PanzerAzel
Member
Yeah, the damage/healing system in this is why it's turning me off.
It heals 3 of my masks, not leaving that to my discretion. By my maths, that means each mask equates to 1/3rd of a spool of silk. Yet if I wish to heal 1 or 2 masks, it suddenly uses all of it. Why? Why are we using two different calculations here that penalizes the player in their discretions that favors one tactic over another? That 1/3rd-2/3rds lost silk is incredibly valuable. If the game is not going to allow me discretion over the degree of nuanced utilization to heal, the least it could do in turn is to be fair in the cost allocation when I exercise that discretion in varying contexts. This may strike as a minor quibble, but when the game penalizes me so harshly in the damage it hands out for mistakes, it needs to grant me consistency in game logic that is fair in rectifying them.
When a game fails to uphold its own logic in detrimentally penalizing the player, that doesn't feel fair. It feels like cheap and artificial difficulty.
It heals 3 of my masks, not leaving that to my discretion. By my maths, that means each mask equates to 1/3rd of a spool of silk. Yet if I wish to heal 1 or 2 masks, it suddenly uses all of it. Why? Why are we using two different calculations here that penalizes the player in their discretions that favors one tactic over another? That 1/3rd-2/3rds lost silk is incredibly valuable. If the game is not going to allow me discretion over the degree of nuanced utilization to heal, the least it could do in turn is to be fair in the cost allocation when I exercise that discretion in varying contexts. This may strike as a minor quibble, but when the game penalizes me so harshly in the damage it hands out for mistakes, it needs to grant me consistency in game logic that is fair in rectifying them.
When a game fails to uphold its own logic in detrimentally penalizing the player, that doesn't feel fair. It feels like cheap and artificial difficulty.
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