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Darkest dungeon stress and affliction
Darkest dungeon stress and affliction








darkest dungeon stress and affliction

I'm sure the devs feel it is effective, fair, and thematically appealing. Lazy is a pejorative, so I won't use that, but development-wise, it is a straightforward way to handle the problem. You can get HAs often in other ways than your extreme example, and ridiculing other people doesn't help make your point.įinally, HAs ARE a simple solution. Also, early on in the game at least, sometimes all you can do is run overly-stressed characters, because newbies will get wiped out. They happen not uncommonly due to the way that stress escalates. HAs do not come up rarely in my experience.

darkest dungeon stress and affliction

You are also ignoring that your style of play and your experience differs VASTLY from others'. I think if you asked people which they would prefer, they would prefer the former, not the latter. The difference is literally between death and non-death, not a difference between "stress matters" and "stress is irrelevant". You are ignoring the permanent nature of HAs, which provides a good basis for wanting something different. I really don't think you can accuse a small development team that has produced a game of the quality of Darkest Dungeon, on time and with a comparatively small budget of laziness, and certianly not simply because you want different but "equally effective" mechanics - that's just petifoggery. The number of times heart attacks come up in game is minimal (or should be) and so it seems to me focusing a huge amount of developer time to implement some of the absurdly complex (but always easier) mechanics that most heart attack complainers think would be "immersive" would come at the cost of a lot of other things. You just want a different one, which is fine - but this whole: "more thematic, not lazy" line of yours simply boils down to "I want the game to be made my way, and am going to whinge about it using subjective terms, because otherwise I simply look petulent".

darkest dungeon stress and affliction

"a new mechanical disincentive for stress" - that's what heart attacks are GriP, and I'm sure they took time and effort. If a more thematically interesting but equally effective disincentive were put in then there would simply be no more need for heart attacks at all. Originally posted by GriP: I more or less agree, but consider that the reason heart attacks were put in in the first place was so that the devs didn't have to spend the time and resources to invent and code a new mechanical disincentive for 200 stress.










Darkest dungeon stress and affliction