Re: I don't get it
Posted: Sat Sep 22, 2012 3:01 pm
You've clearly haven't been spending nearly enough time playing roguelikesmisterfanwank wrote:But random chance dictating the final outcome more than skill IS bad game design.

Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
You've clearly haven't been spending nearly enough time playing roguelikesmisterfanwank wrote:But random chance dictating the final outcome more than skill IS bad game design.
it makes sence that you dont get much info its a riskmisterfanwank wrote:But random chance dictating the final outcome more than skill IS bad game design.Warhawx wrote:Bad luck =/= Bad game design
I like the basic mechanics of the game, I like the game's ability to put you into organic "no-win" situations, I like the sense of urgency and survival the game gives.
I do not, however, like how the game often asks me to make decisions with a minimal amount of information. I don't know how this could be fixed, but if a sequel is made I hope this is addressed.
But that's just it - it wasn't my achievement. It was just dumb luck.Aufklarer wrote:just take pride in actually getting to the mothership
If I'm suitably skilled at the game, then yes.Guswut wrote:If EVERY game ended with you getting to the boss and beating it, would you consider that proper game design?
Actually it is possible to win every game on normal with the easy ships like Kestrel and Fed Cruiser. Bad luck and randomness can only screw you over in sector one or maybe two, after that it is possible to plan for every contigency and it becomes impossible to lose to randomness. But still very possible to mess up things and lose because of bad tactics.Guswut wrote:If EVERY game ended with you getting to the boss and beating it, would you consider that proper game design?
This seems to imply that you've determined a strategy prior to starting a game. Precommitting to a specific strategy is a rather poor meta-strategy for FTL.Timmy wrote:Take a look at conventional RPGs - you have say 1% chance of finding "Item X" after defeating "foe X". But the game allows you to fight hundreds of foes if you deem the item that vital to your strategy.
Take a look at Dwarf Fortress. That is randomly generated, and you're not guaranteed to find anything particular ore upon embark. Take a look at Pac-Man. That's not randomly generated at all.Timmy wrote:Take a look at Minecraft. That is randomly generated too - but you are still guaranteed that the next biome (desert/forest/etc.) won't be thousands of miles away.
I'd imagine it's actually even lower than that, for any single arbitrary weapon/drone/system/augmentation/crewmember out of all of them in the game. If your precommitted strategy relies upon "I must get Weapon X to win" then you're gonna have a bad time. And lose. So a better strategy - learn to win with whatever you can find.Timmy wrote:Now compare this to how FTL works. You have (I'm guessing here) 20% of finding "upgrade X" in a shop and 2 shops in one sector - that means that there's a very realistic ~41% chance of not finding the upgrade during the first 2 sectors. (And that is without considering that sectors often enough have just 1 shop in them). The same applies to the chances of finding "passenger/crewmen X", meeting "foe X"/"condition X" etc.
Maybe this is true of the immediately last time around. Definitely untrue for all of the rounds as a whole - you should be continually learning to determine "oh, this event means X might happen, or Y might happen - if I can't afford Y right now, I should pick X" and "oh look, new weapon/augmentation/etc in a shop - I should try different things with this and figure out how to work this into my growing list of strategies".Timmy wrote:Thus the game forces you to to pretty much forget everything you learned the last time around, since it will be useless for the current game run.
Then this likely isn't the game genre for you. Others who enjoy that disagree - I actually would prefer a way to further increase my play-style variety. Playing the same game the same way every time sounds boring and tedious to me. (Thus why I was working with mod-makers to implement some sort of "random ship" starting game event.) Obviously, though, different people enjoy different things.Timmy wrote:I understand the necessity for randomness to keep the game exciting. But this isn't the way. I know the dev-team was very small and could not have come up with more foes/scenarios during the game, but this still isn't the right way to stretch out the play-through time. Forcing the player to adopt an entierly new play style every time is anything but exciting - it's tedious. Now combine this with the ability of not being able to save and you pretty much have a recipe for frustration.
This is like complaining that your playstyle as a Wizard in Nethack doesn't help you win as a Tourist because you can't apply your same tactics. Obviously, you can. Just not every single one, and not in the exact same way each time.Timmy wrote:The appeal of a roguelike is to learn how to handle the situations. To know when to fight and when to retreat. To be able to prepare for upcoming fights by improving your stats - to learn how to handle the game. But if you have to deal with altered gameplay mechanics each time (since you can't apply the tactics you learned last time) it feels like a cruel joke.