Author Topic: Items, locked chests, etc  (Read 3584 times)

Offline Pepisolo

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Re: Items, locked chests, etc
« Reply #105 on: April 20, 2017, 10:13:27 AM »
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-DeadEye Module (Sac item): Flying debris count as enemies killed, allowing you to literally stop time.

Yeah, as Misery says, that would require Keith's expertise so it's not something we can quickly fix. Keith is going to do a bunch of engine tweaks for the expansion some time, so I'll probably add this to the batch.

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-Credit to Energy (consumable): 5cr for 10e, expensive/obsolete now that energy drinks were added to 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.

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Descriptions: x10% -> x1.1 for clarity, or x110% so it's accurate.

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?

Offline Pepisolo

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Re: Items, locked chests, etc
« Reply #106 on: April 20, 2017, 01:09:04 PM »
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-Revenge Rams (sac item): Description, add "Doesn't trigger on contact damage".

Fixed, although I'm not really happy with having to add this contact damage disclaimer to things. Eventually I'd prefer it if contact damage was treated the same way as other damage, in terms of triggering things etc. For the moment, though, yeah, this is our best solution.

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-Sac Items: Double Crit cost+1 (still great for the prize).

Changed, ta.

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-Orbital Drone (Consumable): Description, "temporary" -> destructible/vulnerable. As long as it survives, there's no time limit to it.

Got it.

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-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.

Upped the cost to 30, cheers.

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Cluster Launcher/Grenade Launcher: Description, Not explosive -> Cannot break blockages like missiles. Less cryptic that way.

I just removed the reference to explosive damage. I think it's pretty much assumed that these won't break bombables. I think the mentioning of explosive damage was probably  just causing confusion.

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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).

It seems I've already fixed these.

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Energy transfer perk: List the benefits in the secondary slot description as a reminder.

Got it, cheers.

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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.

I think Keyprentice was removed, so there's just Keymaster now. We might be able to put Keyprentice back in with the old bonuses, though. Not sure where to fit it, though.

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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.

Could do yeah, I think I'll try replacing it for Bloody Rage. I don't really like Bloody Rage at the moment.

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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.

We could try it with 100% skip chance, although it still doesn't seem too attractive to me. You're still losing XP and an item, so I dunno. Meh, I can put it back in to see what people think of it. I've put it in alongside the defense orbitals for the moment.

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Indomitable perk: Description, "chance to tough things and out and not die [...]" Too many and.

I seem to have already fixed that one.

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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?

I've toned the movement speed down on Hard and Misery a bit. Also fixed a bug on Misery mode. Paragon didn't have its homing missile attacks on that mode.

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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.

That seems like a bit of an engine quirk. I'll look into that at a later time.

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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.

I believe Ptarth put in some engine changes for the clarity of the warp pads, but I'll have to check to see if it made it in.

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Pepsisolo's test CMP_Bullets.xml: name="BulletBrightBadge" category="Shot" wall_collision_reduction="8" (8 -> -8) +missing bullets error messages

I've actually changed the shots to have 70% wall collision reduction now, so I'm not sure these bugs are relevant anymore. I'll check for problems, though.

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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.

Something like this would be good, yeah. Feel free to submit any rooms if you come up with any, of course.

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Cheap Shop: Found a shop with only one minor item for sale. Screenshot attached below. I know it says "Cheap", but come on.

I'm not sure what's going on there. I checked the rooms in the editor and they all have 3 item pedestals. Some kind of seeding quirk? I'm not sure.
« Last Edit: April 20, 2017, 01:16:47 PM by Pepisolo »

Offline Draco18s

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Re: Items, locked chests, etc
« Reply #107 on: April 20, 2017, 06:52:51 PM »
I think I'll try adding those tutorial changes today. I'll also clear that list of fixes from Logo.

The 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.

Offline Logorouge

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Re: Items, locked chests, etc
« Reply #108 on: April 20, 2017, 08:44:05 PM »
Thanks for the replies, guys.

-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.

Offline Misery

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Re: Items, locked chests, etc
« Reply #109 on: April 20, 2017, 09:50:52 PM »
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.

Now that being said, if you're running into any specific situation that just seems way too much, or broken somehow, get a screenshot of it so I can see, and perhaps the room name.  As always there's a chance of an enemy appearing in very specific areas that genuinely aren't appropriate for it, usually in combination with some other enemy. 

Offline Logorouge

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Re: Items, locked chests, etc
« Reply #110 on: April 20, 2017, 10:27:06 PM »
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. :)
I'll make sure to grab a screenshot and room name if I ever encounter an overly deadly enemy setup.

Offline Pepisolo

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Re: Items, locked chests, etc
« Reply #111 on: April 21, 2017, 12:52:28 PM »
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.

I've been looking at the tutorial stuff you did. Most of the additions look good, I think. I found a bunch of unused voiceover, so I'm trying to fit that into the correct areas. I think that if we both iterate over the new tutorial a few times, we should get something good. Hopefully you have access to SVN? If so, then once I've made some tweaks and additions, then perhaps you can take a look and we can go back and forth on it a bit.

Offline Draco18s

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Re: Items, locked chests, etc
« Reply #112 on: April 21, 2017, 04:29:46 PM »
I have SVN access yes.
And I've seen the unused audio, but it never seemed like it was useful for the tutorial.