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Bat Day

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  1. Thanks! I actually retried remembering my forgotten password way too many times in a row instead of just resetting it and the site or server code must have recognized it as something bad. Cool seeing you back, and have a pretty good one yourself!
  2. Expanding on blocking / timed blocking / riposting ideas here to ensure the mechanic is neither redundant, useless, overpowered, or absolutely necessary. Also introducing a guard meter for limiting blocking, and probably even a second tactics meter for tac-dodging melee attacks. If you're surrounded by 2 or 3 Soldats, this system ensures you only have to do a timed block on one of them to take the rest out easily. ------------ Essentially: Guard meter, two separate tac-bars - Melee and Bullet/Ranged based (you could call these 'Slip' and 'Weave' or anything, and make 'Slip' and Guard the more subtle / smaller meters), and a timed block that replenishes the meter that lets you tac-dodge melee attacks (Slip). ------------ The specific Riposte replacement might still be called a riposte if its in-menu description were as simple as: 'Timed blocking of an opponent puts you at an advantage', and it technically still is a riposte if its defense is used to make an offense easier. Let's call our smaller melee focused Tactics bar 'Slip' for now. -Everyone enters a mission at 0 slip rather than their max. -A timed block could replenish 3 Slip or something, and that might stay as your max if it's not dependent on your overall Tactics stat. -Slip: Points which represent the number of times you can tac-dodge enemy melee. Used when swing makes contact with character hitbox. May only deplete with uses rather than time. Prevents health damage, may or may not prevent tac-damage. Now to prevent both block spamming and forced defensive waiting: -A person with less than 1.0 Slip is able to block someone who has more, but two people who pass this threshold can neither block nor tac-dodge each other. -Your guard meter might have 3.0 points max, most enemies have 1.0. Blocking melee reduces 1.0 guard, and blocking a bullet reduces 0.3 or 0.5 guard depending on gun shot by. -Your guard meter recharges over time. -Ballistic shields reduce a lot if not all guard damage. Potentially, two people have a small chance to riposte each other in sequence, bringing the fight back to a brief few Mouse1 slashes. If an A.T.P. Soldat times their block and you haven't timed any blocks on them or other enemies recently, you take their devastating first few hits while they tac-dodge your first few unless you time a block on one of their early attacks. Let A.T.P. Soldats only take 1 or 2 hits while blocking before their guard breaks, don't give them too much health or it will make an already skilled fight a repetitive slash-fest, do let them survive way more sweet-spot shots so that new players have a reason to conserve ammo (to use on them). -Ammo conservation is a viable shooter strategy that can reward players with an eventual easier learning curve to a more interesting way of finishing off A.T.P. Soldats quickly and safely (by doing anything other than blind-rushing with a gun or a sword/melee). Fun power fantasies are weird, so are the systems they need to be facilitated. Worked hard on this, and something as complex as it will work really well.
  3. [Edited because I confused the Riposte mechanic with the Parrying mechanic. Will delete this thread if it's totally useless, and trying to figure out this game is a maze for me.] Hey friends. Any suggestions on this? Idea's to make game more tactical than spammy of course. I think it's mainly just a slightly changed riposting mechanic that could be used because all the other timed / aimed stuff seems about equal in effectiveness while having different uses. (Aimed would be throwing a weapon). Here's mine: ----- Blocking puts you in a 'riposte state' that lets you tac-bar dodge / slip one or more melee attacks of someone (anyone) who didn't also block an attack (it's limited, but basically works on any next person who attacks you, which is great if you're surrounded). If two people have blocked a melee attack, their melee attacks can still hit each other rather than being tac-dodged. This way, we get tactical melee fights from way previous versions while still making mooks / low level enemies able to hit you if you're not careful, while also making you not susceptible to impossible RNG odds of being surrounded by enemies meleeing you with no skilled way to pull out of that situation. This, coupled with version 1.12.D's ATP and Soldat health, and maybe letting Soldats survive a few more sweet-spot shots could totally work out. ----- Having all the timed melee mechanics just about as easy / difficult as each other gives incentive to be creative and try them all more instead of just one all the time, and instead of having to assign each to work with a specific enemy type. Thrown weapons also work because they somewhat hurt tac-bar enemies. Disarming and countering (the insta grab-and-punch timed on enemy swing) are about equally as rewarding as they are difficult to pull off, so they make each other viable. They're likely fine as they are? Riposting seems easier to pull off but less rewarding, thus balancing it out (decide for yourself, my mouse wheel's still broken). To me, tac-bar enemies were less about them having a large defense and more about letting less repetitive non-standard attacks and counters shine for working better on them than standard ones that require less aim / timing. Tac-bar enemies have the potential to play a role in stopping the flow of both 'easy shooty gameplay' and non-timed aggression, where it could be more about picking freely from a list of different timed moves (or the weapon throw with the aim skill) to slow, weaken, and eventually finish them off. 1.12.D Nexus Soldats don't seem like they need a bigger health bar. The tactics that beat them is dodging and movement based crowd control and spamming a decent melee weapon on them.
