Arcen Games

Games => Starward Rogue => Topic started by: Pepisolo on June 12, 2016, 04:58:38 PM

Title: The SR Let's Play thread
Post by: Pepisolo on June 12, 2016, 04:58:38 PM
I thought it might be cool to create a thread highlighting any SR Let's Plays, particularly ongoing ones. In the WindlessZephyr thread, I would post a few thoughts on the latest episode, which would help create a bit of discussion that proved useful, so a dedicated thread for that kind of discussion seems like a good idea. First, I'll just link a few Let's Play series' that I know of.


Windless Zephyr
https://www.youtube.com/playlist?list=PLr7IZN94_WgsUkJ1AN3Ug6sJ8QA3fZ7fO

Longest running SR series so far. Semi-active. Currently WZ is out of action due to PC issues. :(

DavionFuxa
https://www.youtube.com/playlist?list=PLw2L04beHwWClh6u3_oFBnKjxsSuMTHV0

Not an active series, but this was still a good one worth watching.

Game Hoard Game
https://www.youtube.com/playlist?list=PL3jdAUrE6JKFqfvdaEqgtADCVPeFmv9YQ

A recently started series, but very good. Featuring full run-length videos.

Ethervil
https://www.youtube.com/playlist?list=PL2fCsHy3Q-g7NQLBAaWIvassauoZX2YHj

This is one of the few long-running series' that I've yet to watch.

InkEyes
https://www.youtube.com/playlist?list=PLR4EnWvm2EEdCbGs_R7yRh_c9-9x1W5TT

A recently started series that I haven't caught up with yet, but looks pretty good.


Feel free to post any SR Let's Play video links here, starting a discussion, highlighting any problems noticed in a vid, or whatever. I'll update the list of Let's Players over time.

Title: Re: The SR Let's Play thread
Post by: Mánagarmr on June 13, 2016, 12:23:02 AM
Not a let's play, per se. More of a look at/entertainment. But I guess mine qualifies (https://www.youtube.com/watch?v=CkmTVLrKA08).
Title: Re: The SR Let's Play thread
Post by: TheVampire100 on June 13, 2016, 12:33:20 AM
White Gloss: https://www.youtube.com/watch?v=rBHReNkvJT4
Flame Tank: https://www.youtube.com/watch?v=qQNboa8JdN0
Indigo Dipole: https://www.youtube.com/watch?v=GOFp6oFfMu4

If you cannot understand German, watch without sound.
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on June 24, 2016, 03:41:28 AM
I guess speaking of which, my computer's functional again, so my SR series will start back up in the next few days. Still has work to contend with, after all.
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on June 24, 2016, 04:56:35 AM
I guess speaking of which, my computer's functional again, so my SR series will start back up in the next few days. Still has work to contend with, after all.
Great to hear!
Title: Re: The SR Let's Play thread
Post by: ptarth on June 24, 2016, 04:43:59 PM
I guess speaking of which, my computer's functional again, so my SR series will start back up in the next few days. Still has work to contend with, after all.

Well, in honor of your return, perhaps we'll release a small content patch.*

*definitely not a coincidence that I'm talking about**
**definitely!
Title: Re: The SR Let's Play thread
Post by: Pepisolo on June 25, 2016, 08:42:15 PM
The re-return of the Zeph!

https://www.youtube.com/watch?v=q6AkOvMbCiU

Warm Up Chaos

Chaos? Yep, another creator run. A pretty valiant run this, after being away from the game for a while and also taking Compact Molecules, which reduces your DPS a bit too much at the moment. Blunderbuss is taken, bit of an unusual weapon, although fairly powerful, I think. You don't actually get a range boost for the Blunderbuss when taking range boosting gear, which is something I've got to look into. Pretty much all mains should get this range boost, I think. Zeph survives some pretty crazy rooms before eventually succumbing to an even crazier than crazy room.  Good warm up run.


A twitch streamer called DarkTwinge has been playing some SR lately, too. Very good analytical commentary. I wasn't lucky enough to catch any of the live streams, though.

https://www.twitch.tv/darktwinge/v/73832370
Title: Re: The SR Let's Play thread
Post by: Misery on June 26, 2016, 01:49:07 AM
Yeah, I'm watching the recording of Darktwinges first go at the game...

It always entertains the heck outta me to watch someone that's playing this for the first time.  Particularly when they meet up with a boss or some "heavy" enemy of some sort.  The "OMG" reactions, that sort of thing...

I keep meaning to do a playthrough video of my own, I keep not getting around to it.  Would basically be "reckless impatient Hard mode" if I did that. 
Title: Re: The SR Let's Play thread
Post by: Misery on June 26, 2016, 01:59:44 AM
Okay, one other thing:  REALLY need to change the default buttons for the slow/sprint functions.  They shouldn't be on the blasted analog sticks.  Nothing should be on the analog sticks.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on June 29, 2016, 08:55:04 PM
https://www.youtube.com/watch?v=qz4aysODw_k

WZ, Episode 47: Shields

A Liliputian run, don't see too many of those. Pretty standard flame tank run so far apart from that. One oddity about shops. There are certain items that disappear if you re-enter. Shield Tech is the example from this vid. Presumably that's because it's a kind of a probation, but since it's not actually a proper probation it really shouldn't be doing that. Also, probations....gah, gotta overhaul those at some point. Note for Zeph if he's reading: that Incinerator/Flamethrower switching bug has been fixed in our internal build. :)

Edit: actually, I suppose Shield Tech does have to disappear, otherwise you could just go back once the floor is clear and grab it.......hmmm, not sure if these probation style items should even be appearing in shops.
Title: Re: The SR Let's Play thread
Post by: Draco18s on June 29, 2016, 09:13:55 PM
Those are the more "questy" items that have made me avoid ever opening a locked chest until I've cleared a level completely.
Title: Re: The SR Let's Play thread
Post by: Misery on June 29, 2016, 09:37:59 PM
Those are the more "questy" items that have made me avoid ever opening a locked chest until I've cleared a level completely.

......I hadn't thought about this particular exploit before.

Hmm.


Also, yes, probation items of any sorts shouldn't be in shops.  Why they're in there in the first place, I cant even guess.
Title: Re: The SR Let's Play thread
Post by: Draco18s on June 30, 2016, 12:01:30 AM
Those are the more "questy" items that have made me avoid ever opening a locked chest until I've cleared a level completely.

......I hadn't thought about this particular exploit before.

Hmm.

The problem is remembering where they are later.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on June 30, 2016, 09:03:08 PM
https://www.youtube.com/watch?v=w2qX75J5SZg

WZ, Episode 48: Damage Everything

I'm not going to spoil the ending of this one. :D
Title: Re: The SR Let's Play thread
Post by: Misery on July 01, 2016, 12:57:47 AM
...was.... was that SUPPOSED to happen? 

I cant tell if that bugged out or not.  There were a lot of things wrong with that last bit.
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on July 01, 2016, 02:49:19 AM
I learned the hard way that grenade launcher hurts oneself. One really good run stopped short by a ricochet grenade. :)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 01, 2016, 09:12:59 AM
I actually believe that self damage thing was intentional, but maybe it shouldn't be. I don't really like the grenade launcher friendly fire, either. I think it might be better to remove all forms of friendly fire at this point. I don't think there are many other instances of it left in the game.
Title: Re: The SR Let's Play thread
Post by: Logorouge on July 01, 2016, 09:29:28 AM
I actually believe that self damage thing was intentional, but maybe it shouldn't be. I don't really like the grenade launcher friendly fire, either. I think it might be better to remove all forms of friendly fire at this point. I don't think there are many other instances of it left in the game.
Just a thought, but if the grenade launcher wasn't marked as "not really explosive", the player could eventually counter the friendly fire with an explosive immunity item/perk (which are nigh useless so far). By the way, why were all explosive weapons marked with "does not count as explosive"? Seems strange.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 01, 2016, 10:15:26 AM
I actually believe that self damage thing was intentional, but maybe it shouldn't be. I don't really like the grenade launcher friendly fire, either. I think it might be better to remove all forms of friendly fire at this point. I don't think there are many other instances of it left in the game.
Just a thought, but if the grenade launcher wasn't marked as "not really explosive", the player could eventually counter the friendly fire with an explosive immunity item/perk (which are nigh useless so far). By the way, why were all explosive weapons marked with "does not count as explosive"? Seems strange.

I think that's a vague way of saying "these shots will not destroy missile blocks". Maybe we should just clearly outright say that instead.
Title: Re: The SR Let's Play thread
Post by: ptarth on July 01, 2016, 11:18:23 PM
re:Misery
The item works are written and perhaps as intended.

re:friendly fire
I've been on the fence. I think removing friendly fire would probably be the best option right now. The current damage type situation really asks for it.

re:immunities to damage types
It's a bit of a mess under the hood.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 02, 2016, 09:48:52 PM
https://www.youtube.com/watch?v=emhQQC_DxMU

WZ, Episode 49: Rails

Zeph really really likes Magnetic Offense. Things of note: on occasion the player seems to be able to simply run through lasers without taking damage. I thought that was fixed a while back, but I guess it still occasionally happens. To Zeph, regarding Code Annihilate, that was one of the consumables that I didn't work on during the overhaul because it seemed fine at the time... I think it's probably best to remove the friendly fire on that and clarify the description a bit more, though. As for this run, railgun plus railgun module is probably going to result in a successful run. Probably.
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on July 03, 2016, 05:06:52 AM
For the record, I know I don't converse too often here, but I just want to say I adore the conversations that my videos spark. Seeing this thread and its predecessor active makes me really really happy.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 03, 2016, 06:17:31 PM
For the record, I know I don't converse too often here, but I just want to say I adore the conversations that my videos spark. Seeing this thread and its predecessor active makes me really really happy.

