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File: d914eb4a2d39c11⋯.jpg (253.11 KB, 1980x664, 495:166, hero_img.jpg)

94450c No.14865892

Wanna talk about this again, seeing if you rednecks like this garbage.

>formulate your own opinion

Doesn't hurt to hear what others have to say.

Personally I like the spell combat, but I want the randomly-generated-levels meme to die.

29ec15 No.14865933

As I said in the previous thread: cool core mechanics, extremely boring and lazy structure.


94450c No.14865945

>>14865933

>extremely boring and lazy structure.

Could you elaborate on that?


a6e2c9 No.14865966

>>14865945

not so much on content since it is like you said randomly-generated-levels meme with same repeated areas with enemies of said area and plus the normal ones (which gets more mechanics after dealing boss). Mechanics are fun and combo with them is fun AF.


491968 No.14866004

>>14865933

/thread

>>14865945

A game with randomly generated areas has very little meat to it. Since every map is going to be essentially the same, run though X hallways into Y rooms with challenge Z then break at shop W.

It doesn't matter what shape they're in or the enemy patterns, theres no thought put into it and they have to be designed to be a reasonable challenge as the first and last room of an area so theres no difficulty curve. If you trim the fat every floor is a straight line with hallways, fight rooms, and a shop.

Also I never like magic spam on this level, but I'm a fa/tg/uy. Magic should be scary but also not used as a sword replacement, and lets face it all the basic magic in this game can easily be a mundane weapon choice, ditto for most of the others. Calling it magic is just annoying. Reskin this shit as like a rogue dungeon diving for magic items for those few actually magical effects and maybe.


2b29d4 No.14866031

Random levels wouldn't even be a problem if people actually put some fucking thought into it. Imagine having a static castle or dungeon with some portal to "the realm of madness" or some shit that is actually random with all sorts of crazy things going on.


491968 No.14866055

File: 83f2eb9867fd4d7⋯.png (388.98 KB, 700x620, 35:31, 83f2eb9867fd4d77bba0ce97d4….png)

>>14866031

Bloodborne did that and everyone hated it.

Its almost like when you get to compare hand made vs generated it doesn't seem too good.


e1adfd No.14866136

>>14866055

It depends on the game. Also Bloodborne did it terribly because they had a shitty selection of static rooms making up the levels, there can't have been more than a hundred for each level type, and IIRC some blocks were just reskinned and shared between level types. A game that does static room-based generation well is Monolith which has somewhere between 2000 and 3000 spread across its floors. Admittedly it obviously takes a lot more time to make a Bloodborne room but I guess it speaks to the fact that procedural generation favors lower graphical fidelity.

Imagine if the Chalice Dungeons had 5000 possible room layouts and each of those room layouts had a handful of different enemy layouts, it would have been great.




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