Metafogos
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You can at last state why my argument is invalid...
And sorry for my grammar... english is not my first language.
What's wrong with rewarding more skilled players with better times?And NO... I'm not telling to the game not have challenges. I'm telling to the game has challenges who not need so hard. A lot of games prefer not putting some "all perfect moves challenge" in the main game and create a "challenge" mode. The "sequence break points" can be really challenge too. But make 100% (a common secondary objective in almost every metroidvania) cannot be this hard. I'm fine if this one is less punishing, and I can think others ways to do it with the others tools (the lance can minimize the punishing and can make some platforms to help some parts, per example). Can be hard? Yes! But make a average player lost 2 hours trying can be frustrating and make a player stop playing all the game.
(and each player has different fingers dexterity... I lost 2 hours, Ryin lost 25 minutes... but the challenge can be made to has different solutions, for different players).
EDIT: And sorry, Mod... stopping to talk about the mechanics....
I'm sure there are plenty of average players who will find it rewarding, not punishing, to finally the nail the perfect jump and earn their secrets.
I'm sure there are plenty of average players who will find it rewarding, not punishing, to finally the nail the perfect jump and earn their secrets.
Plus you mentioned earlier using other tools like the spear to make it easier, it may be the case that you could backtrack with these items and still be able to access the room, in which case you still get the reward, but players with more determination get the reward earlier in the game.
It's a secret, it's optional, it's meant to be hard. And you still chose to do it. If you consider difficulty as punishment then I don't know what to say.
Okay, I'll just respond right here, and if it's possible to direct him here you can do that.So this dude made a video. It's interresting.
I wonder what @Mike_Z thoughts on this would be.
Ay. Just start pointing these people to Millia Blocker. Then ask 'em if they still want perfect blocking.
Ey, this video is pretty good, and thorough. I'm impressed.
He was indeed treating it like it is a full game, though, completely missing the point of "prototype". A prototype is not a demo, it is a proof of concept. There certainly is lots missing, and there are hella bugs, cuz we made it all from scratch in 3 months! That's why we want to make the whole game. :^) He repeats, a lot, that he expected more from us. I expect more too, and the fact that he missed the entire point is sort of weird to me given that we are currently running a crowdfunding campaign to, y'know, actually make the game.
You can if you hit the enemy, because your bars fill faster if you get the initiative. If they hit you they get a speed boost for their first turn, and if you just run into them neither is true. There's no visual effect that indicates this (besides your bars filling faster) because "prototype", but it's a fairly standard RPG feature. In Indivisible, as a bonus, hitting them to start the fight also deals actual damage.
A thing I want to experiment with is having player-advantage battles start as if that was your first attack, with everyone having full Actions so you can go right into a combo from there.
Zebei's Down attack is a horizontal spread, so it will hit enemies that are beside each other. His neutral and Up attacks are not horizontal, but they both have a bug where if the target dies from one of the shots, the other arrows will occasionally switch targets in mid-flight. It's a thing I didn't get to fix. Melee attacks and magic are not subject to this. Arrows also physically travel, so if there is an enemy in the way, that enemy will get hit instead. I don't know whether to count that as a feature or a bug yet. :^)
With the HUGE number of people who strongly insist there is NO incentive to wait for more than 1 bar, the fact that he insists the opposite is kinda funny to me. :^P
Reasons to attack earlier include:
- Being an impatient player. (You have no idea!)
- Building just a little bit more meter so you can do a higher-level super earlier, rather than waiting.
- Reducing the cooldown from supers and from multiple normal attacks; try supering from 3 bars vs from 2.95 bars, you wait about half as long before your cooldown ends when supering from 2.95 bars.
There are others, but in general I did intend to waiting better than not, because the vast majority of people do not want to wait.
(There are also incentives not to mash your attacks - frequently in your clip you mash Tungar's U attack and cut it off before the final hits, which do the majority of damage. Hee hee.)
Higher damage or large AoE attacks slow down your Action bar until the next level fills, and they stack.
