Rogue Legacy 2

Rogue Legacy 2

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Rafoca 2020 年 4 月 2 日 下午 7:44
Co-op this time, please!
Loved the first game, but God I missed co-op!
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正在显示第 31 - 42 条,共 42 条留言
TemmieNeko 2020 年 8 月 22 日 上午 8:34 
引用自 Rafoca
引用自 Adobe FlashBuilder
I do not understand how you imagine coop in this game - both players enter a room and then they must approach the same exist to exit into the same other room? You realize that it's impossible for two players to be in different rooms because this is not how this game works? Like it defintely reloads the room each time you enter, it doesn't keep track of what's happening inside; only what was already killed/opened/destroyed.

You must have played only a few games in your life if you can't imagine how co-op would work

Or, maybe, you simply don't have much imagination

Sorry, but that is what it looks like
it would work badly.
unlike other rouges, you aren't trappedin a room once you enter.
leaving two ppl to go in different direction, and while that maybe fine on two seperate screens, it would be hell on a shared splitscreen, and al,so you'd just be two solo ppl not coop-erating,. so kinda self-defeating purpose.

only difference is im not gonna insult you, i'll just point out why co-op ain't gonna fly
最后由 TemmieNeko 编辑于; 2020 年 8 月 22 日 上午 8:35
Nareth Erakian 2020 年 8 月 22 日 上午 8:50 
One thing I COULD imagine would be a treasure-race. Both players looting the same castle and whoever ends up with more gold wins. Maybe with bonus points on chests, killed enemies and cleared rooms. :P
Dumbshit Millionaire 2020 年 8 月 22 日 上午 9:46 
引用自 Yeldo
PLEASE PLEASE CO-OP OR THERES NO POINT!
this is the dumbest take ive ever seen
gatesda 2020 年 8 月 22 日 上午 11:22 
引用自 TemmieNeko
unlike other rouges, you aren't trappedin a room once you enter.
leaving two ppl to go in different direction, and while that maybe fine on two seperate screens, it would be hell on a shared splitscreen, and al,so you'd just be two solo ppl not coop-erating,. so kinda self-defeating purpose.

That's just one possible approach out of many. I don't understand why you'd write off co-op entirely just because one particular unusual take on it has issues. One common solution (Guacamelee, Shovel Knight, etc.) is to let any player trigger room transitions and warp the others so they all enter the new room together.

As I mentioned earlier, I'd personally lean towards "squires" with abilities focused on co-op, like the co-op class from Enter the Gungeon. The single heir would be the primary player and would drive any aspects that want to be the same for all players (like gold multipliers and full-screen visual effects).
DudeTrippy 2021 年 12 月 1 日 下午 10:11 
I think that a "2 Players Coop" could work with a drop-in/drop-out system. When Player 2 presses the start button for Player 2's controls then the game could pause and let Player 2 select 1 of the 2 remaining heir characters. When Player 2 is present then the enemies and bosses could have double the amount of HP, which would then mean that fighting the enemies and bosses together would be the most effective approach, meaning that cooperation would be encouraged. Player 2 could drop-out of the game either by pressing start and choosing to drop out or by disconnecting the controller, when choosing to drop out then the progress of Player 2 could be saved and reloaded when dropping back in, however if the heir character dies then the last remaining heir would have to be selected when dropping back in as Player 2, and when all heirs are dead then you would have to start over. (If Player 1 dies and Player 2 is present then Player 1 would have the option of dropping back in with the remaining heir character)

Equipment/Weapon upgrades would be a shared progress, so both Player 1 and Player 2 would be equally strong.

Another way it could work would be that Player 1 goes to a portal/teleport and interacts with it and thereby chooses to "Summon Player 2" and then Player 2 decides which heir character to play with.

I think more than 2 players however could be messy and I think for more than 2 players playing together then it would be better to have a separate game mode that would be designed with that in mind. Like a Player vs Player mode I think would make more sense for more than 2 players, with game modes like Capture The Flag and Deathmatch. Or I guess a game mode with bosses that are designed to challenge more players at the same time could also work cooperatively and be a fun challenge to do together with friends.
Mauman 2021 年 12 月 2 日 上午 1:15 
No...just....no
THIS IS NOT ROCKET LEAGUE. 2021 年 12 月 10 日 下午 4:53 
引用自 Sigma
I don't think it would be that fun in coop, because first there would need to be a total rebalancing of the game to be made if there are two players, and second it would be hard to handle 2 players going in separate rooms, syncing everything for both players and if one player is a little bit ahead and kills/loots everything, the other player would be bored really fast
You could just say "then have a way to only be in the same room" or players just decide to progress in a room by room manner but I think it would ruin the pace of the game, it's not like The Binding of Isaac where you are locked in a room until all the ennemies are dead
Rogue Legacy is a solo experience and is a great one, there's no need for coop in my opinion

You don't need to rebalance anything, although you could just simply add a separate option to double the number of enemies.. Coop is something casual players like to do. Us hardcore gamers who want toe full experience will do single player.

