|
I'm mad that that lovely coffee quest with like 10 different fetch-quest steps is somehow still in the game after almost 2 months
|
# ¿ Jan 30, 2015 01:32 |
|
|
# ¿ May 15, 2024 05:43 |
|
ScorpioMajesty posted:So what do, YOU people! Think should be done to better the game known as Starbound? IronicDongz posted:the actual problem is that monsters all fill very similar roles.
|
# ¿ Jun 17, 2015 09:25 |
|
QUACKTASTIC posted:Now is the winter of our discount content
|
# ¿ Jun 17, 2015 09:26 |
|
Terraria's expert mode is kicking my rear end, but I'm having a lot of fun getting my rear end kicked by all the different types of enemies and eventually overcoming them. That is something I would never say about a game where there's like 2 different enemies that show up over and over again wearing different clown costumes each time
|
# ¿ Jul 19, 2015 22:59 |
|
like, you go to the jungle and it's got these hornets and maneater plants and things. stuff inflicts poison, which at that point you've never seen before. slimes and aerial enemies with projectiles is new at that point. the way the maneaters work as stationary creatures with long stretching necks that pass through terrain makes your positioning/approach really matter. this is how you make enemies feel interesting from one place to the next
|
# ¿ Jul 20, 2015 00:28 |
|
someone needs to do some mod managment
|
# ¿ Jul 22, 2015 03:13 |
|
Cicadas! posted:In today's Starbound news, crops now need water to grow, and flat out won't grow without them. About every stage's worth of growth water must be reapplied, in addition to the normal time required for the plant to grow. The only things that can water plants are rain and a watering can that looks hard to aim (he fucks it up repeatedly in the demonstration .gif). In addition, the process can't be automated in any way whatsoever, and trying to run water over your plants to speed up the process breaks your crops returning only seeds, regardless of growth state.
|
# ¿ Jul 22, 2015 07:11 |
|
either they're petty children or just literally idiots
|
# ¿ Jul 22, 2015 08:21 |
|
Even in that context, creatures are still boring. They all come in the same shapes and sizes and do basically the same poo poo. They all: -Are the same size -Move by either walking, or flying -Attack either by touching you in mildly different ways, or shooting mildly different projectiles -Have basically the same HP and do basically the same damage per area I feel like I'm beating a dead horse at this point but I really do think that you can get a good idea of enemy variety in an exploration-based game from Metroids. You've got: -Enemies that come in sizes from large to tiny -Move by walking, flying, floating, bouncing, burrowing, crawling along walls and ceilings, swimming, hiding in lava or sand, stationary enemies, etc. -Enemies that attack by touching you(but they all have differing movement patterns beyond 'walk and jump at player' so it feels different), shooting you, spawning other enemies or leaving behind enemies on death, teleporting onto or nearby the player, attaching onto and draining the player, exploding or retaliating damage with poison gas, jumping straight up then dropping projectiles as they fall, sniping the player from hard to reach places, stretching to grab the player, etc. -...and then they all have varying HP and damage, even within a single area of generally consistent difficulty, and different enemies are vulnerable to different things or need to be attacked in certain spots to do damage. And of course instead of all wearing different clown suits their look generally indicates something about how they act(small enemies are weaker, the puffers have nozzles from which they spew gas, etc.) and are thematically consistent. Terraria's a lot better in this regard-it's got enemies with legitimately different movement, including enemies that burrow through walls or stay stationary and reach for you, or teleport, and again enemy toughness and function varies within single areas and their look indicates something about what they do(that skeleton with a wizard hat is probably gonna use magic, that skeleton with hoplite armor will probably use a weapon) LazyMaybe fucked around with this message at 22:19 on Jul 22, 2015 |
# ¿ Jul 22, 2015 22:15 |
|
but anyway random monster generation is easy and provides unlimited interesting monsters, just slap something together
|
# ¿ Jul 22, 2015 22:24 |
|
I still wish that you could turn any block into pixels, and make any block from pixels. At the start I thought that's what the system was gonna be, I thought that mining and gathering materials would be way more streamlined and convenient.
