Resident foodmonster
11991
argh, taking away my gold is my least favorite system ever, short of something like *erase all save games and start over at the beginning*. If there's the option to restart and reload an earlier save, I'll do that instead of losing half my gold.

I don't really like retrying a battle very much if you start in the battle again. It'd be better to be just outside of it so you can go in your menu and re-adjust equipment or stuff beforehand. Otherwise I like save anywhere systems so retrying a battle isn't much different than reloading the save game that was from a minute before. But yeah, bring me back to a save point with keeping the EXP/Gold I got or something, and have skip cutscenes feature. I'll even take the regular game over screen to that "Go back to town and lose your gold" type of losses.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I've been thinking on having a sort of pseudo-retry where only your HP and conditions are restored - consumables like SP and items are lost, as the penalty for losing. Sure you can retry to get your SP's worth in EXP/currency, but maybe you won't be so keen to burn all of your SP on a fruitless battle? It seems to me like a good way to shut down players that have no idea what the fuck they're doing, but without penalizing the "oh goddammit" type of death that can occur in even the most forgiving RPGs (oops party's charmed/any similiar no-control effect), because in those kinds of deaths you haven't spent anything. Of course, this really only works in games where SP costs/item reserves are carefully managed, and really come down to "You have to get to the next save point with a budget of this much SP/this many items/etc.".

That said I think bosses and similar challenges should get to full-on die -> menu -> retry treatment, hands-down.
Ocean
Resident foodmonster
11991
No games should have an enemy group with a mass-confusion effect. My first game over in FFX was from a group of Ahrimans who confused the party and we killed each other. One character is okay, but not the whole party! Unless hinted at very strongly, it's not like someone's going to go in a dungeon with an anti-confusion accessory "in case there's one enemy group around that I *might* have to fight with mass confusion around".
So wait, because you died once ever from a mass status effect, it's bad? =p
Ocean
Resident foodmonster
11991
Yes.

Well, if your characters are overpowered and one-hit kill the others when confused... it's a sad, sad thing. Normally your characters will hit the other and at least remain alive and get out of the effect, I didn't have such luck! :D

This is getting off topic I guess but I'm thinking of how amusing it'd be to mass berserk the party to enemies that resist all physical attacks.