-Locked chests: It's all conditional buffs and consumables. Kinda boring. Could some rare equipment drops be added to their item pool? Would make spending keys on those chests worth it, even if you already have a consumable.
GravityWell energy weapon: Could a 1sec delay be added before the blackhole effect activates? If we had time to get out of the way, its usability would improve a lot.
-Could items like "-X hp/energy for +Y missile capacity" be added?
-Condemned Twin Sun: The biggest danger of this room is falling asleep (unfortunately I didn't). I think the hard mode Twin Sun should become the new Normal and then Hard mode be increased further. It still wouldn't be very dangerous, but it would be an improvement I think.
Probations stuff...
-SalvosUponSalvos item: +10% firerate, but enemies gain +20% movement and +20% firerate. Even if the movement part still use the old method (unintentionally increasing the player's movement too), the end result is still that you're giving the enemy a 10% firerate advantage. Why would you ever pick up that item?
"+4HP until you use a missile": No one would use that. If it was +10HP I would use it for specific situations, as long as it doesn't kill me when it stops.
-Could a +10% movement speed levelup perk be added? Would be useful for certain builds and give you a way to counter all those speed penalty items. Plus, some additional variety for the perks wouldn't hurt.
-Locked chests: It's all conditional buffs and consumables. Kinda boring. Could some rare equipment drops be added to their item pool? Would make spending keys on those chests worth it, even if you already have a consumable.
-Tiny Energy/Damage Boost: If their effects on gameplay are so close to non-existant, why are they even there? It's just a bummer to see spots for potentially useful items in the shop wasted with pointless junk like that.
-Were mana potion style consumables (for energy) planned or were those deemed too exploitable?
-Revenge module: What does it do? I checked the code and it supposedly increase your shot size by 20%. For how long? Where's the retaliation part? I don't get it. Could someone shed some light on what its intended effect is?
Quote-Could items like "-X hp/energy for +Y missile capacity" be added?
Possible, aye. Got any specific numbers or a name in mind?
Quote-Could items like "-X hp/energy for +Y missile capacity" be added?
Possible, aye. Got any specific numbers or a name in mind?
Haven't thought of that actually. Hm, for an advantageous small scale conversion item, probably 1 or 2HP and 5 or 10 energy for 2 or 3 missiles. As for names (I'm terrible at those): "Rocket Science" and the missile equivalent of "Ballistic Reconfiguration" would be the only ideas I can think of.
-Grenade Launcher: Seems extremely common considering how powerful it is. Maybe that one is just the RNG playing tricks on me though.It seems awesome until you realize it actually has SELF DAMAGE. I never pick it up anymore. I have enough to do dodging enemy shots to have to dodge my own strays.
Just gonna leave a big thank you here for you Freaking Volunteers for still improving this game! You rock! :)
[...]
How about "Justice rains from above..."? ...Ok, ok, I'll see myself out... :P Seriously, though, I like Rocket Science and Ballistic Reconfiguration.
It seems awesome until you realize it actually has SELF DAMAGE. I never pick it up anymore. I have enough to do dodging enemy shots to have to dodge my own strays.
The one thing I DID do is take that maze one (and I think one other), and make all the walls implode when the thing goes down. So that if you have to go through that stupid room again you dont need to be slowed down there, that always irritated me.
Yay for impatience!
Thanks to insomnia I had some unexpected free time last night, so I decided to play some SR and write my thoughts as I went along. Hopefully some of it can be useful feedback.Thanks
re: GravityWell
Pepisolo fixed?
re:Acidic Maw
That's Pepisolo's I think. I'll look at it later.
re:Oribital Strikes
There are actually 2 orbital strike weapons. I'm not sure if they are set to seed.
For some reason I've been unable to view the forums here for a while
re: Tiny Energy/Damage Boost
They are actually cost effective and multiplicative.
For some reason I've been unable to view the forums here for a while
The Cheap Item shop items are cheap, so we need to keep their prices down.Items costing 20cr or more are frequent in the cheap shop. For example, Durable Cells cost 40cr.
The Acid Maw damage boost is a 20% multiplier, which effectively removes 17% of total health of anything it hits. It costs 1 energy per use and lasts for 3 seconds. You can also think of it as a system that increases your damage by 20% for 3 seconds for 1 energy. It is probably the most powerful weapon in the game because of the 20% multiplier.In practice it's currently one of the weakest weapons in the game. That 20% doesn't mean much when you have to sacrifice the offensive capacities of your energy weapon to get it. Short of having an army of attack drones combined with one of the top 3 main guns, using the Acidic Maw is always a losing proposition. The range/cost/duration are all great, but the multiplier really drags it down.
Acidic Maw [...]A big thanks to you for taking the time to write such a detailed reply. I really appreciate it and hope I'm not being too annoying, as I tend to love debating these things. :)
STG energy efficiency is not that bad (3) which is very close to the median value (3.75) for all energy weapons. It is inefficient when it comes to hitting small targets. You also have to consider the Tier ranking for these weapons, comparing the elite high tier weapons against the lowly T2 Acid Maw is a bit unfair. (Also, grapeshot is possibly the greatest amount of cheese in the entire game.)I will admit I have no clue how the weapons are organized tier-wise. That's why my initial suggestion for the Maw was left vague number-wise, as the low/high tier divide would definitely affect the numbers greatly.
When it comes to energy, it seems our experience is very different, perhaps because I'm horrible at this game. I main the FlameTank which means my energy reserve is low. I very rarely see energy enhancements due to the focus on pure main weapon DPS. Probably 100 max energy would be my guess, which means that the high efficiency high energy weapons will give me one shot. Along those lines the Blue Mech gets the x2 Energy modifier, which will really distort energy usage.And here is my greatest fear in all this: That my experience is slowly becoming an edge case that would end up too far from the average player to be useful data. I don't think I'm there yet, but just the fact that I know how many shots of Decimating Power it takes to kill most regular enemies is probably a bad sign. :P (The answer is 6 in case you're wondering)
Amusingly, on 2 of my last 5 runs with the Flame Tank, I "won" the -20 energy mysterious circuit, which gave me a 0 energy cap...
I remain unconvinced, however that isn't particularly fair, so I'll counter with a challenge/question as a way to convince me.That is actually very difficult for me to answer because of how different the ways we look at things are.
For floors 3-5, what proportion of damage does your "typical" energy weapon do to the boss versus the proportion done by your main gun? Or what is your kill time for bosses on floors 3-5 with the Acid Maw versus other T2 energy weapons?
Okay, so... how about something like:
Rage: x2 damage for 10 seconds for 50 energy. It would however, not come with a bullet producing system.
So, I think the difference is that you want a burst weapon instead of a DPS weapon.Meh, it's more that outside of Warden and Terminus, I don't see the encounters as lengthy enough to make the current % of Maw worth it compare to the effect of most secondaries.
Okay, so... how about something like:
Rage: x2 damage for 10 seconds for 50 energy. It would however, not come with a bullet producing system.
And here is my greatest fear in all this: That my experience is slowly becoming an edge case that would end up too far from the average player to be useful data. I don't think I'm there yet, but just the fact that I know how many shots of Decimating Power it takes to kill most regular enemies is probably a bad sign. :P (The answer is 6 in case you're wondering)
For bosses in that range, my energy weapon allows me to skip/fastforward an average of 2 phases.
Every time someone says something like this, I have to resist the urge to make things more murderous to counter it.You're already doing that with Hard mode and the soon-to-be Misery mode. Looking forward to seeing those Inferno Cannons in action. :)
Please don't feel bad about that. Before you guys started the huge rebalancing sweep, I used to skip bosses altogether and sometimes entire floors because it didn't matter. Compared to that, accelerating one or two phases is minimal.QuoteFor bosses in that range, my energy weapon allows me to skip/fastforward an average of 2 phases.argh
Well, let's see how it handles then? I've made the changes on the SVN. If you want to update your own copy its in RuntimeData\Configuration\EntitySystem\Dayton_PlayerAmmoSystems.xml line 504ishI did a test run on Hard mode, starting with and keeping the Acidic Maw as a secondary all the way through. I stopped half-way through to check the files as I wasn't sure if it was really using 40%, considering the amount of butts it was kicking in the early floors. Is it really that dot effect that does such a difference on early enemies? Anyway, it's impressive as it held pretty well up to the Warden (didn't feel like it was holding me back or anything). I only started having trouble keeping up with the threat level on floor 6-7, which is expected since it's not supposed to be top tier.
-Detonating Rose: Mine-style secondary. I think removing friendly fire from this one would make it a much more interesting option. It's definitely fun to use otherwise.
-Open ALL containers / collect ALL health shard challenges: The wording should include "and explore all rooms", because you need to in order to complete the challenges, regardless of if the remaining rooms have a container/health shard or not.
-Paragon: I'm more looking for opinions here. Is it just me or is Paragon's hitbox kinda weird considering his appearance? I never noticed before because he would die too fast, but while fighting him at low power lately, I was surprised to see so many of my shots go right through him.
-Sabotage Circuit vs Rocket Man: Getting damaged by that circuit doesn't break the conditional effect of Rocket Man. I think it should.
-Old orbital weapons: Those didn't really work with gamepads and got removed. Could they make a comeback if they use a fixed range instead of the at-cursor aiming? Or is their wall ignoring property too problematic regardless of their range?
-New enemy: Is there plans to include energy munching enemies in the game, or were those deemed too annoying?I don't think we've really looked into this type of enemy. Enemes that drain your energy you mean? Sounds like a decent idea to me.
-ZMC_DiamondMines: A room with a bunch of floating mines and one weak enemy. The battle ends in 2-3 seconds. That's way too short. There's enough space for 2-3 small enemies, which would make the player actually move around that sea of floating mines for a bit before the room is cleared. I think that would give a more interesting experience.
-Reath_Waves: That room is a gravity well nightmare. Removing some of them in an alternating fashion would allow the player to lure problematic enemies toward a gravitational opening while still allowing all the gravity-related hijinks.
-END_FreeMissilesWithSpawner: Nice room that teach you about missiles and spawners. Unfortunately, all the rewards (4 missiles) are in the outer part of the room, so you don't have any reason to bother reaching the center. If some of the missiles were moved to the center, it would be a nice reason (use 1 missile, gain 3) to actually beat the room instead of just skipping it entirely most of the time.
Yup, that's what I was thinking. Some kind of energy leech enemies would offer a very different kind of threat.Quote-New enemy: Is there plans to include energy munching enemies in the game, or were those deemed too annoying?I don't think we've really looked into this type of enemy. Enemes that drain your energy you mean? Sounds like a decent idea to me.
Question of the day: Are the dps switcheroo items (x2 firerate+half power. or vice-versa) a bit too extreme in their effects?
I think they tend to make it a bit too easy/simple to reach extreme values for either firerate or power. A mere x1.5 would still be a pretty major shift in the firerate/power balance without instantly going to superspeed/superpower.
But on the other hand, would that become irrelevant once the power-related perks get re-balanced? I don't know. I'd like to hear what you guys think.
Since a perk overhaul is coming, could the XP curve for levelups be made smoother?
-Mech menu order: I noticed that for some reason, many new players assume the upper-left mech is the recommended one to start with for your first run. Previously that was White Gloss which, although a bit dull for a first choice (in my opinion), was still a nice way to get used to the game. But now, the Humble mech has taken that spot. I honestly think his alternate ammo system and lack of starting shield makes him a very poor choice for a first timer.
Yeah, I hadn't actually thought about the curve, yet, heh. I think we might need to trim the levels to the amount of perks we can fill the tree with. Not sure how to handle that super high level end game. Do we just have a level 16 cap for example, or allow the player to keep pushing up, but then we'd have to reuse perks a lot.Personally, I would much rather see repeats and variants of previous perks than hitting a level cap and see all future XP wasted into nothingness, with no more progression possible.
-Conductive Hull: (-2hp, +80 energy) I think this item offers too much +energy for the mere 2hp cost. +60e would still be very good.
-Serrated Spine Launcher (energy weapon): "cause very toxic bleeding. Don't get it on you." Misleading description that suggest friendly fire but in reality it doesn't matter if you step on it.
-Tactical EMP: AoE slowdown for 10sec. Considering it's a non-lethal one-shot item, shouldn't the effect be pretty amazing? Currently it's quite underwhelming in my opinion. Could the duration or/and range be extended by a good amount?
-Large and in charge: Sacrifice item that enlarges your hitbox and make you very slow, on top of reducing your max HP of course. It does give you a 33% damage multiplier, which is awesome, even better than mere additional damage. But at that cost, with all those crippling penalties, does anyone ever take that item anymore?
I put fixes in for these, improved the EMP aesthetics a little too. It now has more room sized AOE. It's more of a smart bomby thing now.Thanks for the fixes. Can't wait to try the new EMP and I'll definitely give Large and in charge a few test runs once the update hit.
-Humble mech: His stats on the selection menu indicate no energy, but he actually has a decent 50 points of energy. Which one is correct?
-Secret rooms (freebie): The vast majority of the time, there's only one item waiting for me in those. "You can only choose one and the others will disappear" doesn't mean much when there is only one to choose anyway. Is this intended? Having at least two items would be nice, so there's actually a choice to be made.
B.B.S.150 Battle Stomper: That weapon is kinda loud. Ended up turning down my volume while doing a run with it. Could its soundfx be toned down a bit?
Sure, but shouldn't the mech stats reflect the mech's actual capacities? Seems misleading to show 0 energy when there's a decent amount available for use.
