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Impressions on the game

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Re: Impressions on the game

Postby Sekirei » 11 Jun 2014, 01:12

Doguso wrote:PVP is the only thing Onigiri is lacking in comparison to other games.


All in all, I'm not going to reply to every paragraph but summarize my thoughts into one answer for you.

Combat: Honestly, initially I probably gave the combat system less credit than it deserves. Apologies for that. Yes it's WAY better than that stupid lock on system where you trade hits with other enemies. But I've never felt the need to swap out to a different weapon in any situation in any dungeon in this game before, to clear mobs. I've never needed to devise a plan to take out smaller creatures first before taking on the bigger one. I have a +50 Oodachi and here's how it's always been for me. Mob room > OHKO everything > Move onto the next room. That's where the game gets stale to me. I don't NEED other weapons to pick off small mobs. I don't NEED other weapons to effectively keep my distance or back off. I just mob everything, one hit everything, and move onto the next mob. And that's where it got stale for me.

The basis of this game: Grindfest. Yeah EXP rates are horseshit at the moment but my biggest annoyance about this game is that it offers nothing new and innovative besides grinding. From the moment you begin the game you're grinding through dungeons to level and gear and nothing changes from early in the game to late game. And that's why there's nothing gripping about this game that will keep me coming back. Because of this I feel like I've felt the FULL experience of what this game has to offer, even only playing it to 1/5th it's level cap, since absolutely nothing changes from the moment you start doing your very first dungeon, till you get to your 1,000th one.

Questing: Boring as fuck. Yes other MMO's don't do anything different, but that's why I don't play other MMO's currently. I thought I'd give this one a try in hopes that there was something refreshing to be had here. Sadly, I've experienced far BETTER combat systems and more fleshed out quest systems in a bundle. Quests seem tacked on and are just there to offer you gold and EXP for doing nothing. You're right, more often than not I click on an NPC, grab my quest, close the dialogue box and I can already turn it in. How fucking fun is that? Again, mostly everything out there does no better but that's more of a reason why I'm so tired of it. It sucks and it's boring.

Profession: Other MMO's suck dick doing this as well, that's why I'd love to see something truly innovative and unique, something captivating and interesting. I'd rather this system be focused on and tweaked to fit this game positively. Professions should be rewarding and should be a grind, so that when you achieve a high enough level you can be like, fucking awesome I can now make my own weapons with increased grade, increased chance to get a rare/higher skill rank, and I can finally enhance my weapon to +60. That's what I would've liked to see. THAT would've given me an incentive to train my blacksmithing, so that I can enhance my own shit, craft my own shit that's actually meaningful. Again, this system has to be good, so I'm not talking about the other shit out there.

Dodging: It's called a DODGE for a good reason. If I see a fireball coming straight at my face, I want to be able to roll forward, underneath or overtop of it, and EVADE the hit entirely with a perfectly timed DODGE. What I see now is a "Dash", which all it does is distance me from my enemy. If that's the case, rename the skill because it's misleading as fuck, really. Dodge means dodge for fucks sake.

Shops/NPC's/Towns: It's REALLY sad seeing such a huge city like Kyoto be so empty. All I see are dead houses and worthless NPC's that give me worthless quests that I turn in the moment I finished accepting them. This is why I suggested having different NPC's that have different functionality. Why can't there be a food market, or a blacksmith to sell you different weapons and accessories? Instead we have everything bunched up into one guy and as convenient as it is, he offers SO little. With a multitude of NPC's, all selling you different things, you could easily give each other of them their own "bargain" section so that leveling Miroku seems more meaningful then just having him upgrade his own wears. Honestly It feels empty as fuck and so lifeless.

Other activities: There aren't any. PvP or not, there is nothing besides grinding in this game and that's why I can't see myself staying. I've played what this game has to offer, on a smaller scale and I guess that's fine, for me. I just had wished there was more. A fleshed out profession system that actually works and is rewarding for the time you spent on it. Other in-game activities that include something different and refreshing besides the tedious grindfest, like PvP, or like certain events that aren't dungeon grinding related. Other MMO's have classes and skill trees and a sense of progression for the time you spend grinding. Here my only incentive to keep going is the fact that I found a weapon that's 10 levels higher than me I want to use it. So once I get to actually use that weapon, I'll find another one that's 10 levels higher than that one and rinse and repeat. I have no skill tree to level, I have no choice in what I can do in this universe. I simply have one path, to grind dungeons and frankly that's not good enough to keep me playing.
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Re: Impressions on the game

