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"Suspension of disbelief" is something that in any normal game would only be required in a sandbox mode or while using cheats. In any normal game, I don't need suspension of disbelief to pretend there is a challenge, there usually actually is a challenge. I don't need to handicap myself in order to enjoy almost any game ever made, at least singleplayer ones. The argument that "you aren't having fun because you're not handicapping yourself" is flat out stupid because the entire point of them adding a progression system was to add challenge to the game, to handicap you, to restrict your access to certain abilities. But the implementation of it is incredibly flawed, incentivising the player to basically play as little of the game as possible until they unlock everything they want, bypassing the handicap entirely.
Is that somehow not feasible? It was as simple of a solution I could possibly think of. Force the player to actually fight instead of allowing them to just run past. Reward the player for killing enemies so they can run past if they want, but they're punishing themselves by doing so. Start the player off with a blunt weapon instead of a stabbing one as they can't instakill as easily. Those are incredibly simple solutions. More complex ones would be to add neck armor to the game so not every single enemy can be killed with one stab to the throat, or weapon durability so low tier weapons like the knife you start the game with breaks after a skull or throat stab so you can't just do the same move over and over. It's not like I'm here asking for an entire game overhaul.
I'm not bypassing the handicap. I'm doing exactly what the game intends me to do - progress in the levels to obtain materials and upgrade my abilities.
I never said I don't like the combat. I said there's zero incentive for the player to engage in combat in the progression game mode, as it's all risk no reward. You get nothing out of it other than the chance to lose health and possibly die.
A better analogy would be a potter who has become so skilled at making pots, they decide to enter pottery competitions. But it turns out the judges only judge based on pot volume, so the potter makes a big jug and wins every time. There's no reason to make anything else, as it would only result in losing, and the potter isn't enjoying making the same big jug over and over. If only the judges changed their criteria to promote more solutions...
Also, if you start as a "blank state" you won't have any magic. To get magic, you'd need to explore ruins and fight the boss. That fight is different from usual enemies. I got to the boss with effectively a long rusty knife and no ranged weapons. That fight was certainly entertaining.
You're overthinking it.
It is not that complicated. The enemies are a bit dumb, for more fun you have to get creative. If you can't enjoy it, no reason to force yourself. However there aren't a whole lot of VR sword fighting games on the market. This game has f laws, but it is one of the best ones in the genre.
Why not stop playing the game as efficiently and quickly as possible and spend time with your available abilities? Enjoy getting new ones as you progress? Which means not taking the optimal run through and actually fighting?
You sound like you want the game to lock you into a fight with every generated cell of the dungeon, I'm sure a mod can do that for ya, although personally I find the sections where I'm locked in with a bunch of enemies gradually spawning the most frustrating.
Or, if you want rewards for killing enemies, could always get a mod that makes them drop lootables or even lets you keep their weapons.
And yes, these are all mods, because bluntly speaking, we were told already that they're trying to stabilize the base game now and won't be likely adding more content really- They're already working on another game, after all.
Theres zero incentive to play any game. Every reason is self derived, I dunno why finding a self derived reason to engage with the combat is impossible for you, but I get it; and I already told you that perhaps at this point you can't be pleased. I don't think making the combat 'harder' in any way is going to actually change anything, it'l just mean people take on different strategies to make it easy again. I hear stealth archer is powerful in another video game, I wonder if its replicatible here!
And I say it one more time, there comes a point where you're just going to be too good if you play at your best all the time. Fortunately, I apparently suffer from skill issue in this game or maybe I can't incentise myself to play riskless so I always have a risk of dying in one dungeon or another. I played a archer in my last playthrough, it was interesting, but boring. So I changed my weapons to a great ol axe and started beserking, much better, despite having to deal with the ranged enemies in a more frustrating manner. Meanwhile I don't suffer from 'skill issue' in other games so stuff like Rain World, Twenty Minutes Til Dawn and whatever else I kinda have ran out of reasons to play nowadays despite liking them both a lot- maybe thats you, just with this VR sword fighter magic casting game.
You can do the "optimal strat" or you can just play the game and have fun. I enjoy the progression and make my own fun in the game. I don't run past enemies. Idc if it's viable to do so. Blame gamers who can't be bothered to have fun and require constant and fast progression in order to have any semblance of satisfaction anymore
ez fix for your problem
dont play the game thats it, or download mods and make it better for you
Because you don't HAVE ANY AVAILABLE ABILITIES. That's exactly why you just run past everyone, so you can get abilities to play with.
