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deep dish peat moss posted:Yeah, this. The only thing less interesting to me in a videogame than platforming, is platforming in first person. Look at this guy who has never experienced the magic of counterstrike surf maps.
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# ? Jun 24, 2021 03:22 |
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# ? Jun 12, 2024 18:21 |
Earlier in the thread I questioned how active the Rift Wizard dev was. I'm going to have to eat my words because I apparently showed up at a weird post-patch lull -- Dylan has been pretty active and very responsive to community feedback and input, and it's clear that this is representative of how involved he's been throughout the game's development. Here's roadmap update #7: https://steamcommunity.com/games/1271280/announcements/detail/2971794942820506652
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# ? Jun 24, 2021 04:49 |
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I like shooters well enough and I like roguelikes/lites so I gave Gunfire Reborn a try, wasn't really a fan and refunded it. Didn't like how enemies would spawn in around/behind you if you tried to actually push into a room, how weapon stats included damage per shot and ROF but not overall DPS (I'm not playing a shooter to do maths), or how the first boss appeared to be a ridiculous sack of HP with a regenerating shield who I could barely put a dent in. Was also a bit miffed that taking an option to upgrade a weapon's random mods doesn't upgrade the ones you have but rather gives you new ones of a higher rarity - I found a weapon that had chance to ignite and bonus damage to burning enemies so I was like "cool, synergy, this seems worth upgrading" and promptly broke the synergy for some poo poo mod I didn't care about. Am I likely to enjoy robot shooter any more than furry shooter? I unlocked and fully upgraded everything in Hades so I'm not too bothered by metaprogression grind if I enjoy the core gameplay. Wafflecopper fucked around with this message at 05:15 on Jun 24, 2021 |
# ? Jun 24, 2021 05:12 |
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Harminoff posted:I grabbed it and it's pretty cool and intense. Indiana Jones simulator. Though performance is terrible so I get huge frame rate drops which isn't great when you are trying to raise through. If you buy a month of the rockpapershotgun premium subscription ($8) you get a steam key for the game with it. If I can stomach the downside of supporting games journalists I might check it out.
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# ? Jun 24, 2021 06:24 |
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goferchan posted:If you buy a month of the rockpapershotgun premium subscription ($8) you get a steam key for the game with it. If I can stomach the downside of supporting games journalists I might check it out. if you do that please send me text of this article https://www.rockpapershotgun.com/i-think-games-should-adopt-anime-openers i am already infuriated by the snippets of it i can view. i need to see the whole thing because i don't know what the heck that guy is talking about so many video games have openers...
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# ? Jun 24, 2021 06:49 |
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That's that. Gambler 3 is an absolutely insane amount of single target damage if you don't spend your final gold. 24 and 25 both died pretty much instantly, their adds didn't even spawn.
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# ? Jun 24, 2021 08:57 |
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Snooze Cruise posted:if you do that please send me text of this article Congratulations. You fell right into their trap.
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# ? Jun 24, 2021 08:58 |
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Jack Trades posted:Congratulations. You fell right into their trap. i know.. .but it irrates me to no end!! sob sob
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# ? Jun 24, 2021 09:10 |
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Things seemingly taking a turn for the strange, at the least, with Ultimate ADOM as while the latest big Combat update has some heft to it...the full v1.0 release is now inscrutably slated for AUGUST 2021 and the roadmap has been updated in a way that pales in comparison to the sense of character and details outlined it had up until just recently. https://store.steampowered.com/news/app/1266820/view/2987556908483336690 I can only hope whatever has went wrong results in them handling what would've been the prior known roadmap as post-release support straight way---else this could look dire indeed and this is with my being one of the core optimistic folks...
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# ? Jun 24, 2021 13:33 |
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Seeing the ToME chat reminded me I promised to write 2 classes for the new DLC but am really struggling to motivate myself to complete them
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# ? Jun 24, 2021 13:43 |
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ExiledTinkerer posted:Things seemingly taking a turn for the strange, at the least, with Ultimate ADOM as while the latest big Combat update has some heft to it...the full v1.0 release is now inscrutably slated for AUGUST 2021 and the roadmap has been updated in a way that pales in comparison to the sense of character and details outlined it had up until just recently. Between the door bug and the infinite loading screen on downstairs bug I've been having trouble getting past a certain point without bugs making it impossible to advance. I'd hope that they're included in the miscellaneous minor bugfixes but uh yeah.