Postby Kurami » 11 Jun 2014, 01:39

Erhmm... So you basically wrote a whole heaps of paragraph about how the game is shitty right now when its "CBT"...
Nobody even cares we just want the game, they had this maintenance because players were suffering from the low exp rates so they doubled it. I have 2 characters my first one took like 3-5 days to go up to level 14, the other one took me just 2 days to get there. If you are going to talk about the game is trash talk it somewhere else!!! :P
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Re: Impressions on the game

Postby Rufei » 11 Jun 2014, 02:45

Sekirei wrote:Combat

This is pretty hilarious to see since quite a few of us CBEN players found Onigiri to be a blast especially with regards to the self-adjustable challenges. Have you considered ramping up the difficulty and trying on bigger, badder dungeons? By the time we were tackling dungeons at 10+ levels on Hell AIs (yes, they're different AIs!), we were devising attack strategies and trying to leverage each other's builds. If we didn't, we'd likely get overwhelmed, but there's at least leeway for brute forcing through a dungeon by shucking your pool EXP bonus.

Hell, I say this as a nearly pure VIT spear player whose weapon is built to do nothing but engage rooms of mobs.

Sekirei wrote:Professions

Don't shoehorn in an economics mechanism into every single game that happens to have lots of players in an online environment.

Sekirei wrote:Dodging: It's called a DODGE for a good reason. If I see a fireball coming straight at my face, I want to be able to roll forward, underneath or overtop of it, and EVADE the hit entirely with a perfectly timed DODGE. What I see now is a "Dash", which all it does is distance me from my enemy. If that's the case, rename the skill because it's misleading as fuck, really. Dodge means dodge for fucks sake.

Ever try... blocking? You can call it parry if you want to be all agile swordsman and whatnot. Either way, dodge is for expedited movement at the cost of end lag. Blocking has no entry lag and minimal exit lag by comparison, but you suffer the effects of the attack (though you get to reduce the damage significantly). I also hear a different sound effect when I go for a just block, but I haven't payed attention to it to say that there is an additional benefit.

As a note, some abilities have in-between neutral frames, so you can dodge or block to interrupt your attack. Since I use a spear, I commonly use dashing to interrupt my slow as fuck attack.

Sekirei wrote:Other activities

Frankly I want them to hone in on what they have and provide more alternatives within it. PvP is basically a different game and I hate how people try and shoehorn in PvP into every single MMO they see. It just doesn't belong in a vast majority of cases, since it's something that has to be developed from the ground up.

Here's a basic conundrum: Onigiri has archers and spearmen. If archers can stun spearmen with their shots, there's pretty much nothing a spearman can do to close distance, ergo your PvP is busted. On the other hand, if an archer can't stun spearmen with shots, then an archer can't ever keep distance to be effective or can only rely on escape melee maneuvers (which at that point you're just a shitty melee class). There have been plenty of stun-based games that have had this difficulty. Mabinogi is a prime example of this - archers vastly outweighted everyone else in PvP to the point where only the longest of ranges could be considered viable. This was fine in PvE since archers were punished heavily for multi-target scenarios, but PvP can't introduce this, ergo you have a busted game.

That being said, I agree, they should have more options than grinding dungeons or field mobs, but I think they should stick to their original designs and expand on those rather than strike foreign ground and shoehorn other demands into a system that just can't handle it.
Rufei: Lv 7x (VIT/POW Spear/Axe)
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Re: Impressions on the game

Postby Sekirei » 11 Jun 2014, 03:54

Rufei wrote:That being said, I agree, they should have more options than grinding dungeons or field mobs, but I think they should stick to their original designs and expand on those rather than strike foreign ground and shoehorn other demands into a system that just can't handle it.


I just want to reiterate that when I speak about the DODGE ability I'm not saying I can't block to save my life. Yes I know about blocking and dodging. What I'm saying it's misleading to call it a dodge when you can't avoid incoming hits by simply perfectly timing the dodge key. You either distance yourself or block. It should REALLY be named a dash at this point.

With my professions and PvP rants, I'm merely suggesting alternative options to the endless grind that this game offers. I'm not much of a PvP'er either but I was simply throwing a familiar idea out there that could be used to relieve some of tediousness that is said grind. Same with my idea of professions. I'm not saying this SHOULD be a system, I'm saying it would be an alternative system to your endless grinding experience.
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Re: Impressions on the game

Postby HongChina » 11 Jun 2014, 04:20

Sekirei wrote:simply perfectly timing the dodge key

I do it all the time.

