Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Difficulty != quality, nor is it "charm" or "good". It is a element that everyone has their own subjective preference towards. Some like it hard, some prefer easy, and some choose ultramegadeath hard because they feel like they deserve to suffer.
Either it gets added and functions as intended or it doesn't. Granted, the balance is ever so fluctuating so it's best left as a (near) completion goal on the roadmap.
Because after all there are things like general invitations or other paths that can make boss fights become a joke, for example sayo vs el felipe(despertado) or tomerry.
No need to be so aggressive, lad. U wot right back to you my lad.
Multiple people have presented you the facts my friend. The facts are that the indie game studio Project Moon has made a previous game called Lobotomy Corporation. The game was hard. Koreans can attest to that. Famous(?) Korean reviewers the likes of MetalKim(?) rated the game highly because it was so rewarding to beat a difficult game, and you essentially get infinite retries.
It has been metioned multiple times that beating a hard game gives you a sense of accomplishment. The charm of such games is exactly their difficulty. Who even plays Dark Souls for the story initially?
It shouldnt be so hard to understand? Touhou was mentioned which you squarely ignored.
A discussion should be there to promote and understand viewpoints.
Now I am a filthy foreigner but jesus christ what is this blatant blathering even?
The anti-piracy point makes zero sense, because pirates can beat the same game that they illegally obtained by "getting good", as it were.
An easy mode has its advantages sure thing, my lad, but Project Moon didnt include it in their previous game. Their previous game was kind of early access. Parallels to Library can be drawn, even if the games play completely differently.
Their entire design is focused on building a hard game where you try out different things and lose very little should you lose.
Lore-wise Lobotomy has time control and infinite repeats.
Library has people revive at the end of the invitation/day and you lose a couple books for defeat.
There was something about games appealing to a certain group of people in the first place.
Games of the video kind do not make everyone happy. They are not supposed to.
Also balancing will be hell for a so called easy mode.
They already painstakingly balanced regular mode. Might as well make a skip batlle button and call it a day, thus rending the gameplay part completely irrelevant.
Feel free to experience the story, which you make half as much sense to you if you havent played through Lobotomy first.
And I dont think anyone with that kind of easy mode attitude will have finished Lobotomy in the first place.
building decks and strategies is PART OF THE GAMEPLAY, if you don't like these kind of games, maybe try a game that isn't centered around deckbuilding. That's akin to asking the abno management to be removed from LobCorp. I was never a fan of this genre and I personally don't like having to spend much time thinking about an ideal deck, but this is what the game is about, so I'm not going to complain
as snek said this game is already MUCH easier than Lobotomy Corporation, specially when you consider some of the core suppressions and the final days. Angela's fight was nowhere as hard as some people were saying.
there hasn't been a single unfairly difficult reception in the game. Tomerry and Philip are only hard on the first tries since you're still trying to find out a good strategy for them, and even a mediocre bleed deck can easily destroy them
it's not gatekeeping, it's what the game is about. As I said, LC and Ruina were never supposed to be casual games. If you're looking for a casual experience, I'm sorry but you'll have to look elsewhere. The difficulty and charm of the fights and the deckbuilding are part of the experience, and by removing them, you're cutting out part of the experience the game wants you to feel.
they insist on you having a single save file because it's a linear game. There is no reason for you to have multiple save files, this isn't an RPG
as snek wisely said,
if you're having problems with a fight it's most likely because you aren't supposed to be doing it in the first place.
once again, the game isn't supposed to be casual. You wouldn't play Dark Souls and complain it isn't "casual friendly", would you?
not only is Philip possible with a single floor, but it's also the easiest bossfight currently in the game. As I said, a mediocre bleed deck on Hod's floor can obliterate him before he reaches the third phase
Ruina isn't even a "hardcore" game as I saw some people saying, it's incredibly simple all things considered.
yes, difficulty isn't akin to quality IF you have a badly made game. Looks like you don't really know PM. There are many mind-blowingly difficult games out there that are extremely popular because they're well made and fair, so beating them gives you a massive sense of acomplishment
And I don't know if you haven't noticed, but PM isn't like most game companies. They would rather make a good but unpopular game than a bad but popular one. Lobotomy Corp was made on a very tight budget and it's fantastic even though it's a very obscure game in the West
also, the game is literally a sequel to Lobotomy Corporation, saying "it isn't Lobotomy Corp 2 and thus shouldn't be as difficult" makes no sense
this huge wall of text I made can be summarized very well with this part from fish's perfect comment, who made a much better analysis than I could have done
What I mean in the end of the day is that this whole conversation is more about what a game's difficulty should be in our own experiences/preferences more than actually thinking about what's best for LoR as it stands. PM is still a company that depends on sales and I know lots of people who would buy/play the game if it had an easier mode. Whether you like it or not, this is truth and I think an independent company like PM should at least think about the idea -at least being submitted the suggestion and respond to it. I still plan to e-mail them about it, I mostly need ideas to give them. If they refuse it or not, it'll be up to them.