- Humble Mech - 50 starting energy, but his primary uses credits, until you give it up. per Draco
-First impressions for the new icons:
-Miniboss rewards: Very nice to get loot from those but aren't they a bit overboard at the moment? I got Torpedo Cannon, golden missile launcher and Turbo Blasters from them. Getting some top tier stuff like that from some minor encounter (as early as Floor 3 in some cases) is a bit much I think. Are they supposed to follow the floor index or do they have a static pool of items?
-Deep Blue mech: Typo, "maxmimum energy".
-All in the wrist perk: Didn't work with Flametank's starter flamer.
-Harmony sac item: Wasn't that one branded for removal? The effect didn't change, judging from the description.
-Conductive Hull item: Description is outdated, +80 -> +60 energy
-Gravity Cannon secondary: The repel effect on mech is too long. For the first 1 or 2 seconds it's great to protect against the initial activation of the weapon, but 4 seconds just make you nearly untouchable for way too long and make the mini blackhole almost irrelevant.
-Terminus Core helpers: HP again. These guys felt like they still played by the previous rules where you're expected to have 300% bonus damage at that point. Even with my overcrit maniac machine, it took forever to kill even one of them.
-RocketMan item: Tiny Transport impact damage doesn't count for losing the effect?
-Modules: I fully support the integration of certain modules into the Defensive shop. That'll give a good reason to visit it even if you're not planning on spending on extra HP.
-Anklebitters: Those are among my favorite enemies and I'm very happy that they're back in the game officially. They do seem less threatening for some reason. What changed about them?
I could go on and on about how much I love all the new content, the countless nice little touches and changes you guys made, but I'm thinking that wouldn't be very useful feedback. But still, I wanted to mention how ecstatic I am about this entire update. It's awesome!
This is it...for now.
Charger (enemy): Immune to damage until woken up. Is that intended?
Time Machine: Available from Locked Chests?
Harmony (sac item): Since that one isn't going away, might as well tweak it to make it worth picking up. How about making the effect "until hit, per floor" instead of one-time and it's gone forever?
Deep Blue: Description typo, inceases -> increases
Dual entrance boss room are a thing now? Nice.
huh. So do lumiflares have some kind of damage resistance or somethin'? Because I've unloaded 9 torp cannon shots directly into a(n already about a sixth or seventh dead, so missing a hundred-ish HP or thereabouts) rusted without it dying, and checking those things are supposed to be doing 200 damage a shot, or something close to it. According to that HP number the thing should have been dead a bit less than three times over from that kind of damage output, and it wasn't dead at all.
Guess I can just check, now that I think about it. And checking seems to say no, which now has me horribly confused.
Hm, good question. Between traps, melee enemies, surprise attacks and some specific bosses where magnets just won't work, I would probably lose it rather quickly anyway. But good call on making it a secret room item, that's a nice addition to that item pool I think.QuoteHarmony (sac item) [...]I'm a little concerned it may be a bit OP like that, though. Is this item auto-win if using repulsive hornet mines?
Previously, it would indicate two doors on the map but one of them would always be a phantom door not actually there to use. For once, both were there and useable. I'll keep an eye out to see if it happens again.QuoteDual entrance boss room are a thing now? Nice.
Not sure! I can't recall any feature like that being put in. Maybe that was always there?
Previously, it would indicate two doors on the map but one of them would always be a phantom door not actually there to use. For once, both were there and useable. I'll keep an eye out to see if it happens again.QuoteDual entrance boss room are a thing now? Nice.
Not sure! I can't recall any feature like that being put in. Maybe that was always there?
Charger (enemy): Immune to damage until woken up. Is that intended?All enemies that have a sleeping state should be damage immune until woken up.
Here's a few things I noted while doing a bunch of runs the other day:
Charger (enemy): Immune to damage until woken up. Is that intended?
Time Machine: Available from Locked Chests?
Harmony (sac item): Since that one isn't going away, might as well tweak it to make it worth picking up. How about making the effect "until hit, per floor" instead of one-time and it's gone forever?
Deep Blue: Description typo, inceases -> increases
Fragments: Small gun firerate a bit too high on normal?
Dual entrance boss room are a thing now? Nice.
Tanky enemies: I started testing values for the tankiest of the bunch and here's the ones that felt the most natural so far. Enough time to do their thing without overstaying their welcome.
Flak Launcher: 1800->1200 HP
Rusted LumiFlare: 605->405 HP
Blue Larva: 650->450 HP
Green Larva: 700->500 HP
Purple Larva: 820->620 HP
Core Blade 1: 1900->1300 HP
Core Blade 2: 2200->1600 HP
Core Razor 1: 1950->1350 HP
Core Razor 2: 2200->1600 HP
I also collected a whole lot of room names to be checked for potential overcrowding, but I'm running out of time so I'll have to post those later. Thanks for reading!
