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Rapportera problem med översättningen
You are supposed now to give her a rest and send another character in. Every run she is resting the part of her fatigue is removed (so you might need several runs to remove it completely, just like you did several runs to get the fatigue). There are lots of other mechanics here so you wouldn't feel this switching of characters forced on you and pointless. But you can still use fatigued character as well (she'll just get more and more -%% to max HP every time you send her in without rest). The choice is yours. Later in the game you'll be able to hunt for special eggs which you can use for respec or instant corruption fatigue removal.
But you have to understand that this game is: 1) story-driven and 2) your character is the whole family. You can ignore some characters if you wish (although all of them are cool in their own way), but you can't play the whole game with the one guy or gal only, like you do in regular Diablo-clones. The game would become stale very quickly if you could, and instead it is very nice, original and i highly recommend to give it a go.
It took one successful run to get corruption on the only ranged character I have access too.
The corruption was -40% max hp, that is an insanely punishing amount of hp loss.
This game is a straight up RPG dungeon crawl, and it is absolutely insane that it forces you to switch characters like this after every run. What's even worse is that even after I beat a floor with a different character I STILL have the corruption on my archer, it's just lessened it's not gone. Now I have corruption on half my roster.
It's even more of a problem because you get stat bonuses to the whole family when each character reaches a level threshold, but because you are forced to switch characters after every mission that progression takes way longer than it should.
This is a terrible mechanic. If the player wants to switch characters that should be totally up to player choice. There is zero reason to force you to do that with something as insanely punishing as -40% max hp. It's even more confusing that it takes a single run to get, but multiple runs to go away, meaning at some point it's possible to have this crap on three of my characters at once.
Had I known about this before I got the game I'd never have bothered buying it and now I understand why so many people had issues with it, because it is objectively bad game design and a horrible mechanic. Anyone who says otherwise is fooling themselves.
As soon as we found this out my two friends that also wanted the game refused to buy it and I want it refunded but unfortunately it took 4 hours of play time to reach this point, which is even more disgusting as they hide the mechanic from you until after it's too late to refund the game. Almost like they know it's going to be a deal breaker for most people.
Not every game is for everyone. It's completely fine to dislike something. "Bad game design"? That's just an attempt to justify your misguided feelings with a blurred terminology and nothing else.
It was an honest question. I decided to just find out for myself after 7 hours. I saw that thread but it doesn't say how the mechanic works, just that it's a thing. Even the game's wiki doesn't talk about it.
It is bad game design. It 100% takes away player agency to play who they want when they want to.
Nothing blurred here. No discussion to be had here.
Either you understand game mechanics and know why this is bad or you don't and think it's fine.
If it's so bad that it scared away three potential customers that should tell you something.
Four potential customers. I was looking at the reviews of the game and that single mechanism will keep me from buying it. I often play the same character in a game, for various reasons, mostly because I'm getting old and I don't have much time to play and it takes me a long time to "git gud". So if I need to master every character, even ones with gameplay I don't like (like ranged characters - I never play them, in any game, I hate them), I'll use my money elsewhere.
The characters do play differently, but all control essentially the same way. It takes a bit of getting used to going from one character to another, but not so much that I ever felt one was unplayable. The buffs you get from leveling both in skills and in family traits across the board also help make characters feel easier to play the further you progress.
Even if you don't want to play every character you could easily cycle between 2 or 3 that you do like and never have an issue. You just won't get the family bonuses. Not sure how Grumpy Old Guy got 40% off one run. I can usually go at least 2 in a row with a character before getting any corruption and even then it's usually only around 10% which will clear after one or 2 good runs.
As far as age, I'm closing in on 40 and may only have time for 1 or 2 runs in a session and I'm able to use all the characters to a passable degree and beat the game. This isn't really what I would call a "git gud" game. I'm terrible with Mark, but I've got enough buffs from investments and family traits that i can take him through a level and beat the boss just about every time now.
The game true crap isn't here for me, but the forced campaign point hen you are stick into a boredom area where suddenly most mechanism of the game is removed. And again this problem is linked to difficulty design of the game.
Fatigue isn't even a bigger problem than family bonuses from each character.
The comparison with (some) Diablo like is very pertinent. Good Diabo like have many builds easier to play in term of pure skills, and builds quite more tricky to play even if more powerful.
This game is no way a Diablo like, but it ignores such design sophistication. That's a choice, I don't like this choice. For some reason, I'm fund of the sub genre of top down action games. But beside Diablo like, it's not a very popular genre.
For me games as Alien Shooter 2 (and none other from the Alien or Zombie shooters), Shadowgrounds 1&2 are hugely fun games. It's a sub sub genre of top down action sub genre, there was like no significant releases until the sub genres linked to top down action games started be more popular. Alas such popularity was build a lot on very elitist design, no way welcoming design as often in Diablo like. At some point indie dev need find a balance between elitism and welcoming for each game, and define a fracture point. For some weird reason I can't understand, difficulty settings break elitism designs for a large part of elitist players.
I tried try many games with top down action, and for now the result is a disaster, I ended with a majority of boredom very repetitive indie roguelite with the elitist bar rather high.
