Oxnard Montalvo
Member
Any idea when the patch will be up for ps4?
Sounds like you just might not like the roguelike concept. They're unfair, they're frustrating, but having a bad run and figuring out to adapt and salvage that through skill is part of the fun. Rolling with the punches, making due with your limited resources, and coming out on top (or not) is part of what makes surviving in a roguelike/lite intense and thrilling. As Dwarf Fortress (in)famously states, "Losing is fun".There are balance issues, and it happened far more than it should have. Lack of player agency is a design failing, not a feature. I'm just glad that some acknowledgement has been made regarding this and corrections were made. I'm liking the game but some design choices have just been frustrating, not in a good way.
Sounds like you just might not like the roguelike concept. They're unfair, they're frustrating, but having a bad run and figuring out to adapt and salvage that through skill is part of the fun. Rolling with the punches, making due with your limited resources, and coming out on top (or not) is part of what makes surviving in a roguelike/lite intense and thrilling. As Dwarf Fortress (in)famously states, "Losing is fun".
I do like the idea of starting with a random gun, but too many keys, being able to choose your guns or items, would totally diminish that risk v reward thrill, that sense of the unknown and adapting to what happens good or bad, that makes a roguelike/lite...a roguelike/lite
I don't get the whole "breakable don't drop anything" complaint. It's like complaining that the stacks of paper in Max Payne 3 don't drop health when you shoot them. The stuff is there to make the shooting more visually impactful due to the effects your bullets and debris flying around.
The fact that they don't drop anything helps the pacing and gameplay. Imagine if you had to run around breaking everthing in every room on the off chance you might find something in a barrel
As someone who uses the starting pistol for 90% of the time (basically only switching for bosses or some harder rooms), I don't care for the key drop change. It will definitely help people who are having trouble with the early chambers, but overall it'll be about the same. For good/more experienced players it doesn't make a difference, for worse/newer players... Don't want to be mean, but it only gets tougher from there. You'll probably still die a number of times before figuring things out (as we all did.)
By that logic any situation in which you don't have a key lacks player agency, therefore why not have infinite keys? I think you need to consider the reason the key system exists in the first place. It's an odd remark, honestly, since I would not say rogue-lites are built with player agency as their focus, the layered random variables could in fact be argued to emphase the intentional control and restriction of agency.
But, a lack of player agency isn't objectively a design failing. If that were the case, Uncharted and The Last of Us would be among the worst games of our time. It's not uncommon that agency is restricted in order to enhance a games design and gameplay features. You seem pretty closed to that possibility, though.
Again though, I don't think the additional keys are necessarily the wrong choice for the games design, but I do think anyone suggesting that it's objectively 'better' simply isn't considering both sides of the coin.
Sounds like you just might not like the roguelike concept. They're unfair, they're frustrating, but having a bad run and figuring out to adapt and salvage that through skill is part of the fun. Rolling with the punches, making due with your limited resources, and coming out on top (or not) is part of what makes surviving in a roguelike/lite intense and thrilling. As Dwarf Fortress (in)famously states, "Losing is fun".
I do like the idea of starting with a random gun, but too many keys, being able to choose your guns or items, would totally diminish that risk v reward thrill, that sense of the unknown and adapting to what happens good or bad, that makes a roguelike/lite...a roguelike/lite
As someone who uses the starting pistol for 90% of the time (basically only switching for bosses or some harder rooms), I don't care for the key drop change. It will definitely help people who are having trouble with the early chambers, but overall it'll be about the same. For good/more experienced players it doesn't make a difference, for worse/newer players... Don't want to be mean, but it only gets tougher from there. You'll probably still die a number of times before figuring things out (as we all did.)
I feel like this is actually a strength of the game design? I get wanting a favorite gun all the time - but it means each run is different and requires the player to adapt to what they find. Playing through with the same starting loadouts (especially as you get more powerful guns) seems like it would make it play too same'y and take away a lot of the fun/challenge.
I don't work in absolutes. Having no keys is not a player choice. Having infinite keys is similarly ridiculous. The point is for a player to engage in the games systems, they must be able to obtain some of the currency in order to make those decisions.
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I've mentioned this before, but I think the real problem is that people feel like they're being teased and/or missing out on items & variety because they are being prevented from opening a treasure chest in a video game. Not necessarily the game being too challenging or the fact you don't need to open those chests to beat the game.
I'm indifferent to the change, but I think if it's just a tweak for the early game and people are generally pleased with it then it's probably for the better.
I'm also on PS4 so who knows when I'll see the patch. I'm still over here abusing the junk selling price
As someone who uses the starting pistol for 90% of the time (basically only switching for bosses or some harder rooms), I don't care for the key drop change. It will definitely help people who are having trouble with the early chambers, but overall it'll be about the same. For good/more experienced players it doesn't make a difference, for worse/newer players... Don't want to be mean, but it only gets tougher from there. You'll probably still die a number of times before figuring things out (as we all did.)
EDIT:
Related to what I bolded in your quote, there is actually a unlockable way to sorta get that...Tried it, it was fun for a change, but I probably won't do it again, it trivializes the game and makes it less fun than playing standard.You can rescue a monarchy-type lady with 2 robots, and then she'll go to the Breach, and if you pay 6 Hmon Dollars, the next run you do, your weapon will randomly switch every couple of seconds.