  4. Bat Day

    I liked harder to time snap-dodges.

    Edit: See the bottom paragraph of this post for my most deep and rational analysis of this move and its relation to the game. I swear, the game could be twice as hard and heart pumping, like it was before, if it has an option to be a timed thing again. The game advertised a lot of difficulty it's suddenly missing now, and instead of cheesing toward an enemy armed with a gun while you don't have one, you'd have to do some creative skilled move like aim and throw your weapon at him or run around his shots, or just snap again but this time it's a skilled move, etcetera. It was fun difficulty done right, and could fix everything that's suddenly lacking (because of how easily you can now move around it). Just make it a toggle-able option if some people like things extra easy. I have a feeling that a lot of people really liked it that hard though, and might even be disappointed when they come back with it not. The full dodges, I don't even think about because they have a risky cooldown that brings you out of combat (and leaves you totally vulnerable for a split-second when you land), and you want enemies dead fast before they have more chances to kill you. It only seems to serve specific purposes and last-ditch efforts, and I wouldn't mind if it was just as hard or even harder to activate. When you start playing while rarely doing any snap or full dodges (full ones don't seem that useful for most situations to me anyway), your adrenaline might really start pumping (and some players might start shaking) as suddenly everything on-screen and everything you do matters. The things simply have to die as fast as possible before they can surround you, and you'll just have fun doing it in creative or situation - appropriate ways (depending on the current encounter's difficulty). You simply don't have any more excuses to let them get the drop on you because getting out of that situation isn't easy anymore. Players will have way more fun with the small creative victories on easier enemy encounters they find in-between all that clutter too, because they'll feel they've earned it. A snap just has to go where an enemy's not / not aiming, and it gets far in that direction pretty quick, so it on its own is plenty easy. High difficulty's a great immersion bringer too. The areas I progressed to before the game was made easier felt way more earned to me, and impactful. I would just toggle 'hard dodge' back on in the future to get that feeling again, or just make it a self imposed challenge that other people won't understand. I'll try to stop short of giving myself a heart attack. And I keep editing my posts, but now that I think about it, I think the, or one of the most important points, is that it definitely seems to be overshadowing the rest of the gameplay by simply being easier to do than it. Players could suck the fun out of all the other options and the rest of the game by simply snapping everywhere instead of considering the many other choices that could work per situation, and there were many more before it became the easy go-to. There's far less need for unarmed combat, or timed special moves, or frantically looking for a new weapon to pick up, and swords gain nearly the same use as guns, as you can just ninja dash to enemies like you're invincible. Examples of moments easy Snap-Dodge will replace due to it being the easier, even effortless alternative: -Throwing your melee weapon (and only weapon) is the easiest to use move because you're surrounded and aren't sure what's coming, so you're unarmed. -You're unarmed because you threw your weapon, so the easiest choices are either to disarm the nearest melee armed enemy (they will get a hit in before you can land enough punches) or fight a gun armed one while unarmed to get their weapon (you're too close for the game to let them hit you effectively). -Finding the nearest dropped weapon better than your own if there are any because sprinting around all those melee swings or shots to get an opportune attack with your current one is more difficult. -Dodging backwards from an enemy with sprinting / basic movement to give you more time to think about how you'll attack, or around them to get to the opening they created while attacking, or to get behind their back, or weaving around a crowd to get wherever you want. -Anything too hard to handle. Because it was already useful when it was much harder to do, and