I have not played Thief 4.josemlopes said:You cant really mean that when Thief 4 and Deus Ex Invisible War exist.
I don't think it was the streamlining that made Invisible War bad.
I have not played Thief 4.josemlopes said:You cant really mean that when Thief 4 and Deus Ex Invisible War exist.
Indeed, but never the less universal ammo was a pretty stupid idea.Zhukov said:I don't think it was the streamlining that made Invisible War bad.josemlopes said:You cant really mean that when Thief 4 and Deus Ex Invisible War exist.
I had absolutely no problem with universal ammo.Wings012 said:Indeed, but never the less universal ammo was a pretty stupid idea.Zhukov said:I don't think it was the streamlining that made Invisible War bad.josemlopes said:You cant really mean that when Thief 4 and Deus Ex Invisible War exist.
I thought it completely janked weapon balance. While more powerful weapons did use more ammunition, there was seriously little point using anything but the mag rifle or rocket launcher if you wanted to gun stuff down.Zhukov said:I had absolutely no problem with universal ammo.Wings012 said:Indeed, but never the less universal ammo was a pretty stupid idea.Zhukov said:I don't think it was the streamlining that made Invisible War bad.josemlopes said:You cant really mean that when Thief 4 and Deus Ex Invisible War exist.
I wouldn't say it made the game noticeably better, but at no point was I thinking, "Gosh, if only I was picking up separate ammo for my pistol and my crossbow, this game would be awesome."
I agree with some of those but I liked the old resources and my favorite skill system was heroes 5 where you had 2 skills and 2 abilites to choose from on level up. I liked the H5 cravan system too so you could gather your troops but it was a bit more strategic.DoPo said:<
Heroes 6 - a lot of it.
- buy your population from anywhere - I love, love, love the series but when I look back, I realise just how much time I've spent collecting my troops. In Heroes 3 the god strat was to have both the Wisdom skill, so you can learn Town Portal and the Earth Magic skill, so you can actually choose your destination. Thus you finally solved your population collection issue. But it was still boring. Go around, purchase all the troops, repeat - on large maps it became tedious. Just being able to buy all troops from everywhere makes more sense.
- removing some resources - if you're not familiar, the series has ran on the following resources: wood, ore, mercury, crystals, gems, sulphur and gold. For pretty much all intents and purposes wood and ore are the same thing - they have the EXACT same exchange rate with everything else and for the most part a building will need equal measures of both. Occasionally you get something that needs lots of one but not the other but whatever. As for the rest, mercury, crystals, gems and sulphur are in the same boat, although they do have a higher exchange rate than wood and ore. Well, also buildings do want exclusively one most of the time. At any rate, you essentially have three tiers of resources - gold, a common resource (wood and ore), and precious resources (the rest). Heroes 6 did stripped down precious resources to a single one: blood crystals. As interesting is to be strapped for those 3 mercury you need to build something, it's also incredibly frustrating. In most cases, each race has a high demand for one of the precious resources, so if you cannot secure income for it (entirely possible on random maps), you are in a bad place.
- removing random skill selection for a skill based system - if you've ever played the series enough, you'd have had a level up when the choices you have simply suck. It's super annoying when that happens. In general, you don't have a good ability to plan out your heroes, either - some skills are more likely for some classes, but other than that, you cannot really guarantee you'll get any. That's why that Wisdom/Earth Magic combo is strong - you could easily just not be able to get it. Heroes 6 instead gives you skill points on level up and you can just buy whatever skills you want in the skill trees.
- you no longer gain spells from the magic guilds - it's now actually a skill you buy with skill points. Again, the reasoning for why I like it is similar to the skills themselves - the spells you get are random and you can definitely just not have Town Portal at all. Even if you take over another town, you are not guaranteed to get useful spells, since you can get duplicates. And I can't express just how disappointed I've been when I get Summon Boat or Scuttle Boat on a map that doesn't have any water in H3. There is a good selection of spells that aren't really useful to begin with. At least with skills you have SOME control of what you get, with spells you really only need a handful but you could keep getting the rest without much you can do about it aside from keep rolling dice building magic guilds.
See, I was quite a fan of the H5 skill system too with the synergies and stuff. The problem is that it's just not feasible to play the game without the skillwheel if you want to plan anything and if you do plan a build, then you have to work hard not to let random chance break that plan.iwinatlife said:I agree with some of those but I liked the old resources and my favorite skill system was heroes 5 where you had 2 skills and 2 abilites to choose from on level up. I liked the H5 cravan system too so you could gather your troops but it was a bit more strategic.
However 100% on fuck random spells.
Now all they need to do is take it one step farther and have all those useless NPCs standing around in your towns do the looting for you. The ability to drop a pin in a location that says, "I've had all the fun here, come by and do the boring searching and hauling back," would be ideal.Aetrion said:My favorite example of good streamlining is the Fallout 4 looting, where you just hover over a container and you can pick things up without having to go into a special menu for it.
