This game makes Dark Souls seem easy--what's wrong? Help?
Posted: Sat Jan 19, 2013 11:38 am
So...maybe I'm somehow missing something (or several somethings) that drastically change how difficult this game is to succeed in, and how to not get screwed over by the RNG that randomly generates events, maps, and resources.
WARNING: LONG POST. DO NOT TL;DR, AS IT CONTRIBUTES NOTHING EXCEPT SPAM.
But after well over a dozen hours of play, hours of watching much better players play, and reading through tip threads, I'm still utterly incapable of beating the game's boss, even on Easy.
So unless I'm some kind of absurd outlier here, this game--for all of its strengths and feats--receives an F in game balance. Let me run through the list of reasons, and please feel free to offer constructive feedback on them:
1) No save feature or carried-over progression.
I get the idea of permadeath, and I appreciate the elements it adds into the game. But when you combine this with an absurdly difficult and luck-based game, it becomes crippling. Worse, you carry no kind of progress or advantages over to subsequent playthroughs, other than experience--which is not nearly as valuable as it should be, as so much of the game is random and luck-based. The one exception is ships you unlock, but the problem is that they aren't customizable or upgradable whatsoever, and unless you play the game extensively (and/or know exactly what to do and what to look for), you hardly get anything until you've already beaten the boss. If the experience I carry over from failed playthroughs counts for little in the face of extreme randomness and high difficulty, and there is no way to give myself a better chance in my next run through unlockable upgrades/options/progress, I feel like I'm wasting time and banging my head against a wall.
2) Resources are, for the most part, stupidly scarce and also entirely random. Resources are also vital in both the short-term and long-term of every playthrough.
You're under a very strict time limit the whole game. It costs one type of your precious resources in order to progress at all, let alone explore. Running low on fuel--even if you did everything you could to avoid that situation--makes getting more fuel almost entirely a matter of luck. Exploring can be just as risky or worthless as beneficial, so there is a massive discrepancy between the risk/cost/reward dynamics.
Scrap is essential for upgrading your ship, repairing your ship, buying necessary supplies, buying new components to your ship, buying new weapons, and buying more crewmembers. There is nowhere near enough scrap to make more than a couple of those factors a priority for entire sections of the game unless you are very lucky (or starting with a far, far better ship than the Kestrel...which is completely moot, as the sole available ship to start with should not be the most difficult ship to beat the game with, even on the easiest difficulty. Period.).
So I try to plan ahead for various builds, contingencies, trouble areas, etc, when managing my scrap and spending. The problem is that this inevitably leaves me with few options even when I am lucky enough to not have the entire plan shredded to pieces by some unforeseeable random event or result.
3) Combat is laughably broken.
Missiles completely bypass shields, deal significant damage to both hull and subsystems, and are only disadvantaged by using a finite ammo source. But the enemies you face have no such restrictions or concerns, and this becomes extremely problematic when combined with...
BOARDING. Mother of god, this is beyond frustrating. After the first sector or two, nearly every hostile ship you run in to has a teleporter, and their ships will always have enough excess crewmembers to send a sizable boarding party over while still having enough to man and maintain vital systems. Obtaining crewmembers yourself requires incredible luck or or a fair amount of scrap...often both. Counters to teleporters are completely nonexistent--nothing short of being cloaked can block it from happening right away, and even fully upgraded cloaking doesn't last long (and requires a moderately lengthy recharge cycle). It's like being able to fire an alpha strike right at the start of every battle, without any special augmentations. Countering boarding attacks themselves requires anywhere between moderate to heavy investment in fairly specialized upgrades or tech, whereas boarding itself requires little investment beyond a strong enough boarding party, which is more dependent on what ship you start with than any given strategy. Boarding allows for bypassing shields entirely, by default, and directly targeting subsystems *and* crew at your leisure. Even more broken is that every boarding requires you to send your own crewmembers to at least stall them, meaning that the enemy is hampering your tactics, survivability, and your options just by using a simple, generic attack that is impossible to defend against/prevent, can be used immediately in every fight, and requires no skill whatsoever to at least succeed in that hampering.
