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翻訳の問題を報告
Personally i think early access needs to be redesigned a bit.
There should be a maximum amount of time of early access for games.
IF the game is not finished or has not recieved any content updates over a period of time, people should see a warning on the store page.
I totally get that some devs don't have the funds to release games and need EA cash. However, when there are no (content) updates for a game for let's say a year that means to me the devs no longer have interest in finishing the game.
Of course EA isn't releasing on steam they have something called Origin
You do realize that of the 6 things you mention only two have actual valid information. THe rest are either personal attacks. 'lack of creativity, lazy development' Again. When you work hard to create something like a game, a painting or a novel. See how well you take to that. THe more seasoned creative souls simply ignore it. But if it keeps getting splashed on their forums they are going to remove such useless personal attacks from their sight.
BEcause that question is not unlike a ten year old in the back seat asking 'Are we thare yet?' every ten minutes.
I have yet to purchase an Early Access game myself.. but I have purchased several that came out of early access. FOr m,e it is simply a matter of priorit.y WIsh list ofis stocked with finished games I'm interested in. Finished games trump unfinished where my money is concerned.
Hmm? Lets see now.
Rogue, Nethack, Dungeons of Djenol, Rogue Legacy, FTL, DIablo 1 could also be considered heavily influenced by rogue since the quests were linked to randomly generated levels. ANd with the Hardcore mode mode and permadeath it brings it certainly has the feel of a roguelike.
DOn't starve also is a rather harsh roguelike.
Lets See now. Lufia 1 and 2 bothe featured rogue styule random dungeons, as did Tales of Destiny. Shadowrun for the Gensis/MEgadrive also could be counted as rogue influenced. since the runs were pretty random and you could just endlessly play doing nothing but the runs for the various johnsons.
Need I list more sonny? I saw the birth of the roguelike genre. Though technically it should becalled Nethack like. but I condede that rogue was more prevalent on the BBS's at the time.
ANyone who actually knows Roguelike knows that basically they are grind fests. YOu spawn explore, die, wash rinse repeat. With a roguelike it's never so much a question of beating the game as it is just seeing how long you last.
I've been through the ruins in DD about 40 times now. I can't say I've seen a repeat of the encounters and events between any two runs. The heart of a roguelike game is that you can never be sure what each play through is going to yield. You can't even predict the number or arangement of the rooms in DD or at least I haven't seen a pattern yet. So yeah, Meets the requirement of a roguelike.
RIght now you're more or less just coming off as a hater who just hs some personal grudge against the developer.
As for difficult. I will admit there are certain game breaking combinations but one does not have to use them. The thing about ROguelikes is , you choose how you approach it. Also when roguelikes are too unforgiving, people tend to whine and cry about how it's not skill but just RNG.
Now look carefully at what I said:
"Now you're just trolling fiercely. Show me what real Roguelikes you've tried and have meaningful experience with."
See those last three words, the meaningful experience with? They're very important. Here, let me show you why.
"Rogue, Nethack, Dungeons of Djenol, Rogue Legacy, FTL, DIablo 1 could also be considered heavily influenced by rogue since the quests were linked to randomly generated levels. ANd with the Hardcore mode mode and permadeath it brings it certainly has the feel of a roguelike."
You clearly just Googled the term and picked out a few names, that's why you freely mix Roguelites and Roguelikes, and when you go in any level of detail at all you immediately make grievious factual errors that no one with even 5 minutes of experience with the game would make. You see, Diablo 1 does not have a Hardcore mode or permadeath. This was added in Diablo 2, which came several years later and who also ditched those other few Roguelike elements.
Anyone who actually knew these games, and knew gaming would know this. You did not. QED.
Now, Derpest Dungeon. Here is how every run in every area goes, without variation:
You load your team with damage spam, because anything else is an obvious mistake.
You wander down the single narrow hallway.
You spam damage on the different skins that appear, and you win.
You encounter the Giant Alien Spiders event, under various skins.
