They said they did this to make people move around during combat rather than just sit behind one piece of cover.
The biggest crime was they took out the dodge, grab and counter actions from the physical combat and returned to just mashing one button
In bloodstained why does B/Circle drop a waypoint on the map instead of exiting the menu?
lol, I literally just now got done actually playing for the first time in earnest and just went through this and this is the first thing I see looking back at my computer.I didn't know I was dropping markers on the
map for a good 6-7 hours, so it was very confusing when I was visiting those points during that time wondering what the hell those symbols were.
I don't understand why Pokemon Black 2/White 2's difficulty modes were implemented the way they were. So they made an Easy Mode, and a Challenge Mode, and made them version exclusives. But not like that you have to buy a particular game to play a particular mode. It's that beating the champ in B2W2 gives you a key that unlocks Challenge/Easy Mode respectively. But, you yourself cannot use that key, because it's Pokemon; they only let you have one save file. You can't start a new game at that point in the difficulty mode you just unlocked.
What you have to do is find someone else locally who owns the specific version that has the difficulty mode you're interested in, and has beaten the champion, and have them trade the key over to you, and then you can start a new game with that difficulty mode.
Why do it like this? Was there no better way?
I like how From got this right the first time with Sekiro and they made Square the interact button, because jump is on X.Final Fantasy XV... press "X" to jump, but also press "X" to pick things up or interact. Which means instead of interacting, you're always jumping like an idiot. Frustrating to no end.
(Posted this in the last thread we had about this stuff)
I agree regarding invisible walls, but I don't really see the issue with barriers limiting the explorable area. What would you prefer them to do instead?When games place barriers or invisible walls between areas that look otherwise explorable. The police tape barriers in some sections in Arkham Origins were particularly frustrating.
What makes it even funnier is, in FFXV while riding a Chocobo, jump actually changes to the circle button (which it should be all the time). But because you're used to it being X, you have to "relearn" how to jump once you ride a Chocobo. It's just another thing in a looooong list of completely baffling decisions they made with that game.I like how From got this right the first time with Sekiro and they made Square the interact button, because jump is on X.
Every Souls game and Bloodborne had interact on X.
Having to collect blood vials in Bloodborne instead of just being able to replenish them at lamps like in Dark Souls. I would just spend an hour grinding the same few enemies to collect a bunch and not have to worry about running out.
Make a shortcut for the reflector rayThis, and also why do they map ability upgrades to shards? For instance, the beam ability is a shard and I have to keep switching between it and my lightning shard... Why can't they just make these new abilities active, like Double Jump? It's so annoying trying to figure out what Shard I need to progress to another section of the castle.
It says "Do Not Cross".When games place barriers or invisible walls between areas that look otherwise explorable. The police tape barriers in some sections in Arkham Origins were particularly frustrating.
I mean they clearly wanted to have you able to buy the powerful items in the insight shop but not give you the ability to just farm infinite blood echoes for themBloodborne's decision to tell me my blood vials stock was full by using a dialog box that popped up as I was fighting.
This was patched out eventually.
Staying with Bloodborne.....
I couldn't even trial a new trick weapon unless I had the right stats.
The Hunter's Dream workshop having my trunk, the work-bench to upgrade/tinker with gems, plus another location to further augment my build.
What can I say, I miss Stockpile Thomas.
Oh yeah, the custom dungeon stuff was a huge mis-fire. Shame.
Oh oh one more - semi-related but the two shops in the Hunter's Dream were just obtuse. I shouldn't have to elaborate.
I think it's more that they just didn't want it to be a cover shooter once you were spotted with how they made the arenas multi tiered and grapple points etc.Sure, but that strikes me more as a solution looking for a problem. It's not as though hiding behind cover (a significant portion of which is destructible) and throwing back grenades is a bulletproof strategy that can get you past most every combat encounter in the game.
Final Fantasy XV... press "X" to jump, but also press "X" to pick things up or interact. Which means instead of interacting, you're always jumping like an idiot. Frustrating to no end.
