• JackbyDev@programming.dev
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      4 days ago

      Not necessarily. Could just be bad game design. Maybe they’re not communicating well that the items are plentiful or what encounters are important enough to use them. I think the Elden Souls Bourne like of games’ Estus Flask is a pretty good example of how to do healing potions right. You have a very good idea of when they’ll be refilled (unless you’re looking for new checkpoints). You can’t stock pile them and get them back easily. Very nice.

      • twice_hatch@midwest.social
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        3 days ago

        I wish games would just put items on a timer somehow.

        Like say it’s an RPG, and there’s no timer in the overworld. When you go to enter a boss arena it says “When you enter, items A, B, and C will start turning bad and you’ll have 5 minutes to use or lose them”

        Then you can balance the game easier knowing that they’re short of items after every boss fight, and the player gets a fair warning at every point

        • JackbyDev@programming.dev
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          3 days ago

          Oh, idk. Maybe. Maybe if the whole game was designed around being quick and reckless something like that could work well. A Metal Gear Rising type of game doing that might be dope.

    • 8263ksbr@lemmy.ml
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      4 days ago

      I second this. In fallout was this one ridiculous difficult monster to kill. And I had to bombard it with literally everything I had - nukes, grenades, mines. Everything I had stored for a place i shouldn’t have gone to in the first place:D