Also yes, just blocking decreases damage even more
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Re: Impressions on the game

Postby Doguso » 11 Jun 2014, 04:30

Sekirei wrote:
Doguso wrote:PVP is the only thing Onigiri is lacking in comparison to other games.


All in all, I'm not going to reply to every paragraph but summarize my thoughts into one answer for you.


I like how you just repeat your post word-for-word to the point that you don't even realize that I was ACTUALLY agreeing with you on some points. Are you just incapable of reading? That might be one reason why you're struggling to enjoy this game, it requires a lot of reading; THAT is was RPGs are. IF you want a game where you just continuously go after objectives and progression, go play another game for sure, this isn't for you. However, you seem to lack the basic skill required to enjoy this type of game, reading. It's a role-playing game for a reason.

Learn to read or go to another game.

Sekirei wrote:Dodging: It's called a DODGE for a good reason. If I see a fireball coming straight at my face, I want to be able to roll forward, underneath or overtop of it, and EVADE the hit entirely with a perfectly timed DODGE. What I see now is a "Dash", which all it does is distance me from my enemy. If that's the case, rename the skill because it's misleading as fuck, really. Dodge means dodge for fucks sake.


Jesus this makes me laugh. In real life, do you expect to just roll into/under a fireball and come out unscathed? No you won't. You want an invincibility window so you can make dodge-directional mistakes and be fine. If you dodge to the SIDE or backwards, you WON'T get hit.Hell in some cases dodging forward works too. But not every direction should be a perfect dodge, that's stupid and lowers the skill cap. I shouldn't have to hit one button to be invincible to all attacks; it should require more than that. I can "perfectly time" my dodges and come out unscathed, clearly you are not if you're getting hit. Just because you think you are or you think it should've been doesn't mean it was "perfectly" timed. And you probably kept rolling into the enemies, because THAT makes sense. Ironic because, again with your hypocrisy that you fail to address, you are wanting a dumbed down mechanic (due to your lack of skill) and you don't want the game simplified at all (shops, which if you learn to read, I actually agreed with you on to an extent). Can you make up your mind?

Also professions are fine as they are. They're enjoyable and they're not all on your character aka "God mode Mary Sue," they're still "a part of your character" just not your actual avatar. Why does it make a difference if it's through a NPC tied to your character or your character itself that has "professions?" It shouldn't, it's mechanically and symbolically the SAME thing. Just not the exact same crap we've been getting for 10 years and without adding a shit ton more menus to our UI.
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Re: Impressions on the game

Postby Liselotte » 11 Jun 2014, 04:46

Sekirei wrote:
Doguso wrote:PVP is the only thing Onigiri is lacking in comparison to other games.


All in all, I'm not going to reply to every paragraph but summarize my thoughts into one answer for you.

Combat: Honestly, initially I probably gave the combat system less credit than it deserves. Apologies for that. Yes it's WAY better than that stupid lock on system where you trade hits with other enemies. But I've never felt the need to swap out to a different weapon in any situation in any dungeon in this game before, to clear mobs. I've never needed to devise a plan to take out smaller creatures first before taking on the bigger one. I have a +50 Oodachi and here's how it's always been for me. Mob room > OHKO everything > Move onto the next room. That's where the game gets stale to me. I don't NEED other weapons to pick off small mobs. I don't NEED other weapons to effectively keep my distance or back off. I just mob everything, one hit everything, and move onto the next mob. And that's where it got stale for me.

The basis of this game: Grindfest. Yeah EXP rates are horseshit at the moment but my biggest annoyance about this game is that it offers nothing new and innovative besides grinding. From the moment you begin the game you're grinding through dungeons to level and gear and nothing changes from early in the game to late game. And that's why there's nothing gripping about this game that will keep me coming back. Because of this I feel like I've felt the FULL experience of what this game has to offer, even only playing it to 1/5th it's level cap, since absolutely nothing changes from the moment you start doing your very first dungeon, till you get to your 1,000th one.

Questing: Boring as fuck. Yes other MMO's don't do anything different, but that's why I don't play other MMO's currently. I thought I'd give this one a try in hopes that there was something refreshing to be had here. Sadly, I've experienced far BETTER combat systems and more fleshed out quest systems in a bundle. Quests seem tacked on and are just there to offer you gold and EXP for doing nothing. You're right, more often than not I click on an NPC, grab my quest, close the dialogue box and I can already turn it in. How fucking fun is that? Again, mostly everything out there does no better but that's more of a reason why I'm so tired of it. It sucks and it's boring.

