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Conversation Between Fulcon and Double A
Showing Visitor Messages 1 to 20 of 87
  1. Fulcon
    03-12-2011 10:45 AM - permalink
    Fulcon
    I don't think we've seen a mass encounted in the 3D zelda's, so I can't compare right now.
  2. Double A
    03-11-2011 03:59 PM - permalink
    Double A
    I suppose.

    But I still think 2D Zelda is way better suited to mass encounters
  3. Fulcon
    03-11-2011 03:45 PM - permalink
    Fulcon
    Eh, yeah. It'd be a small matter to adapt it to suit mass encounters.
  4. Double A
    03-11-2011 03:23 PM - permalink
    Double A
    I reckon a jump button isn't such a bad idea, actually, provided the roll stays.

    But jumping in combat to escape monsters? We already have those in 3D Zelda...
  5. Fulcon
    03-11-2011 03:00 PM - permalink
    Fulcon
    And that's a crap solution.

    You just need to give the player extra maneuverability to escape the monsters, like, say a JUMP BUTTON!!!!

    *dun dun dun*
  6. Double A
    03-10-2011 10:11 PM - permalink
    Double A
    In my experience, they've gotten around this obstacle by having enemies "wait their turn" when there are others, e.g. Stalfos in OoT, or by having enemies not throw attacks frequently (3D Bokoblins).
  7. Fulcon
    03-10-2011 02:12 PM - permalink
    Fulcon
    ...you can get trapped easily?
  8. Double A
    03-10-2011 01:56 AM - permalink
    Double A
    Quote:
    Originally Posted by Me
    There's a problem with enemies attacking in swarms that 3D Zelda hasn't addressed
  9. Fulcon
    03-10-2011 01:22 AM - permalink
    Fulcon
    Unfair? Perish the thought! You just need different cues to show you that they're around. Like sounds, and if you use the terrain/your ability to move, you should be fine.
  10. Double A
    03-09-2011 10:20 PM - permalink
    Double A
    Quote:
    s for the Bokoblin, those are basic monsters anyway. They should attack by the swarm as opposed to just one or two.
    There's a problem with enemies attacking in swarms that 3D Zelda hasn't addressed that 2D Zelda has. Allowing them all to attack at once could be understood as "unfair" because some of these enemies would be undetectable.
  11. Fulcon
    03-09-2011 03:08 PM - permalink
    Fulcon
    I have never played ALttP, so I'll take you're word for it.

    I do like the 4-armed stalfos, however. It does look awesome.

    The Deku Baba isn't really a monster, so I think Nintendo should stop treating it like one. It's more of a trap, something to spring out and attack the player when they get to close (that is to say, right next to it).

    As for the Bokoblin, those are basic monsters anyway. They should attack by the swarm as opposed to just one or two.
  12. Double A
    03-09-2011 03:07 AM - permalink
    Double A
    If I might take ALttP as an example, those enemies with swords (i.e. the basic enemies) held them out in front of them as an offense that doubled as a defense.

    *30-second google image search*


    The 4-armed stalfos in SS looks epic because its multiple arms enable it to defend itself whilst attacking.

    However, enemies like the Deku Baba and the Bokoblin cannot do this, which is why I don't really think these enemies will be at all fun to fight.
  13. Fulcon
    03-08-2011 04:51 PM - permalink
    Fulcon
    Actually, that would work for most enemies.
  14. Double A
    03-08-2011 02:12 AM - permalink
    Double A
    *shrug*

    If I had it my way, the enemies' offenses WOULD BE their defenses.
  15. Fulcon
    03-07-2011 05:34 PM - permalink
    Fulcon
    Which is a step in the right direction, only the over shoot the destination. The ideal route is for you to have to get around attacks AND defenses. Add enemies that have interesting attacks and defenses and you have a good system of combat.
  16. Double A
    03-06-2011 08:43 PM - permalink
    Double A
    One more difference between classic Zelda and SS is that, in the former, combat revolved around getting past the enemies' attacks, while in SS combat looks like it revolves around getting past the enemies' defences.
  17. Fulcon
    03-05-2011 10:28 PM - permalink
    Fulcon
    Which only becomes worse when you realize they have no skill at it.
  18. Double A
    03-05-2011 05:33 PM - permalink
    Double A
    Quote:
    probably because the devs thought it was boring
    This is my issue with the games industry. What turns out most enjoyable often appears to be boring to the dev. It's boring to continually fine-tune battle mechanics. It's "fun" to make a "ZOMG DEEP AND MATURE STORY"
  19. Fulcon
    03-05-2011 11:47 AM - permalink
    Fulcon
    Eh, the genre itself if kind of boring. But the enemies, and if their coded correctly, their AI could make them extremely scary.

    That hole thing in TP's Gerudo Desert was kind of like the original dungeons of Zelda 1. I dunno why it was optional, probably because the devs thought it was boring.
  20. Double A
    03-03-2011 10:48 PM - permalink
    Double A
    Horror? Meh. I dun liek horror.

    But the entire idea of "survival" against enemies is appealing to me. Kinda like the hole in TP's Gerudo Desert that had 50 levels of enemies. Why was that thing optional?

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