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Topictransience's video game topic 49: look over the horizon, a lot of games are nier
digiiiiiiiii
02/14/17 11:15:37 AM
#37:


iiicon posted...
i think loot, as opposed to authored drops, is antithetical to encounter design in these type of games. it gives up a degree of control over balance and builds. what i want most out of these games is the belief that they're fair. i want to know that going into an area or a boss that i have been given all the tools to succeed, and it's up to me to put them to use. i don't want to be subject to bad rolls. i don't want to re-enter areas and grind for a katana or glove with just the right stats or skills. i understand that nioh mitigates this to a certain degree with the limited number of weapons (with stances representing big changes in how weapons feel) and how loot feeds into the upgrade system, but then i'm just left wondering why these systems are even in there. authored drops also give other advantages like telegraphing certain challenges or providing environmental storytelling, but if nioh doesn't want to engage with that i'm okay.

i also think bosses have way too much health. the from games suffered from this in the ds2 dlc and parts of ds3 as well, although it was mostly with big, bulky enemies. there's a line between a sense of accomplishment and exhaustion, and from what i played and have watched, nioh crosses it. i think this is a frustrating way to increase difficulty.

keep in mind that a lot of what i see about this game is really exciting, and reminds me a lot of what i love about ngb and demon's souls, and i almost bought it over the weekend, only to be stopped by stupid things like 'store not having stock'


i'ma respond to this but because i'm known for being particularly argumentative i wanna make it clear right now that i'm not and am super interested in this conversation, so yeah no negativity in my tone here

yeah but the loot doesn't actually matter that much. it makes you feel good because you got a new, better thing, but you'll never, ever feel like you got a "bad drop." Loot is a thing you worry about in the menu between missions. It doesn't have a major impact on your fight with the boss. Bad rolls are absolutely not a thing at all. Grinding for a better drop is not a thing at all. And the blacksmith can create basically anything you want at any time for limited resources.

I accidentally lost my helmet and was bummed about it because it had plus life and plus luck and looked neat. But instead I just went to my inventory, found the best helmet I got from my last run, went to the blacksmith and refashioned it to look like my other one and rerolled twice (i had resources at this point to reroll like a thousand times) to get the two stats i wanted, stats that i never noticed making a real difference anyway.

like i can see where the loot looks like it might make a big difference. obviously you want the good thing. but there definitely is nothing like what you're describing. it looks a lot like diablo and destiny on its face from that front but it's absolutely not that at all.

Bosses have a lot of health but a lot of that is based on the fact that you should be using items, magic or ninjitsu to mitigate them with type advantages -- like fire for x element, etc. But it is a complaint I have as well. Bosses have way too much health.
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