WHY DOES DYING HAVE TO SUCK?

Posts

post=133553
in battle reloads would be even worse.

That's why Demons Souls and older Castlevania games are very popular to a certain crowd.

I don't know if this is WHY I liked Demons Souls...but I REALLY, REALLY liked Demon Souls.

It was just like...HOLY SHIT....this is how ALL video games used to be...what the fuck happened?

Yeah Demon Souls pretty much gives me constant erections because of how difficult/challenging it is and it's completely unapologetic about it.
Craze
why would i heal when i could equip a morningstar
15170
post=133551
b) allowing the player to save anywhere, that way they are only penalized if they make an honest mistake (like forgetting to save for a floor or two).
The problem with this (someone may have mentioned) is that Save Anywhere is incompatible with random treasure/other dice rolls. People will just be tools and reload until they get the best result. Saw this a lot in beta testing and feedback for Everything Turns Gray,

Use seeds/roll chests at the start of the game/roll chests when you start a mission/whatever.

What's wrong with mid-battle retries? In Demon Tower/Diablocide, it's some serious progress lost if you restart in the middle of an epic battle. In a normal battle... who cares? Also, I need it instead of escape because there are a static amount of encounters and you get XP for each turn in battle.
post=133558
In a normal battle... who cares?


Ideally you don't have battles that can be summed up with "who cares"
LouisCyphre
can't make a bad game if you don't finish any games
4523
post=133551
The problem with this (someone may have mentioned) is that Save Anywhere is incompatible with random treasure/other dice rolls. People will just be tools and reload until they get the best result. Saw this a lot in beta testing and feedback for Everything Turns Gray,
Use seeds/roll chests at the start of the game/roll chests when you start a mission/whatever.

While we're on the tangent of chests, I will probably use incremental chests from here on out. One big master list of loot. When you open a chest, it increments a global "chests" variable by one and gives you that item. So if your loot list is:

- Potion
- Elixir
- Zeus' Daughter

...then the first chest you open is always a Potion, the second is always an elixir, and third is always Zeus' Daughter, no matter what order you open them in. Furthermore, you have to open all three to get Zeus' Daughter!

post=133559
post=133558
In a normal battle... who cares?
Ideally you don't have battles that can be summed up with "who cares"
I think he means "are you really doing that badly on a normal battle?", ftr.
That sort of sounds...unfun for some reason. Doesn't add a lot of replay value.
LouisCyphre
can't make a bad game if you don't finish any games
4523
If you want replay value just pseudo-randomize it at the start of a new game. Pre-seeded, random, and unabusable!
That chest system will negate your ability to place items/loot strategically in the game!
Craze
why would i heal when i could equip a morningstar
15170
post=133559
post=133558
In a normal battle... who cares?
Ideally you don't have battles that can be summed up with "who cares"

...read both sentences? Who cares if a person retries in a normal battle instead of escaping?

Also, I don't really get the point of this topic, since RMN apparently hates ideas anyway.

Alsoalso, multiple loot lists. Common/rare/unique loots, go.
By definition if I didn't have the idea, it's bad.
post=133564
...read both sentences? Who cares if a person retries in a normal battle instead of escaping?

Reduces the threat value of normal battles significantly if you can just indefinitely retry them, if the system is not save anywhere.

EDIT: okay I realize this is not the case in Diablocide 3000 but still, completely brushing off normal encounters is a pet peeve of mine.
LouisCyphre
can't make a bad game if you don't finish any games
4523
The point was that it is save anywhere, so it just serves as a shortcut for F12.
Craze
why would i heal when i could equip a morningstar
15170
post=133566
post=133564
...read both sentences? Who cares if a person retries in a normal battle instead of escaping?
Reduces the threat value of normal battles significantly if you can just indefinitely retry them, if the system is not save anywhere.

EDIT: okay I realize this is not the case in Diablocide 3000 but still, completely brushing off normal encounters is a pet peeve of mine.

But what about ESCAPE? In <almost any other RPG here> you can ESCAPE battles.

Also, how does it reduce threat?
post=133568
post=133566
post=133564
...read both sentences? Who cares if a person retries in a normal battle instead of escaping?
Reduces the threat value of normal battles significantly if you can just indefinitely retry them, if the system is not save anywhere.

EDIT: okay I realize this is not the case in Diablocide 3000 but still, completely brushing off normal encounters is a pet peeve of mine.
But what about ESCAPE? In <almost any other RPG here> you can ESCAPE battles.

You've already taken injuries though, as opposed to Retry->Escape which just undoes it all.

EDIT: It reduces threat because you don't even have to think about the fight/run decision if you can just retry the fight.

EDITMANIA: If you escape on turn 1 that is your tactical decision, good for you
Craze
why would i heal when i could equip a morningstar
15170
Right, but you're about to take those injuries again. You can't NOT take those injuries if you can't escape at all.
post=133570
Right, but you're about to take those injuries again.

Not if you escape at the beginning, other than for a possible turn one scrape.

If the run rate is not 100% it gets even worse, you can retry until escaping succeeds on turn one.

EDITaaghcrazestopstealthediting: NOT allowing an escape is a whole different ballgame, but you can still "optimize" each battle with Retry assuming normal fights are relatively short.
Craze
why would i heal when i could equip a morningstar
15170
And if you're really go through the rigamarole of optimizing, then do it. If I wanted the player to never do that, I'd have defenses against it.

Basically what I am saying is that The World Ends With You is an amazing game on many levels.
I think Dara O'Briain makes a pretty good point (ignore the video title! I don't think Dara would go that far):

http://www.youtube.com/watch?v=ZtJGKFq4DYk

I mean, in a story-focused game especially, it seems to me like everyone should be able to get to the end of the story one way or another. (I know no-one buys RM games exactly, so it's not an issue of "they paid for the content", but that just means people will give up instead of trying again). Most modern games have hard modes, 100% completion options, performance grading and so on, there are plenty of ways to make a game challenging without shutting out weaker players.

I dunno about retrying random battles, since in a lot of games dungeons are sort of long endurance tests where you have to fight like 50 small battles, and retrying would just be exploited. Depends on your game balance, pacing etc I guess.
Craze
why would i heal when i could equip a morningstar
15170
Yeah, tonfa and I are discussing something reallllly out there in terms of normal RPG design. Balance/pacing/etc. are out of wack.

I'll watch that video after the group project stuff... if my teammates actually get here.
Craze
why would i heal when i could equip a morningstar
15170
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.