LIGHTNINGLORD2'S PROFILE
LightningLord2
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The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.
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Games you hate or dislike?
I think the problem with fighting games in particular is that the difference between professionals and casual players is far more pronounced than in other games:
In an RTS, I can't reach the same APM and micromanagement the Championship players have, but I can still do everything they can, albeit slower (building things, upgrading my units). The inputs I have to do are simply left clicking the units/buildings I want to act with and right clicking to tell them what to do. The general strategies aren't very execution heavy, either, as the building/upgrading times give you a fairly large margin of error. Only problem could be micromanaging units in combat.
In a fighting game, even in training mode, there's a great deal of difficulty to execute the moves at all - I can only really execute the quarter circle forward and the dragon punch thing myself, even then only when I'm not facing left. Now add on that you're not only expected to be able to execute individual moves, you're also supposed to know the combos, which include things like having 1/60 of a second to follow up a certain move, exploit glitches not listed in the manual (Kara Throws, Option Selects, Wavdashing etc.) and even throw in some moves that don't do anything but allow you to continue the combo.
If you want to have fun with the genre at its highest competetive level without having to pull off crazy inputs, try Divekick - the game is solely controlled with two buttons, Dive and Kick (yes, you don't have any directional input whatsoever) to execute divekicks, which result in an instant KO if you hit. That game is only about reading your opponent, judging spacing and assessing your opponent's capabilities.
In an RTS, I can't reach the same APM and micromanagement the Championship players have, but I can still do everything they can, albeit slower (building things, upgrading my units). The inputs I have to do are simply left clicking the units/buildings I want to act with and right clicking to tell them what to do. The general strategies aren't very execution heavy, either, as the building/upgrading times give you a fairly large margin of error. Only problem could be micromanaging units in combat.
In a fighting game, even in training mode, there's a great deal of difficulty to execute the moves at all - I can only really execute the quarter circle forward and the dragon punch thing myself, even then only when I'm not facing left. Now add on that you're not only expected to be able to execute individual moves, you're also supposed to know the combos, which include things like having 1/60 of a second to follow up a certain move, exploit glitches not listed in the manual (Kara Throws, Option Selects, Wavdashing etc.) and even throw in some moves that don't do anything but allow you to continue the combo.
If you want to have fun with the genre at its highest competetive level without having to pull off crazy inputs, try Divekick - the game is solely controlled with two buttons, Dive and Kick (yes, you don't have any directional input whatsoever) to execute divekicks, which result in an instant KO if you hit. That game is only about reading your opponent, judging spacing and assessing your opponent's capabilities.
Giving an enemy random HP, good or bad?
If a basic enemy is not meant to be a threat at all, there's no real point in it being there in the first place. Few exceptions exist, such as in shmups where smaller enemies are basically walking/flying score multipliers and potential powerups.
Also, if only specific set-piece moments have any challenge in the game, it's not a survival horror, it's a vanilla RPG with a zombie/monster/etc. theme.
Also, if only specific set-piece moments have any challenge in the game, it's not a survival horror, it's a vanilla RPG with a zombie/monster/etc. theme.
[General Design] What is the worst implemented/thought out system you've encountered?
author=Tirearauthor=LightningLord2The games that do it well do have player agency involved. For example, instead of saving unidentified potions for a situation where you need a good bonus to survive, maybe you can find a weak enemy and throw the potion at it. If the enemy dies, you have identified the potion of instant death and have less to worry about when drinking unidentified potions. If there is no effect, you have greatly narrowed down the possibilities and should be able to survive testing one yourself after taking appropriate precautions. Experienced players will even pick up on minor clues, such as that this potion is unlikely to be the rare potion of instant death because I have found 3 of them already.
It doesn't help that the item's effect is for all purposes completely random, meaning that there's no player agency involved in using it..
The downside is that many players decide the ID game is too complicated for them, and read guides so that they can play the other half of the game. Maybe it would make sense to have an 'easy' mode where all items come identified. But the ID game can be quite fun for those who have the patience to figure it out on their own.
There's no safety in doing that tactic - it could be a Potion of Haste, meaning that the otherwise weak enemy will now completely wreck you. Also, it's entirely possible for you to be unable to find another potion of that kind, meaning that you could lose because you wasted an item you needed at this moment. Generally, any improvement on the ID game does so by diminishing it. A better way would be to leave the player thinking about strategizing with known effects.
Keep in mind that the player won't notice the difference between a randomized result and a non-random result that had no clues to it.
Games you hate or dislike?
author=CashmereCatauthor=LightningLord2That's strange, because the Sonny series is to me one of the more balanced RPG systems out there. The use of buffs and the turn system was pretty innovative and interesting, not that I'm that well-versed in RPGs to compare it to. It just seemed logical to me.
I realize I sound like I don't like most RPGs - there is a few I love such as Tactics Ogre: The Knight of Lodis, Fire Emblem: The Sacred Stones or Epic Battle Fantasy 4. However, I keep finding/remembering games in that genre that disappoint/-ed me - today, I'll talk about Sonny 2.
The game plays much like the first part, in that you click a target and then choose what action to take. Basically, the correct action each time is for your assist to do the healing and for yourself to use whatever deals the most damage. The kicker here is that there's an entire skill branch full of totally useless skills - they become relevant once in each bonus boss fight, where they're the only way to win. This is probably the worst way you can possibly implement those skills, however, the game was at least polite enough to let you respec to get them.
