![]() Unless I am mistaken my first reaction when fighting one of the ghouls was surprise at how much damage they dealt. I guess then it would be my fault that I had to be so worried about being infected, but I simply value general upgrades more than something I have to use up against a weak enemy (especially when that can be avoided with save scumming). It could be that I preferred buying armor over consumables. To be honest, it's been a while since I've played. Yes, I found that and grinded about 20 slimes early in the game and more later. I think you're going for difficulty with a good deal of realism, but this could still be explained by special training or treatments providing Noctornia's members a higher resistance. If it drained slowly while out of combat, then that would just cause players to stand around waiting. The middle road would probably be the worst. Having it drain completely after every encounter would require some tighter balancing, but having it remain until holy water is used would make eventual infection far more of a certainty. The big question that remains then is whether this gauge should empty again by itself and when. Maybe if there was a gauge that, once full, will cause you to be infected it would feel a bit less random? Instead of just one bad "roll" you'd need several to be affected, and that could also be used as a balancing tool, with stronger vampires having a larger chance to fill the gauge or filling it by more, compared to weak ghouls. My idea how to solve this most effectively would probably be too much work. I felt the need to save before every single ghoul encounter because my holy water reserves were just far too limited to use them on a non boss encounter.įurthermore, this turned into a habit that made me play overly cautious even when holy water became more abundant. My main issue with the game early on was that being infected with vampirism is just a completely random death sentence. Narrative mode is probably a good addition, but I think for the problem you're describing it's overkill. I hope you're as excited as I am for this 4th main story chapter!! But now, CV is more accessible than ever, without the need to use the cheats available in the developer room.Īdditionally more art has been completed, including that of a major villain.įaye's enigmatic Mistress will finally be making her debut in this chapter and several revelations will come to light. Personally, I enjoy making Crimson Veil a fun RPG with challenging battles that require preparation to complete, so I will continue to make fights as I always have. As the in-game picture describes, this is a mode for those who just want to play the story and don't care for the gameplay, which I'm sure is fairly large percentage of the silent player base. Well, this has been a long time coming, but with the upcoming version 4.0, I will be introducing Narrative Mode.Īt the very start of the game, you will be presented with 2 difficulties, Narrative and Standard, with Standard being the default. There are still lots of complaints of difficulty, especially early on. I know many of you have played the game several times at this point and understand how the game works, but to someone jumping in, not really familiar with RPGs, and really only playing it for the "main content", the game can be pretty challenging. While this is really nothing new, reading up on some of the comments posted on those sites was enlightening. This week I found that there were quite few sites that had posted my game without my knowing.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |