![]() ![]() When you die, we don’t want that you think ‘ohhh damn, my xp. You are not too fast to defend her -> Shadows will kidnap her. We want to keep Aether the focus of the sense of lost. We know the limit of the system implemented but let me explain WHY we taked this decision. That was the most difficult choice design releated that we did. Thank you so much for your feedbacks - and belevie me, I understand you. Still gonna play it, but everytime I die I'll just be fighting off rage quiting. You have to kill all of them otherwise you will lose exp and be at a disadvantage for literally the entirety of the game. Meh, there's probably a shrine nearby and I don't wanna rekill all those enemies) Then BAM you die randomly to a one hit or a ledge or a trap and now not only do you have to go back through all those enemies you didn't want to walk past earlier. It gets a little tiring being forced to fight the same enemies over and over and over each time you die just because you thought (oh, well I have full exp I should head back to a shrine. exp) when you make it back to your corpse. But in other games of this sort of hardcore genre, they allow you to at least get back some of what you lost (i.e. I understand punishing someone for dying, it adds a sense of. run"y and I can't figure out parrying to save my life (or my daughter's as it were). Originally posted by Exreme224:First off, so far I'm loving the game. ![]() ![]()
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