You're Quinner
after a decade of soulslikes, I'm ready to select my hill to die on: dropping souls when you die was always a bad mechanic
You're Quinner
when you die in a soulslike, it's usually because you're in a very difficult and dangerous area
You're Quinner
which is stressful to go through
You're Quinner
and if you die a lot, the thing to do to not tilt is to back off and explore somewhere else
You're Quinner
the souls run mechanic says
You're Quinner
"fuck you for changing your mind"
You're Quinner
"you have to go back in there and get your shit"
You're Quinner
"at your tilt moment the only thing you can do to avoid being penalized is to re-engage with the thing that is making you tilt"
You're Quinner
"but now the stakes are way, way higher"
You're Quinner
let me leave without throwing all my exp in the trash
You're Quinner
I propose this as an alternative death system:
You're Quinner
When you die, you are sent back to the last checkpoint, and all the enemies come back
DSTXC
yeah this always seemed unappealing enough to be a reason I haven't played them yet
You're Quinner
Lies of P tries to make it less punishing by making your soul pile not disappear if you die again, only losing a percentage of its souls
You're Quinner
but you know what? actually worse.
You're Quinner
because it means that if you die trying to get back to where you died
You're Quinner
then you still aren't free
You're Quinner
you still have to go back in there even though you failed to retrieve your souls
You're Quinner
they aren't gone you can still get them back. go fetch, asshole
izzy.vrm
this is what remnant 2 does
izzy.vrm
nothing is lost on death, all that happens is that a marker is placed on the map where you died
izzy.vrm
and in fact dying intentionally can be used as a tactic
You're Quinner
perfect
You're Quinner
AI Limit takes like 25% of your souls and then doesn't have a retrieval mechanic
You're Quinner
love it
You're Quinner
you can back off and try something else, nothing lost
izzy.vrm
because sometimes it's faster to take liquid death to go back to a checkpoint to explore a different branching path
izzy.vrm
instead of backtracking while low on health/ammo/resources
izzy.vrm
the only thing you might lose is items that have dropped that you didn't get the chance to pick up
izzy.vrm
but if it gets into your inventory then you're golden
You're Quinner
some games try to mitigate it with quality of life features
You're Quinner
like blasphemous has places you can pray to absolve guilt and restore yourself to full power
You're Quinner
hollow knight has the rancid egg guy who can retrieve your ghost for you for a cost
You're Quinner
and what I say to these is
You're Quinner
what you've done is put in a bad mechanic, then also added a way to make it less bad
You're Quinner
just don't put it there in the first place
You're Quinner
here's a knife with a handle covered in thorns, and here's a special glove that makes the thorns hurt less when they stab your hand
You're Quinner
give me a knife with a normal fucking handle
moontouched
i understand your feelings completely
NekoIncardine
Shovel Knight is also guilty of this - sometimes landing the moneybags in places you cannnot get them back at no less!!!
NekoIncardine
Feels so bad.
You're Quinner
I just think that having to do the area over again is sufficient penalty for dying
Be Maki-Mine🍁
I know what you mean but a glove holding. Knife handle with thorns is metal as fuck to me unfortunately
RobotApocalypse
you're right and you should say it
RobotApocalypse
this was always a bad mechanic and it sucks that it became popular
RobotApocalypse
the only time i've seen a similar mechanic implemented in a way i didn't hate was in Final Fantasy Origins

because 1) the levels are fairly linear so you'll most likely have to go back through that section eventually anyway, and 2) the thing you drop that you're in danger of losing permanently if you die without recovering it, isn't that hard to regain
RobotApocalypse
you start every level with 2 bars of MP and slowly build it up to 6 bars by killing enemies. if you die, you go back down to 2 bars, and can recover the rest by reclaiming your soul in the spot where you died
RobotApocalypse
but you can also recover it....by fighting enemies, like you did the first time, it's not that hard
RobotApocalypse
so dying is a mild inconvenience, mostly
RobotApocalypse
and that's the problem all the other "lose your shit when you die" mechanics have - they make it way more punishing than a mild inconvenience
RobotApocalypse
(another important factor is that FFO is arranged in discrete levels. so you can in fact just go "alright this level sucks i'm gonna go do another one" and lose nothing, because you start every level with 2 bars of MP regardless)
RobotApocalypse
anyway it sucks that these kinds of mechanics got so popular because 99% of the time they just drag the game down
RobotApocalypse
i especially hated it in hollow knight because you could die in the middle of an extremely long and difficult platforming challenge
RobotApocalypse
and then have to do half of the challenge again to reclaim your ghost
RobotApocalypse
hey, HK, why don't you just spawn the ghost at the entrance of the fucking room
RobotApocalypse
and of course the worst implementations of this mechanic will have you die in a boss fight and then drop your body past where you get locked into the boss fight
RobotApocalypse
so there's literally no way to retrieve your body without beating the boss that keeps killing you
BattroidBattery
it's a bad gameplay mechanic, it's good as a meditation on the ephemeral nature of wealth and power
載入新的回覆