What would you NOT like to see?
#16
Posted 26 February 2010 - 01:55 PM
#17
Posted 27 February 2010 - 06:04 PM
#18
Posted 07 March 2010 - 04:31 PM
If you die and start with full hearts, many people will just die on purpose to get full health. That's kind of retarded. A death must feel like a penalty in my opinion.
And the point of Master Dome is that it is a secret dungeon, therefore it should be well hidden, right?
Edited by Peteo, 07 March 2010 - 04:31 PM.
#19
Posted 07 March 2010 - 04:47 PM
No, your using that as an excuse. Of course it should be well hidden, but the way it was executed created a false sense of difficulty. "Well hidden" shouldn't be done by creating a completely, illogical puzzle, that a player would be unable to find without the assistance of the creator. The player was given no sense of direction or hint towards finding the Master Dome nor was the wand ever used to clear away mushrooms before in the game. So, it would be mere fortunate if the player would come across the Master Dome, really. That is unless, like I previously stated, you tell him where it is.
#20
Posted 07 March 2010 - 05:02 PM
It has to be the result of some sort of puzzle. Not repetition of mindless, purposeless things. I'd rather gain a sense of accomplishment after using my head to solve a problem, rather than doing something half a billion times to gain not a sense of accomplishment but a sense of morbid relief that my long and arduous pointless trials are over.
I'm not wasting precious days of my life doing that.
#21
Posted 07 March 2010 - 05:07 PM
#22
Posted 07 March 2010 - 05:25 PM
Anyway, perhaps another way to go about it, is to give some clues at the very beginning of the game that will imprint themselves upon the reader during the course of their adventures. It's not that imposing, but it's something out of the ordinary that they know shouldn't be ignored.
#23
Posted 07 March 2010 - 07:00 PM
Games with little to no plot beyond Zelda got kidnapped by Ganon, or some silly variation of that.
Less games about rescuing/obtaining items and more about other adventures/quests. Like a country at war with another, or a person just trying to buy groceries.
More side-quests, hidden items, and lots of rewards for the person who wants to go a wandering. For the items, there should be riddle-esque clues to find them, and they should be ridiculously easy to miss. (like in my quest, there'll be a staircase that'll appear after waiting in one room for 1 minute 30 seconds or something).
Less Link.
Oh, and I'd also like to never EVER see any dicks.
#25
Posted 08 March 2010 - 05:57 PM
#26
Posted 09 March 2010 - 05:25 AM
Edited by Midnight_King, 09 March 2010 - 05:27 AM.
#27
Posted 09 March 2010 - 01:31 PM
I've never liked the 3-heart-continue for the reason that it also penalizes people who save and pick up later. I don't mind the idea of starting with few hearts on death (though I'd bump it up just a bit, maybe to 5.)
As for something I don't want to see? I'm probably in the minority, here, but I'm not a fan of overly complex block puzzles. I don't mind ones that are salvageable if you push a block the wrong way part of the time, but when a single mis-push ALWAYS screws it up it's really not good.
...Pretend my last sentence actually makes sense.
#28
Posted 09 March 2010 - 10:34 PM
#29
Posted 10 March 2010 - 01:32 AM
Being to hard. LI was simply to hard for me. It's better to have two versions of a quest rather then forcing potent players to quit due to it being to hard. Not all players is from here and have great experience with ZC, and it would be a shame to turn those away.
#30
Posted 10 March 2010 - 07:27 AM
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