Hmm yeah I guess you have a point. From my point of view even though missing early chests could be slightly annoying, since I could always get relatively far in a run, I would always get a number of weapons (at the bare minimum from the bosses themselves), so it wasn't a big issue. But I can see how for someone who can't do that consistently, not only it's annoying, but the low key drop rate could force you to not get any weapons, and thus get the feeling you're always stuck with the starter pistol and miss out on the gun variety (not to mention obviously making it harder anyways).
Overall I did (and do) consider this a positive change regardless.
I'm thinking they should switch that one character's lockpick for something else and keep keys relatively plentiful.
I agree with this and feel that that is the inherent nature of these rogue-like type games.
At the same time, I do wonder if the game, and games alike would ever benefit from some sort of mode where more options (like starting weapon) were provided. As an example, i had so much fun playing with speed boost + molotov launcher + void shotgun earlier, but my chances of ever having opportunity to have the same experience again are quite slim.
I just unlocked the elevator for the second floor, used it,dropped down the elevator and found a busted television. Seems useless and I can't figure out what it does after a quick search. Any ideas?
In related news, the randomized currency drop per enemy is garbage, not to mention the way it can fall into pits. In the early game, this leads to a lot of situations where you simply can't afford X item, no matter what you do.
You ended up on top of the elevator. Later on you'll find a character in the dungeon. He can unlock shortcuts but needs items to fix the elevator to do so.
I suppose I wasn't clear. I actually unlocked the shortcut for the second floor. I was wondering what the busted television actually does. Your character drops it when he rolls. ..which led to me having to leave it outside a rolling puzzle room, and the stupid rat stole it before I could teleport back for it.
I suppose I wasn't clear. I actually unlocked the shortcut for the second floor. I was wondering what the busted television actually does. Your character drops it when he rolls. ..which led to me having to leave it outside a rolling puzzle room, and the stupid rat stole it before I could teleport back for it.
I just remembered Teleglitch. People don't like it as much as a roguelite shooter? I honestly think it's the most intense game in the subgenre
Bring it to the blacksmith in chamber 5 for a surprise.
I just remembered Teleglitch. People don't like it as much as a roguelite shooter? I honestly think it's the most intense game in the subgenre
I would have but the level generation can apparently make this impossible. There was no literally way for me to avoid the rat grabbing it.
I would have tried but the level generation can apparently make this impossible. There was no literally way for me to avoid the rat grabbing it.
this really looks like NT, but better? I enjoyed&liked NT overall but the main issue was the lack of variety, hence why it got boring for me after barely 25-30 hours. [my other complaint would be the loop system past a certain point just transforming every level in a room filled with monsters spawning on each pixel]
this seems to somehow add some BoI elements to the mix so it should be better on that front. if it is, I'm in.
I would have tried but the level generation can apparently make this impossible. There was no literally way for me to avoid the rat grabbing it.
Sorry if this has been asked, but is there any reason to avoid the ps4 and go PC on this?
Just fought (Chamber 4 Boss)for the first time.The Wallmonger
Sheeeiiittt
I still have that on my Steam library untouched, I don't think many people on here played it. It looked really cool though.
Someday I'll get around to my roguelite backlog...
Huh. I'd definitely recommend checking it out when you get a chance. Resource management is crucial, every bullet counts, and the weapons just feel powerful; there's this cool glitchy distortion effect that makes it feel as if your shots are tearing through reality itself. It's a more cautious "barely survive against overwhelming odds" kind of shooter than Gungeon, Isaac, and ThroneBeing honest, I thought it looked super ugly so dismissed it.I feel that I'd get bored of the visual presentation very quickly and the game didn't look like it offered anything that remarkable in gameplay videos I had seen.
Can second this. Every fight is a desperate struggle for survival.Huh. I'd definitely recommend checking it out when you get a chance. Resource management is crucial, every bullet counts, and the weapons just feel powerful; there's this cool glitchy distortion effect that makes it feel as your shots are tearing through reality itself. It's a more cautious "barely survive against overwhelming odds" kind of shooter than Gungeon, Isaac, and Throne
There are some frame drops on the PS4, on certain bosses. The PC version gets patched much quicker too. And the load times seem much quicker on PC (although not bad on PS4)
Had a passive that doubled your gun output when you flipped a table. Now that was crazyCog of war for active reload is amazing lol
Flipping tables for blank effect is just overpowered as well.
Still found barretts arm and used it against the wall boss. That was fun with space turtle sidekick.
Had a passive that doubled your gun output when you flipped a table. Now that was crazy
Permanent tripling is better bruh. Try that with the proton backpack.Had a passive that doubled your gun output when you flipped a table. Now that was crazy
Cog of war for active reload is amazing lol
Flipping tables for blank effect is just overpowered as well.
Still found barretts arm and used it against the wall boss. That was fun with space turtle sidekick.
Like Gears of War. Reload as it hits the line and you get increased power for that clip plus a quicker reload.How does that work? I got it before but I couldn't figure out what it does. There seemed to be a bar on my reload meter but that's it.
Permanent tripling is better bruh. Try that with the proton backpack.
Like Gears of War. Reload as it hits the line and you get increased power for that clip plus a quicker reload.