But hey, at least the sole ship you have access to starts with this incredibly broken system that is otherwise very common and only extremely expensive to obtain in the early sectors and enough crewmembers (or access to new ones) to utilize it, right? Um...right?
Well, hey, the only other ship you can relatively easily unlock has a teleporter to start with! Awesome! Wait, what's that? Its crew are all of a species that completely sucks at boarding actions--offense or defense--and finding new crewmembers is at best uncommon, and almost always expensive? Well, fuck.
Oh, right, almost forgot: beams are simply too niche until the late-game, where you have the power, weapons, tech, and setup to reliably knock down (and keep down) an enemy's shields so that you can do anything with your beams at all. Of course, then the Rebel Flagship throws that entire build into the wind when its max shields, high-evade, full-cloaking, drone-heavy composition make even your extensively effective/reliable shield-suppressing abilities nowhere near sufficient, and making any beam you carry into battle a waste of space and power.
Fires are way more threatening than they have any right to be. The few airlocks I have on a given ship are often poorly positioned, and having to vent every room connecting the airlock to the fire in question in order to extinguish a single flame is utterly absurd. By nature of the environmental and oxygen systems of any spacecraft, you can easily vent the air in one room remotely, without opening any doors--but nope, you're forced to vent half your ship before your oxygen system can start refilling the air in the segregated, individual rooms remotely. Wait, what?
4) The pursuing fleet--especially its speed--makes your options even fewer and more luck-based than before.
You're lucky if you manage to explore half a sector before moving on ahead of the rebel fleet. The RNG strikes again, as god help you if the randomly generated sector has one viable route with some systems just being entirely out of the question to visit (even if you do nothing else but run for the exit afterwards).
The Last Stand is probably the worst culprit, though, as you not only have the rebel fleet advancing rapidly from the get-go, you have to prevent the Rebel Flagship from even getting close to the other side of the sector...and doing so means beating the final boss three times in a row in enemy territory. My second playthrough to make it to this sector was so laughably screwed over by the RNG that it was insane: I started in the bottom-right corner, with every single beacon within about three jumps being fully occupied by the enemy from the start, and the three repair stations were literally at the opposite corners of the sector, with all but one of them being taken over by rebels by the end of the first turn. I never had any chance to repair my damaged hull, even when starting the sector, even when every game ever gives you easy access to healing items/full health before taking on the final boss. In my case, I had to run through half a dozen Elite Fighters just to get to the final boss in the first place, and I had only 2/3rds hull to begin with.
5) Long-Range Scanners should be a default, cost-free and space-free ability.
Because having a *slight* idea of what you might face in an adjacent system (not even the real nature of the encounter, just something as basic as 'there's some kind of ship here' or 'this system is in the middle of a solar flare storm') is the kind of mercy that makes the painfully random, luck-based gameplay and decision-making a bit less intolerable.
6) So permadeath...but you can only have one in-progress save at a time?
This is both entirely unnecessary and really bad design. It's kind of analogous to forcing the player to fully beat the game with the current save file/character in a given RPG before being able to start a new one without erasing all the others. Also, something about giving the player options and control.
7) You start with access to one ship, no variants, no customization or upgrades available, and only very vague hints on how to unlock all but one of the others. And the starting ship rather sucks.
It's like if you start Super Smash Bros with a single playable character, and all of the rest require major time, effort, and Guide-Dang-It knowledge (oh, and lots of luck! Can't forget that) to unlock...and only a single vague hint on how to do so for each of them. It's bad design, boring, and frustrating.
8) Your options in the early game are pitifully few.
You lack the scrap to buy much of anything, not very much fuel, a modest number of missiles, and a skeleton crew. You're probably limited to one weapon in combat, no drones even if you start with a drone control system, and forced to ration your scrap for a number of other vital upgrades first before you can even think about buying (to say nothing of *using*) new weapons, like power, shields, weapon system power, etc. You better hope that you don't have to waste scrap on hull repairs because too many of your opponents had missiles, or you jumped into a solar flare storm.