While the other skills are relatively balanced towards each other, there's no thought about which buffs to apply as you just fire up everything that's not active at the moment and combat is little more than a dps race. Furthermore, you don't have enough party members for proper optimization and strategizing. The system is only notable in that you select your target before your action.
Alternate Difficulty Levels: Feature Toggles
LockeZ brings up an interesting point here - difficulty levels for non-combat aspects of the game.
A World Without Wind 2 has two different settings for difficulty, one for the turn-based base building gameplay and another for the platforming segments to unlock more plots to build on and such.
A World Without Wind 2 has two different settings for difficulty, one for the turn-based base building gameplay and another for the platforming segments to unlock more plots to build on and such.
Giving an enemy random HP, good or bad?
author=Sated
A survival-horror is the worst time to use random HP. In a good survival horror movie, items and ammunition are supposed to be at a premium, so the player should have a good idea of how much they're going to need in order to get through a particular encounter. Randomising that somewhat defeats the point. I'd go so far as to say that enemies in most survival-horror games are fairly trivial outside of certain set-piece enemies, because they're not really the threat.
Having tough enemies whose durability can't be predicted does make for a horrific atmosphere - moreso than any jumpscares would do. If you know exactly how much you need to get by an encounter and have that much to spare, all tension is gone for the entire encounter.
[General Design] What is the worst implemented/thought out system you've encountered?
I have to state that I can only call an ID system implemented well if the player wants to use unidentified items and has a significant benefit from doing so.
Here's a breakdown why I can't imagine this working:
If the player is in combat...
...and the item is great, the player will enjoy being lucky.
...and the item is mediocre, they'll be disappointed that they couldn't get a better use.
...and the item is bad, they'll blame luck and get upset about the game.
If the player is safe...
...and the item is great, they'll be frustrated to have squandered it.
...and the item is mediocre, they won't care much.
...and the item is bad, they'll be disappointed that it was a dud.
So basically, only in 1 of 6 cases will it be fun, 1 of 6 creates apathy and a whooping 4 of 6 results in frustration.
It doesn't help that the item's effect is for all purposes completely random, meaning that there's no player agency involved in using it. Ultimately, this only fuels a player's gambling addiction. If you're designing an arcade machine that's supposed to eat your player's quarters, that's fine, but it's not a system for testing a player's skill.
Barring the use of unidentified items basically makes the items loot bags, which is just a double unlock of regular random drops. This system is alright, but it's pretty detached from a proper ID system in my opinion. Worse is having to invest in a skill to identify, as that mostly amounts to feat tax.
Here's a breakdown why I can't imagine this working:
If the player is in combat...
...and the item is great, the player will enjoy being lucky.
...and the item is mediocre, they'll be disappointed that they couldn't get a better use.
...and the item is bad, they'll blame luck and get upset about the game.
If the player is safe...
...and the item is great, they'll be frustrated to have squandered it.
...and the item is mediocre, they won't care much.
...and the item is bad, they'll be disappointed that it was a dud.
So basically, only in 1 of 6 cases will it be fun, 1 of 6 creates apathy and a whooping 4 of 6 results in frustration.
It doesn't help that the item's effect is for all purposes completely random, meaning that there's no player agency involved in using it. Ultimately, this only fuels a player's gambling addiction. If you're designing an arcade machine that's supposed to eat your player's quarters, that's fine, but it's not a system for testing a player's skill.
Barring the use of unidentified items basically makes the items loot bags, which is just a double unlock of regular random drops. This system is alright, but it's pretty detached from a proper ID system in my opinion. Worse is having to invest in a skill to identify, as that mostly amounts to feat tax.
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Alright, since my avatar on Skype is Winda and Pirika on Steam, I decided that my RMN profile should have Caam, Serenity of Gusto (despite the former two being in their non-Gusto variant atm).
Alternate Difficulty Levels: Feature Toggles
author=LockeZauthor=CrazeThis is not a good decision-making paradigm in general
i mean final fantasy 1 did it so you can toooo
I think he means there's no challenge in putting this into your game rather than claiming it should be done for everyone's game(s).
@FlyingJester: That's correct - the initial Second Wave options in XCOM merely put more RNG into the game rather than changing the difficulty, for instance. But still, most of the feature toggles you'll find in games will only change the game's difficulty or randomness.
Alternate Difficulty Levels: Feature Toggles
It's very visible that most RPGs on this site don't have difficulty levels - it's usually disregarded as a lazy way to make a game more/less difficult, and it often fails to make the game more exciting. What I've seen in a variety of games is a selection of additional features that make the game harder, easier or generally difficult.
Examples:
-XCOM has a list of Second Wave options that modify how the game is played. Beating the game at higher difficulties unlocks increasingly delibitating Second Wave options (there's also neutral ones, such as a target always getting critted if flanked).
-The original Fable had so-called boasts, that allow you to take on missions with various handicaps (such as No Armor or No Weapons) to get more rewards out of it.
Examples:
-XCOM has a list of Second Wave options that modify how the game is played. Beating the game at higher difficulties unlocks increasingly delibitating Second Wave options (there's also neutral ones, such as a target always getting critted if flanked).
-The original Fable had so-called boasts, that allow you to take on missions with various handicaps (such as No Armor or No Weapons) to get more rewards out of it.













