Plendamonda2
Member
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quote:
One is it encourages button mashing, when bosses have complex mechanics you want time to strategize, check your buffs/nerfs, check the monsters buffs/nerfs, change equipment, and plan out your rotations. Two it punishes people for things outside their control. You might have to step away from your computer for a moment for any number of reasons and oops you have now lost this run. I mean.. I don't think the Timer is *that* strict, IMO there's plenty time to get an idea of what's happening, glance at the effects on the enemy, and choose a skill. And I'd assume the timer length could be adjusted anyways. I kind of enjoyed that sense of urgency to try and pay attention to what the enemy is doing and figure it out on the fly. It's not like there's any real punishment for failure either, so you get plenty of attempts to figure it out and retry. And then you still get manual pet turns to stop and take stock of all the status conditions on either side, sure you can't change equipment but often times I find changing equipment is more gimmicky than an intended strategy anyway. Besides - for me anyway - that sort of rushed/stressed feeling you get not quite having enough time to know for sure what's the perfect move and you're going with what you can notice and figure out... I think that could be really fun. And for point two... you could just not play these specific hypothetical fights when you might be busy - it's no different from the zillion other games in the world that have some sort of timed/online component that you can't pause? Again, it's not like there's a real punishment for failure other than time investment and dedication, which is part of the whole thing with being an Inn challenge anyway. Finding how to beat the boss and attempting until you succeed. *And* it's not like I'm suggesting it would apply across the whole game - but for a specific challenge or two that would be interesting. There are already mini-games in DF that work in real time too, it's really a non-issue IMO Frankly I think a {theoretical} timed component would just add another layer of complexity and skill expression to the game. The same as literally every other game that relies on quick thinking, reflexes, planning, etc. etc. etc.
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