Profession: Other MMO's suck dick doing this as well, that's why I'd love to see something truly innovative and unique, something captivating and interesting. I'd rather this system be focused on and tweaked to fit this game positively. Professions should be rewarding and should be a grind, so that when you achieve a high enough level you can be like, fucking awesome I can now make my own weapons with increased grade, increased chance to get a rare/higher skill rank, and I can finally enhance my weapon to +60. That's what I would've liked to see. THAT would've given me an incentive to train my blacksmithing, so that I can enhance my own shit, craft my own shit that's actually meaningful. Again, this system has to be good, so I'm not talking about the other shit out there.

Dodging: It's called a DODGE for a good reason. If I see a fireball coming straight at my face, I want to be able to roll forward, underneath or overtop of it, and EVADE the hit entirely with a perfectly timed DODGE. What I see now is a "Dash", which all it does is distance me from my enemy. If that's the case, rename the skill because it's misleading as fuck, really. Dodge means dodge for fucks sake.

Shops/NPC's/Towns: It's REALLY sad seeing such a huge city like Kyoto be so empty. All I see are dead houses and worthless NPC's that give me worthless quests that I turn in the moment I finished accepting them. This is why I suggested having different NPC's that have different functionality. Why can't there be a food market, or a blacksmith to sell you different weapons and accessories? Instead we have everything bunched up into one guy and as convenient as it is, he offers SO little. With a multitude of NPC's, all selling you different things, you could easily give each other of them their own "bargain" section so that leveling Miroku seems more meaningful then just having him upgrade his own wears. Honestly It feels empty as fuck and so lifeless.

Other activities: There aren't any. PvP or not, there is nothing besides grinding in this game and that's why I can't see myself staying. I've played what this game has to offer, on a smaller scale and I guess that's fine, for me. I just had wished there was more. A fleshed out profession system that actually works and is rewarding for the time you spent on it. Other in-game activities that include something different and refreshing besides the tedious grindfest, like PvP, or like certain events that aren't dungeon grinding related. Other MMO's have classes and skill trees and a sense of progression for the time you spend grinding. Here my only incentive to keep going is the fact that I found a weapon that's 10 levels higher than me I want to use it. So once I get to actually use that weapon, I'll find another one that's 10 levels higher than that one and rinse and repeat. I have no skill tree to level, I have no choice in what I can do in this universe. I simply have one path, to grind dungeons and frankly that's not good enough to keep me playing.


I like you OP, you thinking same as me.

Here is an example how gameplay looks on higher levels.
https://www.youtube.com/watch?v=AFhxT2Euejg
Nothing changes at all besides new weapon that look differently to previous one.
Not to mention OP Gacha skills which for which you have to spend hundred dollars to get what you want.
Here is a translated quote from JP onigir wiki



Oniki is a very fun game, but in the accounting items MMORPG For accounting requires considerably luck quite unkind to enter the class of [waste] so-called accounting course. The (just not a Konpugacha, closed Sweepstakes adverse fairly category that did not go for full details and display probability notation) is not designed much different from the non-billing go out like to say yet, because you charged. (I only say in favor of excess refining of +30 or more, the extent to which the difference is reflected on at best fashionable in the other) so that it does not lay a hand on paid services unnecessarily, Become a calm, please read the following first. To the person who is trying to Gacha

To Anyone seeking skill set card and mystery
To get in Gacha what you are aiming at, please prepared for spending a considerable amount.
Mystery (silver capsule) will not appear only with a probability of about 10%. That lightly ¥ 10,000 is blown away If you want to get the mystery
, please prepared!
Mystery skill card is disposable, you can not extract even raise the level as other skills. Take care!
By the way, if you want to get a mystery even to get there, it makes more sense to buy weapons marked with mystery stalls is profitable or from catching Gacha.
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Re: Impressions on the game

Postby Yukinari » 11 Jun 2014, 06:39

Combat: I HIGHLY doubt you got through Izumo just OHKO-ing everything, especially Beelzebub, with an Oodachi

Grinding-wise, give it some time, little does everybody know, World of Warcraft's original EXP rate was horrible in Vanilla, it took about a month of straight playing in order to get to 60 (At the time, if someone reached 60 in the first few months of the games release, everybody in the server knew who they were and were basically considered celebrities), it had nearly none of the content it does now, it was a complete grindfest.

Questing: I'm curious as to how you handled the Legendary Scroll quest if you just skip through the dialogue and follow the quest marker.

