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habituallyred
Feb 6, 2015

Mr E posted:

I tried my first real tries of Cogmind last night. Cool game so far, I made it to a place called Zion and then the NPC allies I got from that ended up getting me killed that run. Still not sure what mobility I should be using so I've just stuck with legs so far. Seems like I should be running from more fights than I am because more enemies get sent as you kill but it seems like a lot of times I'm stuck having to kill most of the bots I come across that are hostile.

You'll have more luck running away with non-leg mobility. It goes something like:

Pure combat
Treads
Legs
Wheels
Hover
Flight
Pure Running

With being overloaded with stuff getting worse and worse as you go down.

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victrix
Oct 30, 2007


Azran posted:

I really want to like Ravenswatch but the lack of i-frames on dodge and the HP scaling/amount of mobs makes it feel like it's basically not intended for solo-play.

the limited dodge and defensive cooldown feels really bad to me, I think that may be exactly what I dislike about it, especially relative to how dodging and parrying worked in curse

I like the aesthetic, I like the idea of what they're going for, but I bounced off it yet again :shrug:

Snooze Cruise
Feb 16, 2013

hey look,
a post
The tempo of that game always felt off to me, like everything needs to be 1.5x faster or something.

Turin Turambar
Jun 5, 2011



victrix posted:

the limited dodge and defensive cooldown feels really bad to me, I think that may be exactly what I dislike about it, especially relative to how dodging and parrying worked in curse

I like the aesthetic, I like the idea of what they're going for, but I bounced off it yet again :shrug:

Oh, I haven't tried it but I also prefer games like Hades or Dead Cells where you always have available your dodge.

Osmosisch
Sep 9, 2007

I shall make everyone look like me! Then when they trick each other, they will say "oh that Coyote, he is the smartest one, he can even trick the great Coyote."



Grimey Drawer

Azran posted:

I really want to like Ravenswatch but the lack of i-frames on dodge and the HP scaling/amount of mobs makes it feel like it's basically not intended for solo-play.

The i-frames are on different abilities, generally the 'Defence' one, not the dash.

I find it way easier on solo than in co-op, but that's because I like the game a lot and therefore know what enemies will do, which goes out the window with the added chaos of multiple targets.

e: the point is that with a bit of repetition you need to use the dash less and less and can avoid stuff just by aware positioning.

Osmosisch fucked around with this message at 11:01 on Apr 23, 2024

Kvlt!
May 19, 2012



Serephina posted:

Being asked straight-up to roll a character class combo with a bunch of keywords before know I what anything does is poor design (the Spiderweb Software guy has a long rant about this which I feel is wisdom), but ah whatever I picked something and clicked on a few things.

do you have a link to this? i love spiderweb games theyre the only crpgs i love so id be interested to read it

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Kvlt! posted:

do you have a link to this? i love spiderweb games theyre the only crpgs i love so id be interested to read it

Haha it's maybe from 15 years ago or so, sorry man the web is really transient like that at times, no idea where it would have been posted. Jeff Vogel's such a cranky opinionated guy, I love it.

Osmosisch
Sep 9, 2007

I shall make everyone look like me! Then when they trick each other, they will say "oh that Coyote, he is the smartest one, he can even trick the great Coyote."



Grimey Drawer

Osmosisch posted:

If it's this one, I remember reading it.

Runa
Feb 13, 2011

Snooze Cruise posted:

The tempo of that game always felt off to me, like everything needs to be 1.5x faster or something.

Yeah gave Ravenswatch a spin and right from the start nothing about the game really felt "right." I don't know if it's a lack of polish or just not vibing with their choices in pacing and design on my part.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

Kvlt! posted:

do you have a link to this? i love spiderweb games theyre the only crpgs i love so id be interested to read it

I did a quick search through his old blog and It might be this? He was writing about Pillars of Eternity as an example, as it happens, and rope kid offered a pretty gracious response on his Tumblr.

edit: this is the same link Osmosisch posted

Cucumbers
Apr 9, 2006
<img alt="" border="0" src="https://fi.somethingawful.com/customtitles/title-cucumbers.jpg" /><br />Happy Train Speedmobile! (<b><i>Stallman Approved</i></b>)

I put 20 hours or so in Inkbound, and I'm kind of done with it.
It suffers too much from that thing where once you get a successful build mid-run, your feedback loop is gets strong that the rest of the run falls over at your mere presence.
Does it get better at higher ranks?

gandlethorpe
Aug 16, 2008

:gowron::m10:
After 3 full runs of Ravenswatch (first 3 difficulty levels), I can comfortably say that this last update feels like a brand new game in the best way. Runs are still quite long, at about 20 minutes per level (an hour total), but pacing feels so much better. With rerolling and the new item system, it's way easier to fine tune your build. They also increased the rate at which you acquire items, so you feel the boost in power more often. Finally, there's another layer of power spike through the item bonuses, where stacking a certain number of the same item gives a hefty reward.

