Inkbound

Inkbound

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Vanfreyr Dec 12, 2023 @ 1:41am
Deeper Dive
Sometimes i feel cuckd by ending when i got reeally good rolls, is there plans on making a longer dive?
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awalker300 Dec 12, 2023 @ 5:39am 
I would really like this too. It would be fun if you had the choice after defeating the villlan to switch to endless mode (probably at this point you'd lock vestiges, sets bonuses, etc) , where you would get random encounters that would scale up in difficulty until you lost.
Limdood Dec 12, 2023 @ 2:30pm 
the entire point of this type of game is to build a run that can get to and beat the end.

A longer run doesn't solve the problem. Because then you just have to scale for a DIFFERENT endpoint, and that endpoint will have the same problems the current one does. Endless mode faces similar issues....either your scaling goes out of control (even with "locked" vestiges....window to eternal longing, tricksters hook, and many many others scale infinitely and are easily able to be cheesed to extremes), at which point you have people whining that sets/stats A thru W don't scale as well as sets X, Y, and Z and blah blah blah....for a game that wasn't designed to go forever, or, if everything is truly locked, then you just replay the same tactics over and over ad nauseum until your build eventually fails....it would be a dull bit of gameplay without character change.

EVERY TIME one of these type of games show up....Monster Train, Alina of the Arena, Slay the Spire, Roguebook, Across the Obelisk, etc....people start clamoring to turn the game into some other type of game. They're ALL roguelike (randomly seeded choices chosen in sequence to make a workable strategy) games with a clearly defined endpoint. They work BECAUSE of that endpoint. All the choices, all the power creep, everything is crafted carefully with the specific endpoint in mind and carefully balanced around that endpoint. Where that endpoint is doesn't really matter, whether it's the 10 fights we have now, or 7 or 13 or 15.....The devs are GOING to balance the game so that everything only feels like it's coming together as you approach the finish line most of the time. If you usually finally feel powerful right around the end of fight #8 out of 10, and they boost the number of to 15, you can bet they'll push that "feel powerful" point to around fight 12 or 13 as well.


Now, one thing that might interest the OP or other people who feel let down at the end, and who might not follow this game's news/development as closely:

The devs are working on overhauling the balance. They spent time tuning the first boss for a while, with results scaling from too easy to too hard before they got it where they want. They RECENTLY got the second boss more in line with what they want (significantly boosting it's attack and hp to make it provide a proper challenge to most players).

NEXT on their list is the endbosses. Expect the final boss fight to get a moderate to significant overhaul as they push to make the fights actually challenge players (because they are largely pushovers....almost every time, if you GET to the boss, you easily kill the final boss), while also being unique and interesting and fun to face.

So if your complaint was SOLELY that it is too short, well, that's the nature of the game. But if your complaint is that the final fight feels shallow or like a letdown, then yes, it is on the devs agenda, thought like any developing game, it'll be done when it's done and only they know when that might be.
Drip P. Bacon Dec 13, 2023 @ 3:52am 
It's not that problematic, let the main mode be as it is and just have an option to go endless if you want. No harm done?
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Date Posted: Dec 12, 2023 @ 1:41am
Posts: 3