because it's a movement / locomotion option in a video game, it will make the game much easier by reminding you that you can escape most of the difficult situations with a tedious move that was more impressive to pull off before. You can rely on reacting with it to give you more time to think by giving you more layers of defense, and even use it for easy attacks and counter-attacks, thus making things far less tense and exciting. This is why the harder to time version either needs to be on harder difficulty modes, or a suggested difficulty option that really spices the game up. Eventually, you might remember enemy spawns well enough to even forget how difficult a level in the game was or how much of a difference this move made the first time it was played with it, but you'll notice a difference the more or less you perform it. Even blocking gets a little more useful. -Another edit: More than two options or a slider for snap-dodge timing might be useful (as funny as it sounds), but editing the difficulty in other ways might work as well (if it's not a mess). It takes over the positioning and distance advantages that most other features / attacks rely on, so changing other things to compensate could involve tweaking anything about the enemies / game, such as damage inflicted by enemies, enemey turning / movement speed, the timing required of other moves performed by the player, giving / revoking the act of throwing a weapon aim assist, etcetera, giving the snap limited charges?? (the last one sounds really weird)
  5. I just recently re-played Inner City (3-1) while barely snap-dodging at all (but only won it on Easy), and found it way more fun than replaying Climb! normally. I feel like this needs to be a toggle-able difficulty option, because I had to look around the screen and focus on playing the game more instead of easily sliding away from dangers in my immediate surroundings, and there are way more offensive choices than dodges (and there's probably more incentive to block). The timed snap-dodge (the harder to time one) was probably really good, and what's current feels much like you're just cheesing through it. There needs to be some way to suggest this as a viable alternative play-mode. This might be slightly easier with high level characters like Hank, but you still have less control than with the slide. Maybe it's the 'I'm one of the few people who are dedicated enough to do this' feeling, Or the fact that you're playing the game more, at a faster pace / speed of thought, while focused on all your tools and moves more. Certainly got my heart racing more than it has in awhile while on this, and I doubt it's just because it's a playstyle I haven't revisited in awhile. That mind-bending fast action was the thing that really sucked me into this game as much as it did in the first place, besides the neat world-building and bits of lore. Edit: I kept encountering too many soft lock glitches in Climb, but I bet it's completable on Madness while barely snap / dive / flip dodging at all too (except when necessary). Certainly is way more exhilarating, made me aim faster, made all melee fights more fun and tense, made me move around and save my ammo more, hide behind more walls during the hardest firefight, and even made me press E behind a piece of cover.
  6. A cutscene that plays around the first time you enter overworld 6 in Story seems bugged. (might add more to this comment at later dates).
  7. Almost forgot to mention the screen cutting off early at some resolutions, making you guess what you need to see at some side edges. Don't know whether or not windowed mode effects this. Also, Hank's movement glitches into autopilot when taking the last lift at the partner splitting phase of Climb! You have to inch your way through it and wait until the script is satisfied while he moves into danger. Also, if you get stuck on cover you're trying to climb over and it holds you in place instead, you have to press the interact button to use it, then exit cover to regain movement controls. I haven't re-checked, but in a previous game version, not finishing off the last group of zombies before the last boss fight in Residential Sector-3 caused a combat lock soft-lock at the end of that fight. Another theory on enemies staying out of bounds in Climb! is that they could have moved into the physical bounds of other rooms, without those rooms being rendered by the proper transition into them (doors).
