karlpet on 5/2/2023 at 23:23
Quote Posted by JarlFrank
What completely annoys me are objectives where you have to find your own equipment stash and don't get a single clue to its location. "Before you go, get your equipment!"
This really annoyed me in Christine's latest mission and in Godbreaker mission 1, both missions had the equipment hidden, or even a secret room accessed by a hidden switch you had to find.
But why do I have to search for MY OWN secret room without a clue, when Garrett should know the location? A "get your equipment from your own secret room" objective should always have detailed hints to where you can find that equipment. Garrett knows where it is, and if I as a player don't know where it is and have to search in my own home like a guy with dementia who forgot about his own secret switches, it really breaks my immersion.
This is interesting. Into The Odd is an example of a mission where you start with nothing. However, not only do you not have your equipment. it's daylight, you don't have your safe darkness. You're hunted, you don't have a moment to rest. In fact, you start in a fucking shitter, you do not even have your thievy
dignitiy. THAT's a way to do it! What a scary, disempowering and putrid start to a fantastic mission.
Quote Posted by Haplo
- Putting heavy junk in chests
- Putting junk in chests that require long lock-picking
...
That depends, I can appreciate the trickster-like humour of putting a heavy object in a chest that is right beside a sleeping guard or servant. This type of shenanigans can sometimes add to the feeling of danger, like the level author himself is a god who deceives you. It doesn't always work, but sometimes tricks like these can really make a level feel evil in an entirely different way.
I usually play FM's for architecture, secondarily for the suspense, mystery and vibes. There are so many different possible approaches to level design, despite the boundaries of the gameplay and engine.
If I would mention one thing I dislike, it would be FM's that are entirely corridors.
A.Stahl on 6/2/2023 at 21:12
Quote Posted by karlpet
one thing I dislike, it would be FM's that are entirely corridors.
Mazey corridors. Mazey one-texture-corridors. No, excessively long one-texture corridors. With zombies!
Overlord Nexus on 15/2/2023 at 07:55
Missions that cannot be ghosted. People complain about "no KO" objectives; non-ghostability is the reverse of that and just as irritating.
Kin on 15/2/2023 at 12:34
I don't like large areas without interest in missions
Hit Deity on 15/2/2023 at 14:25
Did you mean to link to the post directly before yours in the same thread? :confused:
zappenduster on 15/2/2023 at 17:00
Quote Posted by Hit Deity
Did you mean to link to the post directly before yours in the same thread? :confused:
Of course not, thanks for the tip, URL corrected. :eek:
Hit Deity on 15/2/2023 at 21:03
No problem. I was interested in this topic, and rather than create a new thread, I guess it was my fault: I resurrected it.
I'm enjoying reading these..
Earl on 17/2/2023 at 15:13
I don't like areas being inaccessible based on difficulty levels. It's better when the difficulty level requires a different method to access an area, or requires more objectives to be completed in order to gain access.
Hit Deity on 17/2/2023 at 19:46
Quote Posted by Earl
I don't like areas being inaccessible based on difficulty levels. It's better when the difficulty level requires a different method to access an area, or requires more objectives to be completed in order to gain access.
Same for me. I remember learning that one of the OMs had done that, and I remember being so mad at the time. Locking away whole sections based on difficulty level? Why?!
But I sorta get it, in a way, but I don't care for it. Better to "artificially" guide the player into those areas by way of a sneaky loot requirement, or make it to where on the Easy difficulty, it can be bypassed because you don't need that loot and there's nothing there that's required.. everybody wins in that case.