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# ? Jun 24, 2021 14:41 |
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I didn't see it mentioned but apparently Roguebook handled the Apex Predator fuckup by releasing a "We hosed up" update where the Apex Predator thing is now free (I think I saw this part mentioned at least) and also they're refunding all purchases of the DLC itself, even if you got the Deluxe package. So they listened and look to be doing a good job fixing things. Makes me happy.
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# ? Jun 24, 2021 16:37 |
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Razakai posted:Seeing the ToME chat reminded me I promised to write 2 classes for the new DLC but am really struggling to motivate myself to complete them If it's any consolation "new Razakai class" is like the #1 thing that would bring me back to the game -- well, or maybe tied with "good lord revert the armor mechanics back to 1.5 already."
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# ? Jun 24, 2021 16:44 |
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Kchama posted:I didn't see it mentioned but apparently Roguebook handled the Apex Predator fuckup by releasing a "We hosed up" update where the Apex Predator thing is now free (I think I saw this part mentioned at least) and also they're refunding all purchases of the DLC itself, even if you got the Deluxe package. If you got the Deluxe package you have to refund the whole game. This is both good and bad, as you have to wait a day before you can play again but you can also wait for the next sale.
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# ? Jun 24, 2021 17:38 |
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DrManiac posted:Roguebook is much easier after I figured out you can skip the draft vault without losing gold. I almost always take them because I love abusing the cards that are based on draw pile numbers whether it's providing damage or block. Also there is a final boss who dissolves a bunch of cards every now and then so it's good to have plenty. Usually have plenty of gold too since I do every fight in every chapter. Abusing daggers, rage, allies and bleed seem like the most winning strategies to me. It's incredible when you've got nearly 100 bleed on a boss plus allies that do 50-90 damage every turn lol, that's before you've even played any cards Arzaac posted:They updated Roguebook and removed the ability to put Red Diamond on Flex. Yeah I've absolutely steamrolled a few runs with Sorocco and Seifer. High block, high damage, high bleed, high ally potential between the two. Also lots of cards based on draw pile that can be incredibly strong. Is the turtle lady supposed to be a replacement for Sorocco? Because up to this point I pretty much always include him because no one else can muster enough block Wafflecopper posted:I like shooters well enough and I like roguelikes/lites so I gave Gunfire Reborn a try, wasn't really a fan and refunded it. Didn't like how enemies would spawn in around/behind you if you tried to actually push into a room, how weapon stats included damage per shot and ROF but not overall DPS (I'm not playing a shooter to do maths), or how the first boss appeared to be a ridiculous sack of HP with a regenerating shield who I could barely put a dent in. Was also a bit miffed that taking an option to upgrade a weapon's random mods doesn't upgrade the ones you have but rather gives you new ones of a higher rarity - I found a weapon that had chance to ignite and bonus damage to burning enemies so I was like "cool, synergy, this seems worth upgrading" and promptly broke the synergy for some poo poo mod I didn't care about. Roboquest doesn't include dps but only in certain end rooms do enemies get spawned, usually they are just there waiting for you. I like the sniper rifles. It's not near done though afaict Play fucked around with this message at 17:58 on Jun 24, 2021 |
# ? Jun 24, 2021 17:55 |
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Play posted:Is the turtle lady supposed to be a replacement for Sorocco? Because up to this point I pretty much always include him because no one else can muster enough block Both Aurora and Seifer I feel function well as Sorocco replacements. They've both got a pretty incredible amount of healing, so instead of blocking you can frequently just...take damage and heal it back up later. At the very least, that's what I did for my Seifer/Sharra run and it worked out pretty well. Their forms of healing are pretty different too. Seifer's mostly seems to be there just to offset how much his kit wants him to take damage, so it's healing for the sake of healing. Aurora though, has an archetype based around doing damage every time you heal. Oh, and her starting relic is pretty awesome too, because it lets her heal back to full once per combat. Really the biggest downside is that she starts with only 20 HP, but thankfully she's also got cards that can increase her max HP.
