Bananamatic wrote:Sapz wrote:2/10 for effort, I suppose.
The point of scoring is to compete with other people. Extends are just extra motivation to score if you're not able to 1cc consistently yet (and/or for extra points in the endgame bonus, if you're playing for score). By your logic, everyone should give up chaining in DOJBL roundabout the second midboss, and stop scoring in Galuda II after... well, on the first goddamn stage, if the guy's really good.
The game doesn't motivate the player to score at all
I'd agree in the sense that it doesn't provide lots of stars or explosions or big numbers or what have you, but for someone enjoying the game on its own merits (which is a lot of people), scoring is just a natural extension of the gameplay, like in any other shmup. It doesn't need to provide motivation because scoring well and competing with others is an end in itself.
and even so, the scoring system is basically:
1) Graze like a cow
2) Exploit the poorly made patterns to autocollect items all the time
3) Needlessly prolong boss fights to MILK MORE
4) While 3), exploit the patterns for MORE GRAZE(preferably by standing next to the boss because playtesting is for pussies)
5) Bomb like a terrorist(SA exclusive)
1, 3 and 4 are the same thing. Yes, you have to graze bullets, because the game is based around grazing bullets. For 2: you seem to be implying that patterns are poorly made because they allow you to use one of the game's core mechanics, which implies that you couldn't use the autocollect system at all if it was a well designed game. This seems kind of contradictory. For 5: yeah, you have to bomb a lot. It restricts you if you're not bombing for survival, since it takes away your power - seems like your usual risk/reward. I fail to see the problem here.
Plus it's unintuitive as hell in some cases. Looking at the UFO world record the player gets 90% of the score in stages 5-6.
Have you ever seen a scoring replay of a Dodonpachi game, or Guwange, by any chance? If the system is based around full-game performance rather than per-stage, it's natural that you'll be getting more points at the end for keeping up the good performance through the later, more difficult stages.
It's just like Ketsui, you don't know what is the correct way to approach the system.
Ketsui... is a pretty simple system. Shotgun a popcorn for 5s, chain with lock to get more 5s, and use the lock-shot on valuable enemies like midbosses.
Graze the fuck out of it? Activate an UFO? Or in Ketsui's case, use shot or activate the counter and lock them? How are you supposed to know what to do?(hint: watch a replay and copy the fuck out of it)
Damn right. Watching replays of players better than you are is a surefire way to get your head around any game. This seems more like a pro than a con, honestly.
Some games make it clear - Batrider and Garegga are basically shoot stuff, get medals, don't drop medals, dismantle boss parts, use bombs to reveal hidden stuff(+aura milking in Batrider which is why Garegga is better). Simple to understand yet hard to pull off.
Even Dimahoo makes more sense despite being obnoxious as hell - get sets, get items, high score. So simple your grandma would understand it.
Simple games are fun too. There's no problem with games having different levels of complexity - variety is nice, right? Also, I'd really debate Dimahoo being a simple system - there's surely a lot of difficult timing and memorization involved if you want to score well and gain sets consistently, and know which sets to get when.
I dunno why some shmups make rocket science out of scoring. I don't understand IN and PCB systems one bit. I don't even want to. The game never even motivated me to score.
That's fair enough, I guess they're just not your cup of tea. Claiming a system is bad and then claiming you don't understand the system kind of makes your opinion on said system moot, though. A good understanding of what's going on is necessary to make that kind of judgement.
You just chomp through the 50 lives the game gives you to 1cc it and never touch it again.
You realise that most 1ccs of Garegga give you more lives than a 1cc of most Touhous, right? Just because there are a lot of lives doesn't mean the game isn't challenging, especially once you start sacrificing the lives for score.
Speaking of which,
I'm still waiting for your 1cc of UFO Lunatic, by the way. If it's as easy as you make it sound, it should
clearly be no problem for you. As it stands, it sounds like you're spouting bullshit with no real idea what you're talking about. I wonder why that could be, hmm?
It's the exact opposite of nonexistent scoring systems like donpachi's literally impossible chaining and esprade's (default score+amount of boss milking+massive clear bonus)
Donpachi's chaining is strict, but fine, and fun enough. ESPRa.De.'s boss milking is retarded, yes. How does this have anything to do with anything?