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That said, I loathe how it disables your minimap
It adds nothing, it doesn't make the game more fun, having more or less battery doesn't affect anything in any meaningful way.
If it works at all, it only discourages you from dungeon crawling in this dungeon crawler.
If it's easily cheesed and ignored, why the hell is it in the game?
Maybe it would be better if the game was more committed to this mechanic. It feels like the game was built first as a normal dungeon crawler then the battery stuff was just thrown on top without any thought or proper integration.
If the goal was to add tension maybe the batteries should more deeply linked to battle performance and exploration as well having more functions and interactivity than "you have it and the game runs as normal or you don't and the game doesn't run at all"
Maybe some skills cost power. Maybe some skills recover it. Maybe higher or lower power affects certain stats or skills. Maybe running out isn't an instant "you're f***ed" so you're not encouraged to use repetitive cheesy tricks and actually allow yourself to dungeon crawl in this dungeon crawler.
Etrian Odyssey doesn't encourage cheesy tricks and dull grinding. At least not to this ridiculous degree. In EO, you can fully explore a dungeon floor if you prepare well enough and handle battles efficiently. Etrian Odyssey creates tension with FOEs and traditional resource drain (HP and MP). It doesn't need a f***ing step limit.
This game here just goes "you can't walk too much or everything stops". It's not clever or deep.
I wholeheartedly agree with Mahoroa that it's a skill issue. It's not an unfair situation the game is putting us in, it's something that we understand the rules of and can prepare around. Losing battery and being stranded is a skill issue, it's part of the game that needs to be managed and thought of.
I haven't died in the game yet and, because of all the dull ways in which the game makes you play, I only ran out of power deliberately to test what happens.
It doesn't add challenge or anything remotely interesting. It only makes you play in dumb ways that make it dull.
You're going to struggle with something until you start using *everything*.
Boss killing someone? Swap them out for someone who resists/blocks/absorbs the damage type.
Enemies clearing your buffs in standard fights? Prioritize killing them first.
Main character getting bodied constantly? Get a sleeper with the resistances you need for the area you're in, and do an affinity transfer.
Need to powerlevel a low level sleeper? Need items/money? Don't just add sleepers to your party, convert them into resources when you hijack them...
Don't want to go through the effort of redoing a favorite sleeper's skills? You can save their EXACT setup in the Database, and resummon them for a fee.
You have all the tools you need to play the game. You can use a screwdriver as a hammer, but it's going to cause you problems in the long run...
Have I made my point yet?
If a player is struggling with battery consumption the game provides options. It's not always necessary to walk around with a full party summoned. There are battery upgrades available from the terminal, items that instantly return you to the previous save point, and at least one grimoire that disables battery drain entirely.
If anything I think the game might be slightly too lenient with the battery mechanic; recharges are free and it's extremely rare to even use one of the consumable battery items, at least in my experience. Personally I would've preferred it if battery drain was a more frequent concern, but not everyone likes that level of restriction. The developers found a good balance imo.
I don't find it annoying to manage.
This game's solution, quite clearly, is to start you with that maxed out counter and ask you to conserve that as much as you can. Not only that, but there's less slots to burn when your party 90% of the time is 2 humans and 4 demon slots.
You are not a team of humans like most dungeon crawlers. It also does not discourage you from natural exploration, it discourages you from running back and forth in a loop grinding endlessly when now you don't gain your demon fuel back from standard fight rewards. Every good dungeon crawler will have mechanics to stop you from spending an hour grinding in the same area (Mystery Dungeon games kicking you out, Persona 3 with Death, Etrian Odyssey making you weave between FOE's to escape).
This kind of resource is only a pain early on when you don't have easy resources to recharge. That's the point. By the time combat gets harder, you're less and less worried about your resource consumption outside of battle and more during it.
You're just describing the game. You're not telling me how or why it's not terrible.
As I explained, the issue is that "to conserve that as much as you can" translates to "don't walk, don't fight, don't have fun. Otherwise the game itself will shut down"
I feel like this is worth emphasizing. The game wants you to limit yourself to weak parties and minimal movement. If you don't do that yourself, the game snatches it all away from you by force. Whether you're the one doing it or the game is the one doing it, either way you don't get to engage fully with the better parts of the game which are the exploration, the skills, the team building, the battling, etc.
Now my favorite part:
You're just saying the opposite of the truth without justifying it. The game DISCOURAGES natural exploration and ENCOURAGES you to run back and forth in a loop grinding endlessly.
Did you forget that exploration is exactly what drains your battery? The optimal solution is to neuter your party and avoid battles when you want to progress then, right before a boss fight, repetitively grind in a single hallway near an anomaly so you don't run out of battery in the process.
Funny you say that. Because this games does not have a mechanic to stop you from spending an hour grinding in the same area. Anomalies and the battery (which I should call the "step limit" since that's what it amounts to) encourage that exact behavior.
And what the hell are you talking about? FOE's don't stop you from grinding in EO. Those games have plenty of safe areas for you to run around in circles grinding. And that's not a problem because EO also doesn't encourage you to only do that.
Once again, telling me about how the mechanic becomes irrelevant, so I ask: "Why even have it?"