Thanks for making the videos! :) They're always entertaining and also provide a lot of good feedback on the game. It's great to see your reactions as the game evolves over time. Expect a lot more improvements in the future.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 03, 2016, 08:55:33 PM
https://www.youtube.com/watch?v=xz1CQFh8k-g

WZ, Episode 50: Even More Rails

Yep, Precision Railgun was picked up, too. As suspected, this run turned into a bit of a steamrollering. This probably shows that the end game scaling is probably still off -- I think we all know that by now, though, of course. Although, this was always going to be a bit of a powerhouse run, lots of good gear was picked up. Regarding Zeph's idea for an item that gives missiles a flaming AOE residue, I believe that's possible. What would be good is the addition of a few missile launcher new weapons. The lack of any alternative missile launchers is something that would be nice to address at some point.

Title: Re: The SR Let's Play thread
Post by: Misery on July 04, 2016, 11:59:07 PM
For the record, I know I don't converse too often here, but I just want to say I adore the conversations that my videos spark. Seeing this thread and its predecessor active makes me really really happy.

Thanks for making the videos! :) They're always entertaining and also provide a lot of good feedback on the game. It's great to see your reactions as the game evolves over time. Expect a lot more improvements in the future.

Yeah, I'll second this.  They're typically very entertaining.  And I always get a kick out of watching people play this.

Also helps for bug finding, really.  I've found LOTS of enemy-related glitches this way.
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on July 05, 2016, 03:49:17 AM
I tried hard mode again yesterday. I ALMOST beat Mother...
Title: Re: The SR Let's Play thread
Post by: Misery on July 05, 2016, 03:58:04 AM
https://www.youtube.com/watch?v=xz1CQFh8k-g

WZ, Episode 50: Even More Rails

Yep, Precision Railgun was picked up, too. As suspected, this run turned into a bit of a steamrollering. This probably shows that the end game scaling is probably still off -- I think we all know that by now, though, of course. Although, this was always going to be a bit of a powerhouse run, lots of good gear was picked up. Regarding Zeph's idea for an item that gives missiles a flaming AOE residue, I believe that's possible. What would be good is the addition of a few missile launcher new weapons. The lack of any alternative missile launchers is something that would be nice to address at some point.

About the launchers, I wont go into specifics on the forum here for obvious reasons, but we did discuss this internally at one point; I don't remember exactly when or I'd point you out to one of the emails that was about this.  The ideas in that should be perfectly valid though, as far as I know.    And considering current plans, well... yeah, it'd go along with that nicely.

Quote
I tried hard mode again yesterday. I ALMOST beat Mother...

"Mother"...?
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on July 05, 2016, 04:10:24 AM
Quote
I tried hard mode again yesterday. I ALMOST beat Mother...

"Mother"...?
Crystal Mother. There's only one "mother" in the game ;)
Title: Re: The SR Let's Play thread
Post by: zoutzakje on July 05, 2016, 05:21:06 AM
I actually find Crystal Mother to be the easiest to deal with. Just slowly walk in circles around her. I can usually get past her on hard now. The early boss I generally have the most problems with is Backfire I think. Mirror and Wall something aren't very nice to me either.
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on July 05, 2016, 07:03:11 AM
I keep screwing up her second stage. Even though I'm careful, there's just so much stuff flying around. I just need practice but...gah.
Title: Re: The SR Let's Play thread
Post by: Draco18s on July 05, 2016, 10:21:35 AM
Crystal Mother. There's only one "mother" in the game ;)

Player: "Where's my chicken?"
SUC-U-BUS: "WITH MOTHER" (Suc-U-Bus are mechanical monkey shaped pneumatic delivery tube network, and also sentient robots for some reason)
Player: "Where's Mother?"
SUC-U-BUS: "IN THE BASEMENT.  WHERE'S YOURS?"
Title: Re: The SR Let's Play thread
Post by: ptarth on July 05, 2016, 11:59:38 AM
About the [missile] launchers...

There are a couple of places this was discussed. You can check out the original [redacted] near the bottom with [redacted] list of [redacted]. There are also several [redacted] just [redacted] for [redacted]. We could [redacted] the [redacted] since we are [redacted].
Title: Re: The SR Let's Play thread
Post by: ptarth on July 08, 2016, 01:12:31 PM
WZ's 51st and 51bst videos are up. https://www.youtube.com/watch?v=oaeUVsPOSk4

A few notes:
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on July 08, 2016, 04:19:25 PM
The video rendering was a bit glitched.
Sorry about that. I have no idea what happened, but I'll make sure to triple check everything in the future.

The lasers were red.
Bah. >:/

Grenade launcher AOE reacts poorly when it comes to waking up sleeping enemies. Technically correct, but unsatisfying from the WZ perspective.
It just worries me that it'd be possible in that scenario to have no energy or missiles to wake up the enemy. Softlocking is no fun after all.

Title: Re: The SR Let's Play thread
Post by: ptarth on July 08, 2016, 04:24:42 PM
They should also wake on proximity to the player. Looking at the enemies, the waiting widow has a wake range of 200, which is about 3.5 tiles. Probably can be increased to 500 safely. Same for the Krill Spitters.

The friendly fire of player weapons is also a touchy issue. Part of the reasoning behind them is by allowing the weapons to be "dangerous" to the player, you balance them to have higher damage to enemies. However, none of those effects seem to be working satisfactorily. I know that CODE: ANNHILATE was making you unhappy when it did damage to you, although it should have only done 1 damage.
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on July 08, 2016, 06:25:05 PM
I have a little bit of a distaste for self-damaging weapons overall, but I downright hate them with a flaming passion in high speed bullet hell-type games.
Title: Re: The SR Let's Play thread
Post by: Logorouge on July 09, 2016, 11:02:44 AM
  • WZ has no love for charge weapons. I think we are removing them from activity duty (along with melee weapons) in the next balance update.

I'm a bit worried now. Are you really removing all those weapons too?
Title: Re: The SR Let's Play thread
Post by: Draco18s on July 09, 2016, 11:14:27 AM
More along the lines of "disabled until the charge mechanic can be properly explained/displayed, which might be never."  I think one or two might remain and just get rebalanced.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 09, 2016, 06:40:38 PM
I'm a bit worried now. Are you really removing all those weapons too?

Yeah, for the time being. The current charge system is quite bad, I think. The weapons themselves are also quite poor. The list of current charge weps are Spine Ballista, Pressure Shotgun, Combobreaker, and Kunai. Spine Ballista might be reworked into a regular wep, but the other 3 weapons will be removed, I think. The good news is that we do have some weapons ready to replace these, though: Warhog's Shotgun, Plasma Shotgun, Interceptor Crossbow, Stomper,  Solar Flaregun, and the Burstomatic. Plus the two new sacrifice room weapons, Scourge Spread and the Blood Avenger. Charge weapons will be back if we can improve the current charge system.
Title: Re: The SR Let's Play thread
Post by: Logorouge on July 09, 2016, 07:06:49 PM
Although I'll miss the Kunai, I'm definitely looking forward to finding all those new weapons. Thanks for the detailed answer. :)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 09, 2016, 07:58:34 PM
Although I'll miss the Kunai, I'm definitely looking forward to finding all those new weapons. Thanks for the detailed answer. :)

Kunai might be back if the charge system gets revamped. The code will stay in the game, though, so if you really still want to use it you can set is_not_ready_to_seed in the xml to False and you'll still be able to play with it, if you want.
Title: Re: The SR Let's Play thread
Post by: zoutzakje on July 10, 2016, 11:34:35 AM
yeah I personally really like the kunai too. It's the only charge weapon that's actually been helpful to me so far.
Title: Re: The SR Let's Play thread
Post by: Misery on July 10, 2016, 05:30:37 PM
I have a little bit of a distaste for self-damaging weapons overall, but I downright hate them with a flaming passion in high speed bullet hell-type games.

This I can understand, but don't forget, this isn't a pure bullet-hell game.  It's core design is that of an Isaac-ish game, after all.  Originally, the bullet-hell aspect of the game wasn't going to be so.... prominent.  But I'm not too good at traditional-style patterns, so instead, bullets everywhere, though the core of the game didn't really change from what it started as.   Some of these things, I think, come from that.  In that context, they can still work well, but the tough part is balancing them properly.

I cant think of that many damaging effects in the game aside from the Grenade Launcher though;  considering how very few things of this nature there are, the game can probably do without them, rather than having the occaisional one confuse the player.  Besides, theoretically they're dying enough as it is from everything else.  I can always make it worse if that's not the case.


Anyway, yes, as mentioned above, the charge weapons are bloody awful, so if those are removed, that'd be a good thing, I think, they'd just get replaced by things that aren't terrible.

