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Anyhow, this isn't the point of this post.
If it wasn't the point of the post why mention it at all?
Beyond that, if you have a problem with hacking, just go complain somewhere else.
There are other functional towers, like Drill Tower which can create a random boost tile after it upgrades.
And a Relic names "Golden Roulette" that will verify the price of all towers hugely, so if you have more different towers in hand, you'll be less likely to get all towers' price increased.
Why do we have to restrict the freedom like that?
"Why do we have to restrict the freedom like that?"
1) Because restriction breeds creativity. If you have most of the tools at hand, you don't have to imagine clever plans to make it work since you literally have more than enough.
2) Builds only truly make sense if you are restricted. There is no poison build for example if you can also have burn, chill and why not a scrap tower at the same time. Having restricted choices mean that they matter more, and that you have to think about that to use, and what not to use.
3) Player freedom, and freedom in general, is an extremely vague concept and can't really be considered as an argument in most situations. You want freedom? Why don't you preach for 12 slots then? That's what it means. It's a spectrum, and the right spot is a balance, the correct balance between the pressure of choice and a satisfying amount of tools to beat the game.
Restriction does not breed creativity. It just makes for a lot of wasted time and having to get too specific right away.
It limits what synergies you can explore, and makes every game make it or break it with no wiggle room for changing direction and saving runs that are simply garbage 6 towers in. I find that particularly rewarding and challenging, saving a dead run and carrying the day.
What *should* happen is a slider for number of slots just like sliders for difficulty in the turrets themselves and the blocks. That way if you want to be "creative" you can, and no one will give a toss. Also, I can play how I want without someone pontificating about what creativity is or trying to legislate what fun should be.
Options are best, not trying to define for everyone else what should or should not be.
Cheers..!
"Restriction does not breed creativity. It just makes for a lot of wasted time and having to get too specific right away."
Definitely not. I could quote dozens upon dozens of games that leave you with very limited tools, like Darkest Dungeon and its 2 slots inventories + 4 spell slots per character. it ain't much, and yet you can do a lot of different builds with most characters. When it comes to Emberward, many relics serve a supporting role, which means that you still have room to find effective combos later on :) I rarely ever have a build before the 2nd or 3rd Relic, and if so, it's because the initial draft of turrets + relics inspired me to go for a specific thing.
Personally, I rarely ever use more than 5 towers in a given level, so I disagree with your "make it or break it". You only truly require 1 cheap AoE and 1 cheap mono, 1 expensive AoE and 1 expensive mono as well as 1 or 2 cc turrets. That's it.
I don't need a guide, I have every flame and every board beat save the last one that I'm messing about with on the Frozen Tundra in between endless runs. I like to play around and run combos and see what happens. Not really worried about winning, just like the options and the fun that can be had mixing and matching.
I'll stick with wanting options, always. It just lets everyone enjoy the game, which IIRC is the whole point of it existing.
Thankfully, this Dev does a lot of thinking and doesn't just try to put everyone in their Dev play is the only way to play box. They get that people play different.
Thanks for the time..!
Cheers..!