Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
Simplify game systems too much.
Having the player character understand and know of things like lockpicking even when there's no good reason for the player to know it outside of the "game'ify" philosophy.
The player character becoming the best thing since sliced bread in the first half of the tutorial in the eyes of NPCs.
Having scaled levels where the godly player using the "godslayer super sword" to fight higher level "commoners" that are fighting with rusty weapons.
And lastly, not a nitpick to me; power level system. Games like Destiny that uses a gear based level system, i.e., power/gear level is the second worst leveling system there is. The only worse leveling system is having no leveling system at all.
(you're probably just joking though)
What I mean is, for example, when an RPG has loot that gives negligible bonuses. “Oh, this tunic provides +3% elemental resistance, while this one will add an extra 2 points of damage onto my 170-damage sword.” It doesn’t matter which option I take in that scenario, because either one is not going to have a tangible impact on the outcome of fights beyond extremely niche, 1-in-a-million scenarios. It’s the same choice either way, essentially.
Another one is skill trees. The point of this system is to give a bunch of options to the player, and they’re supposed to plan ahead and pick ones that open up other branches in the future, right? Your choices in the present determine your future? So then why do some games let the player buy nearly everything on the skill tree by the end of the game? That makes my choices feel irrelevant, because I now know that the game is balanced around having them all unlocked eventually. There’s also no feeling of my character having strengths and weaknesses either, they’re forced to buff all aspects of their build.
I’m willing to bet this is an issue that stems from developers not willing to allow players to screw up and fail. They want to have player choice in the experience, but they don’t want that choice to lead some into a dead-end where their build can no longer succeed and they’re forced into starting over. So the options have to be either nerfed or unrestricted so that player can always still reach the end of the game.
can you name me a game that does this?
At that point, the danger is eliminated and it's not stealth anymore, is it? These are cheat codes, not mechanics.