Interesting. Any chance the mapgen could be slightly modified to make it more frequent? It's kind of a bummer that it doesn't happen more often. First time I've seen it despite my unholy amount of hours played.Dual entrance boss room are a thing now? Nice.
It's always been there, iirc. The specific boss room has to have multiple entryways and the mapgen has to connect to them. 2 or 3 entrances is just a rare occurrence (3 is the most possible and should be incredibly rare).
Now as for that Harmony item, honestly, I think that just plain shouldnt be there. That seems more like a "very rarely found in locked chest" sort of item, not something that should be taking up space in a sacrifice room. Yet at the same time, yeah, for the purple mech it'd make it invincible.I'm curious to test the modified version Pepsisolo sent into the secret room. It will be nice to see something new pop up in there and not see the old version in the sacrifice room. But I think I'll do a couple of test runs with Dipole to see how easy/hard it is to keep the effect with the current item.
On Level 7 perk list for White Gloss, I see a Small Hull Reinforcements that gives +4 HP. I thought Small is +2, and Medium is +4? The other choices were Medium Energy Tank and Missile Pack, so it should probably be changed to Medium.
Sacrifice Item idea: Instant Gratification - restores all your health like an infinite health pickup, but at the cost of your max health. It's simple, could be really useful in certain situations, and all you need is one of the unused health pickup images for the item image!
I know this is Really Really Nitpicky, but could the colors of the health pickups be changed to match the different levels of exp pickups? It just seems like it would make sense (to me, at least)
-Deep Blue: Description, inrcease -> increase
Warhog: Description, sentry turrent -> sentry turret (Ok that one isn't from playing, but I could not not mention it :P)
TinyDamageBoost: Typo in the game files, "MissileShotDamage = 0..02"
-AllInTheWrist: Icon in pause menu disappeared after a few rooms.
-Viper Strike (secondary): Friendly fire
Abmoog Shooter: Is their movement pattern kaput? I'm sure they used to do more than just running into a wall and wait for death.
Crystal Mother: Last phase green arrow incomplete on Normal?
-CMP_CrazyTest3 and CMP_CrazyTest4: Secret rooms with only a single item. I think they need 2, so there can be some agonizing choices between the different options.
-RocketMan: Upperscreen message, add "for current floor" for clarity.
-Autobot: Is it just me or could that drone really use a buff? More range maybe?
-Temporary Orbital (consumable): Too much HP? Seems extremely durable for a cheap one-time item. Does it regen between rooms?
-Lorentz Factor (sac): 10 -> 8 sec. Just like pre-nerfed Phasing Grace, 10 seconds is a looong time in battle and this one makes Condemned rooms a joke. But since it doesn't make you invincible, the duration still needs to be a fair bit above Phasing Grace.
-Harmony (secret room item): After several test runs with this one, I think it should be limited to 1 floor only just like RocketMan. Energy is just too easily exploitable and the effect coming back at the start of each floor just felt weird.
-Disruptor (secondary): Damage is too high. Its debuff is already extremely good, I don't think it needs the high dps on top of that.
-Saving Interests (perk): 20% -> 30%. Contrary to the competing perks of that level, you actually need to save up money (and not buy power ups) to benefit from the effect. I think the interest rate should reflect that and make it worth your while.
-Missile Salvager (perk): 5% -> 10%. If Rex taught me anything, it's that anything below 15% missile regain on kills is barely noticeable. I don't think players should have to stack three perks like this before they begin getting a noticeable effect on their gameplay. It would be nice if there was another good option for the incoming Warhog too, instead of just making a beeline for the sac item. (You know that's going to happen. :P)
Holy Fire (secondary): Very cool late game weapon, but has as much punch as a sick kitten. Please give it some love...ideally in the form of added damage or fire duration.
-Bloody Rage (perk): Visual cue? I never know if it's working or not.
-Second Chance (module): While watching InkEyes play, I didn't even notice when he used his second chance (I rewinded the video to find the moment). I think it needs a special effect and/or sfx when you get rez. It's not the kind of thing you wanna see go unnoticed during battle.
Rush Hour (challenge): "Make it to the next floor in 3min" -> 10min (so it's usable until overhaul) or deactivate till then.
-No Pain No Gain (challenge): Pick up 3 sac items -> 1 item (again, so it's usable until overhaul) or deactivate till then.
Tutorial level: Make players go down stairs at the end to avoid the current confusion of newbies when they first reach the end of the tutorial and introducing them to the fabled yellow stairs of level-ending.