  8. Here's some bugs I found remaining, and old ones I didn't check now but forgot to mention before. -Sheriff Boss Cutscene: Either it happens if you skip the dialog too fast, or when you replay the level after beating it a first time. Instead of hiding behind the second set of sandbags, he remains in front and invulnerable, increasing the difficulty of the second set of charges you have to plant. -A12 (A Tec 12 shotgun, I think?) in Deep Storage: Before climbing the stairs, using the lift, and hitting the big room that serves as an arena, being near / picking up the shotgun in this locker locks your pickup controls and glitches other animations and things until you exit the room it's in or take the lift. I read someone else on the forums mention it's when you pick up some nearby ammo. -In the mine levels, it's especially apparent that falling once on some ledges causes you or your ally to continuously roll or maybe even slide back and fall into the pit / water they keep climbing out of. In a previous version of the game, I noticed it was especially apparent if you move too close to the bottom of the screen in a dark sewage room with platforms and abominations where you proceed through a door at the top. This one instance might have been fixed already though. -Thrown shurikens leaving a sound-loop after it hits, causing the room to fill up with spinning noises if enough are thrown. -A combat locked open area hanging platform room in the second mines level that requires you to jump down to the platforms of a previous room and finish off some abominations. Easy fix if found out by the player. -An alarm in Boom Factory failing to go off in the first large area with moving walls and exhaust vents (seems rare and doesn't impede progress). --Older stuff that might have been fixed by now-- -In Climb! I noticed some things that might have caused enemies to go into the sky, thus preventing the kill counter from going down, was their physics collisions with helicopters, and / or possibly an invisible ceiling. Moving away from the side those choppers spawned from seemed to increase chances of preventing that. Either the chopper physics needs / needed to not collide with them, or the invisible sky platform they land on, or the state of being far out of bounds or falling endlessly from too high up to land within the same hour would need to be kept in check to prevent any physics mishaps from causing much trouble (as physics and momentum related mishaps were liable to happen every now and then (especially on that part of that level)). -In Murder Room 1 (I think it's the one with the big fan), if struck the wrong way by a falling agent, the fan's physics would cause its rotation (the fan itself) to offset to angles that make being near the pit a bit more dangerous. -Tricky's hair despawning / derendering in Story Mode, or the player's hair despawning in some Arena maps (noticed in the lowering platforms with alarms Murder Room (3?) ). -Jeb getting stuck behind a staircase. (seems very rare). -The zombie dinner bells setting off that everyone probably knows of.
  9. Bat Day

    Tac-Bar & Grappling

    (Very very late edit: The recent great lack of difficulty might also mostly come from the now easier to use / time Snap-Dodges, as playing without doing them much comes with a much more demanding situation processing and learning curve, and the safety from it overshadows the fun in mastering of the rest of the gameplay per level .This part gets complicated. There's an addictive high level of play a new player into really hardcore games might find in mastering the core game loop at its hardest (currently harder than the hardest mode presented) (that some people who have already played lots may have gotten used to and may have forgotten how hard the initial experience is (like by remembering enemy spawns or something)). A current concern might be how to reward and / or indicate this much mastery of the game and how to market it with that in mind?). The previous system with Tac-Bar 'miniboss' like enemies who couldn't be meleed in a few hits like A.T.P. Soldats, and Merc Sergeants and Captains seemed good for the beginning of Story Mode (and maybe arena as well?), and special attacks and counters seemed to take them down a bit more quickly. Making multiple varied choices in a fight was more effective against them, made the individual fight more watchable and fun to play, and made those enemy-type characters stand out from the crowd as more skilled individuals (besides the glass cannon snipers, who still need tac-bars to be effective). An extra good measure for keeping someone from getting tired of them could be randomly scaling their tac-bars and maybe health bars and / or movement speed up or down, and maybe even vary their behaviors to make some aspects and traits more or less effective / aggressive, or even randomly add or remove abilities to each one (though it's extra work when implementing / testing). Even without doing any of this, you'd still get varied fights of varied lengths with the AI and different circumstances alone, since they sometimes move out of the way, maybe block, dodge, counter, etc. I prefer there to be someone in the way early game in Story Mode instead of just mowing / slashing every target down in a second and moving to the next room. If only there was a way to do this that satisfies everyone. Either I got too good, or as of this moment and with the latest updates, those nimble tac-bar enemies and bosses seem to all but one of them be a non-threat (one slippery boss with a lot of health, uses magic and doesn't get stun-locked is the exception). The rest are bullet sponges that just need you to fetch a gun or two for a quick win, sometimes a melee weapon if nothing else or you're saving ammo, but fights with these types are often predictable and get stale if there's too many at once. I used to have a reason to fear some guys walking towards me for some moments, divert my shots to others to replenish tac, hide behind walls and cover and hope my thrown weapons landed, or hope my melee and block timing was spot-on if either of us got close, or run away until their tac-bar drained. It was a push back and forth instead of just going through everyone and gave the AI some reasons to get noticed and feared. Imagine a classic arena shooter, but it also has sword fights. It feels like this game used to be that. Now that you slash everyone dead easy, it's not a fight. You could even make a second, weaker lookalike version of the Soldat for the end world of Story Mode probably easily, if you don't want to change that experience, but the beginning of the game still suffers from a lack of minibosses. A.T.P. Soldats and Merc Sergeants and Captains now don't put up more of a fight than recruits. At least you can't reach snipers with your melee, but they're the only exception. Without being given an incentive / deterrent to stop being reckless with tougher looking enemies, you could cheese the first Mag boss by stun-locking him by taking out his Corpus blocks before he has a chance to try landing a single attack. You didn't see any danger before, so why should you think there's any now? You've just been driven to focus completely on attacking without defending, timing a counter move, or holding back.
