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but it would still be better than the current system
Exactly, it's too easy,
which is exactly why giving to the player more difficulties-settings and making rewards scales with it would be good
last game i had the Reaper and basically had nothing to do anymore
i barely had to dodge or care, the game almost played itself
yeah, i agree
just give more options of customization to the player,
that way he can balance difficulty himself while keeping his upgrades
that's a shame because that's a really cool-mecanic too,
for now they're a useless third-wheel you almost never end-up using,
"Its not fear to change"
"what you are suggesting is something that can change the game on a whole new level. "
they're two conflicting sentences, on one-hand you say you don't fear change, and on the other you express that you don't want the current system to change because you feel comfortable with it,
which is the exact definition of "fear of change",
you're scared things would go wrong because you currently feel comfortable with the game
there's nothing wrong with that, but your personal-feelings keep you from envisaging an alternative which may be better
anyway,
the point would be to maybe find the right-skull to complete your build,
i'm sorry i have to bring this game out again for comparaison, but in Hades even when you have legendary-tier Boons, you still feel compeled to go through Boon-doors,
Because maybe it might have what you seek behind it
again, a rogue-lite should be all about giving the player differents tools to make something interesting out of it
here you're ENTIRELY at the mercy of the RNG with very little player-decision on it
Bones-fragments would still be useful,
just increase the price of skull-upgrades since you make them permanents
maybe you could even simply trade them for some other ressource,
Hades does that too, there's a character who will trade ressources you don't need anymore for other-ressources
it's not that hard to find solutions to your problems
the point isn't to make the game easier,
the point is to make the game feel more rewarding and more challenging
to let the player feel like his decisions and smart-thinking influenced his runs even in the face of bad-RNG
yeah, and don't you see the problem?
if it's all RNG, the difficulty mean absolutely nothing,
is it your definition of "challenge"? because it sure as hell isn't mine
i simply had lucked on the strongest skull in the godamn game, and then the rest of it was a breeze, i barely had to even dodge
it's not challenge, it's leaving difficulty being decided by a slot-machine
Since you think my opinion is based on inexperience,
let-me tell you about two games i'm very experienced with,
one which nail it's game-design which is entirely focused on challenging the player on every-opportunity
And the other-one being a excelent Rogue-Lite which despite having most like 75% of the game being RNG, still absolutely nail it's approach and find the way to let the player feel like his skills and knowledge about the game are enough to carry-him to it's end
the SoulsBorne-serie, and Hades
i'm sorry if it makes me sound like a pretentious-♥♥♥♥♥♥♥,
but my favorite serie of games is SoulsBorne (Dark-Souls, Bloodborne = Soulsborn)
and in thoses game, there's absolutely no difficulty-options, you just have to learn them and keep struggling again and again until you get better or get enough knowledge about the game to keep advancing,
but it work in their favors because theses games gives you all the tools in the world you could need to make something interesting or something good,
They're incredibly challenging, but when you know them well, you can do well with about anything
in Hades on the other-hand,
You don't get to choose the Boons (abilities) you will get, they're decided by the RNG,
but to still let the player make a decision, the type of Boons you'll get behind a door is showed above it
And even then, even if it's the right type of Boons, you might not get the one you actually want
But since they're all pretty-good and can synergize really well with differents-ones,
You never feel like you're locked with useless thrash,
you can always find a way to make something useful even if it wasn't what you wanted in the first-place
TL;DR, my point is,
In term of game-design, you need to make a choice at some-point:
-Either you make a game in which the player will constanlty be against huge-obstacles, but then you let him decide how he want to confront said obstacle
-Or you restrict the player's freedom to make choices, but then you need to give him the tools to let his smart-thinking and skill influence how well he's doing
Right-now, Skuls is neither of them,
your skill isn't that important considering the skulls you get are what will majorly decide how well you'll be doing
And cleverness or knowledge about the game isn't really useful neither considering there's very little tools the player can use to influence his build or how his run will happen
Let's also not forget that even AFTER you have upgraded every skull to Legendary, there's STILL a point to the skull doors. The point is changing which skull you have equipped. I don't know about you, but there are skulls I like to play with and skulls that I dislike and feel are relatively worthless. If I wind up with Mummy in the early game, I don't care if it spawned as Legendary, I'm gonna be switching it out with the next Skull that I come across, so yeah I'm still gonna be going into the Skull doors.