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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

AAAAA! Real Muenster posted:

This thread is mostly dead so I'm going to go ahead and ask here since the Humankind was made by the same developer as the Endless games - what made it a flop? I liked the concept when first reading about it but when I playtested the beta, the combat sucked something fierce so I never even looked at the game on release.

I think one key factor that makes it loving boring is that in a historical-based game, people don't want to play as a mishmash create-your-own-custom-culture, they want to play a known culture and guide them through alt-history. Treating all the cultures in the game as a weird grab bag of units/buildings/techs that you mix and matched based on the game was a terrible design concept. There's a lot less personal engagement in Humankind, IMO.

People telling stories about Civ like telling stories about Montezuma being a crazy rear end in a top hat or the famous nuke-happy Gandhi. Nobody cares about recounting the story of their epic struggle against the Nameless Purple AI Faction.

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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Playing co-op a bunch, basically the only unlocks that are co-op unfriendly for unlocks are some achievements, heroes(which are host only, though other players get the district keys to access the areas that can unlock those heroes so you kind of make progress?) and some hero quests don't play nicely(Shroom has a quest where you need to beat an area with Zed in your party, but having one player playing Shroom and one playing Zed doesn't count apparently).

Clarste posted:

What genre even is it?

Twin stick style shooter with some tower defense and roguelite mechanics. Your goal is to defend a little robot while exploring floors to find resources and eventually the exit of each floor, at which point you escort the robot to the exit and move on to the next floor. There's a fair amount of thought that goes into how and where to spend resources on turrets, what order to open rooms in, what turrets/support buildings to upgrade, what weapons to buy for your dudes, etc.

Kanos fucked around with this message at 08:00 on Oct 20, 2023

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The existence of hero skills and ultimates means that character placement is honestly even more important than DotE.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

redreader posted:

I got to the core today and on that run undid the final core security measure (-4 industry power door) for next time. Who are your top heroes? I liked bunker in the beta but now I don't: low support, low attack, high toughness? I want to be able to kill monsters, not survive their hits. On the other hand, the bunker super ability could have been very helpful many times: attracts all monsters and becomes invulnerable? Use that then switch to another character as a last ditch measure.

Based on about 15 hours of play and several normal difficulty clears, my experience so far is:

Top Tier:
  • Zed - Highest DPS character bar none. Passive is an insane damage boost for killing things, skill is a great "get off me" panic button, ult is just more killing power.
  • Comrade - Has two infinitely redeployable turrets that are free and have no cooldown, great level up bonuses to become a secondary DPS, ult is an invulnerability button that explodes waves instantly, high wit makes him great at keeping turrets running in general.
  • Sweeper - Room holder extraordinaire alongside Comrade. Tons of turret bonuses, great wit, skill and ult both serve to make a room impassible.
  • Shroom - Insanely fast, literally infinite healing. Basically obsoletes medkits as a gameplay mechanic completely, allowing any of that food to go straight into hero upgrades instead, which means you'll get hurt less to begin with. Good enough wit, too.

Mid Tier:
  • Cartie - A weird grab bag character. Skill is a great crowd control, especially chipped up, and can be set up to instantly kill bugs. Ult is a good panic button. Passively gives the crystal an attack when nearby, which is occasionally useful but nothing amazing.
  • Blaze - A raw DPS character focused entirely on elemental damage in general and fire damage in particular. Has multiple huge fire damage boosts. His mines are quite good for holding back packs, especially since they can be chipped to do less damage but apply a 4 second(!) stun. Ult might be the weakest ult in the game after Bunker's; I've frequently seen the missile strikes not kill mid tier monsters. RNG reliant on finding good elemental guns and elemental chip boosts, which means he's basically less reliable Zed.

Needs a Rework Tier:
  • Bunker - Seems to be designed around melee and taunting, except melee is needlessly dangerous compared to using a gun from across the room and taunting is useless for 95% of the game because monsters should be dying super quick unless your defenses are massively overstretched. Passive is a temporary damage boost for getting hit, which is something you never want to do if you can avoid it because it consumes resources. Skill is a pathetically short ranged, short duration stun that does no damage - simply a flatly worse version of Zed, Blaze, or Cartie's skills. Ult sounds cool - a long invuln that taunts enemies - but if I want an invuln ult I can play Comrade or Cartie and be massacring huge waves of enemies while I'm invuln instead.
  • Fassie - Built around a buff that scales based on the number of enemies in the room with you, which is absolutely poo poo in practice because you don't want to let enemies pile into rooms too heavily if you can help it. Said buff also cannot be self-casted, which means that he needs to be near another hero to even use his skill in the first place. Ult is a pretty okay crowd control move, I guess? Level up bonuses are also baffling. Shove distance? This guy doesn't want to be anywhere near the enemy.

Kanos fucked around with this message at 01:24 on Oct 22, 2023

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
Blaze definitely isn't bad, but if I were just trying to win, I struggle to figure out why I would ever take him instead of Zed. They're both utility-free murder engines, but Blaze needs good elemental weapons to really start doing work, and unfortunately for him I think the fire big guns are the worst elemental big guns there are.

DotE did have a much better sense of hero identity. The skills in that game felt extremely powerful when leveled and leveraged, and the combat power difference between a level 1 hero and a level 8 hero was astronomical. One of ED's biggest weaknesses is that the in-run progression feels so shallow. The only big, impactful upgrades are finding a good gun or a couple of very specific chips. A lot of the level up choices are forgettable poo poo like +10% defense, and the bonuses per level on a several of the heroes are set to worthless crap like shove distance.

Kanos fucked around with this message at 12:32 on Oct 22, 2023

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I unlocked all the chip slots for the heroes, got a bunch of clears, and have put it down until they put more meat on the bones. I think my final verdict for now is that it's a pretty fun game for a couple dozen hours, but it's kind of a mile wide and an inch deep in its current form. I think DotE is the better game at this juncture, but ED isn't awful or anything.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Tulip posted:

And to pivot to other Amplitude projects - Endless Dungeon is sitting on a miserable "Mixed" on steam reviews. I am generally OK with waiting for games to be out for a while to 'settle' so to speak, has ED gotten good or is it really just worse DOTE?

It's a pretty big disappointment to me and I'm not sure how they can fix it short of a huge overhaul of core systems. Most of your meaningful decisions are made before and when you start a run - which heroes and passive buff modules for them you pick - and the decisions you make in-run are a lot less important. Most of the guns you find are sidegrades to upgraded default guns, there's very very few pieces of equipment that are actually exciting, most of the turret types are elemental palette swaps or there are clear winners that are taken 100% of the time, dust/door management has been minimized as a mechanic heavily). The removal of melee is understandable from a twin stick shooter standpoint but it also homogenizes the cast heavily, since you've got small guns and big guns and that's it.

It's very different from DotE, which forced you to juggle resources and constantly make decisions on the fly that had huge ramifications for the success of your run and the items you found and research you were offered could completely pivot your gameplan in a way that kept the game both interesting and challenging.

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Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I'm still waiting for them to take care of Endless Dungeon. :smith:

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