(Posted this in the last thread we had about this stuff)
...or you could find an area to build a fire to skip the time or still try to climb and try to take rests in between because you can still actually climb or just try a different pathThe rain in Breath of the Wild. Guess I'll just put the controller down and go browse on my phone until the rain ends before I can finish climbing this mountain.
I think it's more that they just didn't want it to be a cover shooter once you were spotted with how they made the arenas multi tiered and grapple points etc.
Just a little nudge to get people to start moving.
Please explain. I don't play Overwatch and wouldn't know any of the questionable design decisions regarding her.
I think he is talking about the visualization. They should look like a hassle to get through or around. They shouldn't leave any doubt that you can't get past them or else you try and then you're frustrated why it wasn't clear on that in the first place!I agree regarding invisible walls, but I don't really see the issue with barriers limiting the explorable area. What would you prefer them to do instead?
Please explain. I don't play Overwatch and wouldn't know any of the questionable design decisions regarding her.
Like reviving in BFV, which also picks up the weapon of the person you're trying to revive, if you hold the button for a split second too long.
Lol I don't think you understand the actual reason they don't offer itSplatoon 2 not offering 2-4 player splitscreen for Salmon Run.
Perfectly valid criticism, but I believe it's not so much a "baffling" decision as it was just due to engine/control issues they had when testing the 3D flying. They decided the 2D "tracks" were the best way to go. It would've been very early in the game development when this was decided, so it's difficult to imagine how the game could've played otherwise. I was originally disappointed when I first got the game back then, but it's still fantastic so whatever.I'll go with an old one, NiGHTS Into Dreams on Saturn and exploring the 3d world.
Sonic Team went through a lot of work to craft a beautiful game with fun flying mechanics. It doesn't quite recapture the perfection of those early Sonic games, but it was a must have on the Saturn. But the design decision that never made any sense to me was the lack of utilizing the 3d world. You fly around in 2d, but the world itself is in 3d. There are only two opportunities to explore the 3d world on foot, and neither of them are encouraged.
When you begin each stage you have to enter a chamber and gain the ability to fly. For this brief moment you're walking in the 3d environment, but the game wants you to jump into the chamber immediately and fly on the 2d track. You can, however, decide to ignore the chamber and explore the map. The other way to explore is to run out of time while flying. If you do this, you'll crash back to Earth and need to complete the goal on foot. This can make completing the goal very difficult, and will guarantee you a failing grade for that track. In both scenarios, you will be chased by an alarm clock that, if it catches you, will give you a game over. So walking around is actively discouraged.
The thing is, there's a lot to see by walking around on foot. You can collect points and items, and you can find all kinds of Easter Eggs that you would totally miss while flying. On some stages, entire parts of the map aren't covered while flying, so the only way to see them are by walking. But because you are absolutely punished for exploring it is likely that most gamers will miss some of the more interesting sights. There is in-game ecosystem called the "A-Life" system in which you can hatch eggs from the local wildlife. All this does is give you a slightly different tone and tempo to the music with the more eggs you hatch/fewer creatures you kill. Each stages has many eggs, but only a couple will ever be reachable while flying, so this entire system is basically inaccessible if you're playing the game as designed. The one or two eggs that you may get while flying simply aren't enough to make any difference, you NEED to explore on foot.
The craziest part of all of this is that this was at a time that the Saturn was dying for a 3d platformer in an era where gamers were soaking up new 3d environments. While the engine was not refined enough to really classify the game as a platformer, the combination of 3d exploration and 2d flying was absolutely unique. To make the design decision that they would include a fully realized 3d world, and then actively ignore it/punish you for exploring it, has left me baffled since I bought a Saturn in 1996. I've always felt that the design decisions behind NiGHTS were a combination of mission creep and a lack of vision. Sonic Team wanted to do something big, but they also wanted to keep the game tight and focused on the flying. They did the later very well, but the potential of the former was absolutely lost. I think they had a real game changer with NiGHTS that they couldn't fully realize. The lack of a sequel on the Dreamcast that made better use of the 3d environments was a missed opportunity.
Controllers only have so many physical buttons you can bind actions to. :(
Or our game has too many actions to begin with.