Starting with a skeleton crew just sucks, and your chances to obtain new crewmembers even if you're willing to pay a good bit for them are low until later in the game. You don't even have enough to man the vital systems, and god help you if you get boarded, a fire breaks out in a bad place, or random weapons fire kills any of your crew. And when a missile bypasses your shields and hits your oxygen system? Well, who are you going to send to fix it before your crew suffocates: the guy piloting the ship (necessary for jumping, having any evade chance), the guy manning the shields (and thus helping to avoid further damage to your ship and its systems, like the pilot), or the guy manning the engines (helps you charge your jump drive faster so that you can escape if need be, also increases your evade chance)? If you only have two crewmembers left, it gets downright absurd (there's a fire in the oxygen room, the engines are damaged and I need a jump charge ASAP, and I need my pilot to maintain my evade chance and be able to jump when ready--though having my shields recharge slightly faster would certainly help too).
Most of the time, in the first couple sectors, the stores will sell almost entirely a small selection of items that I can't possibly afford or power that early in the game. I'm sorry, but need *crewmembers*, not a cloaking system that costs more than I could possibly have in this sector. And since you can't even go back to an earlier store beyond a couple turns at most (depending on how early you find it before the rebel fleet catches up, and how out-of-the-way it is from the exit point), there is literally zero purpose for this other than to make the game even more frustratingly difficult and luck-based in an entirely bland and artificial way.
9) Why do the rebels have cruisers and fighters lying in ambush for you ludicrously ahead of the rebel fleet? They even regularly set traps for you that involve a lengthy deceit by civilian ships to lead you out of your way into them. I mean, aren't constant pirates, slavers, suicidally insane solar flare storm chaser pirates, hostage-takers, automated rebel scout fighters, giant spiders overrunning space stations, and mantis boarding parties in every nebula enough?
And why can't *I* ever offer a bribe or surrender in exchange for some scrap, fuel, and/or missiles? That's a great deal for pirates, who make a living off of this tactic alongside boarding undefended (or lightly defended) ships?
10) ...why can't I fire upon a ship that just surrendered or bribed me but ended up completely ripping me off after I accepted? I mean, I can be a total dick at any other point in the game, but I can't finish off a pirate ship that ambushed me with intent to kill after his surrendering bribe turned out to be jack shit after I accepted the offer?
------
...and this is on Easy Mode. If your game is this absurdly difficult due to bad design, extreme randomization and unpredictability, and luck-based gaming at every turn, at least have the decency to not call it "Easy Mode".
WARNING: LONG POST. DO NOT TL;DR, AS IT CONTRIBUTES NOTHING EXCEPT SPAM.
But after well over a dozen hours of play, hours of watching much better players play, and reading through tip threads, I'm still utterly incapable of beating the game's boss, even on Easy.
So unless I'm some kind of absurd outlier here, this game--for all of its strengths and feats--receives an F in game balance. Let me run through the list of reasons, and please feel free to offer constructive feedback on them:
1) No save feature or carried-over progression.
I get the idea of permadeath, and I appreciate the elements it adds into the game. But when you combine this with an absurdly difficult and luck-based game, it becomes crippling. Worse, you carry no kind of progress or advantages over to subsequent playthroughs, other than experience--which is not nearly as valuable as it should be, as so much of the game is random and luck-based. The one exception is ships you unlock, but the problem is that they aren't customizable or upgradable whatsoever, and unless you play the game extensively (and/or know exactly what to do and what to look for), you hardly get anything until you've already beaten the boss. If the experience I carry over from failed playthroughs counts for little in the face of extreme randomness and high difficulty, and there is no way to give myself a better chance in my next run through unlockable upgrades/options/progress, I feel like I'm wasting time and banging my head against a wall.
2) Resources are, for the most part, stupidly scarce and also entirely random. Resources are also vital in both the short-term and long-term of every playthrough.
You're under a very strict time limit the whole game. It costs one type of your precious resources in order to progress at all, let alone explore. Running low on fuel--even if you did everything you could to avoid that situation--makes getting more fuel almost entirely a matter of luck. Exploring can be just as risky or worthless as beneficial, so there is a massive discrepancy between the risk/cost/reward dynamics.
Scrap is essential for upgrading your ship, repairing your ship, buying necessary supplies, buying new components to your ship, buying new weapons, and buying more crewmembers. There is nowhere near enough scrap to make more than a couple of those factors a priority for entire sections of the game unless you are very lucky (or starting with a far, far better ship than the Kestrel...which is completely moot, as the sole available ship to start with should not be the most difficult ship to beat the game with, even on the easiest difficulty. Period.).