No? All fighting would do is prolong the amount of time it takes to get new abilities, which if getting abilities makes the game fun, that means the more fighting you do, the less fun you have.
You don't need to figure what I want, I've said it explicitly multiple times. I want there to be a reason to actually fight anyone. Whether that means making enemies drop gold or crystals, giving the player objectives that require finding and killing a certain character, or just locking them in a room and forcing them to fight to escape, anything is better than nothing.
Why? Why does the community have to resolve basic game design issues?
Maybe they should finish their first game before moving onto the next? Because I mean, glaring balance issues such as the first weapon in the game killing every enemy in one hit is pretty rough.
That is not even remotely true at all. It genuinely frustrated me to read that, it's simply devoid of all logic, not even the faintest attempt at a genuine argument.
Minecraft. Harvest resources so you can upgrade your tools and build structures. Crystal clear incentive. You need food and shelter or else you will die. Get to work.
Counter-Strike. Kill enemies and complete objectives to earn money to buy better weapons. Crystal clear incentive. You can't hide from everyone, even if you survive you will lose every round if you don't fight. The more rounds you lose, the less money you have, the weaker you become.
Super Mario Brothers. Reach the end of the level to gain access to more unique levels and power ups. Crystal clear incentive. It doesn't matter if you kill any enemies or not, because the point of the game isn't the combat. They're just roadblocks towards more content.
Just Cause. Destroy structures to level up and gain access to more fun weapons, vehicles, and tools of destruction. Crystal clear incentive. It's fun to blow things up and blowing things up gives you more tools to blow more things up.
Cookie Clicker. Collect cookies to invest in your abilities to generate cookies with the ultimate goal of making as many cookies as fast as possible. Crystal clear incentive. Number goes up, make number go up fast. Dopamine. That's it.
Blade & Sorcery. Progress through levels to obtain resources to upgrade your character. So what's the incentive? The main selling point of this game is it's physics based combat, but you aren't rewarded in any way at all for participating in it. The incentive is in reaching the end of the level, that's it. So then what, is pacifism the intended way to play the game? It must be because all fighting does is punish the player.
You clearly don't because I've already said the entire point of having a progression mode is so the player doesn't have to arbitrarily handicap themselves to have fun. We have sandbox mode, it's great fun, I can handicap myself all I want there. The entire purpose of a progression game mode is so you start off weak and become strong. It's not ALSO sandbox mode, because if that was the case, then there would have been no reason to have added it at all.
Take 5 enemies in this game and pit them against a player. The player can slow time and stab all of them in the head and end the encounter in 15 seconds.
Now take those 5 enemies and give them full suits of medieval armor. There still might be gaps in the armor at the joints, weak points if you will, but the player can't stab them in the head or throat anymore. Wow, now the player has to actually think. They can't just turn on slow motion and one hit kill everybody. Maybe they don't even attack in the slow motion, they just use it to brainstorm how to complete the challenge. They'll have to maneuver themselves to get access to the weak points, use more blunt attacks instead of slashes or stabs, knock them down to get some breathing room and focus on less targets at once...
Look at that, basically one addition to the game completely changes the encounter. It goes from "I have to intentionally handicap myself because the game is so incredibly easy that I have no other choice" to "these enemies pose a real threat and I have to be careful around them" without being ridiculous or unfair, such as just increasing the health or speed of the enemies.
This is just handicapping yourself, which again, you shouldn't have to do in a progression game mode. It's just flat out bad game design, no two ways about it.
Because there generally exists 2 types of VR developers.
1. The indie dev. 1-10 people with a passion that understands what makes VR good. But lacks any or all combinations of large enough budget, team or simply skills.
2. The big developer with all the money, team and skill. But don't understand what makes vr good. And you end up with at best average games. Like Medal of Honor above and beyond, sniper elite, that fire team Sierra thing. Or in the quest for easy money use Meta exclusive like Ubisoft and other that hamper good quality.
Let's see how Skydance's BEHEMOTH turns out. Might be the best vr game since Alyx.
99% of my VR time is used in DCS. flying high fidelity aircraft in VR is fantastic.
also, 150 hours......maybe you're just burnt out and should play something else?