View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018329 | Starward Rogue | Balance Issue | Jan 19, 2016 7:50 am | Jan 20, 2016 8:44 am | |
Reporter | zharmad | Assigned To | Mission | ||
Status | assigned | Resolution | open | ||
Product Version | 0.855 | ||||
Summary | 0018329: Condemned rooms in general are too difficult to "get right" | ||||
Description | I just can't do them - have failed all of the bullet dodging miniBosses so far after they were fixed a couple of patches ago. At least, the control responses on my setup doesn't allow pixel-perfect response, and the reaction time required is too fast to dodge others, so it very difficult to "control the bullet patterns so that they become dodgeable". ...this is coming from someone who trivialised all enemies other than the Warden and multiple Flak Launchers. | ||||
Tags | No tags attached. | ||||
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What difficulty level are you playing on? And was this in 0.855 for real, or an earlier one? These got rebalanced a bit and had easier versions in 0.855 -- so if you were on 0.854 that might have changed things. |
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There are a couple of these that I think might be genuinely undodgable at times on the highest difficulty; a couple of them need looking at. Let alone for lower ones. |
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Okay, quick example: The sword one, it's actually possible for the sword to literally just appear on you; there's no telegraphing or extending or something like that. It can also move faster than you can sprint, when swinging, meaning it's impossible to dodge when it does that. Right now that room is all pure luck and mostly just sitting by the door and hoping you dont get hit. To be honest, I think these in general need alot more testing yet. |
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This is true about the one with the sword not telegraphing at all -- that frustrates me, too. I think most of them don't have that issue, though. |
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These were one of those rooms I had envisioned where there's a graphical effect hinting which way the boss was going to swing so you'd know where to move. I've played with the boss a lot so I'm fine dodging it but I can definitely understand how it would be frustrating for newer players. So let me ask you this: - If I can get a particle/sound effect attached for each appropriate swing, and give that swing a minor delay (~1sec) would that make things better? Also to comment on Misery, I made sure that for every single condemned room I updated with new difficulty changes, I could beat them without getting hit once. |
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Answering for myself: absolutely. The problem I have with that guy is never knowing where it's going to come from. |
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Is there a way then Chris to make the sound play out of a single headphone or speaker? It would probably come off better if the location of the sound was what gave away the attack, versus using 3 unique sounds that the player would have to connect with. |
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What if I'm playing in mono, or with sound off? This needs to be a visual thing. We don't have an easy way to do sound out of just one speaker, as all our tracks are stereo anyhow. The engine does support it, but I don't have code paths for it or time to add that right now. |
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Alright I'll see what I can do, it might be a good time to bust out those windy shot graphics. |
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To some extent just having a little short burst of shots out where it's going to come from before it actually comes would be all I'd need, personally. If you want to show direction, then it could have them drift in the direction the attack will be, too. |
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Also: given that ONE guy is such a hassle, I suggest that we mark him as non-seeding for now, and leave him until after 1.0. The other guys are a lot less trouble, and we need the time to focus on polishing other stuff beyond this one dude. |
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Ok then, most of the experience was before 0.855, you should shelve the issue for now. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 19, 2016 7:50 am | zharmad | New Issue | |
Jan 19, 2016 7:51 am | zharmad | Summary | Condemned rooms in general => Condemned rooms in general are too difficult to "get right" |
Jan 19, 2016 3:17 pm | Chris_McElligottPark | Note Added: 0044266 | |
Jan 19, 2016 3:17 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 19, 2016 3:17 pm | Chris_McElligottPark | Status | new => feedback |
Jan 19, 2016 3:40 pm | Misery | Note Added: 0044271 | |
Jan 19, 2016 4:03 pm | Misery | Note Added: 0044273 | |
Jan 19, 2016 6:38 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => Mission |
Jan 19, 2016 6:38 pm | Chris_McElligottPark | Status | feedback => assigned |
Jan 19, 2016 6:39 pm | Chris_McElligottPark | Note Added: 0044304 | |
Jan 19, 2016 6:47 pm | Mission | Note Added: 0044306 | |
Jan 19, 2016 6:48 pm | Chris_McElligottPark | Note Added: 0044307 | |
Jan 19, 2016 6:49 pm | Mission | Note Edited: 0044306 | |
Jan 19, 2016 6:50 pm | Mission | Note Added: 0044308 | |
Jan 19, 2016 6:52 pm | Chris_McElligottPark | Note Added: 0044310 | |
Jan 19, 2016 7:47 pm | Mission | Note Added: 0044314 | |
Jan 19, 2016 7:54 pm | Chris_McElligottPark | Note Added: 0044315 | |
Jan 19, 2016 7:55 pm | Chris_McElligottPark | Note Added: 0044316 | |
Jan 20, 2016 8:44 am | zharmad | Note Added: 0044452 |