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翻訳の問題を報告
Honestly, this. We gamers and therefore customers should not only complain about things we don't like or want in a game but also show we mean it by not throwing more money at developers until they get things right.
Agree wholeheartedly.
I tell everyone that peak Dead Cells was 1.8. Sure there were some exploits, but it was challenging without them. Little was more satisfying than freezing and crossbow bolting an enemy; and I loved the tension when money was tight and you were forced to choose your weapons carefully. The game always managed to entice me with a superficially better-looking weapon only to end up destroying me a biome or two later for my decision.
I guess I'm one of the few people who don't understand the drive for a "balanced" game -- I much prefer fun mixed with the blessings and curses of good and bad luck. I loved the diversity of playstyles and lack of balance across weapons in the older versions. When I wanted a challenge or something different, I'd go for it; and even when I thought I was OP, I was *still* taken down due to foolish decisions. I can't imagine Ghosts n' Goblins, for example, if Capcom felt the need to equalize the strengths and weaknesses of every weapon. Even the torch has its occasional uses and makes for a radically different game when players commit to it.
With this alpha, it feels like the same from the past couple of patches. With the balancing done and community feedback taken into account, MT get concerned because more people are succeeding, and so they artificially raise the difficulty (hello auto-malaise; hello mutation-nerfing). The old 2BC wall was a good thing -- I felt accomplished *finally* getting past it; now I get annoyed just playing the prison, which shouldn't be happening. I'm also glad I beat 5BC on 1.8, because it was a helluva lot easier 1.9 onwards. The tension regarding weapon selection is completely gone, and this increased specialization in alpha just totally turns me off.
If they really wanted to increase the challenge, then just patch what's broken (e.g. when people used to lightspeed past bosses), fix the copy save file exploits, sprinkle in some new enemies, and prevent button binding. Done.
Indeed, rollback via Legacy is the only thing to do at this point. It feels like a completely different game.
I'm having a lot of fun in the update, but I do think it's unfair if you like being careful, in particular when you get cursed.
Even if you like going fast (like me) the randomly appearing enemies can randomly ruin anything you're doing at the moment they appear and that's a really cheap way of increasing difficulty.
I don't understand their motivation either but recently I've come up with the theory that they are working on adding a sort of multiplayer into the game and that's why they focus on balancing and ignore all the bugs. People have been asking Motion Twin for multiplayer (pvp, co-op) for years and the answer has always been something along the lines of "We'd like to add it some day, but it's not our current priority". Now we're seeing them focus overly on balancing and let the bugs accumulate.
My alternative explanation is that they're still stuck in the early access mentality where items were outright broken overpowered and they keep "balancing" stuff to the point that every item in the game feels like a blunt knife. And the fact that they have a whole community that constantly provides them with feedback about the state of balance/items is only sustaining that mentality. We do this either through direct feedback ("Hey MT/EE, this item is overpowered and needs nerfing") or through indirect feedback (youtube video named "This build MELTS every enemy and boss in dead cells").
Was anyone outside of speedrunners using this exploit? I've been told that it's a near frame-perfect input.
I immediately considered the EA mentality as the driving factor, and it's disappointing to turn to a game that's out of EA after taking short 1-3 mo breaks to see what feels like an almost totally different game. Almost feels like a bait-and-switch, more analogically than anything else.
I hadn't thought of the pvp angle though. That's a really interesting theory, and if that's the case, I feel a little ho-hum about it. I didn't get into Dead Cells in the first place for pvp (or even the idea of it), and I wish they would've just built out a separate game for it even if it was 92% the same as Dead Cells.
Probably not. I never tried it, but I do confess to having occasionally used the 'roll' past Conjunctivius tactic... Always wanted a good legendary and would end up getting something silly that conflicted with my intended run. I couldn't complain though -- it felt like justice was being served forcing me to pass on a legendary since I skipped the boss.
On a separate note but on the topic of post 1.8 grievances, before the economy rework, I was in the ice cave having a beautiful run with a split scroll lvl 9 giant killer. I killed an elite only for the game to taunt me... Lvl 11 Legendary Spartan Sandals, toxic cloud with each hit + 80% damage to poison + shoot arrow in front and up + burn when die + 40% burn. I have never been more tempted to take Spartan Sandals in my life, and sadly, the new rework completely negates that tension.
Yeah the EA mentality would explain the endless balance changes, but it does not explain to me why they'd be ignoring bugfixes. That's why I think they're hammering on the MP component.
Skipping Conjunctivius also doesn't give you scroll fragments. That's a pretty rough trade-off for me personally 😂
With Conjunctivius I usually receive enough fragments to give me 2 extra scrolls with the fragments that I had going into the fight.
Now I am going for 100% again and then play either 1.4 (cursed runs) or 1.8
I'll even throw some arbiter shenanigans of 1.2 in there.
I have never bought this line of argument against the old malaise.
One, less than 2% of all players were finishing the game. If this was such an easy cheese tactic, why wasn't that number higher?
Two, save scrumming is a far bigger issue than using the Homunculus, for which the simplest solution would've been to simply disallow it from damaging enemies altogether, no? Once again, the devs take the sledgehammer approach to the nail.
Three, and most important for me, why does it matter? This isn't a multiplayer game. If I want to spend 5 minutes on a biome or 5 hours on a biome, who cares?
If the devs really believe that the Homunculus was a good reason to change malaise, then they're tone deaf and burying their heads in the sand. This pursuit of the perfectly balanced game is destroying it -- they should have prioritized what's fun for the player instead, something they used to do.
I do think it's more challenge now cause the speed up on enemies actually does something, I feel I getting hurt more often than before, this makes some slow weapon into awkward position too.
The only real bad thing for me is they nerf and change mutations too much.
yeah I played tank brutality a lot before, like split sword, frantic sword, and I bring double traps a lot. now these weapon are actually harder to use for me, or at least I have to bring other skills to make up them, like the tonic.
But it's strong for skills like phaser or Infantry Grenade now, works well on all fast weapons.
I undertand the idea is to force you to play fast, but still it feels annoying because of the elite spamming combined with increased damage and speed.
Either make malaise bar increase slightly slower, or make enemies less powerful.
Also, some elites specials are very annoying also, please get rid of it.