See i like the element of randomness because it made it less boring on new games. If I have a skill tree I am going to build the same way every time because it is optimal for my playstyleDoPo said:See, I was quite a fan of the H5 skill system too with the synergies and stuff. The problem is that it's just not feasible to play the game without the skillwheel if you want to plan anything and if you do plan a build, then you have to work hard not to let random chance break that plan.
Overall being given more choice on levelup was better but randomness could still make things hard for you.
The issue here is that I would also build the same way every time even with the random choices. Well, depends on what I'll be going for but if I plan on taking certain skills, I'll push towards those no matter what happens. Which leads to really annoying experience overall. I'm not going to take suboptimal choices on level up because that's stupid. Just makes levelling more of a chore than really needed.iwinatlife said:See i like the element of randomness because it made it less boring on new games. If I have a skill tree I am going to build the same way every time because it is optimal for my playstyleDoPo said:See, I was quite a fan of the H5 skill system too with the synergies and stuff. The problem is that it's just not feasible to play the game without the skillwheel if you want to plan anything and if you do plan a build, then you have to work hard not to let random chance break that plan.
Overall being given more choice on levelup was better but randomness could still make things hard for you.
I can't really disagree, I don't find Souls games hard in any way. The normal enemies in every one of the games are some of gaming weakest enemies IMO. Most of Bloodborne's weapons I recall basically stun-locking most enemies and only your stamina stopped you from R1 spamming everything to death in one attack string. I guess the cheesiest stuff was taken out then... I'm not at all the biggest fan of the Souls games as, rather blasphemously, to most Souls fans, I'd rather have these games go full survival horror with like 90% of enemies taken out and have all enemies be actual threats as the games' best parts are the atmosphere and level design and then adding in puzzles are more environmental traps.CaitSeith said:No cheese? The Hunter Axe says hello. That weapon can stagger most enemies and even bosses, and has a decent range and wide attacks. For a starting weapon, it's pretty OP.Phoenixmgs said:I'm not saying shields aren't useful, I just don't feel the shield controls are very good against more than one opponent due to the over-reliance on the lock-on system. I shouldn't need to lock-on to backstep and strafe properly, which I've talked about in length in the current Bayonetta thread of all things. Shields are so good 1v1 (no risk and huge rewards basically), that they are sorta a "cheese" playstyle IMO. Bloodborne sorta removed all the cheese options like said shields, bow and arrows, and magic. To me, Bloodborne is a lean and mean Souls game with complete focus on its core gameplay. I definitely agree with the blood vials, especially the fact that some areas just having really shitty blood vial drop rates.Dalisclock said:I'll agree with most of what you said about Bloodborne, but shields? Maybe not in 2, but in the first two games(Demons and Dark), a shield was very useful. I totally don't miss the convoluted weapon upgrade system from the earlier games(which I used a little in dark and totally ignored in 2).
The only thing about Bloodborne that kind of annoys me is that since bloodvials don't auto-replenish like Estus did, you occasionally have to go farm it, which usually means having to go beat up that intial mob of villagers in the early game a few times. Not terrible but annoying when you want to keep going in the game.
Spell absorb can catch reflected spells. Also, if you cast a DOT, then you won't kill yourself - you can just heal to negate it. Most creatures don't have a heal, so DOTs are quite effective.undeadsuitor said:Mages were fun up until the point where every creature had some sort of reflect spellArnoxthe1 said:And not just that, Morrowind was sooo easy to spam through if you knew how. Just roll up a strong warrior character in class creation and go to town at fucking level 1. And let's not even get into the massive amounts of items with the seriously OP'd paralysis enchantment. Oh lawdy. Morrowind could sometimes easily be even more of a snoozefest, combat-wise, than Skyrim or Oblivion.DoPo said:Skyrim - changing the levelling system. Yeah, I get it, it's not as deep as the levelling systems used in past games. I have seen people express that opinion and it's somewhat correct. The problem is that the Morrowind/Oblivion system was obtuse and obsolete to begin with. The "depth" provided was false and it just meant micromanagement of stuff you really shouldn't care about. Pretty much the whole crux of the old system was flawed. I truly don't understand how people are not OK with the idea of changing the levelling system considering that by far the most popular mods for both previous games dealt with the levelling system. And of them, by far the most popular were the ones that did changes similar to what Skyrim does - you just use skills and that increases your level and attributes automatically. Skyrim axed attributes altogether in favour of "do you want more health, magicka or stamina" and that's actually a step above. The levelling system mods had to work with attributes in place but those were redundant as well.
Magic users were a pain the ass to play at the start too, although to be fair, they did open up massively in the late game. Spellmaker is deliciously broken with enough skill and gold.
Fighting deadra was a fucking nightmare
I can actually think of one very recently.Zhukov said:All of it.
I cannot remember ever encountering an instance of streamlining that decreased my enjoyment of the game.