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# ? Jun 24, 2021 18:29 |
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I agree with missing a DPS indicator in Gunfire. It's a strange omission.
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# ? Jun 24, 2021 18:33 |
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Arzaac posted:Both Aurora and Seifer I feel function well as Sorocco replacements. They've both got a pretty incredible amount of healing, so instead of blocking you can frequently just...take damage and heal it back up later. At the very least, that's what I did for my Seifer/Sharra run and it worked out pretty well. Cool... started a Sorocco/Aurora run last night then pretty quickly decided to drop it since they seemed like a bad fit together (it was my first time seeing Aurora's base cards and realizing what she is about). That's just too much blocking and not enough high damage stuff. I think I will try Seifer/Aurora next time. That seems like a pretty promising combo
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# ? Jun 24, 2021 19:41 |
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I dunno, I was never bothered by a lack of DPS meter in Gunfire Reborn. The weapon stats are more there to give you an indication of what type of weapon it is, with the number of inscriptions that can modify/change drastically how much damage any given weapon can put out a DPS meter woulda been a nightmare to code I imagine. It's really about getting a feel for what weapons you like to use and what inscriptions are important to look for in finding a strong weapon. Enemies all spawn from static locations, and pushing into an area before they've all spawned in is in fact, dangerous. Doesn't mean you can't do it though and my general playstyle is aggressive pushing to get to big threats in the back (any tall skinny dudes must die ASAP). This playstyle however is greatly aided by playing as the Bird or Bunny, both of whom can afford to be aggressive due to their personal talents. Strafing and jumping is key to surviving at any point in the game, as well as saving your dash for being out of position or getting away from melee enemies. The first two bosses in Gunfire are designed to teach you the importance of having an elemental counter to their shield/armor. A lightning weapon will help immensely vs Lu Wu, and a corrosion weapon for Icky. Lu Wu's one big tip of course is you can shoot him while he's recharging his shield to help keep it low for when he tries to jump down and attack again. I'm approaching 120 hours in Gunfire Reborn at this point and I think it's straight up one of my favorite FPS roguelikes in a long while, even more so after the most recent update. It's a very good game with a bunch of different, interesting, and unique playstyles, bogged down by the early grind of talents/unlocks and trying to get past Long Ling tomb for the first time. Thankfully you can get a co-op buddy to ease the early grind, but the early game putting off new players is unsurprising to me.
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# ? Jun 24, 2021 20:11 |
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I think to add on to that, a DPS meter doesn't matter too much, because most characters want very specific things: Cat looks for high elemental effect chance, Bird and Tiger both want weapons with as much damage in a single shot as possible, and Bunny wants things that fire fast. It doesn't matter if I find an SMG with 50% more DPS than my shotgun as bird, I'm almost certainly sticking with the shotgun because all my ascension apply to that weapon. I guess Dog would like it though, most weapons are compatible with dual wield. But idk, a lack of a dps stat has never really impacted my enjoyment of the game. Arzaac fucked around with this message at 20:34 on Jun 24, 2021 |
# ? Jun 24, 2021 20:29 |
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UADOM on sale, 25% off.
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# ? Jun 24, 2021 21:46 |
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I don't think Gunfire does a good enough job of emphasizing how important elemental combos are, and a handful of the early meta unlocks are really important. It doesn't take long to get to that point, but gently caress lazy meta progression etc (also I hate the jumping challenge rooms, they're absolute momentum poison in coop, in what is otherwise a great coop game)
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# ? Jun 24, 2021 23:15 |
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victrix posted:(also I hate the jumping challenge rooms, they're absolute momentum poison in coop, in what is otherwise a great coop game) These are gone for now as far as I can tell, I don't remember seeing it in the patch notes but I have not come across one in any of my runs for a while now.
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# ? Jun 24, 2021 23:18 |
Cinara posted:These are gone for now as far as I can tell, I don't remember seeing it in the patch notes but I have not come across one in any of my runs for a while now. Nah they're still around, as are the ball vaults.
