DragoFireheart
all caps, rainbow colors, SOMETHING.
- Joined
- Jun 16, 2007
- Messages
- 23,731
I'm not talking about characters camping somewhere, eating food, sleeping, and then fully recovering. That's good design because it forces the player to plan out ahead of time when they wish to rest, if it's safe, etc. My gripe is with "instant healing" ala potions/stimpacks/cookie of healing +1. They break the game and cause game imbalance. Battles that could require tactical placement or choices of your party are mitigated entirely by healing items. Make a mistake? Heal up! Took a big hit? INSTANT HEAL STIMPACK OH YES MY COCK IS HARD! Now if these items were of limited supply that would be fine, but almost every single rpg I have played has such healing items in very large quantities. There is generally no limit to how many you can carry and many times they heal MANY TIMES more than what an enemy could damage you for. Newer RPGS are just retarded and forgo that shit and/or supplement it with auto-healing after combat, which is fucking retarded. If it's so easy to stock up on these fucking potions, then why the fuck do you need me to save the world? Just give some retard a bunch of potions, enough weapons to slug it out, decent armor and let them do it. WHERE THE FUCK IS MY ITEM MANAGEMENT CHALLENGE? Some games do limit healing items early on but they typically load you with so many healing items that you could heal an fucking army.
It's fucking stupid and I wish game developers would get creative with creating strategy other than "fight, heal, ad nausem, become stupid".
It's fucking stupid and I wish game developers would get creative with creating strategy other than "fight, heal, ad nausem, become stupid".