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Besides.. that's what shortcuts are for. In every level you unlock shortcuts that let's you quickly get around the map.
Its how no to make a game really.
This game really only has two fast travel events, and both are on Kashyyyk. The imperial tram and the Shyyyo bird (which is only one way).
I don’t think they should let you warp between every meditation spot as I think they are a bit too close together for that. However, they could have made multiple spots for the Mantis to land on each planet, only becoming available once you reach them.
1. Unless you're doing a fresh playthrough, skipping cutscenes is actually ridiculous. Even with that in mind, keeping cutscenes helps keep the flow of the game. You're not just teleporting to to specific point, but rather feeling the flow from before to after the cutscene.
2. Why is fast travel such a desire that people want? I found it quite enjoyable to explore around the map while finishing my collection. I had absolutely no issue with this, as well as the fact that it helps you grind XP and also just have fun fighting enemies in general. It also devalues shortcut unlocks immensely.
3. Checkpoint save systems are kind of the point. It feels more rewarding to win when you have to successfully complete a whole area from start to finish instead of being able to quick save everytime you kill an enemy. I certainly felt more achieved from this style of gameplay.
I'm not sure why you listed stuttering in this comment, since that's not part of game design but rather sub-par optimization.
The point is that not only have previous Star Wars games used forms of fast travel, they are very common in this style of game. The entire From Software series uses fast travel, and it was arguably done best in Dark Souls where it wasn't unlocked until about halfway through the game.
I've completed the game at 100% on Grandmaster. I got every databank scan, every Force echo, every secret, and every chest. The amount of backtracking and searching for pathways was absurd. Not to mention that it was tedious and time consuming to travel the full length of a planet's map just to find a scan that I had missed. It roughly doubled the length of my playthru for the sake of mundane travel through areas that I had already beaten.
Moreover, it also meant a lot of annoying fights along the way that couldn't be ignored. It's not fun to spend an hour and multiple deaths to recover a poncho or a databank entry.
As I said, I would be fine if it wasn't unlocked until you have the Astrium...which is pretty much the endgame. Or even after the end credits. I also would be fine with it using a consumable of some sort, or if it required an expensive skill (God knows I had over a dozen extra skill points by the end). I'd also be fine if it wasn't every meditation point, just so long as most zones were easily accessed.
Not sure why you guys think endgame collection needs to be a pain in the ass. And here's a crazy concept for people who don't wish to use fast travel...nobody can make you use it if you don't want to.
Get better? I had absolutely no troubles whatsoever with backtracking through enemies. I found it fun to be able to just kill everything in a creative way, as well as the fact that "mini bosses" are super easy to kill with proper parry timing (creatures) or using force abilities (purge troopers). Keep in mind I played on grand master as well and the enemies gave me no trouble backtracking and collecting all of the collectibles.
The maps aren't really that big enough to condone fast travelling, especially since there are only 5 of them. The areas are relatively easy to memorize and I've been through planets dozens of times and found enjoyment in it.
What's the problem? The problem is that roughly half of my Grandmaster playthru was backtracking to retrieve scans & echoes. It was tedious for me and boring for my viewers. Maybe you enjoy trudging through the maps dozens of times, but most of us don't like having our time wasted by arbitrary dev choices to leave out quality of life features that are actually common in this genre.
As to getting better? I destroyed this game. Easily. But when you're rushing through an area trying to save time, sometimes you get swarmed or double hit. It happens. You also probably shouldn't announce that you need to use force powers to beat purge troopers if you're going to tell someone to play better.
The bottom line is these weren't essential or even necessary items to complete the game. I could have simply not bothered, aside from the fact that I wanted to 100% the run so I wouldn't have to play it again. And the fact that I waited until the very end of the game to do it is all the more reason it shouldn't be made as inconvenient and boring as possible. Quite the opposite.
I'm sorry you enjoy aimlessly wandering the map when there is nothing left to do. Most of us don't. We just want to get to the collectible and move on. You will still have the option to not use such a feature if it is implemented, but "no, I don't like that" is not sufficient reason to deny a quality of life feature to players who have already reached the endgame.
In Bloodborne you could also warp to any lit lantern, but you had to go through the Hunter’s Dream first. The Nexus in Demon’s Souls also worked like this.
It's not forced. You don't HAVE to do it. So the people that want to use it can, and the people who don't want to, Just don't use it.
The people whining about fast travel just look like Tryhards.