|
# ¿ Jul 22, 2015 23:33 |
|
I think it depends on the specific update but fairly often saves n such will get wrecked if you use dailies yeah
|
# ¿ Aug 10, 2015 09:18 |
|
I'm still in favor of loosely copying different enemy types from 2d metroid games
|
# ¿ Aug 20, 2015 05:31 |
|
If you think Starbound is a "classic" then you don't know what a "classic" is
|
# ¿ Jan 24, 2016 18:26 |
|
I wonder what other "science fiction games" it was being compared to I mean fallout 4 was sort of disappointing, but
|
# ¿ Jan 24, 2016 20:23 |
|
Jackard posted:Both games are awful, one is just more awful than the other.
|
# ¿ Jan 25, 2016 18:33 |
|
It actually has pretty good combat and great multiplayer, doing stuff like blood moons or big boss battles with friends is very fun
|
# ¿ Jan 25, 2016 18:51 |
|
Yeah terraria having more than 5 different monsters is a big plus
|
# ¿ Jan 26, 2016 13:35 |
|
It's also not at all like Starbound, because your guns are fun and satisfying in the first place and the shinespark exists primarily as a way to reach new areas, limited in interesting ways by the level layout, and when you use it to kill things it's not because your weaponry isn't enough it's because you really want to kill things in a badass way. also Super Metroid has more than 5 different enemies
|
# ¿ Jan 27, 2016 05:21 |
|
Sloppy Milkshake posted:no it's really, really bad like i get that some of you probably played it 10000 years ago and it was great for the time but it's awful right now in tyool 2016
|
# ¿ Jan 28, 2016 06:00 |
|
Movement is weighty and deliberate but if you can use the momentum you can build up a lot of speed. You have few movement options, but they're all fairly important, and there's a lot of depth to getting around the map and approaching enemies. Gunplay is super satisfying and they got the exact right balance of projectile travel time+player size on screen to make out-aiming your opponent difficult, but not frustrating.
|
# ¿ Jan 28, 2016 06:02 |
|
I don't know where it came from, but I was definitely originally under the impression that Starbound was gonna be like... this huge thing where you could drop on and off other player's planets with ease, like it'd be an always online thing and the reason there could be so so many planets seeded was so that people could all have their own planets.
|
# ¿ Jan 29, 2016 22:56 |
|
sounds cool. it'd also be cool if "building your own ship" in a game genre that specifically is about building whatever you want with what you find, in a game in space where you fly around in a ship, was not something that was relegated to "well, you can mod it in" status instead of being seen as an obviously important feature that the base game should have
|
# ¿ Jan 30, 2016 06:34 |
|
Her damage is actually very bad.
|
# ¿ Feb 4, 2016 16:45 |
|
not having any meaningful differences between the different species is loving lame. give the birds power armor that lets them fly. give humans increased bartering capability or something. give the novakids cool different weapons. let everyone build different guns based on their species and loot/buy the others off of NPCs goddamn it
|
# ¿ Feb 17, 2016 21:57 |
|
stuff like "temporary flight based on equipment" is stuff that is already actually in the game on other stuff so it'd actually be remarkably easy. stuff like number tweaks(eg faster ground speed) would be even easier
|
# ¿ Feb 17, 2016 23:38 |
|
"Despite somewhat different speeds, animations, damage and so on. The gameplay here was very limited. When projectiles move almost directly to you every projectile can be avoided by waiting for a windup animation to play and moving directly out of the line of fire" yeah man projectiles being fairly simple to dodge if they're all just basic aimed projectiles is definitely a problem that needed to be fixed, lmao, god drat.
|
# ¿ Feb 23, 2016 22:29 |
|
I made this post in loving 2014 and they still haven't figured out that their random monsters are dull as poo poo and don't feel meaningfully different. are they playing the game? are they fighting these monsters, and having fun?
|
# ¿ Feb 23, 2016 22:32 |
|
Babe Magnet posted:Food doesn't stack anymore lol Babe Magnet posted:Food rots now.
