"Nobody in their right mind would make their first weapon a Winmillion to "have fun" over something from the Brandish line or from the Sealed Sword line. You simply cannot derive a substantial quantity of fun from a game if you do not sufficiently stand a chance against your PVE mobs. It's like playing an MMO with the mobs levels permanently 5 levels higher than you. Nobody in their right mind would make their first weapon a Winmillion to "have fun" over something from the Brandish line or from the Sealed Sword line. If you end up progressing the game with a weapon that has an insufficient amount of power to justify spending crystal energy and crowns to craft I would bet you wouldn't be happy about it being sub-optimal. When a weapon is underperforming compared to other weapons you end up not being able to perform as well as others and what you end up with is a bunch of "noob traps" that some people will be bound to fall into. The problem with that mode of thinking though is people are paying either a large portion of time or a portion of their money to obtain these weapons. I wouldn't say that some weapons were designed with the intention to punish players for using them, more like OOO has not found a suitable answer to their design pitfalls to begin with (many significant changes in the game occurred post-release) and fiddling with the numbers a bit doesn't solve these pitfalls.Īlso, I'm not exactly sure what I'm arguing for.ĮDIT: I wish people stayed to the topic on my threads q.q nevur happens "some weapons are designed to just punish players for using them" I didn't get the chance to try it out before OOO removed the Spurs' unique attack movement, but I have heard many complaints in OOO removing it. Let me ask you, how did the Spur users of the past deal with the 'forward-moving slash combo'? I dunno. "the forward-moving slash combo of hits will most likely make u end up in traps or on the way of other monsters attack since all of tier 3 areas are plagued of traps and tini tiny spaces." I could continue to write an essay about this stuff, but it'd take way too long and no one would probably care. Casual games like: Rouge Legacy, Angry Birds, Plants vs. Things like balance and stuff like that, matters less for these casual games and moreso does the aesthetics and intuitive gameplay matter. ![]() These other weapons that are subpar in pwning everything could be changed to have increased damage or status effect, but this is a predominantly PvE game that is more for casual players than competitive players. The way I see it, is that SK isn't about balance, it's about having fun.
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