  10. Edit: I now consider some or a lot of this long post to be outdated, as I now attribute a lot of the lowering of 'fun high difficulty' with the current gameplay balance to the snap-dodge being too easy to use currently (which might work for easier modes or options as long as there's enough incentive to play it harder, as hardcore / difficulty enjoying consumers might have been some of the people this game was going for). As a move that was useful even when it was difficult, being extremely useful now means it replaces a lot of situations where you have consider doing something else, and doing that other thing more accurately / with more effort put into it. Safely finding openings after enemies attack or getting behind them is now effortless, thus eliminating many other options when all you're looking to do is win (which you will take the most effort efficient strategy to do, whether it's fun or not). Snap-dodge timing could also be a difficulty option variable because you're looking for situations where it's easier to perform than figuring out other ways to solve them. Edit: If it's difficulty done right, you can still have lots of freedom with it still being hard, which almost all of this game is set up to have. Paragraphs in parenthesis below might not matter. Also, burst fire is fine. (I'd like to start this off by saying I'm a low budget gamer and tend to cherish the small things, and also hope people don't mind my sloppy writing too much considering how quickly I wrote this up. A few things I'll touch on here involve melee weapon tac-dodging and the current lack of sword fights or any long fight with enemies who possess tac-bars (since you can just slice 'em in one shot), as well as a lack of ability to control a full-auto / burst fire weapon like it has semi-auto, and the current system for snap and dive / flip dodges, and how I think the whole game was way cooler when all those things worked the way they did before. Also, being able to able to do a timed momentum-counter on tackling merczerkers was pretty cool, as it opened up yet another option for dealing with them if you were facing their direction, and took a bit less time than shooting them dead if you just dodged their attack when coming from behind. In other words, you didn't even have to aim if you knew how to fight these guys. Everyone may have differing opinions on how the game should play, and these are just ones I've strongly stood by for a long time. I also regret previously being so enthusiastic for just 'difficulty', without realizing that it could be something that appears in nerfs, restrictions, and removed ability that made early levels and the whole game fun instead of just being twists on challenges in later levels and new bosses that you can eventually adapt to (that naturally were added into the game). Learning how to beat a new thing is more fun than 'move exactly this way forever'.) Couple of gameplay spoilers ahead. Procedural content: So I bet there's a lot you can do with missions and sets of objectives, level layout generation, and overworld generation, if any of that will be a thing. Maybe even sets of story beats, or even arcs could be generated, or messages and logs alluding to nearby weapons or enemy types could be a thing, and part of an effort to create a bit of procedural narrative. I wonder if there will be extra rare bosses that show up out of nowhere when you least or half expect it. Emphasis on rare because it makes you keep playing the game if you want to see it again, and it comes back with switched up patterns, slightly different vulnerable moments, different weapon combinations and an amped up fight overall to keep it from getting stale. I bet there's a gameplay shepard tone / infinite staircase loop of more intense / progressed seeming boss encounters you can make by recombining elements and boss room map layouts, and it being amazing despite a few people saying relying on an algorithm sounds lame. Maybe I'm going a bit far with the generated boss fights, but a generated level could definitely work that way, keep you addicted, and give you a story worth telling to take back home from it. Gameplay: Here's the part where I might try defending having easier difficulty settings. While new players won't find out what's been pared down, I feel like one of this game's selling points might have been the amount of control it gave you, which is intimidating but graceful once mastered in any game (Elite Dangerous, or the extra parkour, grapples and dual wield free-form combat in Prince of Persia:WW, etc). It might be worth playing with a few different tweaks to see how fun things are, and whether replaying old content or playing to see new content is more work or more fun, and seeing where you'd like there to be freedom instead of just working to find out what to do / how to do things in a rigid manner. Even the first quarter of the Sheriff's fight before figuring out what you have to do to instantly end it was way more fun before these changes, imo (the arena inside the building). A game being 'easy' doesn't mean it has to be less complex, less tense, or run out of walls that halt or road-bump your progress before you learn to overcome them. It may even make the game way more tense. Around the first time I saw Merczerkers spawn in a map and I acquired the timed counter move, I felt it may be intuitive to counter or grapple their tackle (which I can't currently rebind from my broken mouse wheel which I broke by spamming the grappled punch buttons too fast). He's a guy blindly charging in, and you have the one move that counters poorly timed enemy attacks. Now while it doesn't make too much sense to full-stop a charging guy with one hand and stay stationary, he was the easiest guy to to use that counter on, and it was