-Secret rooms are too easy to find at the moment, since they auto-open if there's no health shard block in the room. Could it be changed that at least throwing a missile at the wall is required to open the entrance if there's no shard block? (Spawn an invisible bombable activation block on the would-be entrance so you can missile your way in regardless of the room?)
Woo, that might have been a bit more than "a few things" after all...
I'll get Misery to take a look.
Yeah. I don't know what's going on with these secret rooms. They are quite poor in comparison to the ones in Isaac, for example. Finding the rooms in Isaac seemed interesting and fun. Finding them in SR is a bit...bloik, heh. We need to look into them a bit more.
So, I propose 50%.
Rush Hour - Quick Fix - You teleport to Boss if you pick it up?
If anyone can come up with a better, more interesting idea, by all means, let us know. These rooms really are too easy to find.
So, I propose 50%.And I thought I was being bold by proposing 30%. :P
So, I propose 50%.And I thought I was being bold by proposing 30%. :P
My % was merely to make it on par with Major Coinage, but it does make sense for it to be a fair bit better, since you still need to save credits to get any benefit.
He did the math. And the math at 50% (despite being hyperbolic) was not unreasonable.Even though the way I phrased my previous post might suggest otherwise, I completely agree.
He did the math. And the math at 50% (despite being hyperbolic) was not unreasonable.Even though the way I phrased my previous post might suggest otherwise, I completely agree.
Yeah, these could do with working differently, I think. How about going back to Isaac style, but the wall would appear slightly cracked, thus making them easier to find?
If Isaac got it right, how did Isaac do it exactly?
....wow. Even I wouldn't be THAT cruel.
Not completely arcane, but not so blatantly transparent. Stuff that's inbetween. Stuff the player should have to try more than one thing, or more than once, to accomplish.I'm so bad at figuring out untold enigmas like that, I probably wouldn't ever see a secret room again. :P
I disagree. I feel secret rooms should be something where the player shouldn't have a good idea of where they are, because they don't know the rules.
That's for "pure" puzzles though. I'm not actually sure what you're thinking of there (if challenge rooms are testable yet in the dev build, I've not had a chance to try them yet). I'm thinking of the sort that's like, I dunno, block/switch puzzles or mazes or stuff like that, and that's all there is to it. You know, the "pure thinking" sort. If you mean "puzzle" as in "HERES A MILLION DEATHRAYS, DONT GET HIT, oh and hit those two switches, thanks" that's a different story. Half the time I don't know what people are talking about when they refer to puzzles nowadays. Like how every platforming section in any game is a "jumping puzzle". That damn term confuses the hell out of me.
Add 1 health shard to each secret room. This fixes the 'boo secret room not health shard problem'.
-DeadEye Module (Sac item): Flying debris count as enemies killed, allowing you to literally stop time.
-Torpedo Launcher: The energy cost is pretty cheap for such a top tier weapon. +5 or +10 cost would be more in line with its current power I think.
-Paragon(Hard dif): Very high movement speed and constant heat-seeking projectiles. He's a bit much at the moment. Could one of those two be toned down a bit?
-Blue Fragments (+the color above): Their rate of fire seems excessive. In rooms with some space to move it's fine, but in restricted sections it's a never-ending barrage of projectiles. Could there be a tiny pause at some point in their attack?
-Secret room (free stuff): To mix things up, add secret rooms with many no-lock chests, star-shaped formation of credits with consumable in the middle, large bunch of health pickups, etc. That would also make the OPness of the occasional secret items less of an issue.
-ZMC_LaserGrid (room): Can easily get stuck behind constant lasers without a chance to get away. Adding a few more destructible obstacles in front of the lasers or moving the enemies away from the door would give the player a few seconds to move out of the starting spot before it's too late.
-Tutorial: Add room with generator+missiles pickables to get past wall of lasers and bullets section. Because knowing is half the battle.
-Tutorial: Add room with generator+missiles pickables to get past wall of lasers and bullets section. Because knowing is half the battle.
That was actually a thing I did, as part of a tutorial revamp. But it hasn't gone in yet.
-Tutorial: Add room with generator+missiles pickables to get past wall of lasers and bullets section. Because knowing is half the battle.
That was actually a thing I did, as part of a tutorial revamp. But it hasn't gone in yet.
That'll be a nice addition. The tutorial has always been pretty lacking.
-DeadEye Module (Sac item): Flying debris count as enemies killed, allowing you to literally stop time.
-Credit to Energy (consumable): 5cr for 10e, expensive/obsolete now that energy drinks were added to the game.
