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I also would like to know if you are missing completion percentages from it. Technically you can still get 100% by completing additional content from grimm troupe, so in the long run, that one additional point of health isn't as crucial to beating the game and picking up all the achievements you want.
@arejang: I ended the game a first time and could see the completion mark, I'm at 105%. The thing that bothers me the most is just that 3/4th of an uncompleted mask in the inventory slot :P I know it's venial, but picking them all would have been nice.
The "Masked" achievement for picking all the shards is in fact still locked
Oh well... if I'll play steel mode I know what to do.
I have encountered the same bug. In addition, I have had events not trigger at all (e.g. Watcher Knights) and trigger in a very delayed fashion (e.g. Mantis Village 'respect'). The map itself is overly large, with flora in the foreground readily hiding breakable walls and any number of passable secret walls (i.e. simply push against them to pass) having resistance that can last for .5-1 second and thereby renders scraping a questionable practise for finding secrets.
From my perspective, the bugs make exploration needlessly frustrating and do much to damage my desire to play the game. I do not care how large or small the team is, only that QA is able to find and nail meaningful bugs such as these.
Part of what makes Metroidvania titles enjoyable is the exploration and, from an oddly bloated-meets-hollow design to bugs, it became less and less enjoyable once it became clear that I have to keep notes. This is not Might & Magic, I should not need pen and paper to keep track of what I am doing in the game because the developers refuse to provide tools to do just that -from kneecapped tools (buyable map markers in limited quantities, the inability to notate markers, and, despite buying a pen and paper, the inability to chart rooms while exploring) to bugged items/events.
I cannot help being so frustrated. Hollow Knight should be beyond excellent, it has all of the potential right there, and yet it keeps getting cut down by development issues.
As for needing pen and paper outside of the game to keep track of things - that's purely on a person-to-person basis. While on my first playthrough I eventually had to look things up to not waste a lot of time wandering around, since then I've essentially mentally-mapped out the world.
The introduction of in-game map markers is plenty enough of a helping-hand in my books, and if you're complaining about there not being enough markers then I think you should consider a bit more prioritization and focus. By the time you run out of markers you should've already gotten enough upgrades that you can go back and finish some of them.
All-in-all I fail to see any of the mapping tools as "kneecapped" and I don't consider the bugged items/events as more than fringe cases missed by QA (which they're never going to be able to fix without people submitting bug reports about what systems they're using when encountering the bugs).
First and foremost, without offering how a given setup can produce the bugs I have mentioned it is not appropriate to jump to the 'user error' argument.
For example, a serious issue lay in how Unity handles input events. There are any number of issues with both KB+M and Controller setups and these are completely independent of the players' rigs. Framerate, however, is something that dovetails into players' rigs insofar as rigs that can maintain higher FPS are better able to use what I call 'developer shortcuts', like Team Cherry did with Hollow Knight, that push the game to run at a significantly higher framerate than should be necessary. My FPS runs at 300+, but when my rig (gaming laptop) is unplugged it gets 60 FPS and the game runs in slow motion, irrespective of Power Settings that force a Prefer Maximum Performance scheme.
The errors in question here are programming errors with the game, not how the game interacts with either other pieces of software or hardware.
Second, it is not the case that, just because one person has yet to experience the bug that the bug does not exist and irrespective of how many hours they played.
For example, on my wife's first Dark Souls run she did not get the Demon's Catalyst to drop from Demon Firesage. On subsequent NG+ runs she received the drop and I never experienced that bug in the hundreds of hours I played Dark Souls on the PS3, but I watched her fight that boss and the item did not drop. Whether it is called a 'fringe' issue or not, the fact remains that it is not the case that Issue X does not exist simply because Person A did not experience it.
I am not alone in documenting at least two of these issues.
With that said, I am glad that you are pleased with the game's design. This, unfortunately, does not stop there being real issues with the way the various components of exploration work in the game. I would offer a detailed argument but anything more than the gesturing already done would inappropriately derail the topic. I offered the information above simply to add weight to how frustrating the issues with the game are and how much they impact what should arguably be either a perfect game or a perfect example of the game's genre.
Based on what you've cited as "kneecapped tools" above, I think you'll find a good chunk of people who've played this game who actually consider your "issues" to be strengths of the game instead. For example, I have seen a few informal reviews citing the way mapping works in this game as enhancing their experience of exploration over how they've experience mapping in other games in the genre.
See the following video (21:00 - 48:30): https://www.youtube.com/watch?v=e2l_VqDf0Ic
True.. seems like she has a stock of them in her cave XD
You can even give it to Elderbug the first time, then get another one.