Wuthering Waves FAILS To Teach Its Players

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this one change could make weing waves combat 10 times better for more people now let me explain so the game's been out for a bit more than 2 weeks now and people talk all over the Internet that the combat is an absolute blast to play I mean would you want to have all the flashiness and destructive power of Virgil from Devil May Cry and be able to do all that as a cute anime girl all the footage you see of the game speaks for itself you literally feel your blood rushing and your monkey brain activating when you get those clutch parries off you wail on the enemy as hard as you can can and you do all this while fluidly quick swapping back and forth between your team as you can probably tell I also enjoy the combat and see that there's a lot to love about it but I do have a big issue with it the game is terrible at teaching its players and letting them dip their toes to the different complexities and interactions that are possible with its systems my issue comes from the fact that the character trials and the tutorial missions are so bare boned and Far From Reality that I honestly don't think it can really reflect and showcase the actual depth of the game's combat which I believe and pretty sure everyone else also realizes is supposed to be a major selling point and distinguishing factor from other gacha games on the market the vibe I get from the character trials and tutorials is that they kind of throw you into a fight and say hey man go beat those training dumbies up dude look how cool you look while doing all that isn't that insane and it seems to me like the game wants you to practice and go through trial and error repeatedly before things kind of Click for you you discover new interactions what I'm trying to say is that drip feeding core parts of your gameplay can't really fly when the gacha market is as saturated as it's ever been there's literally nothing stopping me from feeling unsatisfied with the combat and moving on to a different game the thing is weing waves is an extremely unique situation because they're pretty much the first premier gacha game that's not made by hooe and they're also one of the first gachas that are capitalizing on the niche of fast-paced hack and/ combat and they are clearly aware of this that's why they're doing things like moving their sixe update cycle earlier to not consistently clash with mihoyo's upcoming hack and slash game Zen Zone zero it's very much done so to give them the time between their 1.1 update and Zena Zone Zero's launch to cement their reputation as that front running option when it comes to hack and/ style gachas and other fast-paced action gachas like isra pilia and project mugan won't be coming up for a while so what's my problem with all this what's got my feather so ruffled up with a game that's frankly been doing so much good in the last couple weeks my problem is that the game doesn't help the players get into a cycle of positive feedback loops where they actively encourage the players to try different mechanics and gameplay styles with different characters and get that dopamine rush and positive reinforcement that comes with doing something cool and different because of this they might be missing out on a very important way of keeping their players engaged and wanting to tackle future content which just that feedback loop of feeling like they're getting stronger and better at the game and feeling like the individual things they're doing are more rewarding and more impactful and because the game isn't actively encouraging and reinforcing you to try different play Styles I feel like there's a bit of a disconnect between the part where you're new and things aren't really making sense but the game is is flashy and fastpac so it's cool and all but there's a difference between that and the part where things are starting to click for you and you're actively seeking out different combinations and ways to play the way you want to let's take Vina's tutorial stage for example instead of spending so much time showing me how I can attack in midair with Vina how about we show players how she'll actually fit and play in a team if I was teaching a new player to play Vina wouldn't I want to at least show them that Vina is also a super useful healer and buffer and does insane damage when you swap to her I'm not opposed to them showing off her cool midair animations and how the little branches and flowers are intersecting with each other like that but I'm more opposed to the fact that for a part of the game that's supposed to help you master these characters there's a lot to be desired in terms of showing us the character's potentials I want to make this part clear if the game isn't able to properly showcase the complexity and Nuance of one of its main selling points the combat then what makes this game an amazing product and something worth your time and potentially your money will be lost on a good amount of people now enough with the complaining how can we fix this issue the way I see it I think they can do it in two ways the two endings to my gripes with the game's tutorial system the first one I'm going to call it the pgr way in the second ending I'm going to go the relink way I call this first method the pgr way because for some reason weing Wes combat tutorials look like this while the tutorials in creu games' other game punishing gry Raven look like this not only can you actually check out the tutorials for any character even if you don't own them yet in pgr which by the way helps massively if you're conflicted on whether to pull for them or not but they're comprehensive enough and break the tutorial into different stages to cover their key parts of their gameplay let's take this tutorial for Vera Garner for example wait a second doesn't she look a little familiar anyways as we can see from her tutorial it's split up into four different parts showing us her attack patterns and animations how her kit functions a stage dedicated to what happens when you swap from Vera to another character and finally a combat practice stage I feel like these are such underrated parts of the gameplay experience because it teaches clueless players like me the breath and an extent of these characters play Styles as well as giving me an immediate Pathway to try and get a feel for how you would want to do their combos while still fresh in your noodle so what if we did this what if we put an advanced tutorial stage covering their swap in and swap out effects and just cool little interactions that the game might want us to at least try out for ourselves and throw in a little 10 ashite reward for doing the advanced stage in the combat practice and while we're at it why not throwing in a little box in the corner giving a summary of all the key points and important inputs from the previous stages that way even if people already forgot to pull out that cool attack they will not default to spamming basic attacks because the commands are right there in front of them so they'll just have that extra bit of guidance to try and practice a new combo now what about my second ending what it literally boils down to is emulating elements from Grand blue fantasy reing and how they give Quest rewards based on meeting different gameplay side goals for those who don't know in every quest in GBF reink you get Quest rewards based on your clear speed as well as side goals like clearing within 8 minutes having allies be incapacitated less than five times or perform chain attacks with your allies three times so even if you're a little mechanically challenged and scrape it clear together as long as you meet those sidey gos you might bump your quest rank up a couple ranks and possibly net you a good chunk of rewards for your next upgrade but how would this work in weing waves just imagine imagine if we had a rotating trial mode where we fight one big boss or maybe we have to defend the tower from fors of enemies and just as a strictly hypothetical suggestion what if completing certain Cycles like casting Echo skills three times or performing intro and outro skills five times would net you bonus rewards if there's anything that gacha players love just as much as anime wom it's rewards having that in-game currency incentive would likely get a lot of players to engage more in these specific play Styles and mechanics and over time it may become more and more ingrained in their play Styles outside of these specific game modes that's going to do it for this video these are just my thoughts on where I think the game is at right now in terms of easing their players into the nuance and variety hidden beneath the combat surface and maybe some of my personal suggestions using what I've seen work in other games as hopefully realistic examples of how kru could go about fixing this issue let me know down in the comments what you guys think though do you think this is something that actually needs fixing like is it actually an issue what portions or parts of the player base would be affected by this issue if things remain the same and what are some other ways creu could go about this that maybe I didn't consider when I made this video I'd love to hear all of your thoughts once again thanks so much for watching consider liking and subscribing and I'll see you all in the next one
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Channel: Gouf
Views: 858
Rating: undefined out of 5
Keywords: wuthering waves review, wuthering waves commentary, wuthering waves critique, wuthering waves problems, wuthering waves flaws, wuthering waves combat, wuthering waves beginner, wuthering waves beginner experience, wuthering waves overview, wuthering waves gameplay, is wuthering waves a good game, is wuthering waves good, what does wuthering waves do wrong, what does wuthering waves do right, is wuthering waves a bad game, is wuthering waves bad
Id: Dx4Ggc4R5VY
Channel Id: undefined
Length: 7min 29sec (449 seconds)
Published: Sun Jun 23 2024
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