GAME PET PEEVES
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post=140910
Beating FF-whatever with no EXP is meaningless, you can even do that in FF13. No need to let a retard mash X for you, FF5 will let you kill its super bosses without any input! FF5 also doesn't have an enemy that will always ambush you, inflict the party with status that actually mean something every time, and not have piss easy ways of making yourself immune to it (oh boy ANOTHER Ribbon?). On the other hand I did forget about Trio of 9999, which trivializes the game and its only shortcoming is having to let the overdrive gauge fill. Almost every game breaker in FF5 is available before you leave the first world.
Sure, but when I was referring to difficulty, I was meaning how difficult it is for the average player to progress through a vanilla game, without finding the game breaking Blue Magic or advanced strategies. Hell, almost every game I know of has an eclectic way of vaporizing the difficulty, so I don't consider that when thinking of how challenging a game is.
Ah, I was gauging difficulty as knowing how to play the game and giving it your all to beat it. For somebody new to the game I agree that FF6 and FF7 are definitely easier.
FF8 was my first RPG (and I wasn't 100% fluent in English by then) yet I was wondering why bosses were doing laughable amounts of damage to my 8000 HP on disc 2 so it's definitely another one to join that club.
however I didn't figure out that limit spam was better than GF spam until late disc 3
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=140911
Sure, but when I was referring to difficulty, I was meaning how difficult it is for the average player to progress through a vanilla game, without finding the game breaking Blue Magic or advanced strategies. Hell, almost every game I know of has an eclectic way of vaporizing the difficulty, so I don't consider that when thinking of how challenging a game is.
If a game has an eclectic way of vaporizing the difficulty, then that is how easy it is. Playing it suboptimally and saying it's hard should not count. If you want to consider it in any way hard, you have to be playing optimally and have it still be hard.
The fact that you're good at RPGs doesn't make the game's easiness less authentic. It makes the game easy to people who are good at RPGs. Which is really the same thing as being easy in general, since RPGs are dreadfully simple to be good at.
On the other hand, if a game is easy to people who are bad at it, then it doesn't even qualify as a game. To be a game, the player has to be able to win or lose. If you pretty much can't lose, it's pretty much not a game.
On-topic: games which have eclectic ways of vaporizing the difficulty are one of my pet peeves. Though, I realize that getting rid of all such ways requires an amount of testing that RPG Maker games cannot afford to undertake.
post=141871
On-topic: games which have eclectic ways of vaporizing the difficulty are one of my pet peeves. Though, I realize that getting rid of all such ways requires an amount of testing that RPG Maker games cannot afford to undertake.
Would you consider an optional character that joins the party with a blatant disclaimer that they are superior to everyone else and basically an Easy Mode/gameplay skip option to lower the difficulty of the game? Just curious.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yes, that's... basically the definition of lowering the difficulty of the game.
So is selecting "Easy" at the start of the game. Not everyone will do this, given the chance, will they?
post=141881
So is selecting "Easy" at the start of the game. Not everyone will do this, given the chance, will they?
I actually did for a game here of a genre in which I suck as a player. It turned out to be irrelevant. For an RPG, I won't even consider it unless I was convinced that normal was actually very hard.
post=141871post=140911If a game has an eclectic way of vaporizing the difficulty, then that is how easy it is. Playing it suboptimally and saying it's hard should not count.
Sure, but when I was referring to difficulty, I was meaning how difficult it is for the average player to progress through a vanilla game, without finding the game breaking Blue Magic or advanced strategies. Hell, almost every game I know of has an eclectic way of vaporizing the difficulty, so I don't consider that when thinking of how challenging a game is.
I uh, I think I disagree with that logic. I want to say I AGREE, but I think I disagree.
I like the squaresoft way of doing things. You're not expected to go off the linear path placed before you, and the difficulty is curved as such.
So when you show up at Sephiroth, he really isn't expecting you to bust out an omnislash or a doubled knights of the round. When you meet Lavos face to face, he's not expecting you to have a Rainbow Sword with prism specs and yadda yadda yadda.
Anyway, I think there's some value in allowing the player to become massively overpowered. There's something to be said about doing tens of thousands of damage in a single attack.
So when you show up at Sephiroth, he really isn't expecting you to bust out an omnislash or a doubled knights of the round. When you meet Lavos face to face, he's not expecting you to have a Rainbow Sword with prism specs and yadda yadda yadda.
Anyway, I think there's some value in allowing the player to become massively overpowered. There's something to be said about doing tens of thousands of damage in a single attack.
When the evasion percentage of enemies are high and/or the accuracy of your heroes is low
Drives me absolutely nuts.
Drives me absolutely nuts.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
post=141881
So is selecting "Easy" at the start of the game. Not everyone will do this, given the chance, will they?
Uh. Hmm.
