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People think top sellers is some kind of quality ranking list. ♥♥♥♥♥♥♥ the division is on top sellers.
I know that giving more weapon will make the game easier but it would be better to just give more loot (so all the retry really feel different) and to give more difficult patern to the enemy, only boss have some real danmaku pattern.
Isaac and Crypt of the necrodancer are difficult (especialy COTN) and yet they give more loot, giving every try a refreshing feel, Enter the gungeon doesn't
(btw english is not my native language so i write like ♥♥♥♥)
This is only an issue in level 1 imo, because not having another gun for the boss fight doesn't make it any harder, just tedious and repetitive. I propose one change; ya know how in Isaac (as much as I hate to compare it to that game, which is a boring grindfest compared to gungeon) the first item room is always free? Make it so you get a 100% chance to find a free weapon on level 1, it's the GUNgeon after all.
Aside from that it's all skillbased, so long as you have a few good weapons there's no real bull**** or anything, just well designed bullethell.
Also considering the large number of players, even if it were just 1% of them that are upset with roguelikes not being easy, that 1% would still be enough to flood this place with QQ... just saying, with so many players there is absolutely no way even with the best game ever that you can make everyone happy, especially with a game whose goal is to kick your ass without mercy.
Not everyone seems to enjoy getting their asses kicked unfortunately. If only they would stop QQing long enough to give it a chance, they would learn to enjoy it :)
I like options like these because it allows you to get "acclimated" with the game. You can do things like make a few runs with no-permadeth, see how many times you died to beat it, start working on cutting down losses, then progress to start making perma-death runs as a way of graduating.
Not that you can't do that with perma-death only games, but I think that might be the reason why rogues are such a niche genre. Some people like it, some people don't, I just feel that more people are going to play a game with options to do or not to do.
I guess I liken it to old school platformeres where you encounter something new...a stage or a boss and get yoru ass handed to you. Which is totally fine. The difference is you do get a "do-over" and maybe have to run the level again, but don't have to reinvest another 45 minutes in getting there to get another crack at it. I want to learn this bosse's pattern, but I don't want to have to play half an hour just to get to it every time I want to do so. I find myself maybe getting in 2-3 runs before I get burnt out with having to slog it through the floors all over again.
Though, in EtG's case, that may be because the game slogs along and generally feels unrewarding for cleaing out huge rooms of enemies at a time. Isaac made me feel like I got some or other in every other room or so.
Basically though, it's just that most people are sore losers, especially the younger generation who are kinda educated that everyone is a winner, etc. Roguelikes/lites have a hard 'you lose, no continue, you're dead, period) that they aren't used to from other games where they can reload and they don't actually feel like much of a loss at all.
Some people th ink the goal is to win the game or to get all the imaginary trophies, but they don't aknowledge the old original goal which was get a higher score, reach a new level. These things are now ignored, taken for granted, nor not even implimented at all.
After seeing what this community is like, I realize I want no part of it.
Second of all, everyone has a different idea of what easy is. You cannot go around thinking that your definition of easy applies universally, to all people. I can barely do basic math at times, especially some things people consider "Easy."
Third of all, by the point they start complaining of the difficulty level they are usually extremely frustrated. When you are frustrated with a game, do YOU stop and appriciate the time-tested formula of gamemaking? Do you stop and shake your head, thinking "No, that would throw off the whole dynamic of the rougelike formula"? NO! You swear a bit and go to google and look up how to make the game easier! "Is there a setting I missed? Is there some control I need to know? Is there a difficulty setting?" And you make a good point, not everyone is expecting the difficulty. But does it really help to point fingers and laugh, when you can do something constructive and help them? Instead of just saying "Get Gud," Why not actually provide some constructive advice, such as "Buy armor first" or "The boss's bullets won't reach that far to the left?"
My point is, I feel you focus so much on the player's griping that you don't think about how you people can help. Helping is good Karma. It's a win win.