Wether or not it'll fully work out that way, I've no idea.  Not my fault this time though, hah!
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on July 11, 2016, 03:08:58 AM
Charge weapons are cool and do mix it up a bit, but considering you generally need to keep firing your main weapon, and your energy weapon is a backup "Oh sheit!" kind of weapon, having to wait for a charge up is just counterproductive.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on August 08, 2016, 08:44:37 PM
Windless Zephyr live checking out the new Starward Rogue update on Twitch....now!

https://www.twitch.tv/windlesszephyr

Super laggy for me, so I can't really watch, though.....bah!
Title: Re: The SR Let's Play thread
Post by: Misery on August 08, 2016, 10:52:27 PM
Windless Zephyr live checking out the new Starward Rogue update on Twitch....now!

https://www.twitch.tv/windlesszephyr

Super laggy for me, so I can't really watch, though.....bah!

I hate when Twitch does that.  Probably even more frustrating for the streamers though, having technical issues that often has nothing to do with them.

I missed the stream myself, had to deal with irritating IRL things... hopefully it went well.  Hopefully nothing massively glitched out.
Title: Re: The SR Let's Play thread
Post by: Logorouge on August 08, 2016, 11:07:49 PM
Only two bad things happened:

-Got a few identical weapon shops. 5 needles gun, Boarine Shotgun and whatever the third was.

-Got a crash when he reached level 10. Couldn't reproduce it after that though.

Apart from that and the stream killing itself from time to time, it was pretty neat.
Sorry to say he reached an abominable DPS that just melted Terminus, so he couldn't see the new stuff he does.

That's about it. Glad I was able to watch it.
Title: Re: The SR Let's Play thread
Post by: Misery on August 08, 2016, 11:13:40 PM
Only two bad things happened:

-Got a few identical weapon shops. 5 needles gun, Boarine Shotgun and whatever the third was.

-Got a crash when he reached level 10. Couldn't reproduce it after that though.

Apart from that and the stream killing itself from time to time, it was pretty neat.
Sorry to say he reached an abominable DPS that just melted Terminus, so he couldn't see the new stuff he does.

That's about it. Glad I was able to watch it.


Aye, the DPS is something that may need a bit of a looking at... needs more testing to see just how often it's happening.  Not a surprise though, when you add so many items to the game, you're bound to warp things a bit.   I did have it happen in a run last night myself, though at the same time I was also doing a lot of min-maxing; not everyone does that.

....also as far as Terminus goes, I got some of the numbers wrong.   I realized this last night.  Going to fix some of those later.   Math is the enemy.

EDIT:  One other thing that occurs to me, he was using the Humble mech, I'm guessing?   It's possible that may be part of the reason behind the massive DPS, if that's the case.  It's certainly had the least playtime compared to all of the others.   I still haven't even had that much time with it myself since I usually use the White Gloss during testing runs (because of how average it is).   

At the same time though, the Humble mech does seem like it's partly made to be very good at destroying heavy foes.  Having some "boss killer" sorts of things in a game like this is unavoidable.  There is, for example, a certain drone that serves that purpose, but is damn near useless against normal enemies.

Was he using the Humble mech's energy weapon a lot?
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on August 09, 2016, 12:32:00 AM
I was indeed using the humble mech,but I didn't really get around to using the Contrishooter until maybe the last tenth or so of terminus' health. If Terminus was melting before, that credit gun sublimated the last shreds of life in the poor thing.
Title: Re: The SR Let's Play thread
Post by: ptarth on August 09, 2016, 01:21:02 AM
WZ can you upload that bugsave and any logs or .txt files in /RuntimeData/?
Title: Re: The SR Let's Play thread
Post by: Pepisolo on August 12, 2016, 12:02:52 PM
Starward Rogue stream by DarkTwinge featuring super special exclusive pseudo dev commentary...by Ptarth!

https://www.twitch.tv/darktwinge/v/83128175

I've watched half so far, seems great. Very enjoyable! :)

Title: Re: The SR Let's Play thread
Post by: ptarth on August 12, 2016, 12:21:52 PM
So tired. I'd wanted to just be around for a single run, then make a gracious exit and thank him for his time. Plan accomplished, but at what cost?
Title: Re: The SR Let's Play thread
Post by: Pepisolo on August 12, 2016, 12:28:57 PM
So tired. I'd wanted to just be around for a single run, then make a gracious exit and thank him for his time. Plan accomplished, but at what cost?

Seems like it was worth it to me. :) Very entertaining, although it seems like you forgot to big up the live stream on the forum, which would've been cool.
Title: Re: The SR Let's Play thread
Post by: ptarth on August 12, 2016, 12:51:41 PM
I had reported it in the AMA email chain. I was thinking Erik would take care of the advertisements,  since that's his bailiwick. However I think it got lost in the volume. On the flip side I did post about the AMA, so I consider that a success.

Also, no idea what changed with the website, but the forum is now back to regular speed to me. Woohoo!
Title: Re: The SR Let's Play thread
Post by: Pepisolo on August 12, 2016, 01:14:42 PM
I had reported it in the AMA email chain. I was thinking Erik would take care of the advertisements,  since that's his bailiwick. However I think it got lost in the volume. On the flip side I did post about the AMA, so I consider that a success.

Oh well, stuff happens as they say. Or words to that effect.

Quote
Also, no idea what changed with the website, but the forum is now back to regular speed to me. Woohoo!

Nice! :)
Title: Re: The SR Let's Play thread
Post by: Dominus Arbitrationis on August 12, 2016, 04:55:53 PM
Has the stream already ended? I can post to the social media if not.
Title: Re: The SR Let's Play thread
Post by: ptarth on August 12, 2016, 05:28:48 PM
The stream ended. No worries. The recording is up on the link Pepisolo made earlier.
Title: Re: The SR Let's Play thread
Post by: Dominus Arbitrationis on August 12, 2016, 08:22:57 PM
I put it up on Twitter and Facebook.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on August 23, 2016, 01:23:23 PM
A new SR series...maybe! :) Looks like a good one.

https://www.youtube.com/watch?v=Lea1DEOaoq0
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on September 14, 2016, 07:54:12 PM
Guess who's rising from the grave soon ;)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on September 14, 2016, 08:13:38 PM
Guess who's rising from the grave soon ;)

The re-return of the Zeph! Maybe!? :D

Title: Re: The SR Let's Play thread
Post by: windlesszephyr on September 14, 2016, 09:02:34 PM
That's the idea. I have two episodes recorded and rendering as we speak. The first will be up tomorrow, I reckon.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on September 15, 2016, 09:18:25 AM
That's the idea. I have two episodes recorded and rendering as we speak. The first will be up tomorrow, I reckon.

Awesome! I'm looking forward to those. It's good to see you happier and back making videos again, as I know you've been through some tough times lately.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 13, 2017, 09:29:54 PM
It's been a while since I posted about a SR Let's Play, but I notice that InkEyes recently posted a new video. It's the first video I've watched of the latest build. He goes through explaining the mechanics, dies a few times, heh, but seems to be having fun with it.

https://www.youtube.com/watch?v=3TcuSyCpKeE

There was also a vid by Gambit017, but I haven't had the time to check that out yet. Here it is for those interested.

https://www.youtube.com/watch?v=vW2gXSCC_NY

Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 16, 2017, 02:49:57 PM
A nice full run by InkEyes.

Quote
www.youtube.com/watch?v=gaqZk5KgiAI&t

A good run this, interesting choices and some tense moments.

Things I noticed, we already sort of knew this, but AllInTheWrist is a bit OP. Sniper Protocol is perhaps a bit too strong. I noticed a couple of typos...drat! One more thing, the visibility of the map locations when using those backtracking teleporters is bad. Very bad. I don't suppose the engine guys -- and by engine guys I pretty much just mean Ptarth, heh -- could take a look at the colours used, and maybe tweak those so visibility is better?

There was also an unfortunate case of the video being falsely copyright claimed for some reason by some other party which is super frustrating. The video is still up, but the monetization was claimed. I discussed it with InkEyes and he was understanding about the situation, but that type of thing shouldn't happen. Very frustrating.
Title: Re: The SR Let's Play thread
Post by: Misery on January 16, 2017, 07:47:20 PM
A nice full run by InkEyes.

Quote
www.youtube.com/watch?v=gaqZk5KgiAI&t

A good run this, interesting choices and some tense moments.

Things I noticed, we already sort of knew this, but AllInTheWrist is a bit OP. Sniper Protocol is perhaps a bit too strong. I noticed a couple of typos...drat! One more thing, the visibility of the map locations when using those backtracking teleporters is bad. Very bad. I don't suppose the engine guys -- and by engine guys I pretty much just mean Ptarth, heh -- could take a look at the colours used, and maybe tweak those so visibility is better?

There was also an unfortunate case of the video being falsely copyright claimed for some reason by some other party which is super frustrating. The video is still up, but the monetization was claimed. I discussed it with InkEyes and he was understanding about the situation, but that type of thing shouldn't happen. Very frustrating.

That sort of thing happening is what I often call an example of "Youtube Quality" [insert exaggerated thumbs-up here].   Usually as a result of some, ahem, "feature" that wasnt necessary in the first place.  This one's even dumber than most though, isnt it?  If I recall correctly this bit is handled by automated bots. Because, you know, brainless AIs are the perfect things to use for this.

And speaking of Youtube Quality, I go to look at the video, and am immediately beset by some of my favorite Youtube Glitches.  Which of course are indeed the result of "features".   I REALLY wish they'd stop adding totally useless crap that nobody asked for, and maybe FIX something before doing that.  They wont, though.