the easiest way to take that guy out, which you needed to face his direction to do but it takes a split-second less time than just shooting him dead while he's on the ground after dodging him, and gives you a break from just slashing or dodging everything (dodges which you used to have two choices of at the start for either faster recovery or a moment of less vulnerability), and multiple best ways to take out one guy based on the direction you're facing or what you want to do. Edit: Burst is fine. It puts more focus on the other parts of the gameplay. Might want to ignore the below paragraphs mentioning it, and the tac-bar level being harder to discern before (I don't know what to say about the Tac-Bar part I said before). (Having more control over full-auto weapons was slightly less my gripe before, but something I noticed someone else mention on the forum. It's another intuitive skill you might have learned before playing the game that you can rely on as an extra layer of defense while figuring out how to get through a level before it beats you (and go you for having an understanding of simple ammo conserving shooting tactics, an extra bit of knowledge you get rewarded for). The problem I now realize with the game letting you blaze through all that ammo with an always burst-fire if not holding the trigger shows that you don't have to be careful with your aim, fire and movements and can just laugh at the game by burning through all that ammo and picking up new guns, instead of the game just secretly being that way and scaring you by giving you more wiggle room to think your every move could be a mistake on first impression, especially when there aren't any roadblocks as you can now just melee down all tac-bar enemies in an instant. Instead of 'what do I do? Might as well try everything', you instead get to assess what gets cut / smashed and what's a bullet sponge to get shot a lot, and being unarmed clearly helps way less because now any melee weapon goes through tac-bars. Less of a mystery to scare you with when you can just see how everything works, and that a simpler skill / toolset works on it, and even the tac-bar showing you how much it will get drained with the purple part / residue showing how much damage was done to you / enemies and your seconds of invulnerability left. Maybe that last part is going a bit far, but it still contributed a lot of mystery and tension to climb over before the damaged segment was shown.) Edit: Doing fewer Snap-dodges makes blocking either slightly or much more useful, so these paragraph(s) about blocking might not be useful or make sense. (I also think blocking either is or is almost completely useless now that it doesn't stop enemies from tac-dodging your melee weapon attacks (tac-dodges that looked cool) now that they get hit by those attacks regardless. Maybe blocking once could apply a temporary auto-hit and other buffs while a story-mode or high leveled player character always gets hit if not blocking, snap-dodging or WASD moving (or just not blocking or out of the way of slow attacks or all melee attacks or however it was before), or however you want to do it. Currently, enemies rarely block and they attack slower than your top-leveled guys, so there's barely anything for you to bypass or gain by blocking their attacks for counter-attacks or other rewards instead of just attacking first). The game doesn't have to be much easier, but having more control over what happens makes a world of difference and helps make it more of a power fantasy than a slog. For the snap-dodge timing, I forgot that the frequency at which it was used before the change might really have (not) made it a genuine artificial difficulty problem (I said something that made me later think it was accidentally rude around the time this was first posted, and something to do with game journalists). Maybe a different means of separating the dodges could be holding the heavy attack button + pressing the dodge button for a flip / dive, and the snap could be the default dodge move (or if possible, even have an assign a key / controller button to combine with the dodge button, or be the extra dodge move button sort of deal). I don't mind how either would be altered for balance, but just find it really neat to perform either at the start. I was also going on some weird tangent here about how much I love. WASD movement, but I just recently edited that out. Edit: Nevermind, artificial difficulty isn't a thing here. This move was useful to do before, so the easier it is, the easier the situation you'll use it over other moves / tactics / strategies will be. Being able to move anywhere while avoiding most danger in a game where distance and position based advantages can overcome all others will make the game easier the easier it is to use and control. Adjusting the difficulty of it could make it a very useful variable for Story Mode difficulty modes, or an overall game difficulty option. N.Gin's boss fight in Crash Bandicoot 3 is arguably the best in the trilogy because of all the ways you can approach it by taking on any of his mech's many weak points any time you want.. https://www.youtube.com/watch?v=kncIep-gGyw The difficulty in it is more lack of intuition than timing, and having to figure out what to shoot and what to dodge. It's really a mixed bag of difficulty types, but your spoils of war after learning how to beat him is that it becomes a kind of easy but fun and long fight that occasionally catches you off-guard. (Some people might say Crash Bandicoot games are easy. It's mostly timing and direction, and 3 gives you powerups that extend the timing, and a bazooka). In my 'boring' mod for M:PN1 (some other people find it boring but I seriously play that sh a lot on the extra easy mode I recently added), I