ATK displayed. Unit's STR/MAG plus weapon's might.

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  • Опубликовано: 3 окт 2024
  • Knowing how much damage a unit can do with the currently equipped weapon or magic weapon is more important than knowing exactly what the foe's Strength stat currently is. Knowing a unit's exact STR only matters for personal skills like Effie's Puissance (Plus 3 Damage if your Strength is 5 points greater than the foe's) and if the foe might change his Might by equipping another weapon during his turn. But for those rare instances opening the unit info menu works fine.
    Why am I not displaying Luck and Skill? Because my game removes these stats. My game is all skill, no luck. If you think that's "Oversimplifying the game by removing risk and tactics" you're wrong. Gambling on an unlikely hit/miss/crit and rerolling undesired outcomes with savestates/the rewind button/turnwheel isn't skill, it's bloat. I'm using a complex math equation to take the luck and skill stats, take the effect they have on incoming and outgoing damage, and adjust each unit's raw offensive damage capabilities to replicate these effects without UI changes that confuse newcomers. If you think it takes skill to make your dodgetank unhittable exactly as a youtube tutorial tells you, don't worry, my game will include Easy Mode and Game Journalist Mode. My game is a No Dodgetanks Allowed zone.
    Have you ever heard of a "Thought-terminating cliché"? Sure, politicians regularly misuse the term to mean "Any language or thought I don't like", but that doesn't invalidate the concept any more than a politician calling himself honest turns the word honest into a joke instead of his use of that word. Have you ever started watching a streamer play Fire Emblem only for him to Boss Abuse for hours at a time, breaking the enemy boss's weapon with the local Jagen's face before plinking him to death slowly with your weakest units while letting him heal, all to get as much EXP and Weapon EXP as possible to break the game's intended challenge? Then he tells you "This is a challenge run, no grinding is allowed" even though he's literally grinding right now. He's not optimizing kill per turn count, he's found a hole in the system not much different from that bug in Fallout New Vegas that gives you infinite EXP before leaving Goodsprings. Sure, one is the result of game mechanics interacting in a technically correct manner and the other is the result of untested code, but is "technically correct" really correct? It's boring to watch a streamer EXP grind infinitely without risk or challenge to remove risk and challenge from the rest of the game.
    That exploit in FE GBA games where you wiggle the stick to rig RNG gives unsatisfying answers like "RNG rig to crit that guy I normally couldn't defeat" and "RNG rig to dodge an attack that would normally destroy me" to questions like "How can I beat this map in the lowest turn count possible?". No offense to the optimizers making these runs, sometimes you get interesting answers anyway, but these runs are more interesting when RNG rigging is banned. Have you seen those videos where players of FE 3 Houses and Engage break the maps and the intended threat posed by enemies by using a certain combination of skills and stats and Gambits and assorted other options to turn the next enemy phase into "I watch all enemies fail to kill this one unit and die trying" or even turn the whole game into "I end turn and win eventually"? What kind of "Challenge run" requires you to rig random Online mechanics and exploit broken DLC/New Game Plus stuff to counter anyone from anywhere with instakill levels of damage with the unobtainable Viskam? Wow, nice challenge run, you're watching all foes die while your invincible god unit plays the game for you, but that god unit's the only unit you have on the field so this is technically a challenging solo run. Wait until you hear about those Korean Grindfest P2W MMOs that have built-in AFK Bot options so you can watch the game play itself for you.
    I don't think something is broken if it's very good. I think something is broken if it directly breaks the risk-reward ratio of the game and invalidates not just other strategies with less reward or more risk, but invalidates the game as a whole. If a shooter game lets you do something safe and boring, or something exciting and risky and fun, the safe boring option should not reward you with more EXP and style points than the risky fun option. Surely it's perfectly fine for game developers to want their players to have a good time and want streamers to show their game to the world in the best possible light. Many players don't care either way and that's fine, just don't call the game bad/boring if it lets you get away with playing bad/boring. Bad players who care too much about how their gameplay is seen resent people talking about faster smarter riskier play, and they like to hurt their throats screaming "who cares lmao", and that's a thought-terminating cliche. Any exploit that makes your unit invincible is a gameplay-terminating cliche.

Комментарии • 2

  • @emceechupitheundying5692
    @emceechupitheundying5692 4 месяца назад +1

    How the hell did you get negative avoid?!
    AND WHAT DOES THAT MEAN?!

    • @JasonGodwin69
      @JasonGodwin69  3 месяца назад +1

      Avoid reduces your chance to be critically hit. No, wait, that's "Dodge", and it's "Avoid" that reduces your chance to be hit. Having negative avoid makes your foe even more likely to hit you. My game removed random dodges and crits so I plan on removing them from the HUD too.