![]() However, I can not tolerate losing a game because I picked the wrong lever to press as that is just insulting in my opinion. On (most) boards while you use the dice to move there are still plenty of meaningful choices to make which makes it far more interesting to have the RNG element there as the RNG really just forces you to measure how each outcome will affect you and act in the best way posible with this in mind, and I am fine to losing to failing to do so. That kind of stuff is boring to me and just ruins the experience as it really does not add anything at all. ![]() There is no thought going into that, no analysis. However, most of the luck based mini games often just comes down to "which of these 5 buttons will bonk me if I press it?". However, this in my opinion is only really fun long term and when there are actual risk versus reward choices to make.Ī great example of this (as far as mini games goes) is Air to a Fortune, which is probably the ONLY bearable sort of luck based Mini Game in the series. For every 15 luck more you have than an enemy, the enemy loses 1 Crit Rate against you (30 cap, minimum 5) and once that minimum is reached it turns into +1 Crit Rate for you against that enemy. I know that luck plays a huge part in Mario Party, and that is part of its appeal to me as I love luck based games where I have to make decissions based on the posible outcomes and weight the pros and cons of my choices. One MMO that I play uses the Luck stat to determine Money Gain from mobs, and as a Critical Rate + Critical Avoid mechanic. ![]()
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