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oh yeah and maybe 1 damage is more accessible, but at the cost of what? I think a bit of fun, there is real risk and reward if spikes are actually threatening, it's the best way to say "yeah you got a lot of health, but regardless this is going to be hard"
literally nothing. you want insta-death spikes from megaman (or megaman zero for some of us), you got 'em. you wanna easy breezy time (like using the cyber elf from megaman zero), you got it.
aren't customizable difficulty modifiers great?
multiple points here where you are incorrect.
"non-threatening spikes aren't fun" to you. different players have different ideas of what "fun" is. some of us like difficulty, other people don't.
without going into too many factors that would make this post longer than it needs to be, reward and punishment is a tricky thing to balance in games. Yes players need to be rewarded for success, otherwise what is the point of playing; but also yes they need to be punished for making mistakes because if everything works then why bother playing the way the devs want us to. in general however, you want to skew towards rewarding the player whenever it makes sense to.
we both agree here (i assume) that the player should be able to toggle whether or not spikes mean instant death and that having spikes on instant death should have a greater reward. But your decision would frame wanting an easier time in game as something that should be punished ("oh, you can't handle the normal difficulty? well, you don't get normal rewards then"). The decision that the devs (and frankly I agree with) went with frames it as a potential to reward the players ("oh, you're able to handle harder than normal? have a little extra").
If you want megaman then play megaman. Losing 1 HP can be the end of you.
If 30XX was Megaman, then maybe spikes should deal more damage. But in Megaman, you can try a level over and over again until you completed it, death isn't nearly as punitive as in 30XX (assuming you aren't playing in Mega Mode). In 30XX, I'd honestly be really upset if I was nearly at the end of the game, with almost full life, just to die to spikes I didn't see. If it was Megaman, I'd just think it wouldn't be a big deal because I can just try the exact same level, exactly as close as I was to the end, knowing that there was spikes where I died.
That is a good point, I think the more reasonable change would be to make spikes do damage based on a percentage of HP, because I think they should punish you for trying to go too fast, as in they help with pacing levels, but the pacing doesn't hold when you've got enough health to not care
Why would anyone take max HP ever, then?
People shouldn't be punished for taking a stat ever. Why would anyone ever take the stat, then?
Your complaint is that high amounts of HP makes you bulky but uh... isn't that kind of the point with taking more HP? To allow more room for error? Even Megaman Zero allowed you to face tank spikes for ages if you got the upgrades/subtanks for it, and people call those games the Dark Souls of Megaman nowadays.
megaman x5 handled spike walking well with the gaea armor, which lets you skip spikes at the cost of slowing down megaman entirely, it preserves the pacing while letting you touch spikes