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Seriously, they could have easily made it so that a player only has ten possible notches rather then eleven. Unless you're arguing that one needs to be able to use AT LEAST eleven notches in order for the game to be fair, your point is moot.
Plus, think about it in the HK universe. How the heck would the knight just know where it is without the help of a compass/charm?
I also just realized that too, Would break the game, Kinda, I dunno \_( ._. )_/
the thrill of hollow knight comes from being able to discover something you wouldn't have if you didn't get lost.
wayward compass is designed to allow player to have easier navigation, but with the cost of wasting 1 notches,
so the player is forced to learn the map or in other word....git gud
the game is tagged difficult what do you expect
and also the dev is already busy with silksong sooo...
1. I'd like this game to be more accessible so I can more easily enjoy it.
2. ♥♥♥♥ you, everything is fine, if you're not as good at this game or as willing to put in as much time and frustration as I am, nothing you say is valid.
Also I never really felt any frustration towards the game, only towards myself until I learned and overcame the challenge the dev's intended me to face and overcome.
They would never remove the original challenge. Sure, you could play an easy mode if they ever implemented one. However, the thought that you're playing an inferior version of the game would nag at you and not allow to enjoy it as much as you might think. Plus it would eventually get just as hard as the beginning of the normal challenge. So then you're facing the same skill wall, but 60 hours in. Do you back out again, or do you push through? And if you do push through, what was really stopping you the first time?
I just don't see what's so inaccessible about the compass costing a single charm notch. Especially when you can literally switch it out for something else before a boss fight.
One of the biggest improvements to the Metroid Series was the automated Map. Symphony of the Night as well was well known for it's map feature. Zero Mission and Fusion were notable for their improvements to the automap feature. Every Metroidvania Castlevania shipped with good map systems...
etc. etc. etc.
This is what we call tedium. Tedium is not beneficial to anyone. While some people tolerate it more than others, it doesn't improve the game or gameplay, it doesn't improve the user experience, it only serves to waste the player's time.
Better question is why is it not in the Options Menu? Why can you not just toggle it on/off once for your playthrough and then never have to touch it again unless you WANT to?
If you want the map to be given to the player as a reward in the game, fine. But you can still do so without using the charms system and forcing the player to waste a charm AND have to hotswap if they feel like they really need that one slot back.
Zelda games for example give you maps as rewards in dungeons majority of the time. However you can still toggle off the minimap and then never look at the actual map if you don't want to.
This is exactly how I feel. It's not that I don't like exploring, or that I don't like challenge, but it feels more like needless frustration to me. It's fun to explore when I first look for the map, but once I already *have* the map, I don't understand why I have to spend a charm point to enable one of its features. Heck, I'd rather it be some sort of high cost addition from that lady that sells map markers and stuff. Make me earn it, but not have to shuffle badges around with it. Maybe even make it available after a boss? I'm sure there could be another way to toggle it on and off after. Heck, make it a zero cost badge?
Especially when I'm in the early game, I'd rather be able to use more badges against normal enemies as much as bosses, but not at the cost of navigation. I've tried looking at the shape of rooms, but it tends to be pretty inconsistent with what I actually see 90% of the time. rooms are very non-descript on the map. If you get a bunch of long corridors, they all look the same. If I have to earn the navigation, that'd be okay. It'd be something to look forward to. But I don't look forward to juggling badges around trying to balance what I need with something that should just be basic QOL. It kinda feels like fake difficulty.
Let's be clear here, this is what YOU call tedium. I've already explained how it improves gameplay. Those who wish to explore blind but not feel handicapped for doing so get an extra notch to help with exploration and those who believe they'd get more enjoyment out of the game from knowing their location can use it at the expense of a one notch charm.
This is something that could've been done, sure. But then you'd have threads complaining about handicapping players who simply enjoy exploring without knowing their location. People can and have complained about literally anything in this game because, outside of threads about glitches, all complaints directed at it have been utterly subjective. Ultimately, this is the path Team Cherry chose to take and, since it's one of the least offensive routes, I can't say I find it to be much of an issue. I don't have an alternative I'd want to see replace it anyways.
Considering you're not likely to be running the same charm setup you would when you're exploring as you would against a boss, I don't see how shaving to swap out the compass before and after a boss fight is a relevant issue. We've already gone through the positives and negatives of the ability costing a single notch. It appeases a certain segment of the fanbase and upsets another as pretty much any decision they made would. You can't please everybody.
Addressed above.
You might as well argue that having to go into your inventory to take on/off iron boots in Ocarina of Time is not tedious, and that the OoT3D Remaster didn't vastly improve the Water Temple by giving you a much more streamlined way to equip the boots rather than forcing you to go through menus.
Same thing for future Zelda games that had iron boots... they didn't want you going through inventories all of the time to use them.
Also yes, you could appease everyone with the change I already suggested before. Add the ability to turn off the map system IN THE OPTIONS MENU. So you can toggle it on/off ONCE, or HOWEVER MUCH AS YOU LIKE, REMOVING ALL TEDIUM.
Everyone wins. No one has to complain. Set your option and be happy. Instead we have to deal with hotswapping charms and wasting time every single time you feel the need to do it, which for some people is all of the time.