DAVE THE DIVER

DAVE THE DIVER

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MadCrabPrime Dec 27, 2022 @ 2:55am
the shark dodging mini game is poorly implemented. and some other stuff read below in the discussion.
I was trying to hunt a saw shark with the mines that explode on command, it turns around I am stuck in place the minigame comes in I am still trying to put the mines down I click wrong and basically get two shotted. Its an annoying mechanic as it forces you to do a minigame to dodge when i can dodge without it as this mechanic forces you to do it right or get hurt even though i could move away from it well before it occurs. Either get rid of it entirely or make it only activate when i am going to actually take damage.
Last edited by MadCrabPrime; Dec 28, 2022 @ 4:25am
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John Fallout Dec 27, 2022 @ 3:49am 
Agreed
Lunardelta Dec 27, 2022 @ 6:06am 
Agreed
Dark Dec 27, 2022 @ 1:20pm 
Agreed. Singlehandedly makes the sawtooth shark the most annoying to fight.

Also, where did your post on general feedback about the game go? I have a more reasonable answer on it ready, going down the points you mentioned. There were some things that I agreed with aswell.
Last edited by Dark; Dec 27, 2022 @ 1:24pm
MadCrabPrime Dec 27, 2022 @ 7:52pm 
Originally posted by Dark:
Agreed. Singlehandedly makes the sawtooth shark the most annoying to fight.

Also, where did your post on general feedback about the game go? I have a more reasonable answer on it ready, going down the points you mentioned. There were some things that I agreed with aswell.
i got rid of it, I felt the way I worded was far to demanding and rude than the purpose I wanted it for. So I deleted It on the grounds of it sounding like I knew best and more or less a demand than suggestions, thats why.
MadCrabPrime Dec 27, 2022 @ 8:53pm 
The way it was written was all over the place and the wording made it come off more presumptive and a must than I actually wanted.
Dark Dec 27, 2022 @ 9:43pm 
It's much more on me though. I was harsh where I should have been constructive

You had some good points and I should still give my side to clear things up:
- range markers could remove the risk we take on long shots. If combat feels tedious now, it may turn mindnumbing with further assistance on screen. Still, some feedback on the range, like bubbles, would be good to learn the maximum range quicker.

- angle limitations could be a few degrees more open, but full 360° of freedom could make combat much easier, meaning more tedious as it turns into just point and click.

- A minimap that tells us exactly where everything is removes the need to look at the environment. Minimaps have proven to be "too useful" to the point of setting players to autopilot and just following the markers. Mission related things often have markers above their heads, but finding them by knowing their habitat seems to be part of that idea.

- A radar like in your second message would be nice, like we had for the first few missions. It could be on a keybind combined with mission details to avoid constant screen clutter.

- Upgrading weapons has indeed some pacing issues with it, mostly with a bit too many needed fragments and dissassembly taking twice as long as it could be. The blueprints by random finds isn't too in the way atm as we have less than a dozen of them. A bias towards "unfished" guns would be preferable though.

- Night variations that are stronger, more aggressive and pay more? Good. The same variation but stronger because the sun is down? Weird, but not noticeably in the way, least not for me. What really bothered me was the dephts being unavailable at night, forcing shorter tours.

- Quests proceeding throughout several day phases or days is a less common design choice, but personally I appreciate the fresh breath of air, so to speak. However, I can clearly see how it comes off as annoying to arrive at a destination, only to be told to return. It's closer to real scenarios, but in the way nonetheless.
Last edited by Dark; Dec 27, 2022 @ 9:43pm
MadCrabPrime Dec 28, 2022 @ 4:26am 
Originally posted by Dark:
It's much more on me though. I was harsh where I should have been constructive

You had some good points and I should still give my side to clear things up:
- range markers could remove the risk we take on long shots. If combat feels tedious now, it may turn mindnumbing with further assistance on screen. Still, some feedback on the range, like bubbles, would be good to learn the maximum range quicker.

- angle limitations could be a few degrees more open, but full 360° of freedom could make combat much easier, meaning more tedious as it turns into just point and click.

- A minimap that tells us exactly where everything is removes the need to look at the environment. Minimaps have proven to be "too useful" to the point of setting players to autopilot and just following the markers. Mission related things often have markers above their heads, but finding them by knowing their habitat seems to be part of that idea.

- A radar like in your second message would be nice, like we had for the first few missions. It could be on a keybind combined with mission details to avoid constant screen clutter.

- Upgrading weapons has indeed some pacing issues with it, mostly with a bit too many needed fragments and dissassembly taking twice as long as it could be. The blueprints by random finds isn't too in the way atm as we have less than a dozen of them. A bias towards "unfished" guns would be preferable though.

- Night variations that are stronger, more aggressive and pay more? Good. The same variation but stronger because the sun is down? Weird, but not noticeably in the way, least not for me. What really bothered me was the dephts being unavailable at night, forcing shorter tours.

- Quests proceeding throughout several day phases or days is a less common design choice, but personally I appreciate the fresh breath of air, so to speak. However, I can clearly see how it comes off as annoying to arrive at a destination, only to be told to return. It's closer to real scenarios, but in the way nonetheless.
thank you for your thoughts and I more or less agree with many of your points. we do need a skip cut scene button though.
Last edited by MadCrabPrime; Dec 28, 2022 @ 4:29am
Dark Dec 28, 2022 @ 5:00am 
Originally posted by thatinsaneperson:
thank you for your thoughts and I more or less agree with many of your points. we do need a skip cut scene button though.
Absolutely agreed, being allowed to skip stuff is important for replayability with so much to cover. I have high respect for the work invested into building the characters and fleshing them out with scenes and dialogue, but i'm not sure if I'd do a rerun of the campaign for reasons other than explicitly reliving the story.

One potentially clever way would be a "profile" kind of save in the background to ensure a player has seen a story bit at least once. After that, the "profile" updates and unlocks being able to skip it even if the player doesn't have any game saves going that far. Since most scenes can only be seen in a certain sequence (as the story progresses) most of these scenes could even be checked by one and the same value. Theoretically that is, I never actually programmed a game before.
K15M3T Dec 31, 2022 @ 4:10am 
Every fish else(like tiger shark) is OK but Saw sharks is very annoying. When I am preparing to evade the attack, it will prompt me that I have already pressed the key to judge。the keyboard key that needs to be pressed by me cannot be displayed in time, just a black dot,and then disappear。This makes me press the wrong key almost 100%。which makes me get hurt every time,and the saw shark hurts!
VasG1 Jan 3, 2023 @ 4:43pm 
Agreed, 동의, 同意した
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Date Posted: Dec 27, 2022 @ 2:55am
Posts: 10