Typically, if a health bar isn?t there, there?s a visual or aural cue letting you know how far along you are. The only time I can remember having this problem was the Warden in Halo 5; I think it?s the first time you fight him in the campaign, but hell, he gave no indication that my weapons were doing anything: no flinching, sparks or ?bleeding?, no visual armor degradation, etc. I didn?t realize I was even doing damage until he finally died after about 10 minutes.sageoftruth said:When fighting bosses, Boss Health Bars.
This is especially true when fighting bosses who are damage sponges.
I like to know how much progress I'm making in a boss fight. Granted, there are probably other more realistic ways of letting me know how far I've come in a fight, but give me something so that I know how far into the fight I've come. Imagine if those Dark Souls bosses didn't have health bars. All those thrilling times when you were one hit away from winning and then died, gone, and you wouldn't even know how effective your weapons are at dealing damage to the boss.
The bosses in God of War 2 and 3 had no life bars and I remember quitting out of boredom, after swinging away at them, repeating patterns over and over, and just wondering, "Is he dead yet?"
+1 Can't believe in 2017 this still isn't a standard thing. On top of what you listed you should also be able to rewind and fast forward cutscenesRecusant said:1. Pausable cutscenes
2. Skippable cutscenes
It ruined the game. Being able to grind for hours and ignore enemies for hours just breaks the flow of the game. It's a convenience feature but it hurts the game overall. I could meet you halfway with accessories/abilities like Enc-None and Enc-Double but as a menu command available from the beginning, no. There's a reason you would never see it on a mainline Final Fantasy title.NPC009 said:If there's one thing Bravely Default did right, it's giving the player full control over the random encounter rate. Except from maybe some dungeon crawlers this needs to be be standard in RPGs with random encounters.
Every game I've seen that has had customisable difficulty also allows you to choose from the standard "easy"/"normal"/"hard" (or however many of those there are) which in turn adjusts the parameters. Thus, you can make an educated guess what your change would do even if you have never played the game. If you really cannot decide which options to customise, or you just don't want to, then you can always use one of the pre-set difficulties anyway.Meiam said:As the player I don't know what's going to happen so I can't predict what will be up next and how to properly balance the difficulty
Don't you mean "I ruined the game"? If you want it the regular way, you can just leave it alone. Plus, many RPG's have lower/increase encounter rate spells and/or items. Bravely Default just made it a lot more convenient.WeepingAngels said:It ruined the game. Being able to grind for hours and ignore enemies for hours just breaks the flow of the game. It's a convenience feature but it hurts the game overall. I could meet you halfway with accessories/abilities like Enc-None and Enc-Double but as a menu command available from the beginning, no. There's a reason you would never see it on a mainline Final Fantasy title.NPC009 said:If there's one thing Bravely Default did right, it's giving the player full control over the random encounter rate. Except from maybe some dungeon crawlers this needs to be be standard in RPGs with random encounters.
Which reminds me - a way to silence voiced dialogue when you also have it written on screen. I'm mainly thinking about RPGs where you go and talk to a person, you get their words in a box and they also speak them, as opposed to subtitles. It's cool and all, but I can read faster than I can listen. Having both can just be annoying, as I am usually sentence or two beyond where the voiceover is and sometimes they say something that throws me off[footnote]In Divinity: Original Sin Enhanced Edition everybody is pronouncing "lich" weirdly, which constantly caused me to stop reading and see if I missed something[/footnote].DeadProxy said:Proper dialogue skipping should be universal, like in the Witcher 3.
I'd actually like to expand on that - not just cheat codes, but access to manipulate the game. So, console commands is what I'm thinking of, but it may take different form, perhaps. At any rate, it provides the cheat functionality, but it is also educational. Can also just be stupidly fun - change some parameters like gravity and you could be playing on the moon. Or you could actually opt in for something harder, if you really wish.SweetShark said:Oh, now that I think of, do you know what it could be cool?
Cheats Codes.
Just pure, sweet cheat codes. Whatever time you want, just pull out the codes input them and enjoy without care if you are not a hardcore gamer.
Stupid fun or just because you want to pass this one specific Boss or area.
Ooh, right, I forgot about that. It's actually one of the things that constantly annoys me - I have an SSD, so loading is really fast. Any information on the loading screen usually flies by and I cannot read it, unless you get a "press any key to continue" at the end. Either don't put information there or if you do then you HAVE TO do the "press any key", otherwise it can be inaccessible. I was actually bitten badly once by this - one game had the loading screen before a certain level contain very relevant tip about how to not lose immediately. Since mine loaded so fast, I couldn't read it and kept wondering how was I supposed to proceed. I cannot remember which game this was but it wasn't an old one - say, in the early 2000s, developers wouldn't have expected SSDs, so having a loading screen that doesn't pause was normal. This one was more recent when SSDs definitely already existed.Seth Carter said:Its been a weird trend in games lately to put their world building entirely into loading screens
Yes, I ruined it but just like tedious side quest annoy those who are completionists, this ruins the game for those who love to get overpowered as quickly as possible. Take for example Final Fantasy 8 where you can get very powerful early in the game if you take the time to card enemies and get magic to junction. To me, that is fun and given an opportunity to grind and become god-like at the beginning of the game is impossible to resist. The difference between the mechanics of FF8 and Bravely Default is that with Final Fantasy 8 becoming overpowered early is not a menu option but rather changing the way you play which is counter to a typical JRPG.NPC009 said:Don't you mean "I ruined the game"? If you want it the regular way, you can just leave it alone. Plus, many RPG's have lower/increase encounter rate spells and/or items. Bravely Default just made it a lot more convenient.WeepingAngels said:It ruined the game. Being able to grind for hours and ignore enemies for hours just breaks the flow of the game. It's a convenience feature but it hurts the game overall. I could meet you halfway with accessories/abilities like Enc-None and Enc-Double but as a menu command available from the beginning, no. There's a reason you would never see it on a mainline Final Fantasy title.NPC009 said:If there's one thing Bravely Default did right, it's giving the player full control over the random encounter rate. Except from maybe some dungeon crawlers this needs to be be standard in RPGs with random encounters.