For the love of god, please sort out getting pushed off ledges in the crucible. Ive lost count of the amount of times im in the last room, only to get pushed off.…
Skill issue, brother. Next time think more about positioning and enemy move sets. You can also switch weapon to something faster, so that you are not animation locked for long when enemy is suddenly about to use his ramming move.
Of course if you are good at playing you can avoid falling, but the problem is that the punishment is not proportional to the mistake. I think this applies to the basic game as well but when someone falls from a deadly height they should take damage and being brought back to the edge they fell from instead of dying (even Sekiro does this).
You do not have to be exceptionally good to not fall constantly. Falling from time to time is ok, unless you have problems and falling even once makes you rage on forums, in which case i would suggest turning pc off, drink some calming tea and touch grass.
If you’re not “good” at skill based games, why are you playing them instead of some easier, story driven games? When playing platformer games like spyro, crash bandicoot, rayman or ori do you rage too when you fall?
This is a forum and we shouldn’t be posting emotionally just because we got angry.
However I think the criticism of fall damage is appropriate.
Punishment should be proportional to the mistake, I’ll give you an example: if I’m fighting a boss and I make a mistake and get hit by his strongest attack if I was at 100% health before I don’t die, this is true against any boss if you are of the appropriate level, even if you have light armor, but with a much smaller mistake like having the stick at a slightly wrong angle during a jump, or being hit by an attack like a shield strike (which are much faster than a heavy attack from a boss) if you fall you always die even at 100% hp.
I’m not saying the player shouldn’t be punished for falling but if falls inflicted something like 70% of your maximum health and brought you back to the edge of the fall that would be a more appropriate punishment, if you have 70% health or less when you fall you still die it’s not like falling becomes free.
This change does not change the way you play the game, the “mechanical difficulty” is the same you still try not to fall and position yourself correctly. If we’re just talking about “mechanical difficulty” it actually increases it because once you take the fall damage you might find yourself surrounded by enemies and you have to get out of that sticky situation.
edit:
I like the high difficulty, I have played many games considered difficult: Sifu; Nine Sols; Sekrio ; Lies of P ; Dark Souls 1&3; Elder ring; Holow knight (I also complied the path of pain); Blasphemus 1&2; etc…
But difficulty also has to be fair, some of these games have fall damage implemented in the same way as NRFTW like Elden Ring, the difference is that Elden Ring has a level design with much larger zones and there are not too many attacks that knock you far away, there are some areas where falling is easier but it’s not like NRFTW where almost all the areas have points with mortal drops full of enemies that can throw you down, in Sekiro which instead just like NRFTW is full of falls and fights near cliffs, if you fall you don’t die and nobody complains that Sekiro is too easy (rather the opposite).
This is the case in a lot of games. Splinter cell, witcher, assassins creed you name it, when you get hit by enemy you lose only some portion of life, but when you fall from too high you die instantly.
I’m not saying the player shouldn’t be punished for falling but if falls inflicted something like 70% of your maximum health and brought you back to the edge of the fall that would be a more appropriate punishment
Why not? And why 70% and not 10%? Why should developers balance the game around you instead of other people on this forum and discord demanding falling to death be removed entirely, even falling to void? Why everyone nowadays feels the need to demand that games adapt to them and not the other way around?
If your suggestion would be implemented i assure you we would have meet again on a similar forum thread after enemy that threw you off killed you with a swing right after. Again dying once in a while due to lack of focus or poor choices like positioning near edge and not dodging shield charge happens to everyone and it is fine. If you get frustrated over falling once in a while it is a you problem, if you get frustrated over falling too often it is even more a you problem. Source of your frustration lies within your mind and not the game itself.
I accept the “skill issue” brother , however, when it’s an enemy rushing from off screen or a single projectile, it’s harsh.
Baby mode is coming, don’t worry about it.
On a more serious note, try adding some poise to your gear.
bad argument, brother… you are assuming @Davie_Cordner is bad at the game (or similar games) just because he’s criticizing a specific mechanic… while implying you are good at the game, even if we can’t be sure you are or have encountered such issues at all…
indeed!!! XD
again, subjective at best, dismissive at worse, but more importantly largely irrelevant… XD if he ( @Davie_Cordner ) is whining, you are whining even louder LOL
you are very condescending, assuming information you can’t back by facts, and just being a prick… here: even if you are very good at souls games and very skilled at NRftW you still likely suck at life… in general… LOL
now how does this sound to yah? exact same way you argument, assuming a lot about you, but yah I might be wrong and maybe you are a very nice dude (I doubt it tho LOL)
indeed again… XD
ridiculous argument… it literally means: “..if is broken or sucks else where why fix or make better here…”
they shouldn’t, and that’s the point… game should still work properly within its rules, be fair, and arguably feel good (not saying easier/difficult nor more/less challenging) and is for the devs to decide… unless you are one of the devs and speaking for Moon [studios]…
dismissing a critique just because it doesn’t personally bothers you is just useless… but worse yet is obnoxious…
@Davie_Cordner still have a solid argument, cuz this has happened to me in this way: multiple enemies are attacking, I perfectly dodge the nearest one just to be barely hit by a ramming one being knocked off… multiple times… now, I’ll give yah a hypothetical example of the same but framed differently: game randomly hits the player w/ unmitigable lighting bolts (not deadly), but from time to time that DMG just so happens to coincide w/ regular enemy attacks resulting on “one hit deaths”… how does this sounds now? game is more difficult now, even more challenging (arguably), but does it feel fair, or good gameplay? more importantly, if you just happens to have never been killed in such situation (randomness) will this still be classified the same (fair or unfair)
my point is, feedback is given, devs look at it and decide if is intended as per their concept, then change it.. or don’t… they [devs], not you @StivenHunt
I still think falling of a ledge, should just send you to a different floor.