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# ? Jun 24, 2021 23:28 |
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The ball ones I have seen plenty, but I have not seen the jumping puzzles in stage 2 or 3 in a couple dozen runs of the latest patch. They must just be a lot more rare.
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# ? Jun 24, 2021 23:30 |
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The jumping puzzle vault in Duo Frejlord (world 3) has all but disappeared since a couple of patches ago. I've seen it like, once in over a dozen runs that make it there. The Desert stage ones show up fairly regularly though, and frankly they're pretty much free occult scrolls once you've learned the rote memorization of the jumping puzzle. I imagine they're pretty rough in co-op waiting for others, especially if the co-op buddies are learning the jumps. Cat struggles the most on them as well, being the slowest hero. Thankfully, Melee weapons provide +30% extra speed and you can share movement occult scrolls if those can help others pass.
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# ? Jun 25, 2021 00:16 |
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Any thoughts on/experience with Tangledeep (currently on a pretty good Steam sale price)?
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# ? Jun 25, 2021 05:05 |
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StarkRavingMad posted:Any thoughts on/experience with Tangledeep (currently on a pretty good Steam sale price)? It rules, extremely customizable experience and solid content
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# ? Jun 25, 2021 05:34 |
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StarkRavingMad posted:Any thoughts on/experience with Tangledeep (currently on a pretty good Steam sale price)? It's very good! One thing that a lot of people find stressful about it is that, by default, you can't rest - health and mana restores are produced by beating enemies. This forces you to budget your mana usage and damage taken over a run, though you'll always have enough stuff to work through it. I liked the dynamic that introduces but some people hate it, so if that sounds bad to you just go and turn it off in the game modifiers, and the game isn't really any worse for it.
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# ? Jun 25, 2021 05:41 |
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Thanks! I'll definitely pick it up then, seems like a steal at this price.
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# ? Jun 25, 2021 05:44 |
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StarkRavingMad posted:Any thoughts on/experience with Tangledeep (currently on a pretty good Steam sale price)? Eight pages of it https://forums.somethingawful.com/showthread.php?threadid=3879710
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# ? Jun 25, 2021 07:22 |
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victrix posted:I don't think Gunfire does a good enough job of emphasizing how important elemental combos are, and a handful of the early meta unlocks are really important. It's the typical thing you learn as you play a few runs, organically . That, and the critX/weak points importance. Weapons are usually accurate in this game, so if you have decent accuracy 90% of your shots can do much more damage than the normal body shots. The game could say it in a tutorial, but dunno, I believe the current way where the player learns it by himself is better.
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# ? Jun 25, 2021 07:24 |
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Evil Kit posted:I dunno, I was never bothered by a lack of DPS meter in Gunfire Reborn. The weapon stats are more there to give you an indication of what type of weapon it is, with the number of inscriptions that can modify/change drastically how much damage any given weapon can put out a DPS meter woulda been a nightmare to code I imagine. It's really about getting a feel for what weapons you like to use and what inscriptions are important to look for in finding a strong weapon. Yeah that was the smallest of my complaints really. quote:Enemies all spawn from static locations, and pushing into an area before they've all spawned in is in fact, dangerous. Doesn't mean you can't do it though and my general playstyle is aggressive pushing to get to big threats in the back (any tall skinny dudes must die ASAP). This playstyle however is greatly aided by playing as the Bird or Bunny, both of whom can afford to be aggressive due to their personal talents. Strafing and jumping is key to surviving at any point in the game, as well as saving your dash for being out of position or getting away from melee enemies. The spawning was my biggest complaint and might not be so bad if there was any prior indication of where the spawn points were or how many spawns were left, unless there is and I just missed it. It still seems weird to me to have a mechanic that encourages you to hang around by the entrance at one end of the room and punishes you for trying a more mobile playstyle where you move around the room using different bits of cover except oops it's not cover any more because suddenly there's someone who didn't exist a moment ago shooting you in the back.
