Page 3 of 3

Re: Upgrade systems: How to make them interesting/fair/not-s

Posted: Wed May 30, 2018 12:25 pm
by NeuralStunner
Reactor wrote:Many games feature "unlocked" good weapons when it's too late, and you won't need it anyhow.
Or worse, when these cool items are your reward for 100%-ing the game. By that point, most players are probably sick of replaying the same levels 4 times.

Even NewGame+ is 90% pointless when the only change is "you take half the hits to die, enemies take twice the hits to kill". Bogus.

Re: Upgrade systems: How to make them interesting/fair/not-s

Posted: Wed May 30, 2018 1:34 pm
by Reactor
Exactly! New Game+ would be excellent, IF you could keep at least some of your rewards from your previous game. OK, I get it, starting the game right away with the badass anti-matter beam would make New Game+ too easy, but at least give me a weapon which could serve its purpose far better in New Game+ rather than the last 2 levels of the game, when I don't even care about looking for secrets or picking up ammo, as I'm fully loaded. What good is a reward which serves no purpose whatsoever?

The operation was successful, the patient died.