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Considering Sin affinities and damage types can be found by looking at your character's kit, EGO resources collected are clear and plainly shown on the right of your screen, skill chaining/comboing clearly shown as you do it... You're just proving that you don't have the attention span capable to do as much as know when you've activated an EGO once or twice on a per-node basis.
Seriously. You're not proving a point by making the assumption all I do is click win-rate because I have an opposing opinion. Ruinia, Lobotomy Corp, RTS games, City-Sims, Turn based games, are for the most part, just more complicated than Limbus. You don't need an indicator for every little thing to remind you that you've done something, that's just an insult to your own intelligence and capability to be a free-thinker.
Now yes, it would be nice to have, but to make the argument that you're having to keep track of 6-10 things (some of which that is already tracked) and cant handle tracking one more thing on top of that? Because it might help reinforce this illusion of personal skill and complex strategy in your head that win-rate spammers can't fathom having?
Yeah, you've played yourself.
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I will say though, I am wrong for saying people should be able to keep track of the most basic things. It is an understandable feature that should be included, but I don't want you unironically trying to pretend the game is complicated or complex. Even the game's hardest fights right now and railroad is down to just having the right Identities and basic strategy/reading comprehension to win.
To my knowledge, if unofficial, you can enable multiple different EGO passives. You can even stack a single passive and its bonuses, but I think that's on a PER EGO basis.
(I'd grab references for this but the Limbus Reddit is down and on discord people keep saying "Yes they stack" but then another will say "No, they don't")
EGO Passives stay no matter if you used a different EGO. All that is confirmed to overwrite is the Sin strengths and weaknesses
Well Compulsion/Snagharpoon has popped up alongside of Slaying Amid Cheers/Capote passive, so i assume the bit that gets overwritten is something like Ryoshu's 4th Match Flame count (oh hey, another thing to keep track of)
...all of these are strictly PC, in which case this wouldn't be a real concern; grab a pen and go. But it's also a mobile game, and at least some % of steam players probably also play on mobile. In circumstances where pulling out a notepad to keep track what you did before you paused 15min ago to do something else is... ridicious.
Besides, yes the game IS complicated when you haven't memorized costs/triggers/etc. Doesn't matter if it's simpler than PC games. Is rote memorization by repetition a skill the game should go out of it's way to test, and if so - why?
also, how is coming to conclusion that freeing up extra working memory would make the player faster in their decision-making not flexing one's 'capability to be a free-thinker' (which is veering into Ad Hominem; what are you implying here about the intelligence of people who want built-in indicators?)
Already said you can have multiple EGO passives, only thing that I (really) would want to know is if a singular EGO passive can stack multiple times. Knowing which EGOs Ive used is something that doesnt take much effort.
Strictly PC? RTS games like Halo Wars, Company of Heroes 3 are on Console. Pretty sure turnbased games like Civilization, Gears Tactics and XCOM are on Console too. "Strictly PC" you say.
And never have I ever went out of my way to use something like excel or notepad to keep track of information, in any of these games... Some people might do that, but it's not a requirement to play these games. RTS games in particular you can't even get a chance to write down anything, you're literally (in the moment).
Some people might do that, but Limbus is not really that hard of a game to hold information on, if you cant care enough to keep track of a passive you've activated, that's your fault. The game shouldn't have to min-max your gameplay for you. The use of Limbus being a mobile game too isn't reason either, logically why would anyone need to write a note that they activated Ishmael's funny harpoon EGO?
That's not even complicated. I don't even have costs memorized. You literally can just click the character, the EGO tab, and see the costs yourself. Don't know what you mean by triggers or beyond that, the game does a good job in giving you most things.
Rote memorization by repetition? Don't know what Rote is, but being able to memorize something, even beyond games, is a valuable trait or skill - at least to me, in all aspects. If you cannot memorize something after you quite literally held M1 to select your ID, clicked to use your chosen EGO, watched the whole animation play and *somehow* not have associated with or had something turn on in your head to memorize that - that's not my fault, nor the games', that's just a lack of care and treating the game like a chore of no importance.
That lack of care or importance in the game isnt exactly wrong of course, it's a mobile game afterall, it's a videogame afterall, but that doesn't give you the right to claim it's complicated, when its systems, it's general loop, is based in its simplicity. Limbus is not hard, it's the lack of understanding and effort on another's end that makes it hard.