You win.
You repeat this grind about oh, 100 times.
Because stuff like "fighting bandits vs fighting pigs", or "90% of rooms vs 100% of room battles" or "iron maiden vs dinner cart" has zero impact on your decision making, it's just a skin, it doesn't matter, it doesn't change the game.
The last part is particularly hilarious because the map generator is laughably constrained. That joke about generating long narrow hallways? It actually does, around 90% of the time. You see the number of rooms is static, that means there's few possible combinations. The ranges on say... AoE bait encounters, or invisible hunger traps are well... ranges, they're not static, but all that means is you use your AoE bait, bring whatever food and shovels the maximum requires, etc.
And then you look at even a Roguelite, where boarding vs gunship actually influences your decisions just as a basic example and it's not even a contest.
This is a dungeon crawler:
http://images.akamai.steamusercontent.com/ugc/48734920095070743/2C8E072FB7D7705BD02BFB8E8D27130BCC60E645/
That's one of 92 dungeon levels. It's also one of the earliest and tamest.
But keep ignoring all that and tell me about this amazing hardcore Roguelike, but only if you have no concept of the term beyond Google searches, and handicap yourself hard as basic intelligence and common sense is a game breaker, etc.
The consumers are told up front before they fork over their money that there is no definite timeline. If timeline was a key factor in the ourchase decision. the lack of one would mean a denial of purchase. Those who find such things meaningful would not purchase.
It's not like EA has ever hidden the fact that games will be done when they are done. The whole point of teh Early Access program is to give developers a more favourable development environment where they don't have to worry about deadlines. Which coicnidentally account for the reason most AAA releases are blatant bug fests and you have such a thing as Day 1 DLC.
Heck, Wizardry isn't really that grindy compared to it's contempraries like Might and mAgic or Bards Tale.
Okay admit I got DIablo 1 and 2 (can you blame me?) confused Diablo 1 did indeed not have permadeath out of the box. And diablo 2 did didtch the quests being linked to the dungeon levels. The area maps themselves though are randomly generated just with a limited set of possibiliies
As for the others. How does 239 hours in FTL strike you, or 29 hours in ROgue legacy (considering how long the avg Roguelegacy play session is. thats quite a lot).
\As for the others. again. You're making assumptions sweetheart,.. I mean i could question your meaningful experience.
So you pull an error and obviously I must have just googled. *sigh*.
ANd how does that differ from a playthrough of Rogue, Nethack or any other roguelike game hmm?
Might and Magic is actually the diluted Wizardry.
"As for the others. How does 239 hours in FTL strike you, or 29 hours in ROgue legacy (considering how long the avg Roguelegacy play session is. thats quite a lot)."
Provided that's real, it proves you think a Roguelite is a Roguelike, which explains the other errors you made, like thinking a game that's neither is more "Roguelike than Rogue" and of course the D1 error. I notice also that even though the other games you named were things like Nethack, actual proper Roguelikes you did not describe your level of experience with them. We all know why that is.
"ANd how does that differ from a playthrough of Rogue, Nethack or any other roguelike game hmm?"
I'm glad you asked! You see, in a real, proper, full Roguelike, different levels are actually different, and different enemies are actually different as well. If you always do the same thing regardless of situation, that's right you YASD. Success in a real proper Roguelike is not merely a matter of spamming damage, but a matter of having a mix of power and versatility so that you can deal with a wide variety of situations and escape from those you cannot as out of depth encounters are a very real thing. I bet you don't know what either of those phrases mean without Google. In a real, proper Roguelike, finding something like an artifact mace early actually influences your decisions. There's nothing that changes the deterministic Derpest formula, not a thing.
But you have nothing but subjective dismissals, the instant I drag any solid statement from you is the instant you are wrong, and you know this. You have nothing, you cannot counter my points, but you will keep posting anyways. You could drop the silliness, and I could educate you on what actual Roguelikes are like at which point you'll correct yourself, but you won't.