Cool to see new videos though.  Watching someone else playing this is usually very entertaining. 
Title: Re: The SR Let's Play thread
Post by: Mánagarmr on January 17, 2017, 01:30:57 AM
The misclaiming on Youtube can't be dealt with by Arcen in any unfortunately. :/ Youtube's system is entirely broken and completely stacked in favor of the one who makes the claim unfortunately. But if he contests the claim all money will be put in limbo until it's resolved, which ALWAYS ends with them dropping the claim as they have no legal right to do it.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 08, 2017, 08:41:37 PM
Here's a first impressions of SR that's cool:

https://www.youtube.com/watch?v=Y3NdOPuAsmI&ab_channel=UnlimitedAmmo&ytbChannel=UnlimitedAmmo

I was a bit worried at how steamrollery the second run seemed to look, but overall I think it was fine. He had a really good steamroll setup, finding some powerful weapons early due to the Treasure Hunter's loot finding ability, plus leaky battery. Note to self, tone down the cryofreeze module's sfx a bit more.

Oh, a Let's Play by the same tuber has also recently been posted, although I haven't had time to check it out yet. It'd be nice to see a few episodes in this series.

https://www.youtube.com/watch?v=WT4v8AhHn9c&ytbChannel=UnlimitedAmmo

Title: Re: The SR Let's Play thread
Post by: Misery on April 08, 2017, 11:32:55 PM
One issue that I've noticed over and over again is that weapons/things capable of causing enemies/bosses to delay their attacks more are more than a little dramatically OP.  I keep meaning to bring this up (it's been very OP since the game came out, it's not a recent thing), I keep forgetting.  Main weapons in particular should probably never be able to do this ;  sub weapons.... also probably shouldn't do this unless they are secret room only.  No matter how strong an enemy is, this effect makes them very easy.   That shotgun he had in that second run basically makes you unstoppable simply due to it existing.  The more energy you then have with it, the crazier it gets.  The damage on it was tremendous, too.  But even with low damage it'd still produce that result.  And that's against bosses:  Normal things may as well not even exist against that gun.

It would be nice to have a function that allows some entities to have immunity to special effects like that.  Mostly though, the "stun" effect as this seems to be called, seems like the sort of thing that should be restricted to consumables. 

The crit on that flamethrower might also be an issue.  Sniper Protocol + most weapons isn't THAT big of an increase, but it seems to be with the flamethrower due to it's wild fire rate.  I really need to do more test runs with this particular mech myself, have kinda neglected that one.


Worth noting that the next video also includes extremely high damage again. 


Scrap Collector's description needs changing.  Should be "heal" instead of "gain", on that one.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 09, 2017, 08:33:26 AM
Quote
One issue that I've noticed over and over again is that weapons/things capable of causing enemies/bosses to delay their attacks more are more than a little dramatically OP.  I keep meaning to bring this up (it's been very OP since the game came out, it's not a recent thing), I keep forgetting.  Main weapons in particular should probably never be able to do this ;  sub weapons.... also probably shouldn't do this unless they are secret room only.  No matter how strong an enemy is, this effect makes them very easy.   That shotgun he had in that second run basically makes you unstoppable simply due to it existing.  The more energy you then have with it, the crazier it gets.  The damage on it was tremendous, too.  But even with low damage it'd still produce that result.  And that's against bosses:  Normal things may as well not even exist against that gun.

It would be nice to have a function that allows some entities to have immunity to special effects like that.  Mostly though, the "stun" effect as this seems to be called, seems like the sort of thing that should be restricted to consumables. 

I don't think there's much problem with it overall, we've just got to be careful with the balance. The duration of the stun effect is easily tweakable. Even in that run, he probably should've been OP for a good part of it. The Plasma Shotgun is one of the highest tier weapons you can find, and the only reason he was able to find it so soon was because he choose the Treasure Hunter mech. Normally it doesn't appear until floor 5, I think. Couple that with leaky battery, plus stacking DPS and energy and things are going to be very steamrollery in a 5 floor run. Overall I'm not too concerned, we might just need to adjust the numbers a bit.

Quote
Scrap Collector's description needs changing.  Should be "heal" instead of "gain", on that one.

Got it, cheers.
Title: Re: The SR Let's Play thread
Post by: Logorouge on April 09, 2017, 11:19:14 AM
Watching this reminds me, I see the changelog is up to 1.509 as upcoming but can't see the previous version anywhere. Is 1.508 available as an optional beta somewhere?

But that first impression video is a real treat to watch. Great to see someone new to the game have fun from the get-go.
(33:46 He didn't lose his no-damage challenge. That's weird.)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 09, 2017, 12:12:01 PM
Watching this reminds me, I see the changelog is up to 1.509 as upcoming but can't see the previous version anywhere. Is 1.508 available as an optional beta somewhere?

Nah, that's a mistake, and the wiki is being screwy for the moment, so I can't fix it.

Quote
33:46 He didn't lose his no-damage challenge. That's weird.

Yeah, not sure what's going on there. It might have been contact damage, and that might not work for some reason.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 11, 2017, 09:52:42 AM
https://www.youtube.com/watch?v=ltynnJHPUd8&ytbChannel=UnlimitedAmmo

Nice couple of runs there. I was keeping a close eye on the missile damage of the Big Homing Launcher for the second run. It seemed OK on The Warden. This was a pretty high damage run, and the missiles weren't really chunking The Warden much. It might've been a different story if Explodifier had been taken, though.  Note to self, up the damage of the Spread Shot a bit and change the bloodlust perk to say "heal" rather than "gain".
Title: Re: The SR Let's Play thread
Post by: Misery on April 11, 2017, 01:29:24 PM
Yeah, the base damage of the big missiles seems fine to me.  They certainly did their main job of dealing with bosses, which as far as I'm concerned is their entire function.  Not so good in crowded rooms, nope.

Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 14, 2017, 05:32:21 PM
https://www.youtube.com/watch?v=HiZk__F6uiw&ytbChannel=UnlimitedAmmo

Another episode. Something we don't see too often -- a bunch of Hard mode runs. The Gravity Cannon is a little worrying as if you were to stack energy you might be able make yourself almost untouchable. Although, having said that, it's not entirely predictable, and certain enemy patterns are harder to counter than others. Bastille on Hard is not putting up with any of those Gravity Cannon shenanigans, for example. Loco, too, it seems. We don't get to see too many Let's Plays on Hard... it seems ...pretty hard!  :) A significant step up from normal (which is good).
Title: Re: The SR Let's Play thread
Post by: Misery on April 14, 2017, 11:13:07 PM
The gravity cannon honestly should probably have a higher energy cost to it's effect; it's not JUST a "clear the bullets" sort of thing, but instead it's "clear the bullets but keep doing it for awhile".  Heck, even if you only had two shots available for it, it'd still be quite an incredible defense.   Yeah, it doesn't work against the sorts of shots Bastille uses, but interceptor bullets are very rare.

It sure makes for a fun item though.


And I was kinda surprised to see how that run ended.... here I thought I was the only one that did something like "get hit by the only bullet on the screen". 
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 15, 2017, 10:17:42 AM
The gravity cannon honestly should probably have a higher energy cost to it's effect; it's not JUST a "clear the bullets" sort of thing, but instead it's "clear the bullets but keep doing it for awhile".  Heck, even if you only had two shots available for it, it'd still be quite an incredible defense.

Yeah, I think I'll up the energy cost a bit. It should be more in line with the cost of the Repulsive Hornet mines, probably. Although not quite as high.
Title: Re: The SR Let's Play thread
Post by: Logorouge on April 15, 2017, 10:52:27 AM
Problem in the latest episode: https://youtu.be/b9JgUviad-w?t=10m45s

Uammo got insta-killed by an item with "this cannot kill you" in the description, which is pretty rage-inducing.
I posted a report on Mantis. https://bugtracker.arcengames.com/view.php?id=19066

Otherwise, another good episode where many weapons were tested and damages went very high. Poor Warden.
Title: Re: The SR Let's Play thread
Post by: keith.lamothe on April 15, 2017, 09:36:27 PM
"Death by Trusting the Description"

Mental note: do not jump into swords, no matter what the old man says.
Title: Re: The SR Let's Play thread
Post by: Logorouge on April 15, 2017, 11:44:48 PM
Mental note: do not jump into swords, no matter what the old man says.
Except if you're in Super Star Wars on snes. Then it's a Health Sword and it's actually okay. :P
Title: Re: The SR Let's Play thread
Post by: Misery on April 16, 2017, 12:30:36 AM
I'm surprised the guy doing this series isn't playing on hard mode here. I'd say he's good enough to do well in it.  Wove through Loco's shots easily and actually took down Shrapnel Rose while not moving much (AKA, the way you're supposed to do it, usually everyone I see do that fight runs around a lot and wonders why they get hit).
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 16, 2017, 10:05:38 AM
Quote
Uammo got insta-killed by an item with "this cannot kill you" in the description, which is pretty rage-inducing.
I posted a report on Mantis. https://bugtracker.arcengames.com/view.php?id=19066

Yeah. Weird interaction that. I'll take a look later today, probably.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 21, 2017, 10:20:04 AM
Just thought I'd big up a few recent SR vids, although I haven't had the time to fully check them out myself, yet.


