Again, remove the prompts to interact with OBJ, it’s not harder, it’s the same.
Hypothetical Patch Notes
Parry indicators remove the need to actually SEE what you are parrying
Thats why they’re indicators
drop whatever you’re doing and push a button whereas you otherwise may have just kept going and your eyes missed the 2 frames of animation telling you someone started swinging
Not gonna phase them. Lol
I know. I’m mostly just amusing myself. I’m bored
Its a minigame instead of a brainless button prompt.
Say you change all the objectives into failable minigames with penalties a la DBD
The lack of mechanical depth corresponds to the casual press square ““mechanics””
LOOK, IN THE SKY.
WATERMELON SHADERS.
I have the text for Emergency alert system involving PHG ready to go, but making a video is daunting. Could be amusing once i do have if find.
That does happen from time to time (Sunset)
Blocking and parrying are not the same
Blocking is a reaction. If you can react to a button prompt you can react to the animation.
Parries are an exception that I even mentioned originally
But even in PHG’s case parries are spammable making it irrevalent in the first place.
Humans cannot react in 2 frames. If your expected to do that the game is poorly designed or is balanced around that.
If you extend that time to something manageable then you can clearly see the animation unless the job was done poorly which bad game design in general.
The button prompts are when a game tells you to press something.
The fucking defuse mini games have button prompts which you used as an example of no button prompts, even though there are, meaning it’s not the button prompts. And like my point says, it’s the lack of mechanical depth.
Hell by your logic the souls series are easy because of the pick up item prompt.
Why is holding square to turn on a radar dish a button prompt when defusing bomb isn’t?
You don’t think one of these is more braindead than the other?
It is. But you were using it as a mark of skill so I was throwing it back at you.
Stand alone complex in action.
no one’s arguing you should have to complete a quick time event to pick up a gun.
Objectives shouldnt be “pick up a gun” single button presses but they are.
Its simple because you are staring at an object hitting a prompt and this is the core gameplay loop
The lack of mechanical depth is because its just a button prompt.
Prompts are casual.
defusing the bomb is more skillful than holding square on a radar dish, yes.
There’s your lack of mechanical depth
Not to mention your ignoring the lack of complexity in combat since gameplay is stick together and shoot. There’s no strategy.
And defusing the bomb has button prompts.
Therefore the button prompts are not the issue.
It’s the lack of mechanical depth. Again
I don’t know why, but you seem to attach inferences to things, that they’re not inherent to.
Matching minigame is not PUSH THIS TO PARRY, THE ENEMY IS SWINGING!
There is no situation to read in the later, you just push the button that pops up on the screen & single presses are gaming at its most casual
These are the same.
Who do you think the PUSH THIS TO PARRY, BATMAN button prompts are for?
A. It has button prompts. It tells you what buttons to press to do what.
B. I also said parrying was the exception, if you pay attention, and that it’s irrevalent anyways since in PHG parries are spammable do to a lack of down time.
You never addressed this point because…
I don’t know.
No they’re not. You remove the prompts and the OBJ’s are still simple.
You add depth imbetween the predator and FT via combat and still have the button prompt OBJ’s and complexity.
I didnt bother replying to that because parry hasn’t been spammable since launch when they fixed stamina
you parry the 2nd meme hit of combistick you get hit by the 3rd that actually does damage
and the rest of this is semantics.
the prompts are there to cater to the lowest common denominator that needs flashing icons on their screen.