No need to take this passive agressive tone with me and the other people, as you clearly have not noticed.
After all we seek to improve this game, do we not?
There are several points here that are misconstrued, and I wont even get into them. After all you can believe whatever you want, as long as you do not ruin the enjoyment i have of this game.
For one, Lobotomy Corporation was a huge success even in the West. It was obviously a huge success in Korea. It was a huge success in Japan, supposedly. It was huge in China. It was successful in Russia, if the guides and discussions in Library on this very steam page have not alerted you to the fact.
People in Korea compare the fandom of Lobotomy to Undertale, another hugely successful Indie game.
I'm not going to post walls of text again, as our opinions are clearly set.
There is this old established saying: Do not fix what is not broken.
Spoken by a man in a bar or a dodgy politician, it makes a lot of sense.
At the current state of the game, the battles Library offers at this very moment are beatable and challenging, but not impossible, by your own admission.
A hypothetical improvement for a future problem is pointless.
Scaling of cards and pages might be a problem might be a problem but is not currently.
The UI could see some improvement but they are working on it.
Easy mode is a completely new problem in low demand, due to the previous game Project Moon produced, their design philosophy and from said game.
It is also hard to implement and balance. How easy is "easy mode" supposed to be?
Difficulty is subjective, remember? They would have to set a baseline, which is, as has been mentioned again and again, very hard to do for a yet-to-be-completed game.
Therefore the easy mode feature is pointless to be implemented at this time. It is pointless to be implemented in the future as well, because the problems that come with are will persist.
In the hypothetical scenario that the game becomes too difficult for some people's little hearts to bear, they might well balance the cards in this game with gameplay specifically designed to use such cards, so that you can win with the cards by playing the game, thereby actually playing the game.
I don't consider hypothetical scenarios in my video games unless i think they will become a real problem.
The difficulty issue is not one of them, and I for one do not want Project Moon to waste any manpower on it.
Unfortunately they will pay attention to it because of this 20 response thread.
As for the rest: I agree with the point that difficulty is subjective, just as "success", "problem" and "hypothetical". That's why I respect your opinions (which I don't deny for the most part, as I also benefitted from the satisfaction of beating through two hard games; I played it through all too), but I still believe we should try to get PM thinking on the matter and consider the idea. If they refuse it, that's fine, they're still the designers of their own games, but such a suggestion has to be made at some point so that, if it's refused, we can explain why to people who'd like it.
Till we get bosses that nullify bleeds entirely.(Or at least reduces max stack size) Something that I think they should implement as bleed stacking can be rather cheesy.
Library appeals to a much wider audience than Lobotomy does or did.
Library has the mili songs, arguably way better graphics, and a story that is more straightforward rather than Lobotomy's kind of confusing early segments.
Being a turn-based RPG-type rather than a manangement-type game also makes it more accessible.
It has reached people who would skip over something like Lobotomy, and who do not even like the visual novel style of games.
I am still of the opinion that a meticulously balanced game will have no need of easy/normal/hard difficulty modes. Lobotomy managed to pull it off, though it was not without its faults.
The early game was laughably easy, then it got increasingly harder.
Honestly, I'm just shy of finishing the ordeals of White, but I just lost motivation to actually do it.
I would have to relearn Lobotomy, and familiarize myself with my facility, and invest several hours in a grueling boss fight.
So I would agree that in principle, an easy mode can be considered. Though I'd want it to be implemented near the end anyways.
Lobotomy Corp's Graphics and LoR are actually very similar. You just have more character interaction that showcases the artwork in LoR. In Lobotomy Corp those sequences were rarer and usually only rewarded after Core Suppression.
Considering this is Pm's second game that I am aware of, their artwork probably has improved between the two games for certain, but whos to say the graphic quality artwork wasn't deliberate for Lobo Corp.
Whisper: The simpler artstyle was intended & justified; LoR's is supposed to be LC's without any Cognition Filter. But even still, as you say, there are much more artworks than there were previously. And do you realize that at this point of development there are about 40+ developed and unique character sprites/designs? In LC we barely had ~20-25. The general aesthetic is also much more appealing. And, as Fish mentioned and I had even forgotten: OSTs were excellent back in LC, but mostly unknown. Here, we have a big indie artist doing the opening theme and a boss theme; this is clearly an aesthetic upgrade, even if this were a mere extension of the previous game. This increases the audience a lot -but we're kinda getting off topic still.
I find trying to force easy mode for this game insulting, go play easier games if you care so much about being 'normie friendly'.
Go read a book if you want a story, or even just watch the playthrough of this game on youtube. Games are not passive entertainment like movies where you can just do nothing to consume the media.
Tomerry was even made easier by proxy due to Sayo and Meow receptions, and Second Philip is made much easier if you take out Philip and Oscar first in the first battle.
Making the battles have an easy mode just makes it less satisfying to complete because the whole point of these battles were to test you on target prioritization and light and card management.
Right on, by dumbing down the game for inexperienced players you're really doing them a disservice in the long run. Anyone who is struggling at this point just needs to read the manual and revise their decks.