https://www.youtube.com/watch?v=MRllI2EjpQg&t=14s&ytbChannel=Torelith%20Plays

https://www.youtube.com/watch?v=UcuP8Uzmuwc&t=59s&ytbChannel=Blufox22

https://www.youtube.com/watch?v=hUPVkETCA2M&ytbChannel=Ethervil


The 2nd vid, Misery might be interested in, since the player seems to be trying to break the game on Misery mode, heh. The 3rd vid, Logo should be interested in, since they are playing with his new mech mods.
Title: Re: The SR Let's Play thread
Post by: Logorouge on April 21, 2017, 05:15:02 PM
The 3rd vid, Logo should be interested in, since they are playing with his new mech mods.
Oh oh! You can bet I'll be watching that right now. Thanks. :D
Title: Re: The SR Let's Play thread
Post by: Pepisolo on April 28, 2017, 12:58:08 PM
Another couple of runs from UnlimitedAmmo. I've only watched the first one so far, though.

https://www.youtube.com/watch?v=N_-eio6Zxt0&t=7s&ytbChannel=UnlimitedAmmo

https://www.youtube.com/watch?v=i9gALouV2Pc&ytbChannel=UnlimitedAmmo

Interesting run. It looked like it was going to be a steamroll, but eventually attrition won out. One thing happened that bothered me. Homing nanites were used immediately after teleporting, so due to the current teleport behaviour of clearing shots for a few seconds, the item was wasted. I've never liked this teleporting behaviour, it's quite janky, albeit I can see why it's necessary. Anybody got any solutions? How about if all teleporters are disabled for a few seconds after using them, to prevent spamming? One more thing, regarding the visual clarity of the game, I have two ideas for that.

1) Make it so that no combat heavy rooms have more than 25 or 50 percent glass floor coverage. A lot of rooms at the moment are made up mostly of glass floors, which causes a lot of visual problems.

2) Implement a shot mode that colours all enemy and player shots differently, but consistently. All enemy shots could be purple, with perhaps different shades of colour depending on the shot damage. Player shots would have a different colour of course. This is probably unlikely to happen soon due to the engine work required, but it's maybe a possibility for the future.

Title: Re: The SR Let's Play thread
Post by: Logorouge on April 28, 2017, 06:04:04 PM
[...] due to the current teleport behaviour of clearing shots for a few seconds, the item was wasted. I've never liked this teleporting behaviour, it's quite janky, albeit I can see why it's necessary.
If only it didn't last so long it wouldn't be too bad, although still pretty meh.

How about if all teleporters are disabled for a few seconds after using them, to prevent spamming?
I like that solution. One thing though: the teleporters would need to change appearance to make it crystal clear that they are disabled, like turning into a shade of red or something. Also, maybe it should be a limitation active only when in combat.
Title: Re: The SR Let's Play thread
Post by: Misery on April 28, 2017, 11:05:32 PM
Changing the teleporters wouldn't work.

One of the reasons for the current teleporter behavior isn't just the spamming of them, but it's also the fact that allowing the player to teleport INTO bullets/enemies is a huge no-no.  Would break one of the cardinal rules, really, the bit where nothing undodgeable should exist; if you're teleporting to an offscreen spot, and cant see it and there's something going nuts there, that's undodgeable.  The current behavior also gives the player enough time to visually make out what's going on in the new place before things get loopy.

Another solution might be to simply prevent the usage of consumables (and even energy weapons) during the time after teleporting while the shockwave is still going.  Makes sense, you already cant fire during that.
Title: Re: The SR Let's Play thread
Post by: Logorouge on April 29, 2017, 12:51:26 AM
Another solution might be to simply prevent the usage of consumables (and even energy weapons) during the time after teleporting while the shockwave is still going.  Makes sense, you already cant fire during that.
In that case, can you reuse the condemned rooms weapon/item restriction for that?
Title: Re: The SR Let's Play thread
Post by: Draco18s on April 29, 2017, 11:57:21 AM
One of the reasons for the current teleporter behavior isn't just the spamming of them, but it's also the fact that allowing the player to teleport INTO bullets/enemies is a huge no-no.

It is still possible to teleport into bullets right now. I was testing a room (which I've now scrapped as it just didn't work) where I could reliably teleport into bullets. If the bullet is dead on top of the teleporter you teleport into it and take damage before the poofing effect kicks in.
Title: Re: The SR Let's Play thread
Post by: Misery on April 29, 2017, 12:27:07 PM
Huh.  I've never seen that happen before.  A bug of some sort, is it?  Or an oversight in the way the things work?
Title: Re: The SR Let's Play thread
Post by: Misery on April 29, 2017, 01:46:58 PM
Also, on the note of videos of the game:

https://www.youtube.com/watch?v=dAr1GpHxDRo

It's not an LP, but it is unique.  I certainly didn't expect it.  I'm not actually sure how I found it.
Title: Re: The SR Let's Play thread
Post by: Draco18s on April 29, 2017, 02:13:37 PM
Huh.  I've never seen that happen before.  A bug of some sort, is it?  Or an oversight in the way the things work?

You tell me.

https://www.dropbox.com/s/cef8qgpuy8cisup/2017-04-29%2013-09-25.mp4?dl=0

Every hit (except one) I took during a teleport.  Took under 3 minutes to kill myself.
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on April 30, 2017, 12:44:19 AM
Also, on the note of videos of the game:

https://www.youtube.com/watch?v=dAr1GpHxDRo

It's not an LP, but it is unique.  I certainly didn't expect it.  I'm not actually sure how I found it.
(http://emojipedia-us.s3.amazonaws.com/cache/ac/c6/acc6d0cc2fa3030894e8979ca5c07a44.png)
Title: Re: The SR Let's Play thread
Post by: Draco18s on April 30, 2017, 11:02:27 AM
Also, on the note of videos of the game:

https://www.youtube.com/watch?v=dAr1GpHxDRo

It's not an LP, but it is unique.  I certainly didn't expect it.  I'm not actually sure how I found it.

His health is stupid high at spawn (40+) and it regenerates when he enters a new room. Is that actually a feature somewhere? I could have sword Very Easy was not that trivial.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on May 02, 2017, 10:20:04 AM
Also, on the note of videos of the game:

https://www.youtube.com/watch?v=dAr1GpHxDRo

It's not an LP, but it is unique.  I certainly didn't expect it.  I'm not actually sure how I found it.

His health is stupid high at spawn (40+) and it regenerates when he enters a new room. Is that actually a feature somewhere? I could have sword Very Easy was not that trivial.

Health isn't supposed to regenerate, no. Perhaps they're using mods.
Title: Re: The SR Let's Play thread
Post by: Draco18s on May 02, 2017, 12:58:37 PM
Later it didn't seem to be regenerating, but I swear, those first couple of rooms he was regenerating hp.

My overall impression of the guy is that he does speed runs of games because he can. He'd never played SR before that video and likely hasn't played since.

Oh, and 45 minutes for 5 floors is super standard. I did it last night. I had a few pauses (responding to IMs) and did some optimization back-tracking, but total run time was still about 48 minutes.
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on May 02, 2017, 07:12:14 PM
(http://i.imgur.com/iOS1cxE.jpg)

If only I had recorded the run.
Speedrunning SR actually sounds like a lot of fun, and I have some ideas for categories and whatnot.
Title: Re: The SR Let's Play thread
Post by: Draco18s on May 02, 2017, 07:41:42 PM
Yeah, there's definitely some speedrunning possibilities.
I'd say that any real run would have to be done on Normal. V.Easy gives you too many hitpoints to spend on sac items.
Title: Re: The SR Let's Play thread
Post by: windlesszephyr on May 02, 2017, 07:48:41 PM
Yeah, there's definitely some speedrunning possibilities.
I'd say that any real run would have to be done on Normal. V.Easy gives you too many hitpoints to spend on sac items.

I was thinking each difficulty could be it's own category, and then there could be a differentiation between any% and 100% in that floor skips, if they even exist anymore, wouldn't be allowed in the latter.

And now I'm just imagining a Misery Mode run and tearing up a little.

edit: what am I thinking, 100% would obviously be full clearing all floors
Title: Re: The SR Let's Play thread
Post by: Logorouge on July 06, 2017, 06:07:28 PM
Here's 2 LPs I watched recently:

https://www.youtube.com/watch?v=qOIEHpALjGU

Ethervil is back with 3 more episodes. This time he decided to try his luck with my Roulette mech. (The torpedo cannon kinda stole the show on that one though. :P)


https://www.youtube.com/watch?v=OIuP14Yjli0

And there's 2 episodes from a brand new player. Discovery and wonder is the theme as this Isaac player explores the confines of the Megalith.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on July 07, 2017, 11:13:44 AM
Thanks for the heads up. I haven't had much time for watching videos lately, but I checked out that new player. He seems to be really enjoying the game, which is good to see. I might try and check out those Ethervil videos some time too. At least the ones featuring the mechs that are going into the next build. I might get some useful feedback there.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on September 14, 2017, 05:43:51 PM
I finally found time to check out one of Ethervil's runs...yay!