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# ? Jun 25, 2021 07:30 |
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Wafflecopper posted:The spawning was my biggest complaint and might not be so bad if there was any prior indication of where the spawn points were or how many spawns were left, unless there is and I just missed it. It still seems weird to me to have a mechanic that encourages you to hang around by the entrance at one end of the room and punishes you for trying a more mobile playstyle where you move around the room using different bits of cover except oops it's not cover any more because suddenly there's someone who didn't exist a moment ago shooting you in the back. Yeah. This right here is a big problem with the game. I've been playing a lot of the Rabbit lately and it feels like she and the bird especially suffer for this game's tendency to just have a bunch of random bullshit spawn in out of nowhere after you pluck a couple kills. Once you get real familiar with the levels you can probably spot where they'll come in, but that hasn't stopped me from losing runs in Stage 3 because I killed a dude then suddenly a half-dozen lanterns spawned in and dropped down from the awning behind me and blew me up from behind within seconds because I had the gall to actually move out of the entryway. It'd be one thing if spawning enemies had any kind of unique audio cue or warm-up time but they don't and anything can do anything from the second they spawn in- about 60% of my Game Overs in solo runs are 'dangerous enemy spawns in somewhere I wasn't looking and immediately makes me eat poo poo without warning' and I really, really hate it. Just more of a reason why I'm really not enamored with Gunfire Reborn as a solo game.
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# ? Jun 25, 2021 08:26 |
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Tuxedo Catfish posted:If it's any consolation "new Razakai class" is like the #1 thing that would bring me back to the game -- well, or maybe tied with "good lord revert the armor mechanics back to 1.5 already." Thanks for the comment. One class I'd say is 90% done - there's a few talents that need replacing, and it shares one category with new necromancer which I'm swapping as there's some unexpected overpowered synergies resulting. The other needs more work as it's ludicrously complicated. Which is often part of my classes but this one is just excessive. And of course then they'll both be sent to one of the other developers to cut all the numbers in 1/2 cause I'm bad at balance.
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# ? Jun 25, 2021 09:20 |
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Some clarity of a sort on Ultimate ADOM's unexpected bid for the future from the steam forums...not really going over well as one might well expect for any that have eyeballed both the Early Access ecosystem and the Roguelike scene in general even if PR is a minefield on the best of days: https://steamcommunity.com/app/1266820/discussions/0/3050607936297783937/ quote:Hi everybody,
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# ? Jun 25, 2021 19:04 |
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Play posted:Cool... started a Sorocco/Aurora run last night then pretty quickly decided to drop it since they seemed like a bad fit together (it was my first time seeing Aurora's base cards and realizing what she is about). That's just too much blocking and not enough high damage stuff. Sorocco and Aurora are EXTREMELY brutal and murderous together. I think they're actually the strongest pairing. Sorocco has a very strong thing where he does more attacks for every card played that turn and Aurora can give you infinite Energy AND infinite draw and she has healing and Power boost cards so you can just raise his Power sky-high and then have him do like 50 Mortars, or just Slam forever because it only takes 5 cards per turn to make Slam free and if you keep drawing into it... Razakai posted:Thanks for the comment. One class I'd say is 90% done - there's a few talents that need replacing, and it shares one category with new necromancer which I'm swapping as there's some unexpected overpowered synergies resulting. I've always had an idea for summoning stuff that Darkgod seemed interested in but I had no idea how to code it so it didn't go anywhere. Kchama fucked around with this message at 21:05 on Jun 25, 2021 |
# ? Jun 25, 2021 21:03 |
Rift Wizard weekly beta patch: https://steamcommunity.com/games/1271280/announcements/detail/2971794942827990402 Lots of new items! Aether Dagger in particular looks like it'll help alleviate specialist builds getting stonewalled by certain realm configurations. Also happy to see the shield changes, I'd been lightly griping for a bit that the individual shields didn't really feel impactful outside Physical and Dark shields.
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# ? Jun 25, 2021 22:34 |
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SKULL.GIF posted:Rift Wizard weekly beta patch: https://steamcommunity.com/games/1271280/announcements/detail/2971794942827990402 i love all of these except Draught of Memories, which is just a mess of perverse incentives and tedium that you'll put up with because "basically as good as getting 2-3 circles in relevant schools" is that good
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# ? Jun 25, 2021 23:34 |
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# ? Jun 12, 2024 18:21 |
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death to magic find %, death to bonus XP
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# ? Jun 25, 2021 23:47 |