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You can't remove the chance element, because it would be like playing Blackjack with all of the cards always face-up. It would be like playing chess, instead of some weird version of chess where randomly one of the pawns turns out to be a queen who gets a pre-emptive strike when you enter her square.
If anything, it's lazy design in that it wouldn't be that much more difficult to give the players extra control, but in return for that control, make it so that they absolutely need to actually utilize that control to survive.
Also, the comparison to blackjack's a poor decision as well. Blackjack, as with any other gambling game, is not about the cards you have in your hand, so much as the cards you can make your opponent think that you have in your hand. It's all deception and subterfuge, which is why poker is such a popular game, and can be played for millions of dollars. Yes, it's a game of chance, but just because you have a losing hand, doesn't mean you won't still win the pot with clever maneuvering and choices.
I dunno, I guess the mere concept that people are happy with mediocre appalls me. The game could be made far more brutally unfair and challenging, yet more control given to the player to have more say in the final outcome. The mere suggestion that it's intentional to create something that's reminiscent of an abusive relationship leaves me with a headache.
Just following blindly into another's footsteps isn't good practice; if they screwed it up before, learn from their mistakes and do better on them, rather than simply stating that you're trying to emulate their mistakes so it's alright to make the same failures.
FTL could be one of the most challenging and profitable indie games on all of steam if they wanted. It could be a dozen times harder than it is now, and still rack in the players and throw DLC at them, and they'd eat it up like candy. Instead, you tell me that they have accepted a half-assed job and have striven only for mediocrity, and are pleased they have attained their sub-par goals.
It kind of hurts to hear that even suggested. On the plus side, it also means I could just as easily make my own and flatten them, which I may yet do after my current project is completed.
If you read his post he isn't complaining that it's too hard, he's saying that the game has a very low skill ceiling and is mostly determined by dice rolls.
There is certainly an element of luck to roguelikes, however FTL relies almost entirely on luck; this is just bad game design. On the upside, there are a bunch of mods coming down the pipe; the infinite space mod is already a huge improvement over the original in every possible way, and it's actually more difficult from the get-go; mostly because your actions as the player have a much greater impact on your survival.
However, I usually die before finding the said items. Finding weapons by luck is another way to survive, but that is not skill. The shops should have more choices is the only thing I wish that was implemented.
As stated, it's not a hard game, it's just blind luck most of the time.
Luck isn't inherently bad, in and of itself! Sometimes the dice can really put you in a spot that makes you think far more than you would otherwise. It can turn a relatively simple engagement into a remarkably tough fight just as easily. On the other hand, it can go too far, with Harpuea's post describing this all too well - if you don't get the guns, you die.
I go out of my way to keep enough scrap in reserve for particular items I need, and go hunting specifically for those shops, especially the ones on the far left side of a sector that you need to get in 3 jumps or less, as they tend to have better odds on good stuff. Unfortunately, it's all for naught in most of the games anyway. Even if you play perfectly, prepare yourself as best as allowed, and try to set yourself up right, in the end... if you don't have enough direct fire weapons (such as it only feeding you beam weapons), you're pretty much screwed. There is no interaction with the game at that point, you just flop over and die, without any real hope for survival. I can still get to the end boss with near perfect regularity at this point, with only the occasional hiccup, but if I simply never got the tools needed to break down L4 shields + stealth with consistency, then I'm not going to win no matter how well I play.
The last game I played, I had a mini-laser, a twin laser, and a pike beam as the only weapons of quality given to me to pick from. Everything else was drones, and sadly, two level 1 anti-ship drones just didn't cut it. With careful timing of cloaks and waiting for the exact right moment to unload a barrage of fire, I could dip into the enemy ship's shields just ever so barely enough to do 1 point of damage to their shield generator for the rare instances when they didn't just dodge half the attacks. Unfortunately, after that one point was done, the next salvo would never go through, because they'd just cloak, repair it, and be back at 4 shields again.
So yes, I plinked away with perfect timing, dodging the missle barrages, forcing my near useless weapons package to damage their ship 1 point of hull at a time (their sheilds regenerated so fast that the pike/mini beams were nigh-useless since the shields would nearly instantly recharge, so that even with judicious use of timed attacks and pausing to set up precise salvos, it would recharge the shields before the second hit box was damaged...), and I even got the boss down to about 30% health. Unfortunately, there was no way to win from the start, and the entire game was a waste of time, because I was never given the option to win; it was a failed game from the very start due to the generation of the shop's inventory, and nothing I could have done would have changed that.
The point is that choice exists when you have a variety of methods to pick from and some of them will work, and some of them won't, but you have to gauge which is more important at any given time. Which is more important to you? Killing the enemy's engines so they don't flee, or risking an extra salvo at their weapons before they get that missile system back online so you don't have to repair your systems afterward. If you had extra points into sensors you'd know if you had the time to pick one or the other, but that was another decision that was made, where you chose to go for extra shielding a sector early instead.
Picking the lesser of two evils is a great way to do this, but it's especially effective if you're not always certain which the lesser is, but can infer some sort of vague leaning on which is more likely to be the one which is the better choice.
Random chance spices things up and gives players more things to think about when making their decisions, in that the same decision won't always be the right one.
My boyfriend in particular was continually fawning over and debating which to go for... the slug ship or the crystal ship... maybe a 60% chance of getting the slug, or 20% for the crystal, but it's worth a try. Which chance to go for? The better chance for something you don't want that badly, or take a gamble on the smaller chance of something desirable that you might not have any chance at all at for awhile?
This is the kind of decision that makes a player enjoy the game; it was their decision to take the chance, and they knew the risks when they took it. It's not a guaranteed option that they'll be rewarded for it, but that gamble is on their head, not the game's.
I think you are confusing blackjack with poker here, you play blackjack with your cards face up and only the dealer has a facedown card. you keep taking cards until the risk of busting is too high, much like ftl, you take calculated risks.
After going back to check on the rules however, I've found there is actually an exception to this; if you're playing at a casino, then you play with your cards face up because the dealer has excessively strict rules on how to play in any given situation, in that you may as well be playing a computer game as the dealer has absolutely no say on the outcome, with no decisions to be made, regardless of your hand, and you play solely against the dealer, ignoring all other players.
As such, yes, you're technically right, but so am I when playing against people other than a dealer at a casino =P
The final boss is that test to see if your run was up to snuff imo. In stone soup you are journeying to the bottom of a long deep dungeon, very much D&D and the like. The thing was you could customize a awesome character and every level was randomly generated, what you pick up along the way is the best part.
One play through you may get an awesome peice of armor or a great weapon to help you go further down and down into the dungeon. I have never, EVER got to the bottom, and I know that once you get to the bottom, you must bring the quest item back to the top.
The point is, the game isnt meant entirely to be finished, there's a certain hunger that you want to satiate by getting to the end and beating that mothership.