I'm not sure i understand the logic behind the new death penalty. "You were not good enough to succeed before ..so now i will make it harder" Without a converse mechanic of some sort to balance it is nothing but a death spiral (no pun intended). i have some suggestions in a new thread I'm currently composing in another windows (summary: make a dispatch mission where you can disrupt supply chains/harry demonica,etc.)
I gave .707 a few hours before Christmas and found 2 things i found distasteful:
- turn based difficulty increase
- long long ...long walks back to a very one sided boss fight
I came to terms with the difficulty increase per level once i realised what was going on. i stretched things out more by doing all the perk spelunking as soon as it was available (and i had a slot open ).
I ended up getting stuck at a boss fight at a level up windmill where there were about 5-6 waterfall things with 3 horizontal slashy spinny trap things (eye level .. one about 2 character hight up and another at ceiling) and a boss that was spamming infinite calibre spells (they went through waterfalls and all my attacks including ammo). on and the ceiling was about 1/2 of my jump high so there was 0 room to maneuver. also there were spiky plant things for several blocks in front of the door meaning i lost at least 1.5 hearts before i got to where i could start shooting at boss. if it wasn't for the 10 minute walk back to boss room i probably would have regenerated the level and seen if it was more forgiving.
Some of these issues have been reduced via the newer updates. I played a few minutes at the 709 update, but the new death penalty has turned me off as i foresee quickly getting into unwinnable situations. i will wait a while for the mechanic to evolve some before giving the game another shot.
some more positive comments:
I think i like the 4 way aiming better (but i think the enemies should have the same restriction as someone else already mentioned)
So far i am liking the concept more than avww 1. AVWW 1 just felt.. grindy... I played it for about 30hrs according to steam but most of that was trying to unlock various interesting spells (dire butterfly was awesome! such a conversation starter.i was hoping there was a dire bunny spell also.)
BTW: The engine (cant remember name atm) that both avww is based around joystick/gamepad support is really really bad. the deadzone adjustment simply doesn't work (in it's defence most libraries suck at that as well including directx directinput. MS's Xinput is great but will lock you to windows more than likely). I ended up downloading "joy to key" and emulating keyboard input via the gamepad. the game is 1000% more responsive now. no missed button presses and deadzone tweaked to about 30% to give me a good feel with the analog stick. also i can map the POV to up/down/left/right for use in menus. i feel gamepad support really needs to be worked on in this game either by licensing another library to handle it or rolling your own.
new years resolution: stop doing multipage posts online ... check .. lasted 5 days on that one