made the episode 1.5 final boss vulnerable to more attack types, but you have a chance to get slaughtered instantly when first entering most levels while not paying attention. Check out Videogame Dunkey's review on Mario 64 and his explanation on the amount of freedom you get from learning its movement system. https://www.youtube.com/watch?v=8MQO2STCbbY So yeah, I guess I'd say my favorite way to play a game is by having tons of freedom and flexibility and occasionally getting shot out of the sky, or having a tension build-up that suddenly make you work harder. The problem with having lots of control is that it takes a concentrated effort to learn how to master all of it, while the end result is having all the fun you could ever want afterwards and still occasionally (or often) have a challenge thrown your way. Ridiculous and over-the-top is this game's signature in action, story-telling and gameplay. Now I feel like it's less that for the gameplay, and more of a tight funnel than stops and resets you more often than 'holy sh, what do I do with all these controls!?', and the sweet reward of ease that comes from that after mapping it in your larger gray matter rather than always straining with your reflexes each time you play. You can never really train up your reflexes, never as much as you can train how to react differently to situations. It will always take effort and a means of anticipation to react quickly to unexpected things, but it can take little effort to react to one thing in different complex ways that you've learned over time when you have enough free space to. Fight-or-flight responses are formed to make you act unpredictably to avoid the strain of taking a situation head-on (unless you want to take it head-on), or that's how it seems to me. To give more possible evidence and emphasis on what I'm saying, take your first boss fight / encounter with Church and Jorge in the Merc area. Before, that thing used to be a whole fight, and even though Jorge's well-aimed sniper fire was slow, distractions like getting swarmed by mercs and Church would catch me off-guard to get hit or almost get hit by it, driving me into cover (not the cover mechanic, but these large walls where you could hide from him) where I'd eventually get swarmed more easily and driven back out of cover. From what I see, this fight was designed to make you use all your tools, moves and tactics, even grenades on clustered crowds while it moved you all around the map. But now that Jorge seems to aim faster and you only start with a snap-dodge you need to use before transitioning into the i-frame dive, it seems like there's no room for creativity and it's just a mental pain to deal with, making me instead fetch the two large gunners' mac-10s from the previous rooms and refilling them so I can use all the ammo to end the Church and Jorge boss fight the instant I walk into the room. It feels like a whole fun and intensely meaningful section of the game was just cut right out, and it's much less of a game now. Who else feels this way? I think when you've made your own game the one you want to play the most, you've hit a good mark. There's a lot you can also do with RNG to mix things up without instantly killing the player. Also, my final thoughts on the melee system is that I prefer the old version where you and other high lvl enemies could passively tac-dodge them but get hit by one or more counters after someone blocks, or something similar that works with the high level swarms of guys you face near end-game in story-mode. I loved getting in epic long, drawn out sword or gun fights with A.A.H.W. soldats or Merc sergeants and captains before. Now I just kill the fun by finishing them with one, two or six sword swings while stun-locking them before a fight begins. No sword fights allowed at the moment it seems, besides the short one with J. No 1v1 gun fights either since any melee weapon you bring is superior in every way and you can close the distance easy. Melee weapons were mostly ammo conservers, but now they do everything. Edit: I wrote a paragraph here about how I (probably wrongly) thought challenges in some later levels required the dodges to be conjoined for some reason in order to meet the challenge, and went on about making it so some things could still hit you mid-dodge, and / or having a smaller. window of time within that dodge that makes you invulnerable to more things (though it seems like a small enough window already), or the laser forcing you to keep snapping away, as it can hit your dive (or not, since trying to time the dive past it is also risky), or make some enemy types improve their aim and damage if you dive or flip too often, as it's a move that gets visibly predictable. The dive / flip doesn't have all the room for error, so it on its own could make things enough of a challenge already while having a separate way of activating it without all that Jazz I wrote in this paragraph. Maybe I just replay games too much. There are tons of neat, even cheap but hard to figure out tricks that entertainers, artists and developers can use to keep people hooked to one piece of work. The human brain usually keeps up to 10 items in working memory, so having 20 notably different things happen / have a chance to happen at a time could momentarily. surprise someone 50% of the time or more. There's probably also ways you can play with peoples' forgetfulness or have such a wholesome variety of things going on that it's hard to want to play anything else, but introducing something new to an existing product is the only surefire method I know of so far that you can use to hook people to it. I'm still wondering what could replace that constant need for innovation. Some people really like Dwarf Fortress and have been playing that for years.