Descriptions: x10% -> x1.1 for clarity, or x110% so it's accurate.
-Revenge Rams (sac item): Description, add "Doesn't trigger on contact damage".
-Sac Items: Double Crit cost+1 (still great for the prize).
-Orbital Drone (Consumable): Description, "temporary" -> destructible/vulnerable. As long as it survives, there's no time limit to it.
-Torpedo Launcher: The energy cost is pretty cheap for such a top tier weapon. +5 or +10 cost would be more in line with its current power I think.
Cluster Launcher/Grenade Launcher: Description, Not explosive -> Cannot break blockages like missiles. Less cryptic that way.
Big Game Hunter perk: Description says x10%, but files say x1.2. Which one is right? Also the icon disappears after a few rooms (that part might have been fixed along with AllinTheWrist).
Energy transfer perk: List the benefits in the secondary slot description as a reminder.
Keyprentice perk: I think it's too similar to Keymaster. If instead Keyprentice used the old version, they would have different pros and cons. The apprentice would give you some benefits right now, but none later and the master, despite not giving you keys on the spot, would give you more benefits on the long term. In my opinion, that would help differentiate them better and make them more interesting.
Overkill perk: Could you bring it back, just with less bullets and much more damage? The mere concept of making your enemies explode after you killed them is fun, but as it is the perk had very negligible effects on gameplay and the number of bullets made things overly chaotic.
Out to Lunch perk: Another one I think you could bring back. 100% skip chance, no treasure/XP. Or slip by the first time only, finding a useless junk item (OuttoLunch icon) with a description along the lines of "Come again, I'll be there." Either way you get an interesting choice between more treasures/XP or more safety.
Indomitable perk: Description, "chance to tough things and out and not die [...]" Too many and.
Paragon(Hard dif): Very high movement speed and constant heat-seeking projectiles. He's a bit much at the moment. Could one of those two be toned down a bit?
Condemned rooms: Even after being cleared, spikes in those rooms keep stealing HP (+pickables), over and over, very rapidly. Is that intended? It can be quite the run ender.
WarpPads: Is it possible to add a different colored frame around the next room to teleport for extra clarity? Icons often make it difficult to see the flashing background.
Pepsisolo's test CMP_Bullets.xml: name="BulletBrightBadge" category="Shot" wall_collision_reduction="8" (8 -> -8) +missing bullets error messages
Secret room (free stuff): To mix things up, add secret rooms with many no-lock chests, star-shaped formation of credits with consumable in the middle, large bunch of health pickups, etc. That would also make the OPness of the occasional secret items less of an issue.
Cheap Shop: Found a shop with only one minor item for sale. Screenshot attached below. I know it says "Cheap", but come on.
I think I'll try adding those tutorial changes today. I'll also clear that list of fixes from Logo.
-Maka laugh-Hm, I'll interpret that as saying I'm missing something and bullet cancelling abilities are not the only way to deal with them. Am I on the right path?
Always with the bloody broken rooms. I know which one you mean here. Not sure why it never occurred to me to fix it. If you spot other rooms doing a similar thing, list them as well, they might do with being checked. I know this particular thing can be more than a little frustrating to deal with. Particularly if you've got big spread weapons of some sort.In my case, I started the room with an enemy (Guardian?) that shot a cartwheel of bullets and destroyed all the laser obstacles in one fell swoop. He died a very violent death.
That was actually a thing I did, as part of a tutorial revamp. But it hasn't gone in yet.That's awesome! An expanded tutorial will be quite the improvement for the game.
Yeah, it's not a great consumable, although if you don't have anything better on hand, it could still be worth using, I guess. Worth still keeping in the game? Or maybe we should just remove it.If the conversion rate was much cheaper and the item was placed in item pools where the energy drinks are not and the price stayed low, it could be worth keeping around.
We've struggled with being clear about our numbers , especially since the introduction of additive versus multiplicative bonuses. OK, so for additive bonuses what do we think is clearest? +20%? Then x120% for multiplicative? This then makes the difference between additive and multiplicative seem massive and maybe even a bit confusing, though. Does anybody have a better way to represent our numbers?I think +% are fine on their own, but having +% and x% is causing confusion for many players, so I think the multiplier bonus description should ideally do away with % to differentiate it more clearly. Maybe even add a mention that the multiplier goes on top of regular boosts. Something like: "x1.2 global damage on top of other bonuses" or "x1.2 global damage multiplier, stacks with other boosts"
We might be able to put Keyprentice back in with the old bonuses, though. Not sure where to fit it, though.To make it tempting to pick, it would have to be as soon as possible. The level 2 perk selection is a bit too amazing to compete with, but level 3 doesn't have much going on.
