Author Topic: The SR Let's Play thread  (Read 5689 times)

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #60 on: September 14, 2016, 08:13:38 PM »
Guess who's rising from the grave soon ;)

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


Offline windlesszephyr

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Re: The SR Let's Play thread
« Reply #61 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.

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #62 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.

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #63 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


Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #64 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.

Offline Misery

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Re: The SR Let's Play thread
« Reply #65 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. 

Offline Mánagarmr

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Re: The SR Let's Play thread
« Reply #66 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.
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Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #67 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


Offline Misery

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Re: The SR Let's Play thread
« Reply #68 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.
« Last Edit: April 08, 2017, 11:41:16 PM by Misery »

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #69 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.
« Last Edit: April 09, 2017, 11:08:49 AM by Pepisolo »

Offline Logorouge

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Re: The SR Let's Play thread
« Reply #70 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.)

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #71 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.

Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #72 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".

Offline Misery

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Re: The SR Let's Play thread
« Reply #73 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.


Offline Pepisolo

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Re: The SR Let's Play thread
« Reply #74 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).