The two exceptions was:
- CoM but I'd really wish a better pattern and dodging design more tuned for really allowing dodging, instead of a design around chance of dodging, and more options on health management to make to game more suitable to less elite players. That said what really killed the game for me is the stupid forced part where most mechanism are disabled and it's a boredom repetitive area you are forced to play until you achieve beat it.
- UTOPIA 9 - A Volatile Vacation, I finally achieve beat the campaign once, but I think that for single player it would need a huge gameplay tuning, still a good fun.
Everything else was, for me, boredom crap. The inability of dev of top down game to be as welcoming than Diablo like to a wider population and a lesser elitist approach is such a boredom.
I was looking at one more of those cool series on history of video games, and I get hurt on how obosolette was so many comment. Some parts was on some players achieving beat some record or tournament with comment on the utter importance of beating something like a record was the motive to play again. Some parts was on some key designers comment on design aspect challenge and importance.
It hurt me how obsolete was those comment missing totally the huge point of video game, evolving more and more to have fun and entertainment and less to break record and play obsessively.
Not that all points doesn't matter, but focus only on second aspect, even if part of a sort of old school fake come back aspect, is deeply linked to such obsessive "beat it" play. But this is a hugely truncated vision of modern video game design, and missing totally the point of having fun and entertainment.
this. Played the game on a different account and never once felt that this mechanic deserves hate. It would, if some characters were unusable compared to others, but that is not the case. In fact, I did all but one boss fight (2nd one) with melee characters (Kevin, Joe, Mark) on my first try (excepting the one that is outside the dungeons- that took me 3 tries, but as losing there isn't an option I wasn't trying too hard) on hard mode.
To be frank those complaints look as ridiculous as someone who is sitting down to play chess, and complaining that it plays differently than checkers. IT IS NOT SUPPOSED TO PLAY LIKE YOU *WANT* IT TOO. It works exceptionally well as it was designed already.
Because, despite all of the inspirations this game is NOT a Diablo-clone. Which is immediately obvious to anyone who played the game for at least an hour. If anything, it has much more in common with Ys, Xanadu, and other eastern ARPG series
In term of positive it looks like a pointless mechanism, adding very few to gameplay quality. In fact it reflect dev worry to have players always playing only one character because of various reason and then have them get a negative point of view.
But instead of forcing players through a pointless mechanism, dev should better have add motivations (other than grinding) to push players play more than one character. Some random suggestions not as solutions but as tracks for better solutions:
- In game comment quoting a character better suited to manage a specific problem.
- In game story telling clearly that such character should explore that dungeon.
- Add some permanent items adapted to each character with random drop aspect so a character could find an item for another character.
- For me the grinding aspect of one character to benefit of whole family get frustrating because of difficulty problems, but this point could be explored to be a softer way to push play more characters.
- More to find.
That said, I agree that the fatigue system is a minor aspect of the game, and not that important. But I still think it's a pointless way to force players instead of appealing them.
What it adds is it forces the player to adapt to different playstyles, tactics, relics and setups overall. Elsewise most people would have stuck to ranged characters without trying anything else, only to then complain how the game lacks variety or balance. Which it doesn't.
Also, what grinding?
I've leveled Joey from level zero to level 12 in one! dungeon. Beating it on the first try. Try to get to Barahut at least -- and leveling won't be an issue.
Family bonuses are nice, but far from mandatory or impactful. They either give you a 2-3 extra hit protection, or a bit more damage triggered a few times in a 30-45 minute dungeon run.
Grinding out money to level up stats like hp and damage wasn't an issue too. As long as you clear every corner in a dungeon currecies accumulate at a good pace naturally.
What you don't see is for me it screwed up the game. If dev can't design all characters as fun to play, it's their fault not player fault.
Family bonus are mandatory for a weaker player, not for you sure, for you not for all players.
I have hundreds if not thousands of game to play, for me this forced play has been a dev failure, I wanted play more the game and didn't, and now it's since months so hardly before a long long time if ever.
EDIT:
Argue on close range versus long range, and pretend it's necessary force players play close range is pretty wrong and I have a perfect example to pinpoint it, ELEX, the close range gameplay is a lot more deep and fun, I played and replayed it mostly only close range.
I'd be curious see ELEX desing changed to force players play all three main styles, close range, long range, magic, lol.
So instead of forcing players, dev should better design a more fun close range gameplay.
Fun is subjective. I found all the characters fun to play, even the few I'm not as good with. None are fundamentally broken one way or another. You comparing it to a completely different game doesn't change that.
I don't find Dark Souls to be fun, it's not my kind of game, but I don't jump onto the board over there and complain that the devs are bad because they didn't design their game to my tastes. Conan Exiles is terribly made game, but I had a lot of fun with it.
If you only like range then switch between Linda, Lucy, and maybe Apan.
Argue it's not my game or that it's subjective, sure that's a way to see it, for any buyer the point remain, they could not like the game because of such design choice.
But again I agree the fatigue aspect is a minor problem, the forced rescue part is the big crap of the game, and the close range combat design is a more important problem, plus there's something bad in health management.