Prior to this patch, it was easy for a build to feel like a bust because your first few talents and items had no synergy. Unfortunately, it would take around 10 minutes before that became clear. It was pretty common for me to restart out of frustration because my first two talents sucked. Now, you get offered all starting talents and as well as 3 starting rerolls. It's much easier to start with something you vibe with and has potential to get to the end.

Osmosisch
Sep 9, 2007

I shall make everyone look like me! Then when they trick each other, they will say "oh that Coyote, he is the smartest one, he can even trick the great Coyote."



Grimey Drawer

gandlethorpe posted:

After 3 full runs of Ravenswatch (first 3 difficulty levels), I can comfortably say that this last update feels like a brand new game in the best way. Runs are still quite long, at about 20 minutes per level (an hour total), but pacing feels so much better. With rerolling and the new item system, it's way easier to fine tune your build. They also increased the rate at which you acquire items, so you feel the boost in power more often. Finally, there's another layer of power spike through the item bonuses, where stacking a certain number of the same item gives a hefty reward.

Prior to this patch, it was easy for a build to feel like a bust because your first few talents and items had no synergy. Unfortunately, it would take around 10 minutes before that became clear. It was pretty common for me to restart out of frustration because my first two talents sucked. Now, you get offered all starting talents and as well as 3 starting rerolls. It's much easier to start with something you vibe with and has potential to get to the end.

I'm also very happy the stupid antipattern of having to delay doing the quest books until they would max your skills is gone, that always drove me bonkers. The shop is more interesting, and things just feel snappier in general. I really like it.

Also, my friends will adore with the no-timer mode. The timer stresses them out.

Schurik
Sep 13, 2008


Cucumbers posted:

I put 20 hours or so in Inkbound, and I'm kind of done with it.
It suffers too much from that thing where once you get a successful build mid-run, your feedback loop is gets strong that the rest of the run falls over at your mere presence.
Does it get better at higher ranks?

I'm at 11 and currently doing the late starship quests, and the game is really nicely pushing back. Every now and again I pick up a faceroll combo, but I want those to happen. Really enjoying it on my end, it's very noticeably by the Monster Train devs.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

monoblood down


This got right down to the wire at the end, the King what freezes you is always at tough fight despite not too many other challenges along the way.

SettingSun
Aug 10, 2013

Captain I'm curious about build plans for Achra. Do you get one level in every skill you want first or do you raise one or a few a bit before investing in more?

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

SettingSun posted:

Captain I'm curious about build plans for Achra. Do you get one level in every skill you want first or do you raise one or a few a bit before investing in more?

It depends on the build. On this one, I added gore chant much later than everything else. It's also different at high cycles, where you can get a complex build off the ground in a map or two. On lower cycles, it's much better to focus on one or maybe two skills and then add around them as you can, maybe informed by gear.

SKULL.GIF
Jan 20, 2017


After a journey getting sidetracked and then suddenly realizing that there's like 70% of the game hidden behind the walls I'm enjoying Cogmind a lot more (and I was enjoying my revisitation to the game in the first place). The learning curve for this is fairly steep but if you can get past it and fully engage with its interface and mechanics there's so much here to work with.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


SKULL.GIF posted:

After a journey getting sidetracked and then suddenly realizing that there's like 70% of the game hidden behind the walls I'm enjoying Cogmind a lot more (and I was enjoying my revisitation to the game in the first place). The learning curve for this is fairly steep but if you can get past it and fully engage with its interface and mechanics there's so much here to work with.
:yeah: game good. i still don't have a win, but I've been to Access twice, so I'm almost there

for one wintype out of ten :shepface: and idk how i'm ever going to wean myself off the crutch that is FarCom

Smith Comma John
Nov 21, 2007

Human being for president.

SKULL.GIF posted:

After a journey getting sidetracked and then suddenly realizing that there's like 70% of the game hidden behind the walls I'm enjoying Cogmind a lot more (and I was enjoying my revisitation to the game in the first place). The learning curve for this is fairly steep but if you can get past it and fully engage with its interface and mechanics there's so much here to work with.

