torkenstiem
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- May 1, 2017
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pretty sure most of that is intentional to get you to go to the next day or force you to use collar.Few days ago I was this close to dropping the game,I think the feedback could be useful so here are the sources of my frustration.
Enemies hidden behind environment – I’m not a fan when loot is hidden this way but argument can be made that finding it can be exciting and you don’t need to find all the loot to progress the game. But ask yourself what is gonna happen when player gets ambushed by enemy he didn’t see ? Yup a load, that's fun eh ?
Extra fast enemies – if you don’t want given enemy to be ambushed, fix their location in such way that they can’t be or make them unable to be ambushed in some other way. This is nothing but invitation for save scumming.
Hidden passages – not the cracks you need to blow up but the holes in the ground that you need to walk into to discover them. It is one thing when you expect there is a passage and you look for it it is another when you casualty walk around and then suddenly screen changes. I had three of those situations that I walked into a passage and that begs a question how many have I missed. Now ask yourself what type of gameplay this promotes? Face checking like a lunatic every cranny that is obscured by environment.
Why do you think enemies got levels in RPGs? (those that don’t either employ “you can finish game at lv1” approach or have some other way of communicating/controlling difficulty). In this game there is no way of telling how hard is the enemy other than saving and face checking it. There is bestiary but it is inaccurate and you need to fight the enemy first to have info while its not accessible in combat and you can’t run away from fights.
All and all I feel like the game got many outdated design choices from times where one game would have to last you for months. That is no longer the case, I don’t need/want to be playing same game/ piece of game until I get things right, that is not fun. Also do not mistake it with me wanting to game to be easy, I enjoy challenge. Read on the difference between challenging and punishing games, SKA is more of the latter.
It could still ease up on the difficulty of some fights. The underwater area is just painfully hard. It doesn't need to be a lot easier, just a little bit. It's kinda silly that it's insanely harder than the area that immediately follows.pretty sure most of that is intentional to get you to go to the next day or force you to use collar.
How exactly is it harder for you?It could still ease up on the difficulty of some fights. The underwater area is just painfully hard. It doesn't need to be a lot easier, just a little bit. It's kinda silly that it's insanely harder than the area that immediately follows.
The underwater area, assuming you mean the lake, is sort of an outlier insofar as it's an entirely optional area balanced around visiting it near the final third or so of the game that a determined player can brute force their way into. Most other areas don't unlock until you can sort of reasonably handle them if you're careful. Having access to the air bubble is practically mandatory and storm is pretty useful for many of the enemies in that zone. I feel like the previous zone you needed to clear should have given you some idea that you were getting in over your head. The enemies there are also a big step up in difficulty.It could still ease up on the difficulty of some fights. The underwater area is just painfully hard. It doesn't need to be a lot easier, just a little bit. It's kinda silly that it's insanely harder than the area that immediately follows.
The lake is actually one of the harder mid-game areas to clear. Especially given that it is actually pretty large as a dungeon. But the rewards for clearing it are also quite enticing too. Quite a few bosses and even a "superboss" or whatever you call them.It could still ease up on the difficulty of some fights. The underwater area is just painfully hard. It doesn't need to be a lot easier, just a little bit. It's kinda silly that it's insanely harder than the area that immediately follows.
It's probably worth mentioning which guide it is (pure vs max lewdness) in your post. The version it was written for might also be appreciated. I'm pretty sure that the harvesting costs for small nodes was doubled after the guides were last updated, so that could be a big change in the very early game.For anyone who wants it, I had the PDF saved for the most recent walkthrough that was wiped.
(All credit belongs to the original creator of the guide, I'm just uploading a copy lol) View attachment 4672365
If you refer to semi-hidden enemies at the start, I don't see the big problem. Yeah, you need to look closer sometimes, but you can spot them, so it's not a mess of forced ambushes you only can circumvent by save-scumming like you describe. In many playthroughs I didn't encounter a single enemy you literally can't see. Every fast enemy can be ambushed by spotting them beforehand and circumventing them, or through flash bombs (will elaborate on that later). Alternatively there are also slow enemies which can be circumvented by kiting, etc. Yes, it's possible to be caught of guard and you have to reload if it kills you, but it happened only a few times to me. Where save-scumming for me came into play is stuff like collecting gold for the Avian, but you can also kill it through other means if you want to.Few days ago I was this close to dropping the game,I think the feedback could be useful so here are the sources of my frustration.
Enemies hidden behind environment – I’m not a fan when loot is hidden this way but argument can be made that finding it can be exciting and you don’t need to find all the loot to progress the game. But ask yourself what is gonna happen when player gets ambushed by enemy he didn’t see ? Yup a load, that's fun eh ?
Extra fast enemies – if you don’t want given enemy to be ambushed, fix their location in such way that they can’t be or make them unable to be ambushed in some other way. This is nothing but invitation for save scumming.
Hidden passages – not the cracks you need to blow up but the holes in the ground that you need to walk into to discover them. It is one thing when you expect there is a passage and you look for it it is another when you casualty walk around and then suddenly screen changes. I had three of those situations that I walked into a passage and that begs a question how many have I missed. Now ask yourself what type of gameplay this promotes? Face checking like a lunatic every cranny that is obscured by environment.