https://www.youtube.com/watch?v=s9xGltg8W1w

This run features one of Logorouge's mech mods, The Behemoth. Looks like a powerful run so far, with a combination of The One and AllInTheWrist proving super strong -- although AllInTheWrist is pretty broken for an early game perk, it's been moved to a much later perk tier for the next build. I believe that The Behemoth starts the game by giving you -1 to damage taken, so it's kind of like the upcoming Warhog expansion mech. I'm expecting this to be a pretty successful run based on how things are going so far.
Title: Re: The SR Let's Play thread
Post by: Logorouge on September 16, 2017, 09:08:10 AM
This run features one of Logorouge's mech mods, The Behemoth. Looks like a powerful run so far, with a combination of The One and AllInTheWrist proving super strong -- although AllInTheWrist is pretty broken for an early game perk, it's been moved to a much later perk tier for the next build. I believe that The Behemoth starts the game by giving you -1 to damage taken, so it's kind of like the upcoming Warhog expansion mech. I'm expecting this to be a pretty successful run based on how things are going so far.
I'm slightly unhappy that The One drained most of the challenge away from the run, but he still had fun at least. I'm just getting worried that the transition to Hard mode will be brutal.
Title: Re: The SR Let's Play thread
Post by: Logorouge on December 28, 2017, 07:29:26 PM
Found a series featuring the latest version of the game:
https://www.youtube.com/playlist?list=PLHoMTgXllvVa6nx25bH_coKFCfxCAjLtF

Videos from a stream with two guys, one experienced with the game and playing, the other completely new to it and commenting. Oh, and lots of Pokemon facts. :P
Title: Re: The SR Let's Play thread
Post by: Misery on December 29, 2017, 09:11:34 PM
Watched some of those, heard this line:

"I mean, it's not REALLY bullet hell.... there's no grazing like in Touhou"

(https://i.imgur.com/xFZqkiH.gif)
Title: Re: The SR Let's Play thread
Post by: TheVampire100 on December 29, 2017, 10:06:28 PM
What is grazing?
Edit: Also, can I make a LP from the expansion even before it comes out?
Title: Re: The SR Let's Play thread
Post by: keith.lamothe on December 30, 2017, 11:06:48 AM
"I mean, it's not REALLY bullet hell.... there's no grazing like in Touhou"
Grazing? I'll show you grazing.

(adds Cow level)
Title: Re: The SR Let's Play thread
Post by: Misery on December 30, 2017, 04:27:41 PM
What is grazing?
Edit: Also, can I make a LP from the expansion even before it comes out?

Grazing is the idea of getting really, really close to bullets to produce some sort of effect.  Usually the closer you are to them, the more of an effect you get, up to the point where you're so close they're passing through your character/ship sprite.  The entire Touhou series uses it in various forms, as does games like Danmaku Unlimited and plenty of others.  It's a pretty fun mechanic that's easy to understand and usually satisfying to use. Most of the time, it's use is somehow involved in scoring.  But it sure as heck isn't present in every freaking game.

As for your question about the LP, uhhh.... I don't see why not? 
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 02, 2018, 10:24:15 AM
What is grazing?
Edit: Also, can I make a LP from the expansion even before it comes out?


As for your question about the LP, uhhh.... I don't see why not?

We're starting the proper press push next Tuesday, so waiting until then would be preferred, but it's not a big deal if you make a LP a bit earlier.
Title: Re: The SR Let's Play thread
Post by: TheVampire100 on January 02, 2018, 10:32:12 AM
I can wait until then, it's not like I have many viewers. I just do these for fun.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 02, 2018, 11:42:09 AM
I can wait until then, it's not like I have many viewers. I just do these for fun.

Cool, thanks! :)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 12, 2018, 05:34:56 PM
Oh, feel free to post any AuGMENTED videos you want now Vampire.

Here's a recent review although slightly frustratingly they didn't actually appear to encounter a Gold floor:

https://www.youtube.com/watch?v=_YmRm-m9QQY

There are a few bits of AuGMENTED content on display, though.
Title: Re: The SR Let's Play thread
Post by: Misery on January 12, 2018, 09:42:21 PM
He's sure got one thing right:  Infinite missiles IS totally OP in this.

That's one item you're always glad to find.

And then of course there's those times where you find it, grab it, go into the next room, walk directly into lasers, and immediately lose it.  Or is that just me doing that?
Title: Re: The SR Let's Play thread
Post by: TheVampire100 on January 12, 2018, 11:05:58 PM
Oh, feel free to post any AuGMENTED videos you want now Vampire.
Okay, thank you, will do.
Title: Re: The SR Let's Play thread
Post by: Jason Silverain on January 13, 2018, 05:39:36 AM
Oh, feel free to post any AuGMENTED videos you want now Vampire.

Here's a recent review although slightly frustratingly they didn't actually appear to encounter a Gold floor:

https://www.youtube.com/watch?v=_YmRm-m9QQY

There are a few bits of AuGMENTED content on display, though.

My apologies for not including any Gold Floor content in the video unfortunately I am currently filming whilst in hospital and while I didn't encounter the Gold Floor in my playthrough I had to ditch quite a bit of content due to various things happening here on the ward.
In hindsight I should of played with the developer mode on to ensure I would encounter them.

The video is supported by a more indepth written review here: http://swordandtorchinn.blogspot.co.uk/2018/01/starward-rogue-augmented-expansion-mech.html

He's sure got one thing right:  Infinite missiles IS totally OP in this.

That's one item you're always glad to find.

And then of course there's those times where you find it, grab it, go into the next room, walk directly into lasers, and immediately lose it.  Or is that just me doing that?

Not just you, I got it again when it was in a chest surrounded by spikes. No choice but to take the damage to get out again.
Title: Re: The SR Let's Play thread
Post by: Logorouge on January 13, 2018, 10:27:13 AM
My apologies for not including any Gold Floor content in the video unfortunately I am currently filming whilst in hospital and while I didn't encounter the Gold Floor in my playthrough I had to ditch quite a bit of content due to various things happening here on the ward.
In hindsight I should of played with the developer mode on to ensure I would encounter them.
Many thanks for taking the time to do a review despite the circumstances. I think the team is very eager to show all that new content on the golden floors, but you can never be 100% sure with randomly appearing floors. Anyway, I hope you had plenty of fun with it. :)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 13, 2018, 11:46:13 AM
Quote
My apologies for not including any Gold Floor content in the video unfortunately I am currently filming whilst in hospital and while I didn't encounter the Gold Floor in my playthrough I had to ditch quite a bit of content due to various things happening here on the ward.
In hindsight I should of played with the developer mode on to ensure I would encounter them.

Oh, no worries, that's just an issue with having the gold floors appear randomly, which makes the expansion a little more difficult to show off. Thanks so much for doing the review, especially while you're currently in the hospital. We super appreciate that!

Quote
The video is supported by a more indepth written review here: http://swordandtorchinn.blogspot.co.uk/2018/01/starward-rogue-augmented-expansion-mech.html

Great review, thanks! All very fair points. As for the story stuff, I do hope to overhaul the story aspect of the game some time this year. Fingers crossed! There are actually 2 main overhauls that I have in mind, those are the Story Overhaul and the Unlock Overhaul, so those negatives you pointed out are spot on, and things which should be improved in the future. Hopefully!

Quote
Not just you, I got it again when it was in a chest surrounded by spikes. No choice but to take the damage to get out again.

That was a super unfortunate place for that item to spawn, I don't think I've seen that before.

Quote
Many thanks for taking the time to do a review despite the circumstances. I think the team is very eager to show all that new content on the golden floors, but you can never be 100% sure with randomly appearing floors. Anyway, I hope you had plenty of fun with it. :)

Yep, I'm definitely eager to show off the Gold Floor stuff, it's just that with the random nature of how those floors appear it's purely down to luck...perhaps we could've set up the press build to have a guaranteed Gold Floor per run or something like that, I'm not sure.
Title: Re: The SR Let's Play thread
Post by: Jason Silverain on January 13, 2018, 01:34:12 PM
My apologies for not including any Gold Floor content in the video unfortunately I am currently filming whilst in hospital and while I didn't encounter the Gold Floor in my playthrough I had to ditch quite a bit of content due to various things happening here on the ward.
In hindsight I should of played with the developer mode on to ensure I would encounter them.
Many thanks for taking the time to do a review despite the circumstances. I think the team is very eager to show all that new content on the golden floors, but you can never be 100% sure with randomly appearing floors. Anyway, I hope you had plenty of fun with it. :)

I certainly did, I appreciate the chance to play before the release and in all honesty writing the review felt great to be productive again.
Actually the most difficulty I had was trying to get the video hosted, youtube is blocked by my hospital network so I had to contact a friend and request if I could host it on his channel, the actual sound recording has turned out to some of the best I've had.

Quote
Great review, thanks! All very fair points. As for the story stuff, I do hope to overhaul the story aspect of the game some time this year. Fingers crossed! There are actually 2 main overhauls that I have in mind, those are the Story Overhaul and the Unlock Overhaul, so those negatives you pointed out are spot on, and things which should be improved in the future. Hopefully!

As much as your one of my favourite companies out there I was trying to remain objective in any review I make and while I really pushed the point that you had really focused on ensuring good gameplay in the design I just couldn't deny the few minor negatives in the game, but it's this kind of reaction to feedback and desire to continue updating and supporting your content that has really made me respect Arcen as a company.

I really hope that the AI Wars 2 and Augmented are huge success this year so that you have the time and funds for all your projects.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 13, 2018, 07:23:39 PM
Quote
As much as your one of my favourite companies out there I was trying to remain objective in any review I make and while I really pushed the point that you had really focused on ensuring good gameplay in the design I just couldn't deny the few minor negatives in the game, but it's this kind of reaction to feedback and desire to continue updating and supporting your content that has really made me respect Arcen as a company.

