>platforming in first person is bad
Platforming in first person is bad
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>pubg is good
>wii u
>turn based combat is good
sometimes it is
turn based strategy in particular
>survival crafting
It's good in strategy games
Does anyone actually say this? Mirror's Edge was the first platformer I enjoyed in a long time and I didn't notice any problems with it being in first person compared to the third person ones I used to play more.
Platforming in first person when you can't see your feet is bad
The Big Brain Wojak was a great thing. This is just awful
Sup Forumsvojak thread
youtube.com
agreed
disagreed
undecided
>It's not a visual novel, it is a new genre that focuses on history
Yes. There are plenty of people who say that platforming in games like Doom, Quake, or Half-Life is a bad element, and that we're better off without it in modern games. People like this are the reason for the flat corridors of the modern shooter.
Well that's disappointing. I can understand complaints if it's not done well because failing at poorly done platforming is really bad since it makes you feel like there's nothing you can do. But Mirror's Edge is one of my favorite games.
Haven't tried Catalyst though because it being open world with a leveling system doesn't sound that good to me.
>playing half life
>gordon slides around like hes on ice
>"ok im just gonna scoot over a little to line up my jump"
>fly off platform to my death
yeah wont lie it gets annoying in those old games
Are you using walk or crouch to slow down while lining up? I never really had a problem with that.
i feel like wojak was always sorta shit but this brainlet wojak stuff is like frogposting level of faggotry
...
Xen was pure AIDS but bunny hopping should be mandatory.
>jump up against ledge
>reach lip
>momentum magically reappears, sail past it
fucking Nihilanth
>mazelike levels are good level design
Can you repeat the statement?
>when you get alone time and you can let yourself go to play 4x games
I'm always disappointing when I try playing a game and there's no bunny hopping or strafe jumping, or even worse, when you get massively slowed down after a few jumps in a row.
>jRPGs are dead
>when a nigga says he likes randumb encounters in his rpg games
I like complex level design and understand the complaints against linear corridor levels, but there's a way to make a level complex without making it a maze. It's not challenging trying to navigate a maze, just time consuming and tedious, especially if there's no map.
Hi Ross. When does the next Game`s Dungeon comes out?
Are you some sort of meme authority? Fuck off.
It actually adds a layer of resource management assuming encounters aren't easy enough to autobattle through on the first turn
With non-random encounters you don't need to manage MP at all, you can just dodge enemies until you get to a heal point. At that point, MP matters only for bosses.
With random encounters you have to be conscious of your MP usage, since you're going to be always fighting between save/heal points.
I understood that reference
nocturne probably has the best random encounter system I've seen, I loved the indicator