So I try to plan ahead for various builds, contingencies, trouble areas, etc, when managing my scrap and spending. The problem is that this inevitably leaves me with few options even when I am lucky enough to not have the entire plan shredded to pieces by some unforeseeable random event or result.
3) Combat is laughably broken.
Missiles completely bypass shields, deal significant damage to both hull and subsystems, and are only disadvantaged by using a finite ammo source. But the enemies you face have no such restrictions or concerns, and this becomes extremely problematic when combined with...
BOARDING. Mother of god, this is beyond frustrating. After the first sector or two, nearly every hostile ship you run in to has a teleporter, and their ships will always have enough excess crewmembers to send a sizable boarding party over while still having enough to man and maintain vital systems. Obtaining crewmembers yourself requires incredible luck or or a fair amount of scrap...often both. Counters to teleporters are completely nonexistent--nothing short of being cloaked can block it from happening right away, and even fully upgraded cloaking doesn't last long (and requires a moderately lengthy recharge cycle). It's like being able to fire an alpha strike right at the start of every battle, without any special augmentations. Countering boarding attacks themselves requires anywhere between moderate to heavy investment in fairly specialized upgrades or tech, whereas boarding itself requires little investment beyond a strong enough boarding party, which is more dependent on what ship you start with than any given strategy. Boarding allows for bypassing shields entirely, by default, and directly targeting subsystems *and* crew at your leisure. Even more broken is that every boarding requires you to send your own crewmembers to at least stall them, meaning that the enemy is hampering your tactics, survivability, and your options just by using a simple, generic attack that is impossible to defend against/prevent, can be used immediately in every fight, and requires no skill whatsoever to at least succeed in that hampering.
But hey, at least the sole ship you have access to starts with this incredibly broken system that is otherwise very common and only extremely expensive to obtain in the early sectors and enough crewmembers (or access to new ones) to utilize it, right? Um...right?
Well, hey, the only other ship you can relatively easily unlock has a teleporter to start with! Awesome! Wait, what's that? Its crew are all of a species that completely sucks at boarding actions--offense or defense--and finding new crewmembers is at best uncommon, and almost always expensive? Well, fuck.
Oh, right, almost forgot: beams are simply too niche until the late-game, where you have the power, weapons, tech, and setup to reliably knock down (and keep down) an enemy's shields so that you can do anything with your beams at all. Of course, then the Rebel Flagship throws that entire build into the wind when its max shields, high-evade, full-cloaking, drone-heavy composition make even your extensively effective/reliable shield-suppressing abilities nowhere near sufficient, and making any beam you carry into battle a waste of space and power.
Fires are way more threatening than they have any right to be. The few airlocks I have on a given ship are often poorly positioned, and having to vent every room connecting the airlock to the fire in question in order to extinguish a single flame is utterly absurd. By nature of the environmental and oxygen systems of any spacecraft, you can easily vent the air in one room remotely, without opening any doors--but nope, you're forced to vent half your ship before your oxygen system can start refilling the air in the segregated, individual rooms remotely. Wait, what?
4) The pursuing fleet--especially its speed--makes your options even fewer and more luck-based than before.
You're lucky if you manage to explore half a sector before moving on ahead of the rebel fleet. The RNG strikes again, as god help you if the randomly generated sector has one viable route with some systems just being entirely out of the question to visit (even if you do nothing else but run for the exit afterwards).
The Last Stand is probably the worst culprit, though, as you not only have the rebel fleet advancing rapidly from the get-go, you have to prevent the Rebel Flagship from even getting close to the other side of the sector...and doing so means beating the final boss three times in a row in enemy territory. My second playthrough to make it to this sector was so laughably screwed over by the RNG that it was insane: I started in the bottom-right corner, with every single beacon within about three jumps being fully occupied by the enemy from the start, and the three repair stations were literally at the opposite corners of the sector, with all but one of them being taken over by rebels by the end of the first turn. I never had any chance to repair my damaged hull, even when starting the sector, even when every game ever gives you easy access to healing items/full health before taking on the final boss. In my case, I had to run through half a dozen Elite Fighters just to get to the final boss in the first place, and I had only 2/3rds hull to begin with.