Yep, the two main negatives you pointed out are also the two main problems I currently have with the game. It was a very fair and accurate review, I think. Addressing both the good and the bad. Yeah, Arcen will always look to keep updating and supporting their products wherever possible. 

Quote
I really hope that the AI Wars 2 and Augmented are huge success this year so that you have the time and funds for all your projects.

That's super appreciated, thanks! :) It's definitely going to be an interesting year for Arcen, with at least two products set to launch. AI War 2 should do well...fingers crossed! :D
Title: Re: The SR Let's Play thread
Post by: Misery on January 13, 2018, 08:54:54 PM
Quote
The video is supported by a more indepth written review here: http://swordandtorchinn.blogspot.co.uk/2018/01/starward-rogue-augmented-expansion-mech.html

I read the full review just now.  I appreciate that you wrote that.  And I agree on the negative points of the story and unlocks.  I mean I personally never play games for story, and I haaaate unlocking things in games like these (ugh Isaac, I freaking love Isaac but I hated it's unlock system so much that I skipped it).  But I know why people like those things, and I wish we had them available here for those that like them.

I'm not actually too clear on why we never really had unlocks in here to begin with though.... I'm sure there was a reason, but heck if I remember what it was.  Probably just "development time is too short".   I mean, we had like what, 2 months originally?  Ugh.

Anyway, it's a nice write-up, and it was satisfying to see that you were enjoying the game in the video too.  Watching you tear up the Warden at the end was entertaining also.  I had a test run yesterday where the RNG was being a snotball and my DPS was *terrible*,  bloody Warden (and everything else) took freaking forever to go down.  Like playing Isaac and trying to fight Gurdy when you've found no damage upgrades.




On that note, before I forget, I'm gonna send in an update tomorrow probably.  I fixed those things that fire the green/white doom waves, the Misery mode patterns are NOT supposed to be active/available right now, I'm not sure how that even got in there. Or how they got set to be the normal pattern.   

I've got a few new enemies here, and the hard mode boss patterns ready to go too.  Dunno why it took me so freaking long to even remember that I hadnt set those up yet.

Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 20, 2018, 08:08:55 PM
I'm just sitting down to watch this. Another run by Ethervil, this time focusing on another one of Logo's mod mechs, Crimson Moon. I haven't checked this mech out, yet, actually, I don't think. Should be interesting!

https://www.youtube.com/watch?v=QZLYgeBLsBo
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 25, 2018, 08:09:40 PM
An AuGMENTED run by Ethervil:

https://youtu.be/_JJYN2YCI1Q

Featuring a gold floor! This was an entertaining run. Ethervil feels that the Warhog isn't tanky enough, though. Should we give it an extra 2 starting HP? The White Gloss does have more HP than it, which kind of seems a bit weird for a super tank, although the Warhog has the armor plating, of course.
Title: Re: The SR Let's Play thread
Post by: Logorouge on January 25, 2018, 09:51:42 PM
Ethervil feels that the Warhog isn't tanky enough, though. Should we give it an extra 2 starting HP? The White Gloss does have more HP than it, which kind of seems a bit weird for a super tank, although the Warhog has the armor plating, of course.
Hm, I'm not sure. Warhog already has as much starting health as White Gloss, whose only special trait is high HP. He may not have a shield, but with the armor he can take more hits by default. Already sounds pretty tanky to me. :P
Title: Re: The SR Let's Play thread
Post by: Misery on January 26, 2018, 03:39:48 AM
Something I noticed while watching Ethervil's video that I hadn't really caught before, the Warthog has a level-up perk early on that it cant really use.  The one that has a chance of restoring a shield.  Should probably be replaced with something else.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 26, 2018, 11:22:25 AM
Something I noticed while watching Ethervil's video that I hadn't really caught before, the Warthog has a level-up perk early on that it cant really use.  The one that has a chance of restoring a shield.  Should probably be replaced with something else.

I could easily be wrong on this but I think that perk actually still works even if you don't have any shields. I believe you can get a temporary shield using it...maybe!
Title: Re: The SR Let's Play thread
Post by: Misery on January 26, 2018, 12:54:56 PM
Here's another one:  https://www.youtube.com/watch?v=UWQ3Xt3Gr70&t=1226s



Side note:  I'm going to have to fix a number of rooms here... there's one *really* broken one at the end of this guy's second video, and I've run into some others.

In any future room designs, Defensive-type enemies *must* be given a decent amount of space in which to do their thing.  They are not suited for corridors or smaller rooms (their entire function is to clog up the area after all).  That's the main change I'm going to be making as it's that sort which is breaking rooms right now.
Title: Re: The SR Let's Play thread
Post by: Logorouge on January 26, 2018, 02:01:33 PM
Side note:  I'm going to have to fix a number of rooms here... there's one *really* broken one at the end of this guy's second video, and I've run into some others.

In any future room designs, Defensive-type enemies *must* be given a decent amount of space in which to do their thing.  They are not suited for corridors or smaller rooms (their entire function is to clog up the area after all).  That's the main change I'm going to be making as it's that sort which is breaking rooms right now.
Darn. My bad. That last room was finely tuned to the existing enemies when it was made, but it seems like the Local AOE team got a new recruit. Depending on its firing arc, taking out a few pipes should do the trick though.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 26, 2018, 02:59:53 PM
Side note:  I'm going to have to fix a number of rooms here... there's one *really* broken one at the end of this guy's second video, and I've run into some others.

In any future room designs, Defensive-type enemies *must* be given a decent amount of space in which to do their thing.  They are not suited for corridors or smaller rooms (their entire function is to clog up the area after all).  That's the main change I'm going to be making as it's that sort which is breaking rooms right now.
Darn. My bad. That last room was finely tuned to the existing enemies when it was made, but it seems like the Local AOE team got a new recruit. Depending on its firing arc, taking out a few pipes should do the trick though.

No worries, that's just an unfortunate part of the process. Room designers can make rooms which work perfectly well, but then a few patches down the line after a bunch of extra enemies get added, the possible combinations can change radically, potentially breaking the design of a well tested room. It's a shame that we don't have a bit more control over enemy seeding, to be able to say "don't seed this enemy in this spot" or something like that, but oh well what can you do.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 27, 2018, 01:09:05 PM
Another run from Ethervil:

https://youtu.be/VJ2jHU0BxXI

An interesting Paladin run, although no gold floors in this video. The next floor will be a gold floor, though. I was a bit worried about watching somebody use the Paladin for the first time, as it's a bit of a tricksy mech to use, but Ethervil seems to have picked up how to use it pretty quickly.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 28, 2018, 08:33:20 PM
Part 2 of Ethervil's Paladin run:

https://youtu.be/zWvzTw8k2a8

I'm really enjoying seeing how Ethervil is playing the Paladin in this run. Using lots of shield bashing, which is also similar to Logo's style of using the Paladin, I think. Although it is slightly scary when someone bashes an enemy as I'm a bit worried about enemies getting knocked back deep into walls. Enemies getting stuck in walls has rarely happened in certain situations, but I haven't seen an enemy getting stuck deep in the walls during testing yet. So....things still seem good...phew! Also, there was some great use of the Meteor Storm consumable near the end of this run.
Title: Re: The SR Let's Play thread
Post by: Misery on January 29, 2018, 04:45:04 PM
On the note of the paladin, I was wondering:  Is this one maybe a bit too overpowered?

I mean, it can block shots with ease (and more importantly, block a lot of them), the shield can stun things (since you're charging directly at the bullet source, it's safe in most cases, and you'll plow through like a lawnmower), and the main weapon even shoots right through walls.   That's three incredibly powerful effects all as default aspects of one mech.

Now, it's not that having an overpowered mech is necessarily a bad thing.  Makes me think of Azazel in Isaac, who is very definitely OP, but a fairly well-liked aspect of the game.

The question is, do we want that here?  Or should this one be toned down a bit?
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 29, 2018, 05:52:23 PM
Quote
On the note of the paladin, I was wondering:  Is this one maybe a bit too overpowered?

I mean, it can block shots with ease (and more importantly, block a lot of them), the shield can stun things (since you're charging directly at the bullet source, it's safe in most cases, and you'll plow through like a lawnmower), and the main weapon even shoots right through walls.   That's three incredibly powerful effects all as default aspects of one mech.

Now, it's not that having an overpowered mech is necessarily a bad thing.  Makes me think of Azazel in Isaac, who is very definitely OP, but a fairly well-liked aspect of the game.

The question is, do we want that here?  Or should this one be toned down a bit?

I'm not quite sure yet. As for the Phantom Blade, that should be fairly well balanced. It does go through walls, yeah, but it should also be one of the weakest starting weapons in the game when using it for ranged attacks. The shield stun can be super useful, although it's fairly skill based, and it isn't great on most bosses -- I don't think, anyway. The shape of the shield was changed during one of the last patches, so it's easier to block stuff in front of you with it, so if any aspect could perhaps do with toning down it'd probably be relating to energy usage. Plus, there's the fact that you lose credits every floor with the mech which acts to help balance the power. So...I'm not sure! I'd say that it doesn't look too far off, but the energy usage of the Power Shield might need to be looked at.
Title: Re: The SR Let's Play thread
Post by: TheVampire100 on January 29, 2018, 06:27:02 PM
I personally have a problem with playing Paladin right. The best way seems to be to rush head on with the shield to enemies, stun them, slash with the sword, repeat until everything is dead. Most of the thime you will run out of energy before you can win a long fight. So either you build everything into energy, to last longer or everything into damage, to kill faster, either way, it's a rather painful way to play and has also a high skill ceiling because you can easily mess up.
It basically stands against anything you would normally do in the game and you have constantly remind yourself to use the shield and ram the enemy.

