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Why does dying have to suck?

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.

Why does dying have to suck?

post=133558
In a normal battle... who cares?


Ideally you don't have battles that can be summed up with "who cares"

Why does dying have to suck?

post=133550
not just be able to click "Retry" at the slightest hint of danger.
Ideally this kind of person would be hitting retry immediately and forever because bosses are made of murder, but that is another topic altogether.


*HELLGOD casts INFERNODOOM*
"brb gonna reload for a different turn 1"

...it does take something away from that feeling.

Why does dying have to suck?

post=133543
I agree it could be easier on the player. Maybe provide a choice of whether to remove a painfully large amount of gold or restart at the last save?


If this is the case the player will literally never choose to not reload their save.

Why does dying have to suck?

It seems this issue has less to do with the gameover screen and more with the time involved.

Answer: Make better dungeons. If there is more than a 20 minute gap between savepoints ever it the game is doing something horribly wrong in design, not the choice to use a game over screen.

Edit: Also use sceneskip sceneskip is rad

Why does dying have to suck?

This is an excellent point of discussion but the reason it keeps coming up is there is no catchall solution.

Save anywhere runs into the problem of making resource management and having to think about an encounter's threat value/using the escape command a complete nonissue.

Quicksaves you can use anywhere but get destroyed when you load the game would solve the issue in an excellent fashion, but are these even possible to do in RM*?

2D RPGs with a good city design?

post=133285
Estrana from The Way.


It had a good feel to it but was The Worst Thing to navigate and run around in. You should never sacrifice playability for "realism" in your magical fairy dust RPG world.

36k Characters of Nonsense

I haven't kept in touch with this site in over three months (idling in IRC does not count) and immediately regret it. Fantastic read.

Best game you personally don't like.

FF6. It has a lot of technical merits and I can see liking the characters but on the enjoyment index it ranks well below average for me.

The straight up BEST Final Fantasy

post=92110
The materia system bugged me because it made having more than 3 playable party members in the game irrelevant.


Again, strictly speaking this is incorrect. What did, however, make the characters far too similar is not enough variation in limit breaks and weapons, and a missed opportunity to make armor character-specific, as well as give the characters actual stat differences.

The core system is almost genius, it just suffers from subpar execution.