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The Test goes from 0-1000 in an instant when he sees you looking away, so unless he makes a sound or has a warning timer (making it easier to avoid his 2-minute punishment thanks to getting a head's up, which imo could be good but you want him to be less beneficial to the player) then a player would get caught completely off-guard not knowing he moved, and then blinded. (theoretically you can try to avoid this by systematically looking down each hallway as you travel, but it's hard to effectively look both ways in an intersection without being seen... plus it's annoying)
not to mention that if a pushing character is on the floor and happens to push you into Test's new sightline that you were unaware of, you would have even less warning about what's about to happen to you. the only way you could not know where he went and it still be fair is if he had to get activated in each location, which still nerfs one of the few threatening aspects about him. (being, once activated he stays active until he blinds you)
additionally: considering the fact that Test spawns in a different location after he blinds you, this either means that his spawn locations get highly nerfed because he no longer can spawn anywhere once he moves, or the 3-locations idea is even more unfair because they'd probably get changed, too (and if only one of his locations gets changed... why? that's technically better than him just moving to one of the 3 predetermined areas, but it's still not as effective as "you have absolutely no clue where he could be now")
also, don't misjudge the power of people's brain- sometimes it can take someone a bit more effort to remember where something was ^^ (ADHD folk come to mind) so tripling the memory requirement doesn't sound very disability-friendly (especially on top of all the other things we need to keep track of in average gameplay!)
the idea of nerfing Test's freezing ability is interesting, but unfortunately it does also nerf another aspect- the fact that Baldi doesn't slap when he's frozen. you can't exactly look where you're going, so if you're walking away from Test and Baldi happens to be in the direction you're headed, you could accidentally walk into the guy and die. theoretically you still can even if he was slowed, but it'd be a lot easier to hear a slap or two before you do. (NPCs will still do what mechanics they can while frozen- Bully will bully, Beans will spit gum, Cloudy will blow wind... so changing it from a freeze to a slowdown makes it more likely for any threats to leave the area in general)
pausing the event timer as a nerf seems like a good idea, until you happen to pause an event timer that benefits the player and suddenly Baldi's ruler is broken for longer, or you have more time to get to the Party/Mystery room
...pausing the stamina regen sounds like it could be fair though- you don't exactly need to run if everyone is frozen in time, and if you do then that's on you
You’ve completely misunderstood what I said so I’ll try to explain it better. When The Test is in a location, they will behave like the normal Test does, that being that once their activated, they will instantly move upon seeing the player. When The Test moves to a new location they will deactivate, meaning that they will have a cooldown phase upon seeing the player again, however, when The Test moves back to a place where they’ve already been activated, they will be activated again. Basically when The Test moves to a new place, they will be deactivated until the player has activated them at that place. Then, any time they are in that place again, they will be activated. Once The Test catches you, they will completely reset. That meaning that all their positions will change, and you will have to activate them all again. That may sound “easy” but remember that you just got caught by The Test, you deserve a break from them. (Admittedly that’s something I should’ve touched on but oh well.)
Yes, you want to make games as accessible as possible, but if striving for that leaves a character completely crippled for a large majority of the player base, then that is not the right solution. Look at Celeste as an example, that game has a myriad of accessibility options for players who might struggle, wouldn’t it suck if instead of options, the whole game was designed to make sure there’s no one left behind. On that note, perhaps there can be a “simple test” option to keep The Test how they used to be.
Yes there are some positives to nerfing The Test like this, but I would still consider it a nerf overall. I feel the same way about the event timers thing.
while you have a good point on crippling a character for a large portion of the playerbase, your 3-location suggestion is not how to fix that. it makes him needlessly complicated and weaker in some areas. a better solution should be simple and strong, so more people understand/combat it and him still be a threat. what you've done is just tried to apply RNG to a character in a game that used to have a really bad RNG problem (and still arguably might)
as I said above, I thought you wanted a challenge.
also just remembered, The Test may very well get his initial speed slowed down, so I'm not sure how well your ideas would go with the plan mystman said he's been meaning to do
What do you mean that you assumed I wanted a challenge, does this idea not seem more challenging than the current Test to you? I’m pretty sure, and correct me if I’m wrong here, that remembering three locations is objectively harder than remembering one. And what do you mean by all that cooldown stuff? The only cooldown would be their 5 second activation timer, that’s it. (Unless they’re pushed by another character.) I hope that cleared things up.
I’ll give you that, it is definitely complicated, maybe too much so, but it’s still the best idea I had. Also, yes, I did add RNG to the character, the entire reason that The Test is so useful and easy to deal with is because they’re so predictable, that’s why I added RNG. I get, not liking the idea, but not liking it because of the RNG makes no sense in this context. Every other character is RNG, whats the specific problem with The Test being less predictable?
also, what do you mean "Unless they're pushed by another character"? do they get another activation timer if they're moved? so on top of him having 3 locations to switch between that each need to be activated, he can just be moved and lose his threat level?
while with your further explanation I can see how you might think this a good idea, but I feel it's just making a character more frustrating than challenging. frustration may create challenge, but it's moreso something you slog against rather than strategise against (not that you can't strategise against Test being in more locations, but if he just decides to move at some point you can't exactly plan for that easily)
the other NPCs typically have semi-predictable RNG if they're more of a threat. Faculty NPCs will tend to patrol/explore the entire floor and will check inside rooms (Principal in particular likes to check areas he hasn't been in in a while). It's a Bully won't spawn near the player and will spawn in locations it's possible to circle around him in. Playtime will wander randomly, sure, but she also always turns around if she loses sight of you. AnC doesn't even seemingly have RNG in his AI- he uses location triggers.
