I really hate that. I hate it in MMOs, and I hate it in single-player. It seriously takes away any enjoyment of playing the game. There's no point. It's just throwing money down the drain.
Why? What's the point? You're just wasting your own money for what? To say you didn't have to play it?
I guess that would be the point. Don't want to grind thirty minutes in the sewers just to fight the boss? Give us $5 and you can gain three levels to kill him never mind the fact there are in-game methods that are not only free but also profitable. Want that nice weapon that does good damage, gives off a nice buff in strength and vitality, and looks cool with it's flame effect? Either pay 1,000,000 gold or just buy from us for 5,000 crystals ($5). I may not of encountered much of the micro-transactions in games save from MMO's but if these really give players a level up, then what is the point of playing the game if you can give the developers $20 to bring your character to level 50? May as well give them $100 just to have the nicest junk that can imbalance the game and the experience all the way through.
Level scaling, as in when your character levels up, so do the enemies. Oblivion was bad for this where bog standard bandits would spawn with the absolute best exotic armour and weapons by the time you were level 30 or so.
But my main reason for hating it is that, to me anyway, it completely defeats the point of leveling up and removes any sense of progression.
I know why it's implemented, and I know others like it, but I personally hate it.
I guess that would be the point. Don't want to grind thirty minutes in the sewers just to fight the boss? Give us $5 and you can gain three levels to kill him never mind the fact there are in-game methods that are not only free but also profitable. Want that nice weapon that does good damage, gives off a nice buff in strength and vitality, and looks cool with it's flame effect? Either pay 1,000,000 gold or just buy from us for 5,000 crystals ($5). I may not of encountered much of the micro-transactions in games save from MMO's but if these really give players a level up, then what is the point of playing the game if you can give the developers $20 to bring your character to level 50? May as well give them $100 just to have the nicest junk that can imbalance the game and the experience all the way through.
It really takes the fun out of it, to me. I wanna feel like I actually earned it, anyway. Throwing money at it to get all these digital things isn't exactly earning it.
Where's the challenge?
Level scaling, as in when your character levels up, so do the enemies. Oblivion was bad for this where bog standard bandits would spawn with the absolute best exotic armour and weapons by the time you were level 30 or so.
But my main reason for hating it is that, to me anyway, it completely defeats the point of leveling up and removes any sense of progression.
I know why it's implemented, and I know others like it, but I personally hate it.
Personally, I like how Skyrim had it: you had both enemies that weren't scaled and enemies that were.
I also prefer scaling since it keeps you on your toes more. It feels more like a challenge. Granted, it can get annoying like what you described.
I think Dragon's Dogma has both scaled and unscaled as well. I could be misremembering, though.
It really takes the fun out of it, to me. I wanna feel like I actually earned it, anyway. Throwing money at it to get all these digital things isn't exactly earning it.
Where's the challenge?
Personally, I like how Skyrim had it: you had both enemies that weren't scaled and enemies that were.
I also prefer scaling since it keeps you on your toes more. It feels more like a challenge. Granted, it can get annoying like what you described.
I think Dragon's Dogma has both scaled and unscaled as well. I could be misremembering, though.
Yeah, Skyrim was a step up, and I believe that when you entered a dungeon, it locked it's level to that point. I mean I know why these things are done like this due to the open world nature of the game, and having areas leveled to be much tougher is arguably restricting the free roam nature that the series is built upon. I just think it could be refined better.
I definitely recall getting my ass handed to me by tough mobs in Dragons Dogma, and I personally loved that!
Yeah, Skyrim was a step up, and I believe that when you entered a dungeon, it locked it's level to that point. I mean I know why these things are done like this due to the open world nature of the game, and having areas leveled to be much tougher is arguably restricting the free roam nature that the series is built upon. I just think it could be refined better.
I definitely recall getting my ass handed to me by tough mobs in Dragons Dogma, and I personally loved that!
It can get frustrating, and I agree that some games do make it a bit useless to gain all those levels and get this nice shiny armor only to be back to where you were before: getting your ass handed to you. I prefer a balance between the two. It does make the whole point of free-roaming and open world moot.
