You aren't really making a point and have even obscured common sense with what is only your select experience. Just because you modify your play style to accommodate it, does NOT mean it isn't faulty game design. A selection wheel, or something similar, would streamline the process and make choosing weapons in combat much easier. It has nothing to do with "managing a smaller inventory."ĭo you think it's an accident that there are 30+ weapons in the game? You are meant to use a variety of weapons! So the blame lies with the developers for not making it easier to switch between said weapons. It's just common sense that you will have to backpedal, dodge attacks, or run away to be able to switch through those weapons and that is a weakness of the game. So while you are in a fight, you scroll through eight items. Originally posted by CuNaMo:You have admitted to my exact point: you said you keep 2 selections in each slot, that is eight items my friend. they may even consider the relative hurdles of navigating inventory to be good and proper design. for the players who can deal with those circumstances and skillfully handle the real-time adjustment they will find that passing the challenges of frantic combat leads to a greater feeling of reward. they will find such things flawed or simply recognize as bad design. they will feel an aversion to active decision making and execution in the heat of battle. Having to switch between weapons and items in frantic combat without pause will seem like combat is broken or troubled for players who cannot do well in the situation. compared to artificial limitations with weight or aribitrary carry capacity determining what you can have, having your own sensibility and player wits be the deciding factor in inventory matters makes for a smarter and stronger facet of gameplay. it's your own freedom of choice between giving yourself burden or efficiency according to how coordinated you are. i also happen to prefer this approach to inventory management. is that not common sense? if not, it is still the experience i have had while playing. most of the time i keep 2 selections in each slot, sometimes blast arrows along with my darts and hatchets.ĭo you want to cause yourself to scroll through 10 or more selections in each weapon or item slot slot or would you rather scroll through 2 or 3? the less you carry, the easier time you have navigating slots and switching to what you need. your perfect example just illustrates normal combat with a lean inventory, not combat with an unwieldly collection of weapon + item clutter. i don't backpedal because i am fumbling with slot changes, i backpedal according to combat demands and simple setups. i am coordinated enough to navigate a lean inventory in combat. I am not deluding myself because my method is play proven. Now, the reality is you will probably have at LEAST three melee weapons and three ranged weapons, three bombs/traps, and I doubt anyone throws away the potions (of which there are SIX different types). Here's a perfect example: you are using a bow to kill an enemy who is far away, but behind him is a group, so you backpedal and scroll to find your greek fire and toss it into the group, and then you backpedal again and select your melee weapon, because the surivors are getting in your face.Įven in this perfect scenario, where you are merely switching between weapon types, you still have to backpedal and scroll. Unless you use only ONE weapon the entire game, you will inevitably have to scroll to find what you want. who says you have to carry 30 things anyway? kinda like if you were really carrying all that ♥♥♥♥ in real combat. the less you carry and the more consistent your style then the burden of selection will be greatly reduced during combat. Originally posted by sere: that is why the outcome is entirely in your hands.
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