Hm, I'll interpret that as saying I'm missing something and bullet cancelling abilities are not the only way to deal with them. Am I on the right path?
Aye, the patterns on these guys are all quite workable. Tough, but they were pretty carefully set up. Even in tight areas they're doable.Alright. Reading that makes me look forward to facing them again so I can experiment with a few tactics that might break through their attacks. Thanks. :)
he new tut-rooms could really use more voice over, that's the only thing. :(
But yeah, I'd love some feedback on them. Did some stuff without any real guidlines.
-Default music volume setting: 100% -> 80% (Let's Plays always start with "Wow, let's go lower the volume a bit.")
-End credits: Increase text scrolling speed
-Cryofreeze module: Sfx is slightly too high, especially for long runs with high firerate.
-White-Green Ice Carrier (enemy): Frozen orb volume is too loud.
-CMP_GlassZoo(6) room: Badly needs a 2nd entrance for the center (up?) to avoid never-ending stream of bullets with certain enemy combinations.
-Blade module: Description, "Equipped with a rotating blade!" add "that can cut through bullets."
-Signal Triangulator consumable: Replace icon with "BossTracker".
-Magnetic Personality: Enable please. Disable effect on chests if possible.
-Immolated Minibot: Underwhelming. Faster rotation or longer flametrail duration?
-Relentless Interceptor Crossbow: Very cool weapon, not easy to learn to use effectively. But the energy cost is prohibitive. I think if the energy requirement was lowered significantly, even at the cost of power, it would allow adventurous players to experiment with it more.
-Interceptor Drone: Cost 30cr -> 45cr (Still amazing for the price)
-Shop discount (sac items): 10% -> 20% (For a max combo of half prices with the Humble mech)
-Mini-bosses reward: Missile 2pack -> 4pack minimum.
-Consumable Shop: Make it unlocked like Cheap Shop. Consumable Shop is basically a Cheap Shop for active items after all.
-Add "Bulletstorm Circuit": For one room, gain bullet sprinkler attack like the Hardening Module used to have.
-Add "Locksmith" probation: Unlock 4 locked chests or doors. (use "TheKeyToWinning" or "HarmfulLockpicking" icon)
-Add "Energetic Overload" perk(item?): +400 temporary energy at the start of each floor (use same name icon)
-Add "Ricochet module": Icon is already available too.
Eh eh. Yeah, it's a weird one for sure, but it's a fun one too so I think it's worth having around. (I don't mind the chest thing personally, but if I knew how, I would add tiny sparks on the chests when they get dragged around, so it's less visually weird. But I don't know if that's even possible.)Quote-Magnetic Personality: Enable please. Disable effect on chests if possible.
Seems a bit screwy...but hey, it is an incredibility, I guess! :) I can't disable the chests behaviour, though, I don't think. If this causes too many problems for you I'll have to disable it again.
Energetic Overload sounds like a good idea. Perhaps +400 that drains over time. That's how I imagine the implementation at the moment.Nice. A slow drain definitely fits the perk's theme.
Ricochet module...I'm not sure. That sounds like the bouncing lasers module somewhat. I suppose having a module that gives all your shots ricochet might work, but then you get bouncy missiles which can be annoying, I think. Got any ideas for an implementation.Hm, Ricochet and Bouncing lasers would indeed compete against each others. That's a good point. But on the other hand, the extra long range/duration of the lasers and the all-encompassing effect of the ricochet gives each of them a different kind of appeal I think. I'm actually not a big fan of bouncing shots in general, but watching an old Windless episode where he used ricochet attacks to great effect convinced me it would be a fun addition to the game. Plus, since it's a module, if the effect becomes an annoyance with your current weapons/missiles, you can swap it later (unlike a sac item or similar). Just imagine: Permanent multi-homing bouncing mini-missiles. Simply glorious. >D
Nice. A slow drain definitely fits the perk's theme.
-The Warden: His minions give 2000xp each. I know it's the "final" boss, but isn't that too much?
-Shield Tech in defensive shops. Should it be there? Not sure additional shields should be so common and having an item for sale disappear is kinda annoying.
-Interceptor Drone: Icon name, giant paper weight -> Interceptor Drone
-Redshift: Low Range Minigun, is that ok? Against certain bosses and on higher difficulties, that's sort of a death sentence. Plus, unlike the fast/slow variants this one has no upside, which is meh.
-Telekinetic Repulsor Module: Knockback effect is way too strong. An enemy got pushed inside an unreachable part of a room. Had to abandon the run.
-Green Envy: Missile launcher could use a unique name.