Why do you think enemies got levels in RPGs? (those that don’t either employ “you can finish game at lv1” approach or have some other way of communicating/controlling difficulty). In this game there is no way of telling how hard is the enemy other than saving and face checking it. There is bestiary but it is inaccurate and you need to fight the enemy first to have info while its not accessible in combat and you can’t run away from fights.
All and all I feel like the game got many outdated design choices from times where one game would have to last you for months. That is no longer the case, I don’t need/want to be playing same game/ piece of game until I get things right, that is not fun. Also do not mistake it with me wanting to game to be easy, I enjoy challenge. Read on the difference between challenging and punishing games, SKA is more of the latter.
The part that got me were treants in east forest of runes. There visible path goes south and east - there is like 4-5 of them hidden, you lure out the first two sprint by the third you are happy because you left them behind almost at the big one... and then you run into another one... I just wanted to blow up the boss with SKIf you refer to semi-hidden enemies at the start, I don't see the big problem. Yeah, you need to look closer sometimes, but you can spot them, so it's not a mess of forced ambushes you only can circumvent by save-scumming like you describe. In many playthroughs I didn't encounter a single enemy you literally can't see. Every fast enemy can be ambushed by spotting them beforehand and circumventing them, or through flash bombs (will elaborate on that later). Alternatively there are also slow enemies which can be circumvented by kiting, etc. Yes, it's possible to be caught of guard and you have to reload if it kills you, but it happened only a few times to me. Where save-scumming for me came into play is stuff like collecting gold for the Avian, but you can also kill it through other means if you want to.
Same goes for hidden passages - There are a few that are difficult to spot but for the majority of the game, the maps are also intuitively designed in terms of what can be looted and what can't be. And where to maybe look twice.
It is not a first game that has weaknesses and resistances, none is expecting lv 10 dog and lv 10 giant to be on same difficulty. Neverless if you are lv 10 you should be able to deafeat lv 10 giant if you employ correct stragy. And if you had trouble with lv 10 when you see lv 20 one you know you should probably go somewhere else.The point about difficulties not being communicated beforehand is fair, I would say a rule of thumb is that the order you receive quests can be a rough guideline. With the exception of optional dungeons like underwater and mount firestorm, those are basically ongoing challenges you just need to check in from time to time how things are looking there. SKA is not a game where you can just stat check against your opponent in order to weigh properly if you can beat them, many enemies can be beaten with proper strategies even with the stats not being that high. Like for example how Lightning Sword completely changes the difficulty against most mobs in Draknor Fortress. I think it makes more sense that x mob is always the same, so at least you know their weakness and how easy it was to beat them with x approach.
I checked Giant crab, tElaboration on the bestiary statement would also be interesting, because it is literally not inaccurate? I wish it would contain a bit more information on skills specifically (though you can look them up on the wiki), but the information you get is correct.
I honestly didn't even remember they exist when writing it, I recalled later. But I'm so starved for gold that the idea I would be spending it to check enemy stats is preposterous. Also doesn't it require pyromantium ? thats very limited more like a luxury item to use when it counts.And you can run away from fights using flash bombs. It's not something you should be doing for every single fight, but you can splurge gold on a decent bunch and use them when you feel its necessary - In fact, flash bombs allow you to back attack enemies you can't back attack otherwise so it opens up more avenues in that regard (and also why the game becomes imbalanced if you could abuse such a feature)
While I understand the line of thought regarding levels, the thing is SKA enables different playstiles depending on if you go heavier into magic or physical, or more item related, so I think making that kind of categorization universally accurate is difficult. There are just multiple ways to approach enemies, and it depends on where you currently are and what skills you learned, which stats you invested in, etc.It is not a first game that has weaknesses and resistances, none is expecting lv 10 dog and lv 10 giant to be on same difficulty. Neverless if you are lv 10 you should be able to deafeat lv 10 giant if you employ correct stragy. And if you had trouble with lv 10 when you see lv 20 one you know you should probably go somewhere else.
I checked Giant crab, that thing certainly have more hp than listed 240HP and there was some other I forgot. Edit: The other one was Hobgoblin and LOL I see they both got tenacity. I didn't know what it is when I was checking them so I ignored it. But that just doubles up on the issue of not being able to see what the skills do. Especially with bosses as they got unique skills, so what that they tell me the boss skill name if I don't know what is the skill doing ? Those skills are not on wiki or at least the boss pages don't have active links to them.
I honestly didn't even remember they exist when writing it, I recalled later. But I'm so starved for gold that the idea I would be spending it to check enemy stats is preposterous. Also doesn't it require pyromantium ? thats very limited more like a luxury item to use when it counts.
For 1, the only Scorpion Wasp boss I can think off is the one in the caves in Clockwork forest. I don't think it's easy to miss since you're gonna skulk around there eventually.-SNIP-
Pretty sure, yeah:You sure it's Lorraine that's counted as a boss? As far as I'm aware, she only shows up during Judgment of Pride and at no other point...
In that case, the only thing I can think of is that what I mentioned above is how it can work. You likely need to fail the case and keep Roland at 50 Fame so he can rez during Reverse Summoning. If he runs away like a little bitch, he'll be able to show up during Judgment of Pride with Lorraine. Unless of course she can show up there without Roland... but that doesn't make sense narratively speaking... But what do I know?-SNIP-