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Bir çeviri sorunu bildirin
Design fault? Have you guys ever played Symphony of the Night in your life?
so just don't go for a triple combo lmao
in all seriousness the triple combo being there is probably just to make speedrunner's lives harder and have more depth than it is to be useful in plain play
notably portrait of ruin had kinda useless directional movement tech (like half-circle-back rolling that moves you ten inches for a complexish combo...????) and you could always subweapon out of dodge cancel
this lead to you being able to instantly kill bosses and enemies with the darts subweapon that johnathan could use
later, this was corrected in order of eclessia, i'm pretty sure
landing anim cancel is a tech that's been around since forever, probably began as a mistake in sotn that then became a traditional attack tech since it does add a little more depth to typical metroidvania protag combat
notably miriam has some moments where it's harder to jump cancel, forcing you to dodge cancel, but i honestly don't mind that at all (and you can jump cancel right out of a dodge cancel, even instantly, so hoh)
I can agree with #2 though. That enemy needs to have a 100% drop rate for the swimming shard (even though i was very lucky to get it on first try hehe).
Yea, nice explanation. Couldn't have put it better myself.
Say if I use Morgenstern, I can make the triple combo frame perfect in the hub, and always pull off a fast double attack > backstep + attack, but in the field the timing is often off.
I found the animation cancel to work more fluidly with greatswords, able to do it with my eyes closed, such as being able to long jump while charging an attack, which can then be chained to an infinite loop "tap jump + attack". The spacing and timing just feels more intuitive wasting no frames like faster weapons are prone to [because I'm not skilled enough to manage those really fast animations of one-handed weapons].
In order for OD to inform you that he will set up your ID, you have to talk to him twice, and the second time has to be after you have found the train.
In order for Dominique to give you the bark about vampires and the train, you have to talk to her BEFORE you have the Silver Bromide but AFTER you have visited the train station.
What this means is that if a player is happy with the books they got from OD, and they crafted the photo before visiting Dominique to get the bark about vampires and the train, you have NO IDEA to take the photo to OD AND you have NO REASON to go back and see him again.
Potential solutions to this are to:
* Force the player to have the conversation about the train with Dominique before they can craft the photo. (don't really like this solution)
* Change the text at the train station after you craft the photo to indicate that while you've made progress, you still can't get in. Something like, "It still won't open. Maybe there's someone in the castle who knows more about this gate?" This is the simplest, most obvious solution, and unlike Dominique's bark, it doesn't outright tell you where to go, which should make the poser "git gudders" happy. >_>
* Add a line to OD within the first conversation with him that indicates that you should return to him periodically as he may have new books available later. This will get the player to return to OD periodically so that even if they missed Dominique's bark, they would still eventually wind up talking to OD just in the hopes that he'd added more useful books. This would be a good change regardless because OD will give you extra book slots as you proceed through the game, but there's some sort of bug with them and you can permanently miss out on the 3rd slot if you aren't checking him regularly through your first run of the game.
I also want to point out that none of these changes would make the game "easier" because this problem has nothing to do with challenge, but rather order of character barks. They would just make sure that if Dominique's bark does not appear for a player, they still have some way of figuring out what to do with the photo. This isn't hard to understand and I'm getting kind of annoyed that I keep having to explain stuff like this.
It feels like whoever hasn't understood the other side till now, doesn't really want to understand it anymore.
I mean it seems to start with the "if you think that of the game, then your stupid" arguments again, even if probably both sides say some true things.
Thats kind of what I mean. It sounds that you just like me just had one or two of those core moments that seems to be disscussed here where you had to search in the internet or something.
I can't do much about it but once in a while I wonder why they call others more or less stupid if they themself had the luck not to get stuck there.
Except having previous experience playing games of this type does indeed become "totally relevant" because you understand the genre. Knowing that there are cryptic flags to progression will clue you in to this stuff.Look, I'm sorry you weren't around to experience the golden age of gaming, but just because you're 12 doesn't mean you cant enjoy the recent incarnations of it. If you are that stuck, and your puny ape brain can't figure it the f**k out, google it, clown. Stop whinging on the internet and advertising that you are daft. Jesus, Mary and Joseph. GIT. GUD.
spike breaker armor in sotn: inside huge conspicuous spike room where you obviously need a new ability to get in, and said ability is the reward for exploring the entirety of a new area that you can (ideally) only get into as bat, to gain that new bat ability to get the spike breaker armor
all of that to access a very out-of-the-way but conspicuous spike-laden path which gives you one of the kinda-obvious needed items to not bludgeon richter to death
it's all out of the way and not in your face, but if you bother to do more exploring at all and don't just kill richter as soon as you are able and put the game down, you start to quickly find a rabbit trail of out-of-the-way but not very hidden progression items
aegis armor here: certain unmarked part of the top-left of the twin dragons boss arena which may already be filled in if you went looking for the valkrye armor, potentially missable in many circumstances and only able to be found if you have the exact instinct to look there, and even then if you get distracted and start looking for progression instead of just invert secrets, you've just lost three hours
sotn was for all intents and purposes LESS cryptic somehow, most progression items were stored at the end of locked rooms or areas, and in any metroidvania, the mere instinct of "explore the unexplored" was good enough, except maybe very certain puzzles in each of the DSvania titles, and aria of sorrow, and that's only pertaining to the good end where the secret felt neat and, well, you expected the method towards the good ending to be somewhat hidden
here the context is different, this is breaking the format in unexpected ways that can blindside you. while the aegis armor is at least tied to invert, invert doesn't guarantee access to a new area that then provides the aegis armor, the accuracy you need in searching almost puts it on par with making it a breakable wall drop in the valkyre armor area, and THAT'D probably make it LESS cryptic somehow
instead of seeing the secret in exploring, instantly knowing "gotta find a way to get in there, will probably run into it while exploring" you're expected to, in essence, comb the entire castle for this one unmarked area
it's a pretty fodder way to demand the player go to past areas; this could've even been fixed by placing the aegis armor one room up from the boss arena, therefore implying on the map that you could get up there with invert and until you got invert, you'd be like "wha- how, oh boy looking forward to getting up there somehow". it'd still be a bit odd, but like 50-60% less complaining would happen and it might not've even been mentioned here
this thread might not even have been made if that was one room up so the map transition would imply that you need to explore that square further, and not left you to guess across every possible invert location on the map (which could potentially be a lot)