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F3 isn't going to be the last floor forever from what I understand, and the difficulty curve seems to make it so that Baldi goes further for each slap as you progress through floors iirc? and ofc he goes max speed once you get all notebooks-
so Baldi going full speed, going far with each slap, occasionally setting a trap that stops you in place for 5 seconds that has no way to be cleared other than for it to be set off (and has shown no ability to stop anyone other than the player) would make it easier to get caught and die unfairly, especially considering you can't exactly walk around a trap in a hallway without rerouting entirely since hallways wouldn't be wide enough (and it's not like you could get a lot of warning for where one was placed without seeing it first, at which point in some cases it's too late..)
I miss the atmosphere of the old camping trip, don't get me wrong, but we don't need a callback to it*. it was a design idea that didn't work out in the creator's vision for the game, so it wouldn't make much sense to bring it back in such a way
*even though we don't need a callback, it would be really neat if there was one! how I might make a callback would be with the glitching levels concept that was shown in parts of the trailer. it could be something as simple as playing around with the textures/sounds used to be some from the old trip, which would successfully make a callback without being obtrusive to the flow of gameplay
ok what if baldi can get stuck in them and make them only stun for 2 seconds?
if Baldi could get stuck in bear traps, it wouldn't be too hard to get him to do so considering the fact the pathfinding AI doesn't care so much for environmental hazards and instead just goes for whatever pathway is closest to their current destination point. a skilled enough player could potentially nullify Baldi considerably by continually making him walk into his own traps by abusing the priority system. unless ofc you want to overhaul the AI pathfinding as well, which would make this suggestion trickier to get right without an unintended side effect or two (remember in v0.1.5 when field trip NPCs went straight into the ground after an attempt to fix the random elevation bug in the main game area?)
making the trap take only 2 seconds before releasing would either not change much in terms of how long you're stuck waiting or make the trap punishment inconsequential depending on how many are spawned in/how close together they end up being, but not any less annoying to deal with since you would still get stopped momentarily (remember, most hallways would be too thin to walk around the traps in!)
there comes a point where it's no longer a just callback but instead becomes something entirely new. (which is getting dangerously close to the "new content" territory that mystman doesn't want suggestions for) you're changing the formula a lot at this point just to try to get the camping mechanics back; I know switching to the 2D trip may've been rather upsetting, but sometimes things gotta change. I still believe my suggestion of integrating the OG camping's assets as part of the "level glitching" in later floors would be an acceptable reference
but to tackle the new version of the suggestion:
what stops the player from picking up multiple and setting a massive trap in a hallway to stop a particular NPC they don't like, or using it to manipulate an NPC that's normally too fast to control? e.g. The Test, he moves incredibly fast, but setting up multiple traps in a row that completely stop this high-speed NPC would give the player more time/leeway to get him to move somewhere more preferable with a bit of practice
I feel like your next suggestion would be to exclude The Test from being able to get stuck in traps to prevent the above, but the thing is it can apply to multiple NPCs. want to keep Principal from getting to an area quickly? want Beans to stay in an area for longer to hopefully gum another NPC? want to slow AnC down so you don't get teleported? etc... bunch'a traps. yes this is strategy, which is good in a game like this, but it's a really strong strategy that changes the meta a lot very suddenly.
and if you remove it, then you run into previous problems such as the player getting slowed down ever slightly by traps they don't expect and Baldi being able to catch up easier because of it