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Never in my life have I played an action game where the simple act of changing weapons was so needlessly complicated.
Nah, MGR just uses the same menu switching system a lot of early action games had. You’re not expected to change weapons mid-combo. It’s not ideal but at least when you equip the weapon you actually get to use it right away. KH3 makes you work for each individual transformation (that’s only usable for a limited time!), and if you want to use them efficiently in combos you gotta do this shit? It’s ridiculous.Metal Gear Rising's weapon switching is far more complicated and much more tedious.
I wouldn't say that KH3 is supposed to have weapon switching mid-combo either. It's more fun, but I genuinely think that they made it the slow switch mambo on purpose.Nah, MGR just uses the same menu switching system a lot of early action games had. You’re not expected to change weapons mid-combo. It’s not ideal but at least when you equip the weapon you actually get to use it right away. KH3 makes you work for each individual transformation (that’s only usable for a limited time!), and if you want to use them efficiently in combos you gotta do this shit? It’s ridiculous.
Yeah, duh it's not supposed to. I'm talking about that games weapon switching exploit. Look it up, there are people who have figured out how to do it. And it is a tedious exploit, but has high reward value with how it makes combos even more lively.Nah, MGR just uses the same menu switching system a lot of early action games had. You’re not expected to change weapons mid-combo. It’s not ideal but at least when you equip the weapon you actually get to use it right away. KH3 makes you work for each individual transformation (that’s only usable for a limited time!), and if you want to use them efficiently in combos you gotta do this shit? It’s ridiculous.
Switching literally saves your place in a combo. What other purpose could that have except to encourage mid-combo switching? Nothing else does that so I doubt it was unintentional. There’s no point implementing real-time switching otherwise.I wouldn't say that KH3 is supposed to have weapon switching mid-combo either. It's more fun, but I genuinely think that they made it the slow switch mambo on purpose.
I actually wasn’t aware of that about MGR. I tried to look it up but I couldn’t find anything. If it’s anything like KH3’s exploit then it’s just as stupid and it shouldn’t be necessary. Depth comes from meaningful decisions not complex inputs.Yeah, duh it's not supposed to. I'm talking about that games weapon switching exploit. Look it up, there are people who have figured out how to do it. And it is a tedious exploit, but has high reward value with how it makes combos even more lively.
And yeah, like Violet Pluto just said, you're not supposed to do this. It's just something someone figured out you could do. It's why its an exploit. Something the developers clearly didn't intend. I'd also argue there isn't supposed to have form change combos either because the weapon switching is just so you can have additional options in combat, but it's not for combo'ing. As shown here, that would completely break the game. After all, this isn't that kind of action game by default. That people can combo with them if they figure it out is just a bonus.
Switching literally saves your place in a combo. What other purpose could that have except to encourage mid-combo switching? Nothing else does that so I doubt it was unintentional. There’s no point implementing real-time switching otherwise.
I actually wasn’t aware of that about MGR. I tried to look it up but I couldn’t find anything. If it’s anything like KH3’s exploit then it’s just as stupid and it shouldn’t be necessary. Depth comes from meaningful decisions not complex inputs.
And I know this is an exploit, I used it to highlight how bad the intended system is. If mid-combo switching was unintentional, then the designers flat out do not understand the purpose of real-time switching. Using it in combos is literally the point.
Are you aware that if the game truly is meant to work that way it actually makes it look worse, not better? That it means the designers intentionally limited the combat for no benefits whatsoever?... you're storing it for later if you want to save it for more difficult enemies. That's the intended purpose of the weapon switching, so that you can save a form change for later. That's all. It's not for combos. If it was, the gameplay system would be optimized to do that. That people find you can use them for combos is just a "bonus".
That's a matter of opinion, not a fact. Especially after the many fixes to the game have actually, definitely, made the game better by fixing many of the flaws people actually complained about.Are you aware that if the game truly is meant to work that way it actually makes it look worse, not better? That it means the designers intentionally limited the combat for no benefits whatsoever?
Feel free to explain how having it work this way benefits the gameplay.That's a matter of opinion, not a fact. Especially after the many fixes to the game have actually, definitely, made the game better by fixing many of the flaws people actually complained about.
It seems the previous post from Launchpad already did that for me.Feel free to explain how having it work this way benefits the gameplay.
It’s obviously possible that they couldn’t get it to work because of dev issues. That doesn’t change that it’s a flaw. Do you think all those old action games made you go through a menu to switch weapons because the devs wanted it to be that way? Of course not. It was because of technical limitations. Memory constraints, animation issues, etc. Those devs knew that it wasn’t ideal and so they made sequels that allowed switching mid-combo. Real-time switching was created for that exact purpose. But people are seriously trying to argue that KH3’s limited switching is intentional and acting as if that alone makes it okay.I definitely understand the position that faster, free switching would be more fun to tool around with and make the game feel better, especially if it'd keep your place in the combo so you can weave things together more fluently, but it makes sense for KH3's dev cycle that they didn't.
There were a lot of things that had to be made in KH3 and its subsequent DLC. I'd love to play with free, instant weapon switching, but if that's made available, every transition should be tested between every form change in every stage of the combo. Even with the relatively modest pool of transformations that currently exists, that's a lot of work.
If it's too fast and free, or buggy, and traps bosses without hitting Revenge Value, then it breaks Kingdom Hearts. While the line is sometimes hard to find, KH is not a style based character action game like DMC. At it's best, KH creates each move and combination with an eye towards utility over stylish variety. This is why each shotlock has different damage properties, each type of move contributes a specific amount towards revenge value, so on and so forth.
We'd gain a lot of style and see lots of sick webms and compilations if switching was instant, but there's got to be some tested reason why it isn't, at this point. Listen, they added cancel windows to Triple Rush and Speed Slash. They're watching and listening. I'm sure it's been discussed and looked at, but they made the decision to keep it out for a reason.
His explanation was that they tried but couldn’t make it work. That’s the exact opposite of your position. I asked you to explain how the gameplay is improved by not having mid-combo switching. ‘It’s too much work’ is an excuse, one that’s been addressed for years.It seems the previous post from Launchpad already did that for me.