MaestroMaharg wrote:It seems everyone is treating it as if "Obviously we're going to do what Megaman Legends 2 did! because it's obvious!"
Well, if you were to ask me. I'd say no, we should do things like Megaman Legends 1 did it. Yes you heard me right, no lock on and strafe!
Before you instantly think I'm wrong, hear me out. Megaman Legends 3's lock-on feature made the majority of boss battles far too easy (Bonne battles as well and Bola and Claymoore).
In Megaman Legends one, you could lock on and hit the target easier, but you run the chance of being hit, since you can't move.
Now, if you want to move and shoot, you need
skill! you need to know when to shoot, how far ahead to aim, in order the hit a moving target.
Really, it comes down to. Do we want the shooting to take skill, or be far, far, far easier, as it was in Megaman Legends 2... Besides, locking on and strafing is overrated...
Okay, I know this is incredibly late, as a reply, and most likely the thread could be considered obsolete, but since I'm not quite allowed in the PL: Development HQ Section as of now, I thought I'd go ahead and address this.
Graham (this is Graham, right?), the reason that Lock-On whilst Strafing in the 2nd game seemed to make battles easier wasn't the fault of being able to Lock-On and Strafe.
It was the fault of the enemy AI/the way the enemies moved about. All the movement capabilities of the enemies were either extremely limited, or they just flat out stood still. (E.G. Bola, Claymoore, Etc)
I remember a similar topic in which someone mentioned giving Megaman "handicaps" in order to "up the difficulty" of the game, and I must say that handicapping Megaman by reducing what we already know he's capable of ISN'T the right way to raise the difficulty level. That lends itself to Fake Difficulty.
If anything, it's the way the enemies move and attack (AI) as well as the battlefield terrain (traps, obstacles, etc) that should be changed in order to make battles more fulfillling and challenging.
Merely nerfing the player creates a type of challenge that feels limiting, and rather unrewarding, but creating the right type of challenges in the right way, such as I've mentioned previously with regards to enemy AI and battlefield design, would create engaging, rewarding challenges without ever having to deny the player an ability that should, by all sense, be available, such as strafing and locking-on simultaneously.
P.S. TO THOSE DEVELOPING THIS GAME.
If I could make a request. Please consider a game that could truly test the skills of the player, in a way that let's the player utilize all the skills that they've obtained, without necessarily "nerfing" what they can do, whilst still making a challenge that requires every bit of their skill, ability and technique to defeat.
That'd make a considerable part of my dream game, to use all my skills, techniques, and abilities in a fight, and still be met with an incredible, engaging challenge.