I’m trying to do this at the moment. I’m on the Quicksave difficulty (there’s some other slightly reduced enemy stats in there I think) but I’ve only used that once to figure out what a DSF is. I learned that I don’t want to go into the DSF.

Made it to Research and got swarmed twice both as a flying hacker and a hybrid wheely guy. The enemy density there is nuts and I frequently get triple programmers on my trail

pink noise
Jun 24, 2022

Ciaphas posted:

:yeah: game good. i still don't have a win, but I've been to Access twice, so I'm almost there

for one wintype out of ten :shepface: and idk how i'm ever going to wean myself off the crutch that is FarCom

i have one basic flight win, mostly because exiles vault gave me a flying fortress 2 runs in a row lol (3 runs actually, but i was already committed to guns the 3rd time). immediately before that i had several runs where i full cleared materials and didnt even have 4 flight units when i wanted to switch over in factory. and the first flying fortress run i chainsworded every operator i saw but only had 1 hacking suite entering research. so i don't actually feel very lucky...

i think maybe caves is how you wean yourself off farcom. it doesnt work there, and you seemingly need slots dedicated to infowar to reliably get through the maps with spotter drones. but even knowing i want to go caves, i still want to get farcom because i want a vault item to build off of.

last night i picked up the 0b10 alert chip on a guns build, set a new high score, and feel like i learned a lot about alert influence. just checking periodically with hacks, i didnt realize how fluid it is, how much it can spike in the short term from what seems like a pretty routine skirmish. or exactly how bad it is to get spotted by those drones in caves. i killed more bots than i had ever killed on the factory floors, hence the high score, then went through zion which i believe reduces alert to 0. but the allies i found in zion seemingly tripped every spotter on the next map, when i got back to factory my alert was double what it had ever been and i got spiraled by assaults before i could find an exit.

havent figured out how to make the "go caves to reduce alert" advice work without a transmission jammer in addition to other infowar.

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"
Rotwood is out from Klei for 10 dollars at the moment! The demo was a bit clunky and combat is a lot slower than a lot of these ARGs but there was enough of there that I liked that I'll probably pick it up.

Awesome!
Oct 17, 2008

Ready for adventure!


they are doing some weird matchmaking stuff using steam groups and discord instead of a normal random matchmaking service. i am interested to see how that turns out. if there are a bunch of goons in the main goon group that play it might be kind of cool.

RoboCicero
Oct 22, 2009

"I'm sick and tired of reading these posts!"
Matchmaking? I will never play with friends. because i don't have any because i am a proud gamer.

Ibram Gaunt
Jul 22, 2009

Is it a MP only game? I couldn't tell.

Turin Turambar
Jun 5, 2011



Ibram Gaunt posted:

Is it a MP only game? I couldn't tell.

i think it's the typical single player with option for up to 4 players coop.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Tried out Ravenswatch again last night. I think I like it? But at the same time I went "wait there's more?" after killing the first master nightmare

i died pretty promptly after that so it's moot i guess, but i need to make sure i have more time to play before I go again lol

(e) also steam says it supports my dualsense without needing steam input, but i definitely had to enable steam input to get it working. not the only game that does that, but always irksome when it happens

goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.
Having a nice time picking up Qud for the first time in a couple years. Am I correct that, at least at the outset, there's no time pressure? Game reminds me of ADOM more than anything and I know you always had corruption looming over your head there. I've just been loving around playing it like roguelike Morrowind and wanna make sure that won't bite me in the rear end.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus
Yeah, gently caress around to your heart's content. There's no time limit beyond your water, and actually running out is basically impossible.

Turin Turambar
Jun 5, 2011



Have anyone played this? It seems half a clone of Dead Cells, with similar UI, weapons, abilities, same parry etc. That's a plus mind you, I'm a big Dead Cells fan.
https://store.steampowered.com/app/1842730/Nightmare_The_Lunatic/
https://www.youtube.com/watch?v=y2V4Fo8aGMs
https://www.youtube.com/watch?v=OtAxiSo5AuI

Jack Trades
Nov 30, 2010

It's not a critique of that particular game but man, I wish there were more action roguelites that were more about being good at the action part rather than just about collecting enough numbers/synergies to be able to ignore the action part.

Dead Cells is fairly close to what I'm thinking but there are still too many combos that just win the game for you, functionally removing every action element from that run besides dodging attacks correctly (and sometimes that too), and every Dead Cells clone I've played is even worse at it.

goferchan
Feb 8, 2004

It's 2006. I am taking 276 yeti furs from the goodies hoard.
It's a tough balance and I agree Dead Cells is closest to hitting it. IMO it's ok that with the right amount of luck & game knowledge you can very very rarely put together a build that one-hits bosses and makes you untouchable; that part of the RL power fantasy is important in making the game feel "honest" to me. Even if you hit the jackpot only once in every few hundred runs, knowing that it's out there is big.