As for the weapon itself. It's basically crap. It's a phaser gun with a lot lower fire rate and really, really easy to miss soemthing, especially on higher difficulties were everything moves so fast. Also does not help against bosses and in rooms it is very situational. The range is also crap, most walls are thick enough to cover most of the range, so enemies have to hug the wall in order to hit them.
The melee damage is better but more risky at hand. And even than the damage is more "average" than "incredibly good". The weapon might be better with some damage and/or fire rate upgrades but I have so many problems with the mech, I never got past floor 2 or3 with it (I think it was 2, were I am stuck).

Last, missile launcher. The shield is important, because the missile launcher is basically useless in blocking boss bullet patterns or big patterns in general. You can only use it in an offensive way, even in farming shards it is crap, because the explosion radius is so smal and the missiles spread out really widely.

Personally I think, this mech requires quite high skill ceiling and I'm one of the persons who thinks, if a mech is technically hard to play, he should also be rewarding. As godlike player, you should get out the most of a mech that is diffcult to play. Kinda like Penumbra and Redshift. They are basically Papermechs, even a watergun can kill them but they have awesome abalities, that make up for the difficulty. Redshift simply stops time, so all shots at you can be easily dodged unless you missstep or loose your patience. Penumbra has his invulnerability powers, that give him multiple chances to escape enemy shots.

And don't misunderstand this, Misery, but your opinion on balance is basically bullshit. You DESIGNED the bosses of the game. You know everything about them. Plus, you have TONS of experience in those games and your skills are godly. No average player can do, what you do. If you find soemthign strong, others migth not, because they don't have the same skill floor as you have. Basically you always have to rely on others in terms of balance because you know only one difficulty: Super hard. This is not meant as an offense, it's just liek it is, I don't think there is anyone here who can do the same as you.
Title: Re: The SR Let's Play thread
Post by: Logorouge on January 29, 2018, 08:44:31 PM
[...]
Well, my skill level is still far from Misery's and I think the Paladin mech is slightly OP. But his weapons can be tricky to learn so I think it's not too bad. With a few minor tweaks I think it will be just fine.

In other news: The Paladin, berserker style (throw away shield, take a 2nd melee weapon instead), how fun is that?
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 29, 2018, 08:59:54 PM
In other news: The Paladin, berserker style (throw away shield, take a 2nd melee weapon instead), how fun is that?

Yep, dual wielding is cool! :)
Title: Re: The SR Let's Play thread
Post by: Whistler on January 30, 2018, 01:27:24 AM
[...]
Well, my skill level is still far from Misery's and I think the Paladin mech is slightly OP. But his weapons can be tricky to learn so I think it's not too bad. With a few minor tweaks I think it will be just fine.

In other news: The Paladin, berserker style (throw away shield, take a 2nd melee weapon instead), how fun is that?

I had trouble with recoil in the previous version, but stabbing everything in the face with reckless abandon works wonders after the rework :) . Actually, the shield might be a little OP as it can stunlock bosses. On the other hand, it is one of the harder mechs to pilot.
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 30, 2018, 01:40:03 PM
Another Let's Play! But this time in french! :)

https://youtu.be/ka3wmRDO2UU

So, Logo might have a particular interest in this...who I think speaks french although I could be wrong.
Title: Re: The SR Let's Play thread
Post by: Logorouge on January 30, 2018, 05:37:38 PM
So, Logo might have a particular interest in this...who I think speaks french although I could be wrong.
En effet. :)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on January 30, 2018, 05:51:35 PM
So, Logo might have a particular interest in this...who I think speaks french although I could be wrong.
En effet. :)

I'll take that as a oui! :D
Title: Re: The SR Let's Play thread
Post by: Pepisolo on February 03, 2018, 01:09:42 PM
The conclusion of Ethervil's Paladin run:

#38 https://youtu.be/ap4FlGe4ygI
#39 https://youtu.be/RbWBURd4UAY

I thought this was a super interesting run. Ethervil was using the Paladin very well, and used a lot of game knowledge and preparation in order to be able to
perfect Terminus.
I don't think there were any gold floors in these two parts, but there were a lot of AuGMENTED familiars used: crystal beamer, bombardier, and the tactical advisor.

Now onto something that's been bugging me for a while -- maze rooms. You know those one tile wide mazes, the most famous being Ptarth's pacman room. As awesome as that pacman room is, I'm really just not sure that rooms that constricted work for Starward Rogue. The main problem is that one tile wide rooms are super awkward to fight in, as most of the time you end up losing shots on the walls -- and this is even after I've gone through and minimized all the wall collision hitboxes on shots. This makes it super tricky to fight enemies in these rooms. An extra problem we have, which compounds the issue, is that we don't have specific enemies for this room type -- whether a specific batch of enemies would help much, though, I'm pretty doubtful on. The only solutions I can see are:

1) Remake or remove the maze rooms.
2) Make the maze rooms enemyless room.

Number 2 solves the issue since walking around in the maze rooms isn't a problem, but fighting is a nightmare. There are no maze rooms on the gold floors, so this is just a base game issue. Anybody have any thoughts on this?
Title: Re: The SR Let's Play thread
Post by: Logorouge on February 03, 2018, 01:43:04 PM
Number 2 solves the issue since walking around in the maze rooms isn't a problem, but fighting is a nightmare. There are no maze rooms on the gold floors, so this is just a base game issue. Anybody have any thoughts on this?
I really like the look of the Pacman room, but I hate fighting in it with the walls limiting attacks and next to no space to dodge. With the enemyless option, I guess the center space could be turned into a treasure cache. I feel like the other maze rooms could simply have a few spaces converted for breathing room and be okay.
Title: Re: The SR Let's Play thread
Post by: ptarth on February 04, 2018, 12:18:58 AM
I've been having the same feeling actually.

1. Local Guards have turned into nightmares.
2. Remove Local Guards from the maze rooms, or cast out things like Ambuscade. The ability for enemies to fire through walls is those sorts of rooms is harsh.
3. In general, all future rooms should have a minimum of 2 tile wide corridors.
4. Almost all enemies should be given a 0.50 to 1.00 delay to system activation on room wake.
5. When I first made the rooms there were more "dumb" enemies, e.g., cardinal movers. The enemy mix is now heavily shifted towards pursuers which makes it much more frantic.
6. I'd argue for some minor touch ups on enemy composition and then future increase of the room pool to dilute the mazes instead of complete maze revamps.
Title: Re: The SR Let's Play thread
Post by: Draco18s on February 04, 2018, 01:24:15 AM
What we really need are enemies in the "maze" category so we can actually USE said category.
Title: Re: The SR Let's Play thread
Post by: Misery on February 04, 2018, 10:28:32 AM
What we really need are enemies in the "maze" category so we can actually USE said category.

Yes.  Perhaps that's a thing to do now.  It had always been one of those "really low priority" things.   Also I forgot about it completely.

I have a couple of concepts I'd like to try out here as this category of enemy goes, now that I'm thinking about it.  Generally any enemy in said category will be a bit on the simple side (and with movement where they dont float in one spot like morons).
Title: Re: The SR Let's Play thread
Post by: Draco18s on February 04, 2018, 12:44:54 PM
Movement isn't really the problem IMO, its that patterns are either:

We need some sort of middle-ground. Attacking through walls isn't really the problem, but more that it's the way the projectiles fill space.
Title: Re: The SR Let's Play thread
Post by: Logorouge on February 04, 2018, 01:01:59 PM
So, to stay in theme, will we have an enemy type that's a mix between the pacman ghosts and a bullrush? Because I think I would like it, if used with moderation. :)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on February 05, 2018, 08:19:21 PM
#40 https://youtu.be/HyQiUXwO8nA

A Zephyr run from Ethervil featuring a couple of consecutive gold floors. Of particular interest to Ptarth would be that Reanimator makes an appearance. That's the first Reanimator sighting I've seen in a Let's Play so far,  I think.

As for the maze room enemy stuff, yeah, the only type of enemy I can really see working is a super weak pursuer style thing (with pathfinding) -- although is it even worth creating those enemies? There's always going to be the fundamental issue that 1 tile width makes shooting very awkward.
Title: Re: The SR Let's Play thread
Post by: ptarth on February 05, 2018, 11:46:07 PM
I watched it. Invader also shows up the floor after.

Ethervil is pretty good and the Zephyr mech damage boost is pure cheese ;)
Title: Re: The SR Let's Play thread
Post by: Pepisolo on February 15, 2018, 09:19:40 PM
Another Ethervil run.

#44 https://youtu.be/VEy8-xqLN1g

An interesting run featuring what is I believe the newest of Logorouge's mech mods -- The Blacksmith mech Grimm! Lots of gold floor stuff in this one.

Oh, Ethervil also attempted a couple of Hard runs in previous parts:

#42 https://youtu.be/4Sx7NmvmtMk

#43 https://youtu.be/WMsQSMcUE5o

Which were a bit...ouch! But that's pretty much to be expected on your first attempts at Hard mode.