What is difficult

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What I think is actually difficult is a combination of two things. The first one is the netcode where you'll just randomly die out of an aoe not on your screen, this is a constant recognized thing that can't be fixed easily. Congratulations if your connection is better and you don't need Mudfish or something similar. The second one is the constant blending of AoEs and colours. P2 was a big issue, Euphrosyne had issues with blue aoes on ice. It's like fights need to be harder simply because you can't visually see things properly. What happens is people get overwhelmed trying to see the mechanic easily, over actually doing the mechanic.

What's a good example of it well done? The first M1 fight, the aoes are all very obvious, and even the kick marker is contrasted against the arena. This fight is actually a great example of fun difficulty but the markers are all obvious and easy to see with no contrast issues. Which also makes it easy to see why you failed.

For someone like me who has a high contrast sensitivity to reds, I sometimes can't see shit when it's all moving. I have no option in game other than what I think some black and white thing? Instead of it being a "me" or an "us" problem, go the basic UX design: "Make things contrast". Don't put red on orange, light blue on blue.

This game is basically a mini game puzzle, just make the puzzles literally easier to see.

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