twesterm said:
Kasz216 said:
What I don't like.
1) Hit percentages I'm firing an arrow directly at somebody and watch it go through them/I swing a sword and it hits them but somehow i miss cause the die was bad.
If i'm actually going to hit a button or aim a bow... I don't need any hit % thanks.
It wouldn't be as bad as if say i aimed my bow perfect fired and the shot went far right or something... or if the blow deflected off of the creatures hide, the swing missed... but the way it works now... is just stupid.
2) No variety in spells In turn based RPGs it makes sense. You don't really aim. But in ARPGs a lot of the time a Fireball spell and an Ice spell and a lighting spell all work exactly the same. Why not play off the differnces? Make lightning rain for the sky. Fireballs shoot from your fingertips and ice just form around your opponent. People play mages to rain fiery death but also because they're supposed to be more interesting then the brick character... if all they have is twelve flavors of the same spell it gets boring.
3) Dumb allies Nothing more annoying then catching some lead in the back or having your shots/spells blocked
4) Loss of classes.
It seems you lose out on a lot of "finese" classes. Or if it has a modern setting... all classes. Me... i like being able to customize my main characters abilties vs the predefined main characters. I know people go predefined because they feel it makes the characters more well defined, but i think you can still have that guy who acts like a "bad ass" but is still smart and relies more on brains to beat his foes.
5) Dumbed down controls. If your going to give it an action setting. Go all out. Don't go the route some games go where your character is unresponsive just to give it more of an "RPG feel." Kinda how FF12 makes you wait till your gauge fills up.
6) Monsters not really reacting to hits. Once again it seems it's to make it more "RPG" like. Sure if you combine 5&6 you may end up with it getting too hack and slash at parts... but it's just irratating to watch my knife cut into a goblin/ogre/cybperpunk with a gun and watch him not even flinch.
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Some great replies here, thanks!
- So you just don't want to miss? I'm not sure what you're getting at.
- I see what you're getting at here, but even if there was more variety would you still use the same spell over and over again? I know the obvious thing would be to make more balanced spells but I think in just about every game there's a single spell/ability that gets abused and used over and over again. Whether it's DnD or Final Fantasy, this always seems to be a constant.
- Yeah, agreed.
- So pretty much you want no defined classes and lose the auto level up system?
- Hmm, I can see both sides of this one. Too complex controls where every possible button mapping is used also gets frustrating.
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1) I don't mind missing so much... as missing when I hit. It's like when your playing gears of war. You get right up next to some guy and unload your shotgun point blank.... and you still miss. It's frustrating. Should that miss be show by like... a jerk to the right or something. Sure that makes sense.
2) Maybe... if you work up the abiltiy differences though... like fire monster weak against ice etc... I think it would really go a long way to making it less monotonous. Simialrly if spells became better vs different enemies because of their style instead of their powers... like ice best against fast enemies, lightning attacks only good vs slower enemies but do the most damage etc.