![]() ![]() The design of failure/death in games need carefull consideration because of many but also these mentioned issues.Īnd honestly the approach of just screwing you over hard is only 1 step before downgrading or destroying equipment on deaths, which honestly is amongst the most ♥♥♥♥♥♥ failure/punishment designs seen out there. You can't add content that actually creates difficulty and failures, which in return will created a boring predictable gameplay and who think it is fun to never be able to fail? at that point you might as well just have hackmode on.įailures should be a positive learning experience which makes you Want to try again, makes you feel rewarded for the effort put into it and makes you feel, if not good then not annoyed when it happens. here is just one of the many problems of this approach: The biggest population hurt by losing loot on failure are new players, which is a concern, but once they get past a certain hump with their modding and equipment, failure rates go way way down. DE shows us those numbers often enough when they're wanting to justify the addition of things like Arbitrations and the upcoming hardmode. seriously you are either trolling or something else is wrong -_- You may not agree with the sentiment, but he is right about the very low failure rate for all missions played by the whole game population. Originally posted by Tjaranis:that is the most stupid think i've heard someone say all week. I personally really dont like the punishment for failure, as mentioned it is already a failure which is already punishing enough in itself, i dont need to be hit extra on top of that to "motivated" me to try and not fail, if anything the punishment makes me want to go "well ♥♥♥♥ this game too then, i got better things to do", which really isnt a smart design imho. ![]() ![]() People don't seem to mind this as long as you're trying, though I notice sometimes people will drop me from a group (possibly noting my low damage levels). If you repeatedly fail a mission try finding a group that is playing it, often the groups are loaded with end-gamers trying to farm some specific item, and you can practically just dance around and still win. I am a newb at this game (MR5) and tend to probably be overly cautious. But you're taking a risk so there's a risk/reward that might be disrupted by your idea. Like the survival missions where the longer you stay the better loot you get. So basically, Spy 2.0 tried this, and I think it's kind of a failure.Originally posted by virtualperson:Yeah there's a real penalty for failure, but many of the missions are somewhat built around this. There's no question as to how to do it- only a brief prayer that you wall run instead of wall jump, or that you don't run out of stamina in the last stretch. Neither of those are particularly fun vaults though, because they're completely linear. I think it takes 100 stamina to complete successfully). I think OP is looking for more of a "multiple jump" style thing (there's actually a Grineer vault that does this, where you first disable sensors in the console room, then run into an airvent/maintenance shaft, wall run to a point where a laser is moving around, jump to the opposite, wall, and run to a vent you climb into. ![]() It's actually a pretty blad vault, and if you fail the first jump you lose undetected xp, which isn't fun. Yes, there's a specific corpus vault I can think of where you have to get across a room where the entire floor is made of sensors, so you wall run (the opposite side you have to slide under/jump over some moving lasers). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |