![]() ![]() ![]() Well, I’m…oh…let’s say “happy” to tell you how wrong I was. After all, with so many options available to players and so many potential ways to “cheese” those epic encounters, surely Elden Ring‘s bosses would ultimately end up being just a touch easier than some of the hardest bosses we’ve seen in the studio’s previous games. I could see real-time to turn-based making the game extremely exploitable, but if it's only being used as a practice tool anyway I don't think that's a huge issue here.I went into Elden Ring wondering if FromSoftware would possibly be able to fill such a massive open-world game with the kind of difficult boss fights that have (in their own way) come to define the Soulsborne games and many of their spiritual spin-offs. I would be curious to see cases of devs struggling to pull this off, no sarcasm, it's a neat topic. If this exposes some janky mid-frame exploits on slow projectiles, cool, it can be a tool for players to learn those advanced techniques. If this makes everything stupidly easy to dodge that's fine, the mode is there to let people learn the patterns. Set some fundamental time unit (probably equal to the time it takes to move one square) and have everything be integer multiples of that. (I notice this problem from a few big company that try to implement turn-based into their real time or RtwP game so they can resell their game on console.) changing each bullet collision to be compatible with turn-based mode only (currently if you slow the time a lot then you will notice each bullets have different collision size like you can pixel dodge Gunner attack.)Īgain, i'm not against turn-based idea but think about how much work dev need to put into, I felt like it's easier to just making a new game. If player can move 1 grid per turn, how many grid an enemies bullet should move per turn? imagine if : is 1:1, player will never get hit, however if it's 1:2 how can bullet collide with player that in between half grid (And yes ,currently bullet move from point A to point B rather than warp from each grid that's why you can got hit while moving between between grid.) implement each bullet speed and this probably the biggest different between real time and turn-based. implement each individual movement speed, how many grid can player move compare to each enemies. Change the weapon effect so that holding the button down lets time pass normally. "Time Stop" is already in the game, just have it always on and then when there's an input from the player, turn it off for the duration of whatever animation they locked themselves into. Harder to implement than Necrodancer's version, but far from impossible. Originally posted by Dr.McGillacactus:given that the game runs on seconds and not turns, i don't see how that would be implemented Really, the comparison is like how people go on the forums for Slay The Spire and say, "I've got X years of playing Magic the Gathering, why is this game too hard?" Because they're inherently different genres and, even though they share elements, they reward and punish different things from one another. It's a much more slow-paced game to begin with. The game actively rewards you for speed, not just in terms of time but number of moves, cards played, and even how frequently you use your weapon. Sure, you can scrape by just loading all the cards you like into your deck in Battle Network, but you're going to have a tough time starting from the mid game and you can pretty much forget about doing any of the post-game content. Yes, One Step From Eden is obviously inspired by Battle Network, but beyond the whole "battles are real time and take place on a grid using cards to attack", the two games actually have very little in common.Įden is fully a bullet hell with some mechanics borrowed from Battle Network, while Battle Network places far more emphasis on the deck building mechanics. Having played both Battle Network and this game, I've come to the conclusion that it's really not fair to either game to compare them on more than a superficial level. ![]() Originally posted by Keno:Compare to Necrodancer, there is no turn in this game since players and enemies action are not equally and while I never play Megaman Battle Network before, I can see why I want turn-based mode for the first 2hr (and a lot of player probably gave up early.)īut after 3hr, I can understand since this game is Action + Bullet Hell (dodge telegraph is first priority) while it add some bit of Strategy + Deck Building elements. ![]()
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