Well, a CRPG without a shit ton of dialogue to click through.Yeah, he wanted to play a CRPG without dialogue and clicking.
Because generally it's the laziest implementation possible, arbitrary and purely a game balance thing.
Clearly there are people who enjoy cooldowns that achieve their goals, ergo they are good.Josh said:I don't think they are lazy or inelegant. Mechanics either achieve their goals or they don't. If they do and the players enjoy them, they are good. if they don't and/or the players don't enjoy them, they are bad.
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I think they're fine, but it's just one mechanic. As with any timing-based mechanic, I think it needs to be used in conjunction with other tactical considerations to force the player to think more about what to do.
I think at this point Steam fans are so used to games going on sale for absolute peanuts, that they toss any "indie" game (no matter what the actual team size and actual budget is) into the same category. If your game is labeled "indie" then it's somehow morally wrong to charge more than $20 for it.Most frequent subject at steam communities?
The price.
- Provide backstory
- Report current condition
- Report affection status
- Describe talents
- Request side-quest
That is actually lampshaded. If you pick it the girl says "what a weird thing to ask."And all character's non-plot dialog is like this... seriously, who ask others "What do you think of me?"
There is a fog of war, it's just not visual represented. The zombies in Llano do not spawn out of no where they place there.Another thing, this game needs fog of war, NOW! You go into the city, you can freely move your camera and see everything... and then you walk somehwere, enemies suddenly materialize from nowhere:
Why do this instead of fog of war? Why challenge what designers have been doing for decade now? Not only this looks stupid, but I have no idea of how far I can see anyway. It seems to be a very short radius, and to balance that, enemies are almost blind (not to mention static).
Eh, a bunch of empty containers is just time wasting. Unless it was tied to a game mechanics like opening a desk makes noise, I don't see the point.Exploration and looting feels arbitrary... you go into office, there's 5 desks. Only 3 of then you can interact with. Why? Just make them empty. Combat seems okay, it's literally AoD with guns. Difficulty seems to be similar as well. Only improvement seems to be the sequence order indicator.
I am. I don't like either.
Cooldowns are like regenerative health on a shooter, it is there to restrict you in some way so you aren't absolutely powerful but as regenerative health, it is something purely for the designer convenience, it accomplish the job of limitating the player but nothing more. It is a way of streamlining things, there are other ways to limit the player that add layers of extra and interesting mechanics over it. Like on DnD you had to be careful where you slept to recover your spells and you had a limited number of spells slots with alot of spells competing for them, forcing you to make another interesting decision. The rest system has a lot of problems but cooldowns aren't signs that the designers really wanted to solve the problems but that they gave up.I am sorry. I thought you were disagreeing, with my opinion,that cooldowns are as valid as any other temporal way of restricting the number of times you can use a skill.
In 28 Days Later they were, if you consider them "zombies"Zombies are scary?
This was essentially an exploit, since they clearly intended using items to cost AP.In Fallout you could chew stimpacks like there was no tomorrow in just one turn.
Yes you are right, but the underrail/fallout comparation still stands because you could heal yourself each turn, and the amount of stimpacks you had could determine the outcome of the fight.This was essentially an exploit, since they clearly intended using items to cost AP.In Fallout you could chew stimpacks like there was no tomorrow in just one turn.
You say it like it's a bad thing. Having more resources should give you an advantage. And if you have to heal each turn, spending AP, you'll have less AP to fight, placing you in a difficult situation anyway.Yes you are right, but the underrail/fallout comparation still stands because you could heal yourself each turn, and the amount of stimpacks you had could determine the outcome of the fight.This was essentially an exploit, since they clearly intended using items to cost AP.In Fallout you could chew stimpacks like there was no tomorrow in just one turn.
, but is as good as in similar games such as JA2 or XCom
You say it like it's a bad thing. Having more resources should give you an advantage. And if you have to heal each turn, spending AP, you'll have less AP to fight, placing you in a difficult situation anyway.Yes you are right, but the underrail/fallout comparation still stands because you could heal yourself each turn, and the amount of stimpacks you had could determine the outcome of the fight.This was essentially an exploit, since they clearly intended using items to cost AP.In Fallout you could chew stimpacks like there was no tomorrow in just one turn.
Then disable healing during battles. It's that simple.I am not a huge fan of healing during battles.
Hey 96Beryl, please register here: http://www.rpgcodex.net/
Codex is a great place for you. You can continue your fight against Dead State there.