• Fandangalo@lemmy.world
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    4 months ago

    I’m an expert in game design and economy design (+10 yr experience professionally).

    You do this so that health doesn’t feel rare. The same thing with ammo. If you don’t drop ammo for weapons, even when the player is full, the player may believe ammo is rare, hoard it, and not shoot. So if you want to incent players taking risks, you drop health and ammo, even at full, so the player feels they can experiment.

    This was noted in the GDC talk for Ghost of Tsushima: they do step on the drop rates when you’re low to give more than usual, but they don’t do the reverse (e.g. give you none at full) because they found, in play testing, players hoarding ghost tools (and therefore didn’t use them) unless the player believed a bunch was available.

  • simple@lemm.ee
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    4 months ago

    When you accidentally touch a full HP pickup when you have 99 health

    • Sabin10@lemmy.world
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      4 months ago

      I have no problem with consumables for health and magic but temp buffs aren’t my thing. I’ll never finish that game.

    • MotoAsh@lemmy.world
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      4 months ago

      Seriously, I go in to a boss fight and spend minutes hacking and dodging with basic attacks and combos, then watch GDQ and they use a couple items and then cream the boss in two combos…

      That game is not hard at all, just insanely punishing for little mistakes. Mistakes like… not using consumable buffs…

      I despise games made to be frustrating for all except the intended play style. Dark Souls games are at the top of the list for games that aren’t simply misbalanced, but designed by cruel idiots.

  • Buelldozer@lemmy.today
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    4 months ago

    Also you can somehow carry 15 different weapons and 10,000 rounds of ammunition plus grenades, a knife, a flashlight, and even a BAZOOKA…but not extra health packs.