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Bosses should have predictable pattern to create more satisfying fight/resonance archives critique


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Posted

At the end of resonance archives, there is first boss. And even tho the boss looks great and has thick vibes, more than fun, the boss fight felt annoying to me. Attacks are interesting and have fatality to them, but the thing is, to defeat him, i have to be hidden behind pillar with shield, shoot all my arrows on him, go to him to take arrows back, and repeat. Die 5 times, i play with keep inventory on death, and repeat the same thing. This is not how you do boss fights. Some people might say, you have weak gear. But i think it should be more about skill and learning about patterns of the boss than purely gear. Think terraria. Some people can defeat fishron with early hardmode gear. Because its about skill and about the learning the patterns of the boss so you can dodge his attacks. I think the boss design should be improved on... On the other hand, it looks great, resonance archives are well done(vibe wise), it just needs some imrpovements... Puzzle in engineering room and with that pump and finding mines and so on - its too hard. Not in fun way. Its like those early puzzles in silent hill. You cannot find your way on your own. Story location design needs some tweaks. Not in dramatic way,but devs should find a way to lead the player little more. Last thing that isnt good is that when you go down the ladder in kitchen, you drop in pool of water- torch dies... Player doesnt know he needs to have multiple torches. Mines- enemies too hard, you need to sprint instead of looking around. To put it all together, i had to use creative mod very often- to give myself a torch for example. It needs some improvements...

Posted (edited)

The boss - could possibly be changed. I haven't fought him yet because the rewards at the end, according to the wiki, weren't enticing enough to fight the boss that, also according to the wiki, is a stationary "Have you brought enough healing" kinda deal. Sounds painful, boring and maybe I come back with Steel gear one day just for the completion.

The archives and puzzles though - sorry, I mean no offense with this, but that is truly just a git gut moment. Let me dissect this.

The puzzles are too hard. Because there is... no guidance? It's a puzzle. The point of a puzzle is to figure out the solution. Hints are there. There are lore book notes that hint at the existence and location of all the devices needed to complete it and just exploring everything one after another will - assuming you walk around with a light source and your eyes open - lead you to find things anyway. Do you possible need to wildly backtrack and check everything twice if you do not remember which doors are locked and cannot figure out the connection between locked door A and contraption B that you just fixed that did "something"? Possibly. But again, it's a puzzle. Which is mighty better than just a straight corridor with 100 Tier 4 mobs for "challenge".

The mines are too hard. I went there with a copper spear (Combat Overhaul which means it's a really shit choice for close quarters combat) iirc and with some kiting and healing it wasn't too bad.

The drop in the kitchen is into a pool of water which extinguishes your torch. ...lanterns do exist. And so should, in my personal opinion, everyone always run around with either a firestarter or the means to craft one, *especially* when going on a dedicated adventure in a big ass story location dungeon. It is also not a drop, it is a ladder. You can safely descent far enough that your torch's light illuminates the water below for you to anticipate "I'll get wet and my torch might go out".

Edited by Rainbow Fresh
Posted
32 minutes ago, Rainbow Fresh said:

The boss - could possibly be changed. I haven't fought him yet because the rewards at the end, according to the wiki, weren't enticing enough to fight the boss that, also according to the wiki, is a stationary "Have you brought enough healing" kinda deal. Sounds painful, boring and maybe I come back with Steel gear one day just for the completion.

The archives and puzzles though - sorry, I mean no offense with this, but that is truly just a git gut moment. Let me dissect this.

The puzzles are too hard. Because there is... no guidance? It's a puzzle. The point of a puzzle is to figure out the solution. Hints are there. There are lore book notes that hint at the existence and location of all the devices needed to complete it and just exploring everything one after another will - assuming you walk around with a light source and your eyes open - lead you to find things anyway. Do you possible need to wildly backtrack and check everything twice if you do not remember which doors are locked and cannot figure out the connection between locked door A and contraption B that you just fixed that did "something"? Possibly. But again, it's a puzzle. Which is mighty better than just a straight corridor with 100 Tier 4 mobs for "challenge".

The mines are too hard. I went there with a copper spear (Combat Overhaul which means it's a really shit choice for close quarters combat) iirc and with some kiting and healing it wasn't too bad.

The drop in the kitchen is into a pool of water which extinguishes your torch. ...lanterns do exist. And so should, in my personal opinion, everyone always run around with either a firestarter or the means to craft one, *especially* when going on a dedicated adventure in a big ass story location dungeon. It is also not a drop, it is a ladder. You can safely descent far enough that your torch's light illuminates the water below for you to anticipate "I'll get wet and my torch might go out".

If you are used to this kind of games, it might be easy and intuitive, i dont invalidate that. But from perspective of player who enjoys survival/creative building games, and i dont play puzzle games /Indiana jones type games at all, it really cant be done without internet help. It is what it is. View me as person who never saw it. So,do you think people like me should be looking Wiki and guides during their playthrough? Is it good level design? With firestarter- you cannot place anything, how you ignite torch? How you cut pies, get soup out of pot?

Posted

naa.

my opinion is that the sweet spot of this game, what really makes it shine like pretty much no other game out there is specifically its crafting and building mechanics. There are a metric over ton of games out there already that focus on bosses, combat, fighting, base defense which is why I think they should just double down on crafting and building instead of doing things like everyone else on the planet has been doing for 20+ years

 

Posted
4 minutes ago, CastIronFabric said:

naa.

my opinion is that the sweet spot of this game, what really makes it shine like pretty much no other game out there is specifically its crafting and building mechanics. There are a metric over ton of games out there already that focus on bosses, combat, fighting, base defense which is why I think they should just double down on crafting and building instead of doing things like everyone else on the planet has been doing for 20+ years

 

I get what you're saying, but VS doesn't lose anything in its crafting or building if combat (or just boss fights) are made more satisfying. They are doubling down on crafting and building. Moving crafting out of the grid is a long term ongoing project, and we continually get a lot of nice building tools.

But the boss fights exist. The game doesn't get worse if those areas improve. Blockgame-style building and crafting have been done for 20+ years at this point, too.

Posted (edited)
6 minutes ago, Diff said:

I get what you're saying, but VS doesn't lose anything in its crafting or building if combat (or just boss fights) are made more satisfying. They are doubling down on crafting and building. Moving crafting out of the grid is a long term ongoing project, and we continually get a lot of nice building tools.

But the boss fights exist. The game doesn't get worse if those areas improve. Blockgame-style building and crafting have been done for 20+ years at this point, too.

I understand but I am always reminded of the priniciple of Opportunity Cost which is not only a measure of what you are not doing while you are doing something else but its also a measure of how focus can change if not careful and as your audience changes as well due to those changes.

So for example, lets say you have a flight simulator game, some players now ask for farming in the game. Ok, well not sure how these farm sim fans got into the game but lets add that once we hire more people, cant hurt right? then a bunch of farm sim fans come into the game and then guess what, nobody even bothered to ask why are the farm sim fans in a flight sim in the first place? (see my metaphor?)

Edited by CastIronFabric
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