I mean they aren’t wrong but these games are a huge learning curve for most people. Even this games has a lot of new concepts not in the others.
there’s so much in this game where i’m like “i guess i’ll never find out what that means” couldn’t be happier
actually no. I'm not the one designing the game. So its not my fault for how the game is designed. Absolutely zero harm would come from letting players get their runs back after losing to a boss without having to kill that boss.
I’m going to repeat what others have said: that is how these games are. Brutal. It’s a learning curve. Lesson learned: don’t go into a boss fight with a ton of ruins, souls, etc. You will get it.
how is walking into a room that the main path seems to be leading you down only to discover that you probably need to level up a bit more before taking on that boss being too confident? Like sure, if you go running off into increasingly harder areas instead of turning back to safety its your own fault for pressing your luck. Don't mind that. I just don't understand how getting in circumstances where your only options are "lose all your runes" or "find a way to power through" helps make the game any more enjoyable.
oh wait I wasn’t commenting on your stuff I was just talking more in general because I’ve been confident walking into bosses and then they knocked me tf out and I was like damn lol
I mean, the harm is that going to the boss becomes more low stakes because you’re not at risk of losing anything. Going in with a bunch of runes, to a boss you haven’t seen yet, is a high risk choice you’ve made. And losing to it and losing your runes is the punishment for it
again. "that's how the games are" is not actually a valid reason for designing something a certain way. Fact that no one has been able to give a single reason why doing it that way makes the game better but instead has to keep repeating "that's how it is deal with it" has send a pretty good signal to me that its definitely bad game design.
yeah. And like, if it dropped your runes outside the room (or let you run out of the room after picking them up so you have a bit of a challenge getting the back) I wouldn't really mind as much. You learn the boss is too hard for you, retreat, come back later when you're stronger. That's seems totally fair. And that is how the reviewers suggested the game worked going in -- if you got stuck somewhere you could always go try something else.
I mean just say it isn’t for you lol your critique is something so many enjoy about these games, not knowing what’s around the corner, the risk reward in continuing on instead of going back to a bonfire to use runes…
honestly I get the frustration in losing runes but also with souls games I’ve basically just accepted if you lose them, you lose them. I’ve had an experience where I had like 10k souls and I went into a boss and lost them. I then ended up losing those souls on the way to the boss so I just went fuck and moved on. it’s probably bad design in some parts but it’s also something that is normal in souls games.
All of us here have lost thousands or runes, souls, etc pushing to see how far we can go. We race back to get them and get careless getting killed by some damn rat or dog because we didn’t take our time. It’s a risk/reward game and that’s the fun of it. You get enough for a level or item? Spend it! That’s the best way to secure your runes.
but why change how the game works for boss fights? (and only some of the boss fights for that matter. Encountered one boss fight where I could just run away and another where it transformed the area around me for the fight, but then my runes where there out in the open after I died. Leading one to assume there wasn't too much risk in taking on bosses other than the usual needing to come back, grab your shit, and run away) want the game to be "if you die you lose all your runes" sure make that the game want the game to be "you can go back and collect stuff, but if you die doing that you lose what you lost the first time" sure, make that the game. Personally I think that is better because it makes the risk/reward a bit more interesting. There is definitely less risk involved, but still enough that you at some point gotta worry about turning back. This lets you push out into the unknown. You start out reasonable close to a grace point, being fairly confident you can run back there, so death isn't too big as a worry. Then the further out you get, the harder you know it'll be to get back here but also who knows maybe the next grace point is just a bit further on. So you press on. I think those mechanics work and are fun. It ceases to be fun for me when it turns into "well now the only way to continue is forward". Let me realize "lol nope, that is too hard right now lets try something else"
Bro, return the game. Things like that havent changed in 15 years and the franchise is at an all time high as far as popularity. They make it CLEAR when you are going to a boss fight with the fog gates. When you see that, spend all your shit. if its an open world boss (which is entirely new to this specific game) you can run away or collect it if you die.
Weird how they figured out a better way for things to work. isn't it? but I mean, how dare someone suggest a game behave in a consistent manner and not do pointless things that really just serve to make the player experience work. huh?
sure doesn't change the fact that zero people have been able provide any reasons why not letting you run away from bosses is a good thing