There's a meaningful difference, to me. But I'm not sure I can describe what it is. Choosing a difficulty mode before the game starts feels more like a different game than just an option in the game, for one thing. And it feels like something that the designer expects you to do, a challenge that they put in. Whereas just... not spending your gold or something feels like an artificial challenge created by the player. The game is not challenging you, you're simply challenging yourself. That's somehow very different, at least to me. I can't pinpoint the exact place where one starts and the other stops without more thought, though.
post=141873
Would you consider an optional character that joins the party with a blatant disclaimer that they are superior to everyone else and basically an Easy Mode/gameplay skip option to lower the difficulty of the game? Just curious.
This is a curious middle case.
Normally there's a definite mental division between two tasks: deciding which game you're playing, and playing that game. (Part of what's called the magic circle in some places - the inside/outside game divider.) So you can choose Easy mode, or not to buy any items, or to play with only Samurai starting at Dorter, or whatever. And even once you start the actual game you may have some options that you can segregate out as not being part of the game - a menu option labeled "Difficulty Mode", or whether or not to go to GameFAQs.
But when you're playing the game you're looking for the best, easiest way to beat the game, even if that's something totally uninteresting like "Choose Attack 50 times" or "Push W then I then N". And the more complicated an option is and the less foreknowledge you have about it, the harder it is to pull yourself out of playing the game to decide that you want to exclude it from the game you want to play, instead of just taking advantage of it.
So if it were a blatant disclaimer, and I had some warning, the situation you describe would still be pretty tempting. Especially if I had to do anything to get that character, making them a reward in some way, or if they have cool special attacks, or dialogue anywhere... But rather than just showing a warning, putting the choice as clearly outside the magic circle as possible might be somewhat more effective.
"You now have the option to use T.G. Cid! To do so, go to the team menu, move the cursor to him, and select 'I would like to enter Easy Mode, please!'."
Not having the option to run from normal battles can be annoying. True, many recent RMaker games have monsters you can see on the field and avoid, but sometimes ,even so, you underestimate the foe's strength and want to be able to get out of there to save your hide. . .
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think such a choice still feels like it's what you're supposed to do.
When you get an option at the beginning of the game regarding your difficulty level, they're clearly both different options for gameplay. But when the game gives you the Ultima spell, you're... supposed to use it. The game is not telling you that you have a new difficulty option, it's just making you more powerful. That is how it feels. It feels like not using it would make any perceived difficulty be my own stupid fault, instead of the game actually providing difficulty.
Oddly, I think that if you simply add an achievement for not using the overpowered ability, then I would consider it to be a real challenge that's being provided by the game, instead of me just being stupid on purpose to give myself a challenge. Hmm.
When you get an option at the beginning of the game regarding your difficulty level, they're clearly both different options for gameplay. But when the game gives you the Ultima spell, you're... supposed to use it. The game is not telling you that you have a new difficulty option, it's just making you more powerful. That is how it feels. It feels like not using it would make any perceived difficulty be my own stupid fault, instead of the game actually providing difficulty.
Oddly, I think that if you simply add an achievement for not using the overpowered ability, then I would consider it to be a real challenge that's being provided by the game, instead of me just being stupid on purpose to give myself a challenge. Hmm.
I hate reaching a new town, spending nearly all of your money on new gear, and then discovering a new town with even better gear within the next 10mins or so..
post=142460
I hate reaching a new town, spending nearly all of your money on new gear, and then discovering a new town with even better gear within the next 10mins or so..
As an extension of this, shops in towns selling gear that gets outclassed by gear found in the next dungeon,
which is outclassed by the next town, etc, etc. It's especially annoying when the dungeons take very little time to clear...
I think that any game-breaking method of destroying difficulty shouldn't be obtained through a normal, no-walkthrough playthrough by anyone but people who are SEEKING everything in the game. In FFV, it's unlikely that anyone will stumble across more than a handful of Blue Magic spells or riddle out the Combine combinations (the two most blatantly I-Win-Button-esque movesets in the game) without the help of a guide or a LOT of patience; for that, the player should be rewarded with the ability to be a god should they choose. Things like that shouldn't factor into a game's difficulty.
What should be (and what I think Locke is talking about) is when you're playing through a game and it just sort of plops a Sword of Awesomite that deals infinity damage per hit into your lap 3/4 of the way through the game. Things like that should be accounted for in balancing the rest of the game from then on. If you choose not to use it for a challenge, fine, your right, but the game should obviously cater to those who are using it rather than those who are not.
What should be (and what I think Locke is talking about) is when you're playing through a game and it just sort of plops a Sword of Awesomite that deals infinity damage per hit into your lap 3/4 of the way through the game. Things like that should be accounted for in balancing the rest of the game from then on. If you choose not to use it for a challenge, fine, your right, but the game should obviously cater to those who are using it rather than those who are not.