For example, an Up attack with Tungar/Ajna/Razmi fills your next bar at 70% speed. Using 3 Up attacks refills your bar at ~34% speed (.7*.7*.7=.343) until the next level is filled. Perhaps this difference is not enough to be noticeable in the heat of battle, but I felt 3x longer was a lot! Of course, this is a thing that will be tweaked in the full game.
(Ajna's Down attack with bare hands fills your next action at 110% speed, and THAT stacks too. This is intentional because it looks weak so most people don't use it or examine it, hehe.)
Attacks that are multitarget have a downside of either dealing less damage (Razmi U, Ajna hands U or axe N) or building much less meter (Tungar U). Attacks that do more damage have the downside of a much higher fill rate penalty. Like I said, perhaps it's not ENOUGH, but over multiple turns it makes a large difference - using UUU with Tungar or axe will deal much less damage per enemy turn over the course of an entire battle than using axe D/N or Tungar D/N.
Just because you weren't able to figure out which attacks are better or worse immediately does not mean there are not reasons to use different attacks...
Prototype! :^) Things like this are planned for the full game...but I should point out that most people who ask for perfect block or timing-based benefits DO NOT HAVE GOOD ENOUGH TIMING to actually make use of those benefits if they are kept to fighting-game-sized windows. This is a really common thread I've noticed...people want skill-based stuff without the skill to use it. :^P
Already, though, since characters hold the block pose for a minimum amount of time even if you let go of the button, but Iddhi drain stops the frame they are touched, perfect blocking already gives you the benefit of nearly double the meter gain as opposed to holding down the button for the entire time.
Damn right! Fleeing is not something to be encouraged, and I'm curious why he'd think it would be otherwise. It should be a last resort, and dangerous. I'm not averse to items like the Spikefish Flute that make fleeing easier, but all the time? No way. As my first tweak for production I will probably allow individual-character blocking while fleeing, but it'd still drain your Actions.
Also, fleeing was only even included in the prototype because there are buggy situations where your only option is to flee. Otherwise I'd have skipped it entirely at the prototype stage of development. :^P
It was a stretch, and a comment from ignorance, you can feel free to ignore it. I'm sorry for stepping over my bounds there. You're totally right on this one.This is a contradictory statement, either you don't know enough to judge or you do.
VP is a full game, not a prototype. And VP is strictly turn based so there is no ATB, there is no manual blocking, there is no attack choice except what you set up before the fight, there is no balancing meter use at ALL, Indivisible has so much different that you can't even really compare...you know what, screw it.
You can manually block, rather than hoping the computer blocks/dodges for you. That's the largest "correct decision" that it is possible to provide, and way more than most RPGs give you. I am genuinely curious which games he would place on the good side of this statement. If he meant being able to cast Reflect and completely avoid magic damage or things like that, then, again, "prototype".
Damn that cat is hidden well (though it's not gonna make me change my mind about the combat system).
Overall, like I said, it was a very well-thought-out and VERY well put together video. It's aggravating that he calls out all these things he thinks are missing as if the game is COMPLETE, though, which ultimately kinda ruins it. :^S In three months, I am happy we made a combat system that he was able to find things to complain about! :^)
I'd be curious to see a similar analysis of the full game, though, because it IS a good analysis.
Ay. Just start pointing these people to Millia Blocker. Then ask 'em if they still want perfect blocking.
What are the advantages to using Ajna's super over any of the others? It doesn't do as much damage and is single target IIRC, so I don't see why you wouldn't just use Tungar's instead. I feel like I'm missing something, could someone explain this to me?
the punches are single target, her axe swings (up to 3) are AoE
Cool. Minor worry: people might just end up repeating the same combos they looked up online that are optimal. OTGs regen meter? Just repeat this sequence that triggers OTGs over and over to get the maximum damage combo. The common person doesn't really like practicing fighting game combos, though of course these are a lot more lenient. Desync in characters' charge rates and compelling reasons to attack with less than full ATB would lead to needing to improvise more often though, as well as probably punishing the maximum damage combos in other ways.
