安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The Decision to make this game a rogue like probably is inspired by very early mmorpg's where perma death was common-place. when you look at games today, perma death is less popular. another feature of perma death that makes sense for both the game and the player, is that you won't finish the game to quickly. Lets take a quick sidetrack and compare csgo competitive, and Call of Duty "Ranked" Csgo is a fun strategic game where everytime you kill someone, it really contributes to success because they don't come back that round (or in other words, perma death) Now lets go into call of duty. this game is a ♥♥♥♥♥♥♥ boring slog where death means nothing and you just keep rushing in over and over. Back to realm, if perma death wasn't a feature this game would be ♥♥♥♥♥♥♥ boring. the permanent death really stops people from being careless and rushing into combat.
Pets. Pets are the only thing in the game that don't disapear when you die. This is why they cannot be crazily overpowered. But they can do things. some pets can electrify things so they cant move and you can hit them easily. Some pets can heal and attack. some pets replenish your mana.
you have a map that will alert you of enemies rushing at you, so you can dodge them, and you won't get rekt in the arse by some rushing gods.
Of Course Bosses drop stuff for other classes, becuase if they only dropped stuff for your class, other people wouldn't get stuff for their class. Also, some bosses drop stuff for specific classes only. you could argue this is good RNG
Alright, this is all im going to write for now, tell me things i missed and ill get to them later
I feel that the permadeath doesn't really go hand-to-hand with long playthroughs, it's just such a chore going back to the point you were, considering how much of a crappy luck I have getting stuff to begin with. Personally, I don't care if a game is difficult, but it has to be humanly reasonable as well.
For example, Adventure Island is horrifyingly difficult, and I find it stupid that you don't have unlimited continues by default; you have to find an hidden bee on the first level for that. When you get that though, I feel the game gets so much better, to the point it became one of my favorite games; it's so hard you'd spit blood, but it has such tight controls I can't fault the game for my deaths, and you only go back to the beginning of the level, I feel that's fair enough.
I didn't mind some games with permadeath, where you have to be more careful to not die horribly, but games where you have to be more careful can still be short, fun, and yet utterly challenging, I prefer hard games that doesn't overstay their welcome. I even like Spelunky, which despite being very rough and being based on your luck at times, it is the best game using that mechanic that I've seen; it sets you back to the beginning of the game, which is fair enough as it is short, it's frantic yet you still had to be alert and not take too much time due to the ghost, and furthermore, people who can't manage to survive the whole game can at least unlock shortcuts, so they could potentially see the ending, and yet it offers another, better ending for those who could solve the mystery of the golden city in one life.
ROTMG however, no matter how many times I would play it, I don't think I can get any better, because it's so slow and there's not much you can do anyway, it'd be like trying to get better at Pong, it's like what else can I do. I may dodge bullets better, but even if I managed to beat bullet hells like Hitogata Happa, I would end up dying in this game just because of dumb bad luck, despite being as careful as I can ever be, and, despite having the map, they come up to me rather fast, I mean I can't always flee because I see a lot of red dots on the map, otherwise I wouldn't advance at all. I often had to flee when I have gods running amuck on my screen and my HP in the red, but that doesn't always work right, and it's hard being perfect all the time, even games that I consider myself good at like DKC2 can have the potential to give me a hard time.
Again, I much prefer hard games that doesn't last for too long, whether it is for a level or the whole experience, but ROTMG isn't just hard, it lasts for too long and I often get killed in stupid ways.
I did forgot to point out the pets are not lost upon death, and I brought them up only because I had to point out the core mechanics, to try and explain that, for an RPG that you're intended to play for long stretches, it doesn't really let you do much and it becomes redundant.
Again, Monster Hunter 4 Ultimate had the Palicoes, each of them have a Forte, and could have 3 abilities (or 2 depending on your luck upon hirign them) that would work during hunts and gathering missions; setting multiple 1st stringers also makes your main Palico have different abilities, like having Three Healing 1st Stringers will make your companions heal you more often. Not only that, but that game had 14 weapons with heavily varying playstyles, that feels more obvious than ROTMG's classes. Each hunts that are less specific can have different boss-like monsters, which you have to account for beforehand; you'd have to be wearing the right equipment, with the right resistances, each hunts has you consider your approach in advance. It made fighting the same monsters more interesting.
I know ROTMG doesn't have varying objectives, it only has you fight a bigger baddy, so there might be little purpose to prepare in advance, but it sure would've been nice to have more options to play the game without having to die or something. The pets can be useful, and not being able to overpower them doesn't bother me that much, but I feel they don't deepen the gameplay that much more.
As for the drops being for a whole team and not just your class, ok, it makes a bit of sense now, and it may work well then, but if you're going mostly solo like I did, trying to build your way back up, the RNG just doesn't seem to favor you at all; basically, I'm kind of getting the shaft for not wanting to follow some group and going solo. I didn't even know that a specific enemy can drop stuff for my character, but is there a way to know what they would drop, other than maybe using the logic that evil druids are more likely to drop wands? Dunno, I was doing the quests the game showed me like killing the Bandit Leaders and then the Bee Queen, so I could level up, but they didn't dropped stuff for my class, and I feel it would've been so much better if these quests would have reflected on your class, actually getting stuff you need; it would make sense for an archer to hunt for woodland creatures, and the Knight killing the Bandits.
As for the graphics, I haven't went over it too much in my review, so there; while it may not be butt-ugly, I feel that it's uninspired, and not just because it has 8-bit or low-res graphics, but it doesn't really have an attractive art style that appeals to me; incredibly blocky "things" that the NES would smirk at. It's colorful sure, but it just doesn't evoke anything for me. It's true I kind of roll my eyes when games has retro graphics, but that's because, as I've said, their art style generally doesn't work, sometimes even using that as some lame attempt to catch the attention of "nostalgia boys", it's kind of hard to explain, but that's why I said the "stereotypical" line. Oh well, it was the least of its issues for me. Princess Remedy is one of the rare, few games that I actively like both the art style and retro look, to site at least a good example.
So yeah, I guess that covers everything you've said. Again, thanks for the interesting arguments, I was longing for that for a while now.
Also took the time to readjust my review a bit, addressing better some of what you've said.
but if you have to go solo, there is no definite way to tell what low level enemies will drop, but more significant enemies such as Mixcoatl have some definite drops.
to be honest, if all you see in this game is-gather, kill enemy, gather, kill bigger enemy, then it just might not be the game for you.
And if you do want to give it another shot, i reccomend reading some steam guide on the ins and outs. see you around.
The concept of a MMO bullet hell has some merit, but the way this game does it is just agony to both eyes and soul