Timeline for How many choices for attacks should a player be given?
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Jun 26, 2021 at 3:27 | comment | added | lase | This post reminds me of playing Diablo II when I was like 11, as a Necromancer. I would only ever cast Amplify Damage (+100% Damage Taken on affected units) because I couldn't conceptualize why anything else would ever be useful. That doesn't mean they're useless, it means I as the player don't understand the depth & effectiveness of the options. | |
Jun 26, 2021 at 3:00 | history | tweeted | twitter.com/StackGameDev/status/1408621088268066822 | ||
May 14, 2021 at 20:09 | review | Close votes | |||
May 29, 2021 at 3:04 | |||||
May 14, 2021 at 19:58 | vote | accept | NikkyD | ||
May 14, 2021 at 14:44 | comment | added | Weckar E. | I think it is inaccurate to say that shooting the limbs made no sense. Getting their gun arm would make them less likely to hit you, and getting their legs would make them slower to move around. Both are strategically sound options, especially in a complex or long engagement. | |
May 14, 2021 at 14:39 | answer | added | DMGregory♦ | timeline score: 12 | |
May 14, 2021 at 14:23 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
edited tags; edited title
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May 14, 2021 at 13:55 | review | First posts | |||
May 15, 2021 at 8:12 | |||||
May 14, 2021 at 13:50 | history | asked | NikkyD | CC BY-SA 4.0 |