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Αναφορά προβλήματος μετάφρασης
Okay. When the series dies because it went turn based come back to this thread.
Won't happen but well, if you insist. I'll be back to laughat your stupid ass being that wrong.
Ok, facts over feelings:
1) insane respawn for the trash mob (you can run along a single street and meet them 3/4 times in 3 mins)
2) lack of any weakness indicator in the english UI (fixed with the 2nd patch when I already finished the game)
3) impossible to set an higher difficulty level from the start or any "penalty" to increase the challenge
4) enemies VERY rarely engage first, letting you unleash 4 skills in a row and even a poundmate call before taking their turn.
5) very low enemy AI due to point no.3: you don't really need to do anything but raw/ele dmg
6) absolutely wrong crafting system letting you go beyond vendors and even the black market/hidden ones.
So much for the "best working combat system".....
While at the beginning I was somewhat disappointed on how the random street fights were easy in this game, after some time I realized that it's the same thing with the action combat, you're attacked, you press attack button a couple of times with Kiryu, they all die and you keep running. They work the same, except it's turn based now so it's slower.
The encounter rate feels like old school random encounter where you fight enemies every 4 steps in the overworld, except you can see them now.
Depends if your open world game is designed for that or not. In case of Dragon Quest, I can only craft to a certain level above the vendors, that's because I need recipes if I want to go really higher and usually you find recipes in the new area and you always need a quest or a bookshelf. When you have a system like this one, you can go up to bench level 4 and completely kill vendors or drops. I actually killed them with level 3, reason I didn't even bother to go 4.
If you unlock the black market vendor, he makes sense only if you are I guess level 2 with the bench, I unlocked him at level 3 and all weapons are lower level with insane prices. You can say that their normal attacks maybe carry some special effect....can't really tell that right now, but regardless he is useless. I was also surprised by the hidden vendors (3 I guess), again no actual use of them if you go too high on the bench/crafting.
Compared to the combat of its predecessors, it is the best combat system in the series.
1: Straight up a lie. If so, it spawn less than regular mobs. and this game makes it easier to avoid fights with any enemy, than in any previous game. Since enemies take longer to chase you and are slower. It sucks that the trash enemies sometimes bug and you cant trigger the fight with them.
2: i didn't know, but i didnt care anyway. I liked that I had to find out which enemy was weak against what. No indicator is not true. If an enemy was weak against lighting, it said "weak" when i hit him with it
3: yeah that sucks. I agree. Especially since initally the game feels to easy and fights are to short. I died only twice in the whole game. Once against majima, and once vs tendo getting 1hit.
4: Agreed
6: care to elaborate what you mean?
I also see this being good for people who struggled with the action combat, because some of the games can get difficult, or otherwise do have very BS moments in them. The JRPG combat is much easier to manipulate to your advantage.
And while people do complain about JRPG mechanics being monotonous, and you're not wrong with Menu Simulators all being about the same, you can say the same thing about beating up thugs in Yakuza games with the same handful of combos, especially when some combos are easily more effective than others. How many more games do we need to have Kiryu rolling around doing drop kicks in, exactly?
I also sort of view Yakuza 7 as being a play on the fact that for a while now people have mentioned that Yakuza games basically are JRPGs, just with Brawler action combat. Not only do you have all of the basic RPG trimmings of leveling up and inventory management. Being careful to bring "potions" to boss fights makes the game far easier. Most battles are random encounters similar to a JRPG.
The system is actually putting another group right in from/behind you 90% of the times if it is the front and you have to go that way for any reason, you will end up fighting (or fleeing) several times in a row. And in that case, they are enemies of the same class with random "rare" class.
Just tell me what the hell is with super low levels still chasing you at level 70 ? Another mistake that can be partially fixed by wearing an item....which removes every enemy from the map....
Done in my previous post.
Even Final Fantasy moved on from simple turns like 25 years ago.
What I think they should have done (and should do for Yakuza) 8 is incorporate realtime options in the strategy of the turn based combat. Or , I don't know, some form or real time with pause.
Time manipulation has been grossly undertstimated and overlooked by developers for way too long. It's time to bring it back.
its not sophisticated, its something different and its fun. Also its quite unique, there are alot of competitors for real time combat that does it extremely well like tales games but well tuned turned based combat is good to go.