Profession: You basically just described 90% of other MMO professions, grind for hours to make your own shit, which usually ends up being trashed once people start getting into Raids (Which I have no doubts Onigiri will eventually have)

Dodging: As an avid Souls series fan, I have only one thing to say on this:
Get gud

Shops/NPC's/Towns: I, along with others, have mixed opinions on this. I feel like if you just distributed the inventory of Miroku amongst multiple Vendors, you'd get less story out of it, you just acknowledge them as "That guy who sells Nigiri" or "That guy that owns a tech store" they'd be the same lifeless NPCs of every other MMO, only they sell equipment or items now

Other activities: Skill-tree-wise, you do have skills to level, as per Momo's usefulness as an NPC. If you noticed, you spend more time in this game with one weapon that you'll inevitably be carrying around until you get another that's 10 levels higher. This means you spend more time refining it, upgrading it, and trying to compensate when you get to higher level dungeons. If they'd tweaked it so that the level requirements for weapons were tailored to your level at the time of finishing the area boss, you'd go through swords like toilet paper. You probably would never have bothered getting your Oodachi to +50, because you would have already gotten a stronger sword long before you even attempted it, and even if you did, once you've gained a stronger weapon you'd have effectively wasted your time leveling the Oodachi.

I'll have to note that there are different weapons for different situations, I use all 4 of my slots (Bow, Sword, Oodachi, and Twinswords) and usually by the end of a dungeon 2 or 3 have gone through around half of their durability. Although I like picking things off from a distance, my bow doesn't have the power needed to take down tougher enemies like the walls, so I switch to my Twinswords. Often I'll need to take out multiple enemies at once, so I switch to the Oodachi. I can't imagine how difficult fighting Beelzebub would've been without a Bow.
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Re: Impressions on the game

Postby Doguso » 11 Jun 2014, 06:53

I actually found Beelzebub to the the easiest of the 3 kamikui by far, beating him on my first try with being hit only once.

What I did, without using a bow (I use an oodachi and sword of avidya exclusively), was wait for him to use his purple charge thing (which is what he mainly uses 90% of the time when you're ~20m away) and when he lands close to me, I run up to him (often times timing it so I end up near him just as he finishes his landing to give myself enough dodging time) and attack. Then I roll backwards and run at a diagonal (in case he uses his charge immediately after, running straight back makes it hard to avoid it a 2nd time at such a close range) to avoid any counter attack and wait for the next opportunity. It can take a few minutes but I can down even the level 40 Beelzebub in Kyoto in a few minutes with no casualties.

As to the whole "gameplay is the same end-game as early-game.." well yeah.. I don't want my game to suddenly change genres or systems half way through. If I'm playing a dungeon creep, I don't want it to turn into a FPS. If I'm playing a SIM, I don't want it to suddenly turn into an arcade game. The gameplay is not going to suddenly change... I also still can't think of any game that changes drastically from early to late game. Sure it looks different, but it's still the exact same game with the exact same mechanics.. even WoW and all of its' changes, Vanilla WoW is still the same game with the same gameplay as it is now. Core gameplay is never going to change.. that's ridiculous to think.


Hopefully this doesn't become a horrible done pay2win or cash grab or whatever but EN is already and is planned to be different from JP. One difference I can tell you now is I highly doubt we'll have gachas; gachas are a primarily Japanese thing, it's a part of their culture but not the West's, plenty of games that had Gacha in JP didn't keep that feature in EN. DFO is one of the few that translated over and kept that feature. We'll see how the cash shop will work in this, but speculating based on JP won't do much. However we should voice our will that we don't want a blatant cash grab like that.. that would def hurt sales, especially as a game like this is probably already have a smaller player base/cliche in the West, at least for the long first while.
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Re: Impressions on the game

Postby Candid » 11 Jun 2014, 07:39

Doguso wrote:Hopefully this doesn't become a horrible done pay2win or cash grab or whatever but EN is already and is planned to be different from JP. One difference I can tell you now is I highly doubt we'll have gachas; gachas are a primarily Japanese thing, it's a part of their culture but not the West's, plenty of games that had Gacha in JP didn't keep that feature in EN. DFO is one of the few that translated over and kept that feature. We'll see how the cash shop will work in this, but speculating based on JP won't do much. However we should voice our will that we don't want a blatant cash grab like that.. that would def hurt sales, especially as a game like this is probably already have a smaller player base/cliche in the West, at least for the long first while.


I'm going to assume you did not play Cosmic Break, another game that is published and developed by Cyberstep. Because that game also has a gacha system and it was retained in the EN version.

And cash grab or pay2win would be an understatement from all the threads I remembered reading of how much some people actually spent getting what they wanted in a new gacha. That is, of course, if they were actually lucky enough to even get it in the end.
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