|
# ¿ Feb 24, 2016 05:53 |
|
Tengames posted:was phone posting before so re-reading tiy's explination goddamn its just so loving robotic
|
# ¿ Feb 24, 2016 08:11 |
|
The White Dragon posted:The thing is, it works in the right context. Most Gradius-alikes that aren't bullet hells have enemies who shoot at your current position rather than trying to be predictive about it, but while it's easy to dodge each one individually, they do it in such a volume that you need to consider the best timing to get through the "net." Alternatively, it can be designed to encourage preventive offense: high volume of enemies with delayed attacks that you're meant to thin out before they can trap you. Sometimes it isn't even that complex, it's just an exercise in dodging a series of simple-AI projectiles that restrict your movement options. Also, in the context of a 2d game, I think it makes sense to typically split attacks into 3 broad types: attacks that make you dodge vertically, attacks that make you dodge horizontally, and attacks that make you dodge both vertically and horizontally. As a basic example, Woodman in Megaman 2 drops leaves from the ceiling, which you must move left and right to avoid(horizontal dodging), and throws his leaf shield at you which you must jump over(vertical dodging). But in Starbound, every projectile is nearly always dodged vertically(by jumping over them), since enemies almost always approached you horizontally and shoot aimed shots from them to you(so horizontal shots). There could be more in the way of "enemies throwing grenades that arc up, then fall down sharply and explode with an AoE" to demand vertical motion from the player with more complexity than "back away from enemy/move towards enemy". LazyMaybe fucked around with this message at 10:05 on Feb 24, 2016 |
# ¿ Feb 24, 2016 09:59 |
|
Johnny Joestar posted:fun fact: i genuinely never gave a poo poo about sand surfing and the removal of it really had no effect on me. why it's the posterchild for this shambling heap of bad ideas is beyond me
|
# ¿ Feb 25, 2016 14:39 |
|
I think it's very important that in dark souls, the windup animations on attack exist in order for the players to learn to time their invincibility on rolls in order to avoid damage. enemies have much more windup than the player for this reason, you're gonna be doing PvE much more than PvP-but player attacks still have quite a bit of windup too, not only because PvP is also an important part of the game(invasions!), but to make the player be deliberate in their attacks and spacing around enemies. Whenever the player attacks, it's a commitment, because you can't roll for invincibility like you normally could until the attack ends. You're reducing your options because it locks you into place, so you have to think about when you do it. Do I attack now, or do I wait because I might need to roll instead? But you don't loving have a dodge roll with invincibility frames in starbound so "committing" to an attack doesn't mean much because you're not losing the option of rolling-and even if you were, you can still move. So why do all the weapons have such huge attack delay?
|
# ¿ Feb 26, 2016 01:59 |
|
tooterfish posted:You need to go play DCSS.
|
# ¿ Feb 26, 2016 02:59 |
|
Stardew Valley is fine but the movespeed sucks, even for a slow Harvest Moon/Rune Factory type game.
|
# ¿ Feb 29, 2016 08:11 |
|
LordZoric posted:This feature sounds suspiciously similar to how certain item collectors work in new hit game Stardew Valley.
|
# ¿ Mar 3, 2016 22:44 |
|
Party Plane Jones posted:So they've added Bioshock Infinite to the list of games they're copying now? Those were in the works a long, long time ago, and "has rails" doesn't really mean "copying bioshock infinite". Unless we're gonna say that terraria is copying dwarf fortress because it has minecarts or something. Tomahawk posted:I avoid all beta/early access garbage and it seems like this game has perpetually been in that state and everyone has slowly grown to hate it?
|
# ¿ Mar 11, 2016 18:57 |
|
they've been doing bullshit missions that no one cares about bc they don't understand that doing straightforward basic platformer levels where you can't build or destroy things is not what people want to do in a sandbox minecraft/terraria-like game
|
# ¿ Mar 11, 2016 19:00 |
|
or different enemies but they've backed themselves into a corner with the "enemies are all really samey and dull with the enemy randomization" thing lol
|
# ¿ Mar 11, 2016 19:04 |
|
|
# ¿ May 15, 2024 05:43 |
|
deadly_pudding posted:Is this game fun yet, or is it still a collection of really cute pixel furniture partially locked behind a series of astonishingly un-fun boss fights?
|
# ¿ Mar 11, 2016 22:35 |