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Lulu_Lulu

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#1 Lulu_Lulu
Member since 2013 • 19564 Posts

@BranKetra:

I'd like to play a game that can recognize and counteract patterns. Perhaps it notices I have a preference to rolling rather than blocking..... stuff like that.

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Lulu_Lulu

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#2 Lulu_Lulu
Member since 2013 • 19564 Posts

@Byshop:

You do realise that doesn't change anything..... if its about Exploration then theres still no reason to limit your exploration in such a crass manner as making enemies damage dealing and damage soaking sponges...... whatever build your character is should have a way around these types of situations. Preferrably something not dependent on something like a Stat Check.

"Charm way your way past a guard ?...... INSUFFICIENT CHARISMA"

That isn't game play..... its not clever and its not interesting. It would be nice if I could perhaps investigate..... learn something about the guard then sweet talk my way past him...... you know..... kinda like LA Noir.

"It's not practical for an RPG with 30 different skills to write 30 different solutions into every mission."

Then why waste time on it ? I don't know about you but if I'm promised a deep Role Playing Experience then I expect exactly that...... however since 90% of developers like Half Assing it I'l have to settle for the 10% that are atleast making an attempt to deliver on that promise. Anything less is a total waste of time..... for me atleast.

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#3  Edited By Lulu_Lulu
Member since 2013 • 19564 Posts

@acp_45:

True..... but I would atleast like to see an attempt.

Wouldn't you ?

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#4 Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777:

Its not necessarily the street crimes themselves that bothered me..... its the way the announced them over the radio while my partner was talking to me..... that plus theres no way to turn them off....... actually theres is but you get what I mean.

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#5 Lulu_Lulu
Member since 2013 • 19564 Posts

@mastermetal777:

Luckily you don't need to do those.

However the street crimes were a nuisance.

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#6 Lulu_Lulu
Member since 2013 • 19564 Posts

@Coco_pierrot: Not any Open world game.

In LA Noir there's no dilly dallying. You go to your next case as soon as your previous one ends.

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#7 Lulu_Lulu
Member since 2013 • 19564 Posts

@Archangel3371:

In my experience playing DS Online.... I've found that when you summon help for a Boss..... you don't team up and kill the boss together..... thats actually bad "Souls etiquette" lol. What the summons really do is Kill The Boss For You..... while you look after them by swallowing Estus whenever they get hurt.

Ofcourse you are more than welcome to tag in and help but if the host dies before the summon then you essentially just wasted their time...... you called for help and got yourself killed. Turns out this doesn't sit right with Dark Souls players.

I was summonef to Fight Sif twice..... the first time my host got killed because he too was attacking siff..... the second time I beat Sif by myself and the only help I got from the host was the occasional fireball and a butt load of Estus.

Its funny because I did the exact samething when I was the Host and I took on the Gaping Dragon..... the summons do all the Heavy Lifting while I kick back and sip Estus..... and they wouldn't have it any other way.

Thats just how people play Dark Souls.

LoL.... it barely qualifies as Co-Op.

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#8 Lulu_Lulu
Member since 2013 • 19564 Posts

@Byshop:

"You just have to come up with creative options if you know you can't win the fight like stealth, or finding another route through hacking, or talking your way through someplace through subterfuge."

Or discovering a spot where the enemy can't hit you and sniping them with 500 Arrows, Dark Souls style. Which is honestly evidence of a Broken Game.

Anyway.... if you're not fighting the enemies then why are going to these High Level Areas ? To pick flowers ? More importantly...... what does a game benefit by influencing where you can or can't go by shuffling stats around ? Is it fun going somewhere with a low level character and dealing with Damage Sponges ? Is fun going to an area with High Level Character and one shotting all the weaklings. Neither scenario presents interesting gameplay because its poorly balanced.

It may still be an open world game but pointlessly so. It would be better balanced if it was linear.

"Spend all your time sneaking or working on restorative magic is great, but if you do it too much then all the random monsters in the world suddenly get much harder and your no better at fighting than you were 10 levels ago."

Shouldn't the game have been designed in such a way that you could solve your problems using the features you invested all your time into ?...... you know..... its not a real RPG If you can't play the way you built your character. Its bad design.

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#9 Lulu_Lulu
Member since 2013 • 19564 Posts

@JustPlainLucas:

Hmmmmm....... but wouldn't you just end up using those things you leveled in combat with enemies anyway ?

I mean think about it..... its an RPG.... is it likely to have actual stealth gameplay or will they just add a Stealth Stat that boosts critical attack damage or gives you damage bonus for sneaking up behind an enemy and hitting them...... which you can do with every other class..... only with the stat bonus/buff.

When I play an RPG I genuinely want to tackle a problem differently...... I don't want a stealth attribute...... I want to actually sneak around and do steath stuff..... you know..... SplinterCell Style.

Or if I want dexterity.... I'l want weapons and tools that require dexterity from me as a player, not a stat like in Dark Souls where its just weapon limiter.

Anyway like I was saying...... in the RPGs I've played the enemies scale regardless of what you assign your attribute points to because things like Magic and Dexterity and even Stealth still wind up being used in Combat just like Strenght is. Its all just numbers. :(

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#10 Lulu_Lulu
Member since 2013 • 19564 Posts

@Byshop:

" I prefer the idea that some areas are just significantly more dangerous than others (like a real open world might be like)."

I don't particularly agree with this part...... if you're going to make an open world game then shouldn't players be free to choose where they want to go without having to worry about not being the right level for a particular area ? It kinda defeats the purpose and they would be better off with a more linear level by level design. Funny enough this doesn't only apply to RPGs as I just recently found out while playing The Swapper.... however thats abit different.

"Also, you could increase the difficulty of your enemies by leveling through non-combat skills, so the enemies would get tougher while your ability to kill them stayed the same."

This part I don't understand but It doesn't sound like something I would like.

Could you give an example of when a game has done this ?