Let's say I have a friend over who may want to try this game. He is going to be really bad but wants to play it with me because it is funner to play together. He then falls in love with it and buys it himself. There lots of advantages to having a local coop function.
John Helldiver 2021 年 12 月 10 日 下午 8:16 
Not happening
E-Drago 2021 年 12 月 14 日 下午 1:49 
Spydog, one of the programers of this game, elaborated on this in his stream. He pretty much said that it will not happen as they need to essentially rework the entire game to make it fit.
Darkness 2022 年 2 月 10 日 下午 1:12 
I'll probably buy the game either way on release, but some kind of co-op would make me buy instantly.


Whenever there's an update I check if they added co-op in the hopes of it happening.


I'd never ask for online co-op as I know it pretty much requires rewriting the whole thing, so it's nonsense...

...but even some asymmetric local co-op with limited mechanics would be fine and better than nothing, and would surely not require reworking the entire game, or even touch the UI depending on how it's done.


Honestly, there's no need for a co-op design (as they did in FMF), as just allowing someone to share the experience with you is enough for many.


The only downside I can think of a simplified co-op is that people will then demand a more complete co-op otherwise will say "it's not really co-op", and if you do it local only, people will demand it to be online because surely "it's just a boolean that you turn true to happen". But it's the same kind of people opposing co-op here, so whatever.


Clearly/hopefully noone is asking that the game becomes "primarily" a co-op game, but just to have it as an additional mode, surely less balanced and tweaked around is, as an OPTION for those who would like to experience it, so having that kind of co-op would surely no disrupt the "forever alone gang" anyhow.
最后由 Darkness 编辑于; 2022 年 2 月 10 日 下午 1:32
Derpykat5 2022 年 2 月 10 日 下午 1:48 
Just saying; almost every roguelite I've seen that does co-op does it terribly.

Enter the gungeon relegates player 2 to exactly one class, the least interesting one with the fewest relevant abilities (you get stronger when player 1 dies).

One Step From Eden has you both sharing the same health pool and battle grid, and you can hit and kill each other.

CotND constrains both players to one screen, and of course you can blow each other up, block each other, and end up killing each other easily. With how high-tempo even some of the earlier levels can get it's a recipe for disaster

Heck, even Risk of Rain 2 ends up trapping players in a downward spiral as you fight over who gets the items and then someone dies and falls behind the power curve thus getting them killed even faster...

There's one core flaw with multiplayer in general, but particularly with roguelites; since the run only ends when everyone is dead, you're going to get long periods of time where player 1 is running around while player 2 is just sitting there. Even if there's a revive mechanic, it's still going to be annoying for the dead player (and even worse if there isn't).

I would rather dev time be put towards crafting the best singleplayer experience they can get. If they want to tack on a co-op mode at the end of development, I wont complain, but I guarantee you it won't be all it's chalked up to be.
Darkness 2022 年 2 月 10 日 下午 4:27 
引用自 derpykat5
Just saying; almost every roguelite I've seen that does co-op does it terribly.
I agree.

Considering how roguelites resolve mainly around health economy, co-op often breaks the balance, making it either boring or harder/easier than it should.

But still, again, it's better than nothing. If one wants to play in co-op, the co-op experience can make the loss bearable.

There're games that allow one player to revive another by sharing half their current life, so health economy is preserved. I think it's a good general solution.

Depending on the game, it's also possible to have a shared health bar, even simpler solution, though it tends to be frustrating for the better player then!

引用自 derpykat5
I would rather dev time be put towards crafting the best singleplayer experience they can get.
Agreed, seems logical. As I said, I don't really bother a shoehorned half-baked co-op, I still believe it's better than no co-op, but I know not everyone agrees and apreciates that.
最后由 Darkness 编辑于; 2022 年 2 月 10 日 下午 4:30
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发帖日期: 2020 年 4 月 2 日 下午 7:44
回复数: 42