Author Topic: Issues I encountered in my latest Valley2 foray  (Read 1507 times)

Offline khadgar

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Issues I encountered in my latest Valley2 foray
« on: February 05, 2013, 03:16:23 am »
Posting a list of things I encountered upon playing AVWW2 for the first time in a while. Feel free to answer/explain/link me the Mantis bug report any of these things even if you aren't a Dev.

  • I started on Queen strategic difficulty but died on turn 5 due to morale loss from lack of food, because my farm survivor was too busy destroying adjacent tiles to work the farm.
  • I keep randomly teleporting when I get hit by an enemy. It's not super common, but it happens once every few maps.
  • Enemies keep randomly disappearing when I first hit them. Maybe related to the above?
  • Default 360 bind of confirm+jump on A works well, until I encountered a cave where I couldn't progress.
  • Lots of enemies are extremely difficult due to their 100% efficient turning prowess. Clockwork Automaton missiles, Mimic chests, etc. They are not fun to fight and impossible to dodge.
  • I just died in default difficulty due to lack of food on turn 9. Hmm
  • Just died on easiest difficulty due to lack of food on turn 12. Uhhh

Offline Misery

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Re: Issues I encountered in my latest Valley2 foray
« Reply #1 on: February 05, 2013, 03:48:03 am »
Posting a list of things I encountered upon playing AVWW2 for the first time in a while. Feel free to answer/explain/link me the Mantis bug report any of these things even if you aren't a Dev.

  • I started on Queen strategic difficulty but died on turn 5 due to morale loss from lack of food, because my farm survivor was too busy destroying adjacent tiles to work the farm.
  • I keep randomly teleporting when I get hit by an enemy. It's not super common, but it happens once every few maps.
  • Enemies keep randomly disappearing when I first hit them. Maybe related to the above?
  • Default 360 bind of confirm+jump on A works well, until I encountered a cave where I couldn't progress.
  • Lots of enemies are extremely difficult due to their 100% efficient turning prowess. Clockwork Automaton missiles, Mimic chests, etc. They are not fun to fight and impossible to dodge.
  • I just died in default difficulty due to lack of food on turn 9. Hmm
  • Just died on easiest difficulty due to lack of food on turn 12. Uhhh

Yeah, I can say some of these are definite issues.   The enemies vanishing one seems particularly common at the moment;  not common enough to screw with the challenge, but enough to be a little annoying.

And as I said in the big strategy feedback thread, I do think food is unbalanced currently.   It's very easy to die from lack of it right now.    The nice thing though, is it might be the only thing currently that's truly unbalanced.   Scrap can be annoying..... but it's usually doable unless you make a mistake that allows Demonaica to smash too many factories at once.     I'm sure the food thing wouldnt be that hard to fix though.

As for something like the mimics.... I'm thinking with monsters like that one, some of that is probably intended.   Mimics I think arent reallly about dodging them, but are instead about noticing them before getting too close, and then popping them quickly.   Somewhat the same with the missiles;  most projectiles require that you just outright dodge or block them with a spell, but the missiles need to be attacked, or made to hit a wall.
« Last Edit: February 05, 2013, 08:52:43 am by Misery »

Offline Pepisolo

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Re: Issues I encountered in my latest Valley2 foray
« Reply #2 on: February 05, 2013, 08:40:31 am »
Quote
Default 360 bind of confirm+jump on A works well, until I encountered a cave where I couldn't progress.

Have the defaults been updated, then? I talk about this issue a lot in this thread http://www.arcengames.com/forums/index.php/topic,12355.0.html

Confirm and jump on the same button works amazingly well -- until you encounter a situation like the one you highlighted. This particular situation that you find yourself in can be fixed by decreasing the width of the enterable area of the cave a little, however there are probably still going to be times where situations like this arise with jump mapped to confirm.

It's a shame, but it'd probably best to have a separate interact button. It simply can't be allowed for the players to be stopped in their progress in this way.  Personally I am going to test Interact mapped to LB (this should now be possible thanks to the latest patch). This should work well, although it might seem a little unorthodox to new players.