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Anyone here played breath of death vii or cthulhu saves the world? How well do you feel these games do their combat
What kind of old school games do you mean? Maybe i missed some essentials, but i can't really remember doing something else than exploiting elemental weaknesses or spamming the best single target or AoE skill you have available.I think there's also the problem that it starts TOO EASY and once the bosses hit, suddenly exclamations that there was suddenly a huge spike in difficulty. When it was really just playing around with your skills.
I think random encounters should encourage players to use the skills at their disposal and learn how to strategize with them and do different combinations. Learn it via experience so they can remember it better than handing it down on a silver platter. I found old school games amazing because of that.
This is just a personal preference though.
I actually am the same with Fafnir, I like my lethal overall. Lulling you into a sense of, derp this is easy, then suddenly, playtime is over.
Shin Megami Tensei made this fun for me instead. That's always my basis for battles. (It can be sadistic but at least they keep you on your toes).Saying that FF isn't a good example is mostly true for sure, but i wonder how you would make encounters interesting.
FF was pretty much all about discovering elemental weaknesses and maybe figuring out when you need to cast a heal or not.
That's not exactly super thrilling but the battles were pretty much always fun imo.
And they were exactly about discovering what you actually have and learning what to do with that, just pretty simple stuff, no super extraordinary combo system stuff.
In the end it doesn't really matter if you discovered that you're better of with spamming attack, instead of discovering that you're better of with spamming some skill, same thing, different package.
SMT also has a lot of pita moments, freedom to build your mainchar and then bam, endboss immune to everything you.Shin Megami Tensei made this fun for me instead. That's always my basis for battles. (It can be sadistic but at least they keep you on your toes).
Yeah world of ruin can be a real pain if your underlvled. But somehow it just adds to that helpless feeling you got after getting there. Nevertheless, some real crushing fights there yea. The timer part on the floating contient is actually one of the worst moments in the game, not because the timer is too short, but because you will miss a really coold character if you don't wait until a few seconds before the timer ends before you board your ship.My daughter made me start playing FF6 again and I have to say it adds some annoying battle difficulties all of a sudden when you get to the floating continent.
When you leave the island it has a timer and battles you can't run from. This part is well done, but shortly afterward when you have to save a child from a collapsing house the timer there is brutal, you pretty much have to run from everything or you get squished. Soon after that you have to fight Phunbaba who is a real pain and will most likely kill you a few times, the biggest problem with this is that it is after a big cutscene moment that you can't save before the battle, which is a big pet peeve of mine. If you're going to make a boss brutal don't make me watch a cutscene each time I fight it again, its annoying!
I think that's simply part of the natural difficulty progression you should have.I realized that most of you want the normal enemies to beat easily. Yes, I want to also have them to beat easily but only in the early and middle part of the game. I want the final stages of a game to be more challenging like almost the same as early bosses but a little easier and rewarding because it's obviously already in final stages/dungeons and also to make it more thrilling, challenging and fun.
"Balancing" is one of the hardest things to do in a game, period. I played on a MUD that was constantly tweaking game balance - and this was after years of constant playing and tweaking. There's always a little more that can be done, encounters to be changed, spells to be adjusted.I don't know about most people, but I find balancing a game to be one of the most difficult aspects. The game I'm working on has a pretty high combat difficulty - you generally have to cast at least one healing spell in every battle and it takes a while to defeat any enemy.
To me, this makes the turn-based combat system relevant. I always find it dull when I play an RPG and can sail through every battle just by selecting "attack" a few times. However, I can understand that not everyone appreciates something that borders on frustrating.
What do the folks around here like for their games?