The Test may have RNG in his spawn locations, but considering how powerful his punishment is it makes sense for him to be largely predictable. yes this may make his freezing ability too strong, but it's better than being blinded because you couldn't figure out what was going on
I disagree with you that it would be more frustrating than challenging. Let me ask you this, how do you plan to strategize against a character like T. PoTT? You don’t, you just react to his presence. How does The Test being like that make them worse? The fact that you have to remember where they are, instead of just being able to react to them, is the entire point of the character. Anyways, here’s what I meant by the “unless they get pushed by another character” thing, I remember Micah stating that he would add a short cooldown to The Test when they get pushed to a new spot to make them more fair, but I don’t remember when and where or even if it's been added yet, or even if it was true really.
How is this not semi predictable? The Test only has three locations, that seems pretty predictable to me. How do all other characters have more predictable A.I. then this? they can be reacted to sure, but that’s not really predictable. Assuming Mrs. Pomp isn’t currently heading to her room; she just wanders around randomly, how can you predict that at all? “Oh she might go into that room there.” That’s not any more or less predictable then this is. “Oh T. PoTT won’t come here for a while.” Again, that’s not any more or less predictable then this is. “Oh ItsABully won’t spawn near me.” You realize that there is a lot of space on any given floor right? I’m not saying that not being able to super accurately predict these characters is a problem, I’m saying that this version of The Test falling under that should be treated the same way.
Having a character be really easy to deal with because their punishment is really strong is poor design. Maybe if The Test were harder to deal with, their punishment wouldn’t have to be so bad.
if I'm trying to hide from an angry Principal, then I'd have to be more careful, sure, but at least I can hear doors if he's currently patrolling whilst keeping an eye out for me. and even if I fail at keeping track of him, I could still try to plan a way to survive detention- you can't exactly plan your sight back.
3 random locations. you didn't describe how they would be in relation of the player, so I had to presume the locations were random, but probably equally spread apart. you can't predict where The Test will spawn in the current version of the game, so how would you predict where his other locations would be? the floor may be big, but it's also pretty much never a perfectly symmetric shape by any means. in fact, the floor being big just opens up more possibilities for other locations. this isn't even mentioning the fact that you didn't mention any way for the player to know when The Test moves- Bully at least announces his boredom, while Test doesn't make any noise unless you're interacting with him
as for how other characters have more predictable A.I- I mentioned exactly how. Faculty members like to explore the whole floor, so if you know one was around recently but left, they probably won't come back around for a while (and if you know what direction they went off to, you could even take a guess as to what area they'd be in). I also made sure to say semi-predictable, since obviously you won't know exactly which area a given NPC is going to. also while you can't predict if Bully is currently spawned near you, what you can predict is that if he gets moved, his next location won't be near you (in a place that he can be circled around in, even if it's not the easiest thing to do)
I feel like mystman did at least try to make it hard to deal with him, though? because you can't see where you're going if you're walking away from Test, the lights are flickering (which can be distracting at best and prevent you from immediately seeing something at worst), NPCs still react/interact with you and can't really be moved out of the way, and he's super fast so if you look away you get blinded. yes it's a bit unbalanced in practice, but I'd like to trust that mystman had a plan in mind that perhaps didn't fully come to fruition yet
and like I said, removing stamina regen while looking at test sounds like a good idea since you don't need to sprint. other things that could be good is making it harder to see if you start to look away from Test (he just needs to be visible on screen to keep still), or your idea to nerf Test's freezing ability so that NPCs can still move. you can make The Test stronger without introducing more RNG to the mix,
Also
Those changes wouldn’t make The Test harder to deal with, they would just make them less helpful, that’s not the same thing.
my memory is atrocious sometimes if I don't make sure to dedicate some brainpower to a piece of information, and I'll get distracted by sounds or a lot of information at once- which may cause me to temporarily forget something else. even the disorienting sound meant for Baldi used to affect me in some way too before subtitles because my mind wouldn't like focusing on other sounds when there was a loud, persistent sound right in my ears.
your proposal for The Test would be unpredictable and frustrating because not only would it make him much more different than the formula we're already used to (which would be much more confusing for new players), the other two spawn locations wouldn't feel like they had any particular rhyme or reason unless you looked into it more (NPCs should have their mechanics discoverable from in-game through experimentation), and it's especially frustrating because that's a lot of information for one NPC. other NPCs, you mostly just have to check if they're near you and react accordingly. The Test, you had to keep track of whereabout he was and prepare accordingly, as well as keep in mind where he could possibly be if you find he's moved by an NPC.
while the beginning stages where not all areas are activated may be easier, once all are active it gets much more difficult in a frustrating way because of all the stupid conditions to each position you have to keep track of. especially because The Test doesn't make sound, so you'd have no warning and just have to watch down hallways you eventually figure out spooky blindness man goes to, leaving you less aware of other nearby threats that may be quieter than your average NPC
I don't know how else to word that this isn't a good idea.
you're the one that suggested ways to make The Test less helpful in your topic post, and you even said "Maybe a little too good, [...] they’re supposed to an enemy but they’re hardly trying." and "I just don’t think it works for The Test because it makes them too helpful and easy to deal with. "
would them being less helpful not also make them more of an enemy NPC? and part of the problem is that he's too helpful for how easy it is to deal with him, yes? if both those answers are true, I'm not sure what the issue is. yes he's still easy to deal with, but at least it's less free distance and he still has his massive punishment and super speed if you slack off