Where did I come to the conclusion that having an indicator would make someone faster in their decision making? Maybe it's your wording and you're telling me that it'll help in decision making. Whatever the case, this conclusion doesn't even make sense. The majority of EGO passives are pretty hands-off, anything super specific like Rodion's Rime Shank realistically isnt gonna happen without you building a team specficially around that mechanic - and even then, what's an indicator gonna do for you when it's gonna activate anyway when the enemy has met that super-basic threshold you've built your team around?
The indicator as far as I am concerned, is a quality of life thing, a quality of life thing that is hardly gonna affect how anyone plays for sake of min-maxxing or being optimal. It's a quality of life thing that's good/nice to have, but not one that I'd make a argument for in saying it'd supposedly help ease this 'complicated' game you, and person before you are claiming. It's already something that you can (easily) memorize, considering all that comes with activating an EGO, it's a literal cutscene.
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On the other half of your sentence. Personally I'm just tired of the Ubisoft formula and similar things babying people. While inherently they're done for the good of the user experience, not every game needs to carry you through every little system.
Something like Half Life quite literally teaches you through the sections it puts you through, you see a grenade box, you see a open window and a laser pointer shooting out of it, a laser pointer that's shooting at the zombies infront of the window. That's a gamer moment of: "Oh! That's a sniper, what can I do to beat that sniper? Oh! Conveniently placed grenades. Grenades to the window = Boom." It's basic decision making and association that teaches you, on a deeper level of the game's systems.
Do you need a popup telling you that:
(Watch out! The abnormality just performed an AOE Attack! AOE attacks are-)
No, you can clearly see that there a 5 scary arrows pointed toward your Sinners, the skill itself states it's an AOE attack and any unique effects around it, like if it's applying paralyze or so-and-so.
Just like how EGO takes two confirmations (selection and activation for your turn), has its unique sound play, and a literal animation and quip to go with it. Do people really need another popup to tell me Ive already used 4th Match Flame Ryoshu and get +4 Final Power and 4 Burn per attack on my fourth skill?
OP's idea is good, I agree, it'd be nice to have.
Will it make Limbus Company easier, with how simple the game already is? I don't think so.
I said since the launch of this game, that the issue is that the game isnt mechanically complex, but it have way too much stuff everywhere to keep track of.
That's my fault then. Usually - and I mean usually - that type of wording ends up being a hidden insult. Even then, I still stand by the game being pretty basic.
And no need to congratulate me, you've already corrected that point, I'm in the wrong, so you don't need to rub it in, you're just adding onto the potential insult and personal attack.
Common issue? I haven't had any problems with the game (beyond knowing whether or not an EGO stacks itself and how defense skills work), and neither have 3-4 of my other pals, which have played Ruinia from start to finish.
And anyways, I'm pretty sure you yourself stated that your issue was of memory/attention, not one of UI elements. What "isnt good" or is "very easy to lose track of" in Limbus? From a standpoint of just casually playing the game, what's not implemented in a good way? This is like the first I've heard of it.
Like what? You already have an easy list of your collected sins. On the spot you're able to look at your identity and ego and its specific quirks. Skills and their mechanics are plainly laid out in what they do. What else can Project Moon do that's gonna 'fix' this supposed issue of there being difficulty to track already basic mechanics?
About it being a common issue, its on me, since its a anedoctal example, but for some parts of the game, i hear this quite often from the players i know, and i saw some youtubers that played the other games without any guides using a excell sheet to keep track of resistances in the refraction railway.
On a second though, i take back what i said on the previous reply about memory issues, as for most of the game it doesnt happens, it only becomes a issue in more complex manual fights and the refractiom railway, my only real issues are with the EGO passive that the only way to check them is going to a menu inside another menu.
Some small changes that would help for me would be if the EGO passives where listed in the character passive after its used, making so whenever a sin is mentioned in a skill or something else is colored in its respective sin color or its simbol and making the targeting arrows less confusing, this is more a issue of the reduced battlefield size.
My other nitpick is with the sin resistance, it isnt intuitive as pokemon for example where water beats fire and its annoying to keep track in abno fights where each part have a different resistance, but i dont know a good way to make it better.