- Jan 13, 2020
- 18
- 10
In KP:
- I don't see critical enemy stats like their HP, ATK, DEF, SPD. There is just a bar and that's it.
- I don't see critical stats of my own character like my ATK, DEF, SPD. There is no damage preview either, I have to GUESS how much damage I can do.
- Lets not forget this is a turn based game and turn order is missing as well. I have to GUESS if I'll go first or enemy goes first AND predict which enemy can potentially go first between them.
- Skills have vague descriptions, example: I have to GUESS how much "Ki" skill boosts my attack power. I have to GUESS if it will be enough to finish off an enemy or not. This is literally heresy for any turn based strategy game because they rely on player's ability to make critical decisions instead of player's reflexes. It's because of this they give the player as much info on the screen as needed, unlike KP.
- Edicts(for comparision they are similar to items in DOTA2) have vague descriptions, how the fuck am I supposed to know fixing "middle stall" was going to unlock gloryhole sidejob if I didn't see it on the internet? What does "guard aggression↑" even mean, how much base aggression they have to begin with? Or any edicts with up and down arrows, how much do they boost or decrease? What was their base value? HEY IT'S A SECRET, NO ONE KNOWS
- Enemy behaviour, in KP enemies have some abilities other than their normal attacks, similar to DOTA2. They "charge up" before executing those abilities and charging up animation is same as "Ki" skill of the player and same for every enemy, making it a vague warning sign at best. I literally can't know what they are about to do, I can only know they will do something different.
- Difficulty(level) of enemies. Did you know enemies level up for each riot happened? I had to look at the code to know it.
- No experimentations allowed, I lose everything except titles if it's game over, unless I am playing at the easiest difficulty. Easiest difficulty is way too easy, no challange at all, it bores me. Nevermind experimenting, it rewards me with negative passives for doing a "slut run" which is the intended way of playing it since it is a porn game afterall.
Okay you make some really good point here, but they seem kind of subjective.
-You could have access to every stat, but without knowing the formula it uses it will never be accurate. It might be attack-defense, it might also be attack-defense+/-30%. I like heroes 3 and after seeing the damage formula there I decide close enough information is good enough. Heroes 3 works however, because the battle still is predicable. I am interested, do you want there to be a visible defense stat for enemies or numbers for their hp?
-Not knowing your damage before engaging is annoying, personally I believe it is to make resistances less obvious, but it also adds tension when you have to revaluate you strategy mid battle because your predictions were wrong. I still believe there must be a middle ground somewhere.
-Agree with you on turn order, don't understand why don't have it toggleable at least, could be to minimize UI elements in a porn game.
-Agree with your argument, but I don't see KP primarily as a turn-based strategy, but rather as an old turn based RPG and I thought the old FF games weren't bad even when they didn't tell me how much "attack up" really brought my attack up.
-Some edicts are vague. I kind of assumed the glory hole is a trope thing as the last 5 glory holes I saw in games always were the middle stall, but no it's not really obvious. Agree that it is impossible to judge how much stronger guards become with guard aggression, just that they become stronger.
-I don't know if they have more than one charge attack each, so isn't it just telegraphing their bigger attack with a potential status so you can stack evasion before being hit.
-I did not know about enemies lvl raising from riots, but I knew it happened over time and from edicts. Is that important though? I guess you could make a low Riot game, but that would probably be slower as well. Here is where vague edicts really annoys me btw.
-I am unsure, what do say about experimentation. On one hand the game is designed to starve you for resources, to make sure the game is hard. On the other hand you are entirely correct, it is insanely hard to experiment without losing because of it. But that makes sense if the dev. wanted you to fail multiple times. Also I think slut runs would be too powerful and easy without the negative passives.
I hope you like reading this essay as much as I enjoyed writing it. (and that my dislexia wasn't too bad)
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