I think it's sillier that the complaints are on the odds of making it to the end for content that's casual and not going to have something outstanding to shoot for.



A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.
#GetSelliBack2016


One is designed like something you described in your post (Palace of the Dead), the other isn't (Aquapolis)
This is an MMO, it's impossible for every single feature to be catered to every single player. You showed dislike to the RNG aspect of the Aquapolis, while other players might like that aspect.



No need to become sarcastic...I was being pretentious, but yes, people really don't want to be bothered with puzzles. Look at how everyone wants to do everything quickly, have no caps on anything, get access to stuff instantly, and so forth. Puzzles would make people foam at the mouth. For those that would like to do the puzzles, having a puzzle in a dungeon that randomly spawns might not be the best thing and you'd have those that demand that you know the puzzles via youtube, so there's no joy in trying to figure out the puzzles blind when everyone else wants to rush for the gold.
There is a reason why Zelda games survived that long and are still very popular!
I have never seen any Zelda game where you reached 7th floor "easily"
Honestly for me, it's less about probability and more about the current way being just lazy. If the wrong door made it so that the next floor was hard enough that you had a high chance of losing, the only difference would be that there was at least some gameplay involved, even if the result of losing the fight was the same as just being shunted out to begin with.
I don't know how I feel about your insinuation that casual content can't also be compelling, but I admit I may be reading that wrong.
Um, what are you saying?
What I meant was people are getting hung up over the RNG for progressing to the next room when the rewards inside, to me, isn't really anything worth complaining about with the RNG.Honestly for me, it's less about probability and more about the current way being just lazy. If the wrong door made it so that the next floor was hard enough that you had a high chance of losing, the only difference would be that there was at least some gameplay involved, even if the result of losing the fight was the same as just being shunted out to begin with.
I don't know how I feel about your insinuation that casual content can't also be compelling, but I admit I may be reading that wrong.
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