With Dragon's Dogma, it does get a little tiring seeing the same enemies in the same place, though the random encounters do help. Like a Chimaera. Even better: a griffon.
With Dragon's Dogma, it does get a little tiring seeing the same enemies in the same place, though the random encounters do help. Like a Chimaera. Even better: a griffon.
Not to mention, once you reach a certain point in Dragon's Dogma, you do need to deal with tough foes that keep you on your edge such as Gore-Chimaera's and hell-hounds. Even if they are reskins, at least there is a good reason as to why you fight these sort of enemies.
GTA V upgraded to a completely standard checkpoint system: you die, you can either cancel the mission and try again later or you can restart at one of the mid-mission checkpoints. It makes the game way more tolerable, since even GTA IV had almost no mid-mission checkpoints and the restart option simply made you do it all over again.
GTA V upgraded to a completely standard checkpoint system: you die, you can either cancel the mission and try again later or you can restart at one of the mid-mission checkpoints. It makes the game way more tolerable, since even GTA IV had almost no mid-mission checkpoints and the restart option simply made you do it all over again.
With GTA4 the missions for the most part had only a few objectives. Like even one of the last missions of the game where
you assassinate Ray Bocchino
simply involves driving along side his car and murdering him.
With GTA5 the missions were much longer, much more involved and usually featured numerous failure states. This was pretty noticeable with the heist missions in particular. Multiple checkpoints were a basic necessity.
Interestingly enough the way they incorporated mission checkpoints was something that Rockstar borrowed from Saints Row. They also borrowed the weapon wheel system and mission/cutscene replay.
"Welcome to the Pokemon Center! We heal your pokemon to full health! Okay, give me your pokeballs! Watch me place them on the magic table thing one at a time! Now we wait... oh, they're healed, just like the last 500 times you brought them in! Thank you for bringing in your pokemon! I hope we served you well! I hope you have a nice day! Please come again! I hope you enjoyed being told the basics of the pokemon center despite having played these games for 15 years already, and I really hope you enjoyed being forced to click the A button after every single one of those sentences!
QTEs are lazy game design, period. Either give me gameplay that I can play, or give me a cutscene that I can enjoy watching without having to worry about timing stupid button combos.
You know what I really hate in games, particularly in shooters? Bullet time. It's all over the goddamn place. Even MGS5 is going to have fucking bullet time. It's getting to the point where developers almost seem to consider it a staple function, like swapping guns is.
Sounds exactly like Vivify/Zing from the Dragon Warrior/Dragon Quest series. It also gets replaced, though Revive/Kazing also has the bonus of fully healing the target as well.
I also had to uninstall Styder today. I was playing the game and then it started acting buggy. An area failed to load and Stryder was running around an environment with invisible walls. He could grab onto them and everything . . . I just couldn't see them. I then ran out into another area and the game went to a never-ending loading screen. When I restarted the game, it wouldn't boot up.
With GTA4 the missions for the most part had only a few objectives. Like even one of the last missions of the game where
you assassinate Ray Bocchino
simply involves driving along side his car and murdering him.
With GTA5 the missions were much longer, much more involved and usually featured numerous failure states. This was pretty noticeable with the heist missions in particular. Multiple checkpoints were a basic necessity.
Interestingly enough the way they incorporated mission checkpoints was something that Rockstar borrowed from Saints Row. They also borrowed the weapon wheel system and mission/cutscene replay.
Even earlier missions in IV had some bits that could have done with skipping. Such as having to drive halfway across the city to start the mission proper, or tailing that one drug dealer in Bohan. They were shorter, but they still had some fat that checkpoints could have cut out.
When I get knocked down the moment I get up in non-fighting games. In fighting games, it's understandable: against many folks online, I get my ass handed to me, but that shit is inexcusable in an RPG like Star Ocean 4.
When I get knocked down the moment I get up in non-fighting games. In fighting games, it's understandable: against many folks online, I get my ass handed to me, but that shit is inexcusable in an RPG like Star Ocean 4.
To be fair, this is pretty annoying in fighting games, too, especially if it seems to happen more often than it should. I remember being really disappointed with Soul Calibur III for this reason.