I'm not the biggest Hades fan so might be lacking on the "game knowledge" bit, but does that game have builds that let you skip engaging with the mechanics? Didn't really seem to but maybe there are some really broken strats I don't know about.

Turin Turambar
Jun 5, 2011



Jack Trades posted:

functionally removing every action element from that run besides dodging attacks correctly

I mean... that's basically any action game, from Doom to Hades to Dark Souls, if we drill down what they are about essentially. You attack the enemies while avoid enemy attacks with positioning or rolling/parrying on time.

Jack Trades
Nov 30, 2010

Turin Turambar posted:

I mean... that's basically any action game, from Doom to Hades to Dark Souls, if we drill down what they are about essentially. You attack the enemies while avoid enemy attacks with positioning or rolling/parrying on time.

Every game removes all action elements besides dodging including the games that have dodging and attacking? What?

There's a difference between games that make you have to consider your positioning and environment when attack and games that have you mash one button, or in the case of majority of action roguelites that I have played, have builds that don't even require you press anything to do damage.

Jack Trades fucked around with this message at 13:34 on Apr 25, 2024

unattended spaghetti
May 10, 2013

Jack Trades posted:

It's not a critique of that particular game but man, I wish there were more action roguelites that were more about being good at the action part rather than just about collecting enough numbers/synergies to be able to ignore the action part.

Dead Cells is fairly close to what I'm thinking but there are still too many combos that just win the game for you, functionally removing every action element from that run besides dodging attacks correctly (and sometimes that too), and every Dead Cells clone I've played is even worse at it.

It is fine and good that you want this but I think you're nuts nonetheless. Imho build making isn't an excuse to put less effort into roguelike action mechanics. Controls should feel good and responsive and meaningful after all. But if you have to rely on that regardless of build you might as well be playing a standard action game at that point. Winning by build craft is a reward for being either insightful or lucky enough to have it come together.

Ideally this is like a one in five or a one in ten runs kinda situation with good controls carrying the game the rest of the time imho, but breaking games is cool.

Jack Trades
Nov 30, 2010

unattended spaghetti posted:

Winning by build craft is a reward for being either insightful or lucky enough to have it come together.

I don't understand why people think it's good game design that the reward for being a good at the game is getting to play less of the game.

unattended spaghetti
May 10, 2013

Jack Trades posted:

I don't understand why people think it's good game design that the reward for being a good at the game is getting to play less of the game.

Because it's fun. Don't know what to tell ya. Lol

megane
Jun 20, 2008



I hate when I successfully “break the game.” I don’t want to play a broken game, I want a challenge. You can have synergistic combo poo poo and still make the game challenging; you just need the synergies to add up to, like, +100% damage, instead of +500000000000%.

Or you can just not have synergistic combo poo poo! Modifiers don’t need to stack! Games don’t have to let you upgrade things at all! Numbers don’t have to go up!

SkeletonHero
Sep 7, 2010

:dehumanize:
:killing:
:dehumanize:

goferchan posted:

It's a tough balance and I agree Dead Cells is closest to hitting it. IMO it's ok that with the right amount of luck & game knowledge you can very very rarely put together a build that one-hits bosses and makes you untouchable; that part of the RL power fantasy is important in making the game feel "honest" to me. Even if you hit the jackpot only once in every few hundred runs, knowing that it's out there is big.

I'm not the biggest Hades fan so might be lacking on the "game knowledge" bit, but does that game have builds that let you skip engaging with the mechanics? Didn't really seem to but maybe there are some really broken strats I don't know about.

There's a few that take some luck/rng manipulation to come together, but you will at the very least have to engage with the bosses, especially the harder versions.

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Owl Inspector
Sep 14, 2011

unattended spaghetti posted:

It is fine and good that you want this but I think you're nuts nonetheless. Imho build making isn't an excuse to put less effort into roguelike action mechanics. Controls should feel good and responsive and meaningful after all. But if you have to rely on that regardless of build you might as well be playing a standard action game at that point. Winning by build craft is a reward for being either insightful or lucky enough to have it come together.

Ideally this is like a one in five or a one in ten runs kinda situation with good controls carrying the game the rest of the time imho, but breaking games is cool.

Nuclear throne rules actually

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