  11. Maybe there's a small chance if I get more confident at actually writing story and making art assets for it. I also still don't know how coding the physical bounding boxes for rooms works. I've always wanted to make fan content for the Madness universe though.
  12. I just added a probably overdue even easier version (or less impossible) to that same Game Jolt link if anyone's still interested. I wonder if that makes it better or worse. File's the same name, so it's easy to keep old saved data by dragging it in the same folder as the last one and replacing it. There's some variables and checks for different throwing distances and chances that I put around the weapons stats list (at the top or bottom of the list), and around a check for Sanford's hook. I reduced one of those, and enemy aim for the other file I just put in. Maybe it's playable for more people now. 6 difficulty modes in total, just hope the lower 3 aren't too easy.
  13. I know this is really late, but I just really enjoyed the harder to time snap-dodges, since they were usually more useful than Iframe ones. The game's really late into development by now, and the new system makes them both easy to pull off and combined more often, but it would be cool to have an option that toggles the old usage back on. Plus, the freedom to flip around anywhere was cool. One can dream. I also liked pick up weapon with a free hand only, purely for the difficulty, as silly, backwards and less free as that sounds, but I don't think anyone else would. This is still one of the top best games I've ever seen / played.
  14. Bat Day

    bug My list [v1.11c]

    I know it's a little late, but I since I've been playing for awhile I figured my list might be of use. Gun reloads take longer when transitioning between moving and stationary animations due to the reload animation or parts of it resetting. (wasn't a huge personal problem since I always like more difficulty). The tram from overworld 2 (the industrial sector) only moves forth if you've just completed level 2-3. You have to save progress by moving to 3-1, then exiting or completing the level. Going back on the tram, and / or forward the next time you enter the industrial sector or reload your save results in you permanently being softlocked out of further progress for that save file unless you've unlocked an alternative way to get between the industrial sector and other places. There's a similar problem with the tram on level 5-2, making you have to play the rest of the level with just the other team-mate. In level 5-2, you can also get stuck in the glowing red walled arena portion of the level if you don't slay the all the guys behind it first. Other lesser problems just include you occasionally teleporting when disarming weapons (barely a problem), or getting stuck in the boiler in 3-1, or in a wall in the beginning of the queue room in 4-2, a sleepwalker staying inside his container in 4-3, or sinking past an unclimbable part of geometry at the back of the first puzzle locked platform in 5-3. These are some of the rare minor things that sometimes requires a level restart. I also had to plug a walking headless guy in a server room with a second shot, and managed to kill a plot specific big guy with an elevator in a way that halted level progress, but these are both very rare and more funny than problematic. -P.S. Hank automatically throws both weapons when throwing something while holding a large assault rifle, and a sword & / or anything else in the other hand. Might only trigger when the AR is thrown. Also, this is not a bug, but I still really miss the quicker timed press snap-dodges. They were harder to pull off and made a level more intense since I usually felt I needed them more than the Iframe dodges.
  15. Just gotta learn enough of it to beat the dice-rolls. Easy doesn't add ammo or take anything away from the expereince, you just replenish 4x more health than Normal and 8x more than Hard, but it's still random when you do. I guess I also tried setting things up like a spectacle fighter, and I don't know if anyone besides me has adapted to all the mechanics. Running out of ammo can even slow enemy aim. Just like PN2, harder modes usually means rushing the map faster by using more skill. I also forgot to mention that if you enter a door at the same time Sanford throws his hook, the game crashes, so you have to wait for his animation to finish first. Might be frustrating to have to remember if you're rushing through the map unfortunately (I don't know how to fix).