What is the secret ending?
DunnoWhatever
Recent community posts
Bullshit. You can't resist the damage well with most equipments and if your damage with supereffective damage is already mediocre, attempting to use any other move will just straight up tickle them, and unless the boss is into that, it means no damage either. It doesn't matter if I'm not forced to do Badass battle with them because they're still excessively hard to beat in a Normal battle. Weighting mechanics against the player doesn't make the combat "complex", adding strategy makes the combat complex, because there is no strategy in this game, you just stack a bunch of stats, use only supereffective attacks, try to never miss them and hope that the boss won't take you out when you try to use your consumables. This isn't strategy, its a formula and it has been the formula against every boss in the game.
Honestly, nothing you said addressed any of the issues I pointed out. "The mechanic isn't perfect" doesn't cut it, I never said it should be perfect, I said it was weighted against the player, which it IS, and no, consumables aren't that broken. I had all of the fisherman's food unlocked (somehow the damn things reset) as I used said food to beat Grant X, so its not unfamiliar to me. But when you have a limit of six consumables and the boss can destroy your health in two attacks, while you're forced to hit him AT LEAST four times if your damage is high enough. My stats aren't bad, I have some really good gear, but if I'm really expected to grind for HOURS to get better gear (because the very best gear is purchasable with materials that come in very small amounts where you farm them), the least I should get is a battle mechanic that doesn't throw all disadvantages in my face.
I don't know if anyone else feels this way about the game, but despite having unlocked a LOT of things in it (dare I say most, I even reached the dragon guy, still didn't beat him), I feel like the combat system is detracting from my experience. The game itself is fairly grindy when it comes to materials, but I understand that a lot of people love to grind for stuff, so I see that as mostly fine (though some item drops could use some number increases). But my main issue is how the combat feels like it throws a lot of disadvantages on the player and makes many fights unnecessarily difficult.
Think about it, in your favor you have:
- Knowledge of the moves the enemy is weak to once you beat them with those (or use the guide)
- Consumable items
Against you, however, you have:
- Your damage cannot hit through multiple phases, while the enemies' can, sometimes going as far as jumping an entire phase if the damage is high enough
- You spend your own health to use attacks, while enemies' health is untouched when they use their own.
- You need to time your buttons to get your attacks to hit, while the enemy will NEVER miss their attacks
- You need to level up and grind to acquire all moves, and many fights straight up cannot be won if you don't always use the "supereffective" moves on the enemy
- You also need to grind to get the consumable items that are one of your advantages, as well as good enough equipment to reach a point in which you can, struggling, beat the stronger enemies
Its just way too much stuff going against you in these fights. Why does your healthbar even have phases if the enemies always ignore them? Why don't they miss their attacks if you have good enough equipment, for example? I enjoy this game's concept greatly and even the art style, which wasn't one of my favourites, grew on me, because its not bad at all. I loved following through the silly story and banging all guys in it, but the combat is just making things really infuriating. I can try to go through the dragon again, but even if I win, it will be because I played to absolute perfection and had a bunch of expensive consumables with me. This shouldn't be so hard, we have Badass mode for that, its legitimately stopping me from enjoying what would otherwise be an amazing game.
Did save files ever defeat the point of any choice-based RPG? If someone wants to have the experience of not changing their choice, they can CHOOSE to not change it, while those who prefer a perfect run will choose to change it. The good part of these games is that you can experiment with your choices, there is a freedom in that which makes more people happy. Taking that away in ONE choice without a good warning is terrible and inconsistent.
So, about the thing with Nameless, unless there is a way to change that later on, allowing us to achieve any of the possible outcomes with him, I really think it was a terrible choice. "Be careful when confronting him" isn't enough of a warning that the save feature we've been using for several quests will not work in this one, and I sure as hell am not going to replay the entire game just so I can try another choice. Be careful with how you handle this questline in the future, because you may end up killing the game for a lot of people, including myself.
Honestly, the card game needs some serious adjustments or just be removed entirely. First off, I'm pretty sure most people play these kinds of games to enjoy themselves and have a good time, this card game basically forces you in a situation in which you need to strategize way too much in comparison to any other minigame, hell, I'm not even able to beat a lvl 11 guy while being lvl 10. Also, the duel thing is so horribly rigged its not even funny, out of around 30 times I duelled in the cards, I maybe won three times, why even have that mechanic if its so obviously tilted in the enemy's favor? And why lock the story behind that shit? If it was a side quest, maybe I could try finishing it after the main story, but being forced into that is absolutely ridiculous in its current conditions, not to mention you have to cycle through a whole day to get to the same opponent again. And there are many things that I personally didn't like (like how there is a massive spike in difficulty starting from the point where you have to get the stone dick), but overall I had a great time, which makes this stupid card game's interference even more frustrating.
Actually, since he mentioned bath scenes, how about you making one bath scene for each character? Its something that happens with all of the guys, and we only get to see the sprites. Also, situations like Yoshi going to the locker room and finding Razix and Nasir naked should happen more often, you know, Yoshi randomly finding people naked, specially if there was a sexy CG focused on the crew character of the situation. Oh, and since I talked about sprites, a sprite viewer would be nice as well. I know I'm kinda wishlisting, but it just came to my mind.
I know it feels kinda patronizing, but I think the reason there is a lack of male portrait support is because the game doesn't seem to be advertised that way. The pics in game (like the slave market background) as well as the images in the game's page show only women, so it doesn't feel like men are involved at all. Maybe make it more clear that its supported will attract more artists to make more male portraits.