5) Long-Range Scanners should be a default, cost-free and space-free ability.
Because having a *slight* idea of what you might face in an adjacent system (not even the real nature of the encounter, just something as basic as 'there's some kind of ship here' or 'this system is in the middle of a solar flare storm') is the kind of mercy that makes the painfully random, luck-based gameplay and decision-making a bit less intolerable.
6) So permadeath...but you can only have one in-progress save at a time?
This is both entirely unnecessary and really bad design. It's kind of analogous to forcing the player to fully beat the game with the current save file/character in a given RPG before being able to start a new one without erasing all the others. Also, something about giving the player options and control.
7) You start with access to one ship, no variants, no customization or upgrades available, and only very vague hints on how to unlock all but one of the others. And the starting ship rather sucks.
It's like if you start Super Smash Bros with a single playable character, and all of the rest require major time, effort, and Guide-Dang-It knowledge (oh, and lots of luck! Can't forget that) to unlock...and only a single vague hint on how to do so for each of them. It's bad design, boring, and frustrating.
8) Your options in the early game are pitifully few.
You lack the scrap to buy much of anything, not very much fuel, a modest number of missiles, and a skeleton crew. You're probably limited to one weapon in combat, no drones even if you start with a drone control system, and forced to ration your scrap for a number of other vital upgrades first before you can even think about buying (to say nothing of *using*) new weapons, like power, shields, weapon system power, etc. You better hope that you don't have to waste scrap on hull repairs because too many of your opponents had missiles, or you jumped into a solar flare storm.
Starting with a skeleton crew just sucks, and your chances to obtain new crewmembers even if you're willing to pay a good bit for them are low until later in the game. You don't even have enough to man the vital systems, and god help you if you get boarded, a fire breaks out in a bad place, or random weapons fire kills any of your crew. And when a missile bypasses your shields and hits your oxygen system? Well, who are you going to send to fix it before your crew suffocates: the guy piloting the ship (necessary for jumping, having any evade chance), the guy manning the shields (and thus helping to avoid further damage to your ship and its systems, like the pilot), or the guy manning the engines (helps you charge your jump drive faster so that you can escape if need be, also increases your evade chance)? If you only have two crewmembers left, it gets downright absurd (there's a fire in the oxygen room, the engines are damaged and I need a jump charge ASAP, and I need my pilot to maintain my evade chance and be able to jump when ready--though having my shields recharge slightly faster would certainly help too).
Most of the time, in the first couple sectors, the stores will sell almost entirely a small selection of items that I can't possibly afford or power that early in the game. I'm sorry, but need *crewmembers*, not a cloaking system that costs more than I could possibly have in this sector. And since you can't even go back to an earlier store beyond a couple turns at most (depending on how early you find it before the rebel fleet catches up, and how out-of-the-way it is from the exit point), there is literally zero purpose for this other than to make the game even more frustratingly difficult and luck-based in an entirely bland and artificial way.
9) Why do the rebels have cruisers and fighters lying in ambush for you ludicrously ahead of the rebel fleet? They even regularly set traps for you that involve a lengthy deceit by civilian ships to lead you out of your way into them. I mean, aren't constant pirates, slavers, suicidally insane solar flare storm chaser pirates, hostage-takers, automated rebel scout fighters, giant spiders overrunning space stations, and mantis boarding parties in every nebula enough?
And why can't *I* ever offer a bribe or surrender in exchange for some scrap, fuel, and/or missiles? That's a great deal for pirates, who make a living off of this tactic alongside boarding undefended (or lightly defended) ships?
10) ...why can't I fire upon a ship that just surrendered or bribed me but ended up completely ripping me off after I accepted? I mean, I can be a total dick at any other point in the game, but I can't finish off a pirate ship that ambushed me with intent to kill after his surrendering bribe turned out to be jack shit after I accepted the offer?
------
...and this is on Easy Mode. If your game is this absurdly difficult due to bad design, extreme randomization and unpredictability, and luck-based gaming at every turn, at least have the decency to not call it "Easy Mode".