In fact, the crucible could do for a complete overhaul in how you make progress.
*The Echo Knight is supposed to be “hunting” the player, not waiting for him at the end.
Think of rogue-lite games like FTL:
Take too long and the “enemy” will come to you.
this is true for some levels… tho you still can die depending on how much HP is left… tho in this case, I don’t mind the mechanic…
dying to a mechanic w/out recourse just feels bad… it has nothing to do w/ skill nor difficulty…
Agreed.
*This is especially true for us mouse + keyboard users, making the camera the source of a great many “downfalls”. (when it’s not an enemy off screen winding up for the pitch).
dude, I haven’t even considered if the OP is on M&K or controller…
if on M&K I’m just so sorry, it must feel exponentially worse… XD
lol, it is!
Especially when the camera decides to “zoom out” for a cinematic shot, while you’re trying to walk at a slight angle to the left/right. Immediately fall or it takes forever as you peck at the keyboard (up, right, down, down, right, up, right, right, up, right, down, right.. ect)
All to get to a chest or items thats just some copper or useless herbs! XD
The developers don’t have to do what I ask them they don’t have to follow my preferences. But they have to read my feedback to make a decision. WRFTW is a video game, an interactive work of art, and the devs have already expressed several times that they want to build this work with us players.
This is not a democracy the devs will not take the 1 to 1 feedback because they have to maintain the identity of the game, if they think that the falls must remain as they are, and if the opposite happened it would affect the identity of the game then they will not change them, and that’s fine.
I find really annoying that you bring the discussion to a personal level, I have 407 hours of play, I rarely fall, so even if I die 100 to 0 it’s not that much of a problem for me, and I’m not the type of person who gets angry about failures, at most after repeated failures I get annoyed, take a break and come back 10min later.
After playing all these hours I realize that the punishment for falling is not in line with the other punishments in the game, it’s like I’m playing the game on normal but the falls are on hard mode, as I said the strongest, slowest and most telegraphed attack from a boss will leave you alive but falls won’t, if the boss attacks were 100 to 0 then the falls by comparison would be in line with the difficulty of the game but they aren’t.
The devs have said that deaths from falling are by far the most common type of death, and that while they want falls to be punishing, they don’t want them to be the main way you die.
You talked about the fact that the player has to adapt and learn, I totally agree I often talk about it here: " Difficulty and Accessibility".
But realize that, in order for the player to learn, the game doesn’t have to be too punitive, the player learns better when the game is just the right amount of punitive, many improperly call this type of defect “artificial difficulty” (the name is improper because all the difficulty in a game is “artificial” because artificial means “man made”), in practice when the punishment for errors is so high that instead of stimulating the player to improve it induces (or makes necessary) degenerative behaviors, such as not going to an area because the risk is too high, or changing the pace of the game trying to manipulate the AI ​​of the enemies, that we can call “bed difficulty”, in the same way when the punishment for errors is so low that instead of stimulating the player to improve it induces to degenerative behaviors like spam and other behaviors that make you “turn off your brain” that is also “bed difficulty” in the other direction.
The case of the falls in this game we are at the limit of acceptable and when we add the crucible in the count this limit is exceeded: Since the punishment for dying in the last levels of the crucible is higher becouse it requires much more time than the basic game to return to the same point, and in the base game you don’t have to re-face the enemies while in the crucible you do.
Totally agree, in my original post, I take the “get good” comments in good humour, I dont have any problem beating the crucible, however, like you I stand by its too harsh.
That’s the spirit Some people are really unbelievable with denial. I had my own share of getting skill checked, but i always understood it was my shortcomings and just worked on improving instead of blaming the game.
I could agree that some chamber layouts with combination of certain enemies might be super harsh, especially for melee builds. Like this tower chamber that has 2 small bridges one under the other, combined with a mage enemy that literally sits at the edge of second bridge and shoots fireballs at you and makes it hard for you to jump to him. But solution to this kind of problems is not to place invisible pillows at the bottom of each level, but to slightly balance level design, like not placing enemies very close to edges where you are meant to jump.
Keep playing, keep improving and don’t get mad at failures, because they are catalyst for growth
Camera is not as big of a problem, WSAD is just not very precise movement option, but this is something that literally cannot be fixed. That’s why you should move with right mouse button instead, which is super precise and makes jumping sequences super easy. That’s what i have learned after falling multiple times up until lowland meadows and now i fall very rarely.
Ya, that’s how I play.
*Watch the mouse pointer as I run around.
While much easier than WASD, the camera still mucks things up and causes issues when zoomed out.
*Forcing me to use WASD to walk right or left in those situations.
good on you for being a “good sport”, and for taking the challenge of the game as part of the appeal… and more importantly, for not folding on your critique!!!
gitgud mentality is as bad as too-difficult-make-everything-easy, IMHO… most peeps giving constructive feedback are not arguing for removal of mechanics, much less toning down difficulty, but just asking for more consistency, and fairness… an analogy to help: Just because an athlete overcomes challenge and wins the competition doesn’t mean they’re not allowed to criticize needlessly broken rules or foul play…
game is in early access, devs have asked for active feedback and already changed much of their initial design to address those, which means game is not perfect and they are really trying to make it good… even if you can still beat the game while broken in certain parts, or unbalanced in others, this doesn’t mean it shouldn’t be fixed…