Ajna's Lv3 super does the highest damage of anything usually possible; Tungar's super does only slightly less damage but means Ajna doesn't have any cooldown, or that Ajna can be in bare hands rather than axe; by "usually possible" I mean that if you can get all arrows from Zebei's super to make contact with a single enemy, it does more.
Supers let you get 4300/4500 by using only one action. The highest normal attack damage is well under 2k. I dunno, in practice it might be a bit low, but that's something that'd get actual balance if it weren't a prototype!
Correction - the parry window in 3s is 12 frames if you release the stick in under 7f, and 7f if you do not.If you telegraph something far enough ahead, and the telegraphing builds up or moves into position at a rate that you can estimate when it will reach you exactly, then you can time out when to act within intervals smaller than your reaction time, which is why Dark Souls has less than 15 iframes (divided by 2 because 30fps), and why people are able to hit notes perfectly in DDR even though the frame windows are tight there too. Or able to parry fireballs in 3rd Strike even though the window there is 7 frames, which is faster than any human can react. Parries in DMC3/4 are 5 frames and some people royal guard the crap out of bosses.
^ this is the essence of fighting games, and the definition of "reaction time" that fighting game players use. Not just "can you react in a specified way to a single stimulus" but also "can you determine and apply the appropriate reaction to one of a group of stimuli". That's why reaction time tests often include sections like "click when you see a yellow dot but NOT when you see a green square" or whatever.The Millia blocker example is a bit different than being able to time things within certain narrow windows when you can see them coming at you in advance, it's about being able to read what is happening and performing the correct response (which is one of those things that increases reaction time), rather than see that a thing is going to happen, and timing a single response (which falls outside the domain of reaction time).
This post and the links in it are pretty thorough:
OK, I have a serious question: What can we do, say, or present differently so that people don't think this? I REALLY want to communicate that a prototype is a PROTOTYPE, which just proves we can do the things we think we can, and nothing else. Judging the full game from this prototype is the equivalent of playing Super Metroid up through getting Bombs, or playing FF4 until you meet Rydia, and then deciding you know everything about it.
That's YOUR OWN FAULT though, for getting into that situation, since ALL the things that got you there were under YOUR CONTROL. You can block any hit, you can generate meter to heal, you decide when you attack and when you spend meter. Every bit of that is up to the player, and ONLY the player! I mean...this is the exact definition of all the stuff you said you liked about being reliant on skill previously, and yet you complained about it because you don't realize you did it to yourself? That's infuriating, straight up.
There are lots of attacks in Mario RPG that you can't defend against via timed defense at all, though...so...this is wrong? And healing is ultimately based on nonrenewable resources, so it is completely possible to find yourself in an unresolveable situation.I like the few games, like the Mario RPGs, or Undertale, where you can negate attrition, which I recognize isn't a matter of decisionmaking in those games (tiny bit in undertale), it's more a matter of mechanical/executional skill. [snip]
If you can totally negate attrition, then the game might be hard, but you can literally overcome anything if you play perfectly.
"You can always escape attrition, except when you can't."
I guess I moderately think you're a fraud, then, considering other players noticed a lot of it just fine. For example:
Feel like doing an educated version? (^.^) While I agree that the video is well made, if you want my honest opinion, what I got from it is that you are certainly ABLE to make a video discussing game design in a knowledgeable and informed manner, and I'd like to see one; not that that video specifically is that, about Indivisible, because it's not.
Thanks! I'm not super interested in prototype bugs, though, cuz we know it has lots. :^) It isn't like SG where the Beta was going to be what got released.
Okay... Just thought you would like to know about so it won't pop up in the actual game.
I'm not being asked but I'll reply aswell, since I've been reading comments on most of the websites where people talk about Indivisible.
That makes a LOT of sense, thank you!
I think a single screen saying as much, that appears right before the start screen, that'd do it.
I think a single screen saying as much, that appears right before the start screen, that'd do it.
Something simple and personal, like:
Well, I wrote it from LZ's perspective, so you using it without them actually having said it themselves... would be an issue. Feel free to reword it so that it's you saying it, sure, there's no problem with that.