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I'm liking spiral of destinies for exactly the fact you ARE beholden to "make do with what you get"... so the tactics nomer being invalidated because p2w doesn't really hold up all that well. I've done well with stuff I got for free and I haven't spent a dime so far yet have plenty of unique characters. What can I say; I like freeloading these games to see how far I can get without spending and usually do so until I've established I like a game VERY much (which usually takes 200hrs or more)...
But hey... maybe look into games like Ogre Tactics:Reborn, Disgaea or my personal fav atm: Troubleshooter; maybe they can tickle you tactics itch ?
They can do better, they should do better, and we must expect better
Most of the other complaints are just nitpicks about little quirks like the game having a tutorial or a thing you have to click on before you can skip the week (even though you don't want to skip if you forgot to put units in rest or do your quest for the week). You can long press to look at skills on cooldown. Manually choosing a path would be nice, but it would give the player an advantage over the AI. Facing a direction at the end of a turn would have minimal impact, since the AI will just walk around to your back if they can, some units auto turn as a reaction skill, and alert abilities require a manually set direction to face.
There's just a correct way to have criticisms and coming from just a misguided anti-capitalist mindset is immature and ignorant. Did you know that there are games that force you to pay one $60 microtransaction before you're allowed to play the full version? What a scam!
Also, why the player getting an advantage over the AI from being able to use better tactics in a tactics game should be a problem?
There's nothing anti-capitalist about pointing out what gacha is, one way to extract the most amount of money out of people through systems designed with that intent in mind.
Paying 60$ for a whole game somehow being used as argument in favor of gacha is one of the funniest things I've read to date.
How much strategy impact this would make if you're allowed to face any direction you want with the standby command, while the rest of the commands stay the same?
Is all you people will do after that change is make everyone hug the wall with their back?
I also commented on another thread about some seekers having the skill that allows them to teleport behind the enemy's back. (They are also the ones who benefit the most from back-attacking.) It will teleport to the side of the enemy instead if their back isn't accessible.
I can see this skill become significantly weaker if everyone hugs the wall all the time.
Also about the auto-pathing.
Sure you cannot choose which tile you will walk, only the destination.
But the AI will try to avoid any ground hazard if possible.
So if you see they're walking through fire, that's because there is no other option.
Put everything about the gacha rant to the side, and look at his gameplay points. There's more than just turning; he's expressing a frustration that many of us share, with the dumbing-down of strategy games. Strategy games are supposed to make you think, and new series should be challenging us in new ways. Instead, the devs took the route of making the game simpler and more casual. Sure, he was prickish in expressing his point, but this industry trend has many of us writhing in frustration
He brought up not being able to adjust facing, which has been a staple in pretty much every tactics game. Like why would you have skills interact with facing differences but then not give an option to choose which way you look, on a standby?
He brought up the gross simplification of the speed/turns. This game took the easy route of everybody getting 1 turn per round, which takes out so many layers of strategy. Takes out the biggest reason to have a fast character. Takes out balancing opportunities for magic and abilities, especially with charge-up magic
He brought up the tutorial, which was an obnoxious and awful barrier to my entry to the game. Took 45min of gameplay to reach spiral of destinies mode, only to then have to do ANOTHER tutorial level. I've been playing these games for over 20 years, I don't need my ♥♥♥♥♥♥♥ hand held at any point, and it took a lot of willpower to finish it. Have a tutorial, sure, but give an option to skip it for us veteran gamers. Especially when your game doesn't add a single new element to the combat gameplay loop, and just reuses existing ones from other games. This is another disgusting trend in many new games
He brought up not being able to choose your path, which is an absurd thing to leave out. Like that's such a basic feature that we should expect devs to include it, and call them out when they don't
He didn't effectively communicate his argument, and was a bit obnoxious with how he presented it, but there's a lot of meat and truth to what he said. All of which, you're conveniently ignoring, and just focusing on the gacha part.
This is a great foundation for a game, and with the right dev mindset, it could become something truly special. But that'll never happen if the devs don't know we want it.
So while gatchas are "bad" for consumers, it's what keeps the games in service.
You seem to have missed what the original poster said, and also lack awareness for what you yourself are saying, which is that a game designed to sell purchases to customers is inherently bad. Every single argument is that they're trying to make money, with some of the more ridiculous ones invoking hypothetical, pitiful people who have serious gambling issues. There's nothing wrong with criticizing capitalism, especially when there are actual abuses by bad or harmful business practices, but the idea that them trying to make money is offensive and in itself detracting from the game is beyond silly.
I have never seen the AI avoid a hazard. They will kill themselves walking through multiple scorch tiles, wander into an alert field while in dying status, it is significantly stupid when it comes to the environment.
The point of my post wasn't to address every single "point" and defend the game, I was answering a question of why people were dunking on the post. Bad writing, whining, inaccuracies, nitpicking, exaggerating, ignorance. For you, I'll talk about the specific things you brought up that you think are worth talking about.
Facing: Already talked about this, said more. Next.
Speed/turns: Under the purview of nitpicking. The game functions a certain way, which isn't inherently bad, it's just how it works. And I use/abuse Urgent Order all the time, allowing me to have characters act twice per round, and any charge moves can be activated during the same round.
Tutorial: Also nitpicking and also addressed already. Just because the tutorial isn't for you, it doesn't mean how they did it was bad, and even if you could skip it, why would you want to? You get rewards for doing it. It also familiarizes the player with the interface, several functions, abilities, and mechanics. Not all tactics games play the same, and no matter what expertise people pretend to have, learning how this specific game works is a good thing.
Pathing: Nitpicking and addressed. Why are you including this in points I didn't address?
None of these are dealbreakers or as remotely impactful that changing them should be a priority over something like UI uncluttering, translation issues, confusing and unclear descriptions, bugs, probably other things I'm not thinking of that actually matter. If they add facing and path routing, that'd be great, but I don't care whether they do or not.
https://imgur.com/a/41zcdTT
I agree that the AI is not the smartest and has suicidal tendencies, there is no argument there.