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I mean we're already being punish with massive sanity loss, a mythos clock that punishes you with something... and sanity loss... and then weapon durability that's so overclocked it's not even funny.
I mean if a pistol broke after ever 50 shots, with no way of cleaning them or repairing the springs, they'd be worthless. Knives that are made of ceramic, not metal, in the 20s is silly, and you should be able to sharpen them.
And books being ruined by reading them it's just silly.
The whole game is designed around finding random ways for punishing you for playing the game, with no way of offsetting those punishments.
I mean what kind of game punishes you for playing it?
- keep durability for melee weapons, or make them rarer and remove it altogether.
- remove durability from guns, since they have ammo to maintain. Maybe adjust some drop rates of guns and ammo if it's really necessary to keep a balance, but it feels like neither are too common as it is.
- remove durability from spells and give them charges to maintain, similar to ammo. When you start a scenario and give a spell to an investigator, the amount of charges granted to that spell is determined by that investigator's magic proficiency. The same can be applied to spells you find in the wild.
Idk, I'm just starting chapter 5 so maybe weapons become more common soon, but as it stands it feels like they aren't common enough to justify a durability system rather than a more token-oriented system like is already establish in the LCG (and maybe the board game, idk).
But they could easily replace durability with more trauma's.
A 'terrified' investigator could have a 70% miss chance on ranged attacks for example, making you switch to melee.
They kind of have that. I just had a clock thingie where it increased my enemies defenses and reduced the damage magic does to them. So they've already got it in game, plus it just reduces my weapon damage even more.
Add that to the fact that some weapons have sanity loss built into it, and it's even worse.
I like the weapon durability. I enjoyed durability based game mechanics ever since good oldschool Fire Emblem titles and I think it adds to the game if you have to consider breaking equipment and cant just spam the best stuff forever. So for me personal it was another positive aspect of the game.
Of course you do. Except it's not in the board game if I remember right, and it serves no purpose but to punish the players yet again, on top of ammo, sanity loss, and the clock.
If you want to put it that negativly.
Id rather say mechanics like that add additional challenge/depth to the game, because you have to alternate equipment.
And no, there was no breaking equipment in the board game. But I would be careful with the comparison anyways. I mean... I got Arkham Horror with all Expansions too and love playing the board game variant, so I might also be slightly biased because I like to see the characters voiced and a story in that universe told like the game does.
But apart from Characters, World and the general concept of "collecting clues" it is very different to the Board Game, not only because it doesnt use 33% chances on dice rolls. ;)
Actualy there is a second spellbook to find in chapter 2, if you look around some more after certain events. Anyways, my first weapon only broke in chapter 3, and from my experience there was always enough to replace broken weapons with in chapters 3 and 4.
Well it's because it's a negative addition to the game.
I mean how many things can they pile into the game that add negativity to the game, while giving us nothing to counter it.
Okay so it's not Arkham Horror the board game, that's fine. But then what is it? I mean it's obviously not real life, because I know of no pistol that you can only fire 20 shots out of, before it disintegrates into dust without anyway to clean or fix it.
Ironically I wouldn't mind it being in the game to add additional challenge/depth to the game, if they had a mechanic to counter it. I mean sanity is over the top, but they have a (very small and almost meaningless) way to counter it. Same with the clock, it's got a (very small and almost meaningless) way to counter it.
But weapons durability, there's not way to fix it, counter it, or strategize around it. It's just there, designed to mess with the players and no way to for them to go "oh maybe I should counter this right now".
You claim in the post about the guessing game that you like it because it basically requires a different way to think about it. Here, there's no different way to counter it, it's just designed to frack with the players.
And any mechanic that's designed to frack with a player, that has zero ways to counter it, is just bad design.
Which is your personal subjective experience. I for one am happy that the game adds some more reason to change equipment apart from "I got something stronger which I use now till I got something stronger!". ;) But as I said before, I might be biased because I liked that system already in old FE-Games. Just as some feedback, hoping you might realize that its a negative thing for some people, but there might also be those who enjoy it.
What old FE Game has a durability mechanic that you can only use it 20 times before it is completely worthless, no way to fix them, and no way to avoid combat at all so you're weapons don't get messed up.. that also adds a ammo requirement/or sanity loss to many of them limiting their use already?
But anyways, Id rather not compare two so different games so strongly, apart from stating that I think a weapon break mechanic was a positive addition back then and may also be for other games.
Just for the record, without wanting to boast, only to raise some awareness that it might not be the game which is totally unfair, but maybe, just perhaps, you might improve a bit on your playstyle:
My first Weapon broke in Chapter 3 and I found more than enough replacement weapons in Chapter 3 and 4. Actualy my locker in the base is getting quite full with different weapons at the beginning of Chapter 5.
ALso I had the first Trauma in chapter 2, where I had enough characters to leave the traumatized one for the next chapter in the base, so she could heal.
I got a few more traumas in chapter 3, but could easily still built a fighting team where I only had 1 character with 1 initial trauma. The same is true for chapter 5, where I can also start with 1 character without any trauma and 1 character which only has 1 trauma so far.
Seriously guys, not every challenge/difficulty in games is automaticaly some bad plot of the designers to mess with the players. And the game is certainly doable (and fun for my taste!).
So: I like the unpredictability of both, the mythos event system, the trauma system and also the weapon breaking. Just a statement of someone who is mostly positively surprised by the game until now. Ill add that as positive review when I finished the game too, but I just think the discussion about the game here is a tad one-sided.
Anyways, grief some more about it if you prefer. Its usualy not the people happy with the game which voice themselves in the boards anyways. ;)
Id hope IF they make fundamental changes, they keep the game, as it is now, in some alternate gamemode/difficulty.