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The only thing I think it needs is more random wandering before it goes ♥♥♥♥♥♥♥. Cuz as is, it can either aggro the moment you step into the building, or like, 5 minutes into an exploration. That way you still get more time to move around and do stuff, but you're also not just trivializing it so that it isn't a threat.
The game is not EFT. Stop trying to kill everything in sight.
On a mansion map it spawning basically shuts down the run, it especially sucks if it is the first spawn and already at entrance.
On a Facility map it can be baited behind a door and locked away forever.
Neither of these are engaging for the player.
While I don't necessarily like OP's idea it at least adds engagement for the player by encouraging a player chases the jester to delay winding.
I agree about 95%. Right now, a competent team can neutralize basically any threat that isn't fueled by RNGesus. It also adds to the excitement, knowing even the best plans can get ♥♥♥♥♥♥ if you slip up or aren't quick to react.
The engagement is already there, continue as you are and loot since its not going to do anything as long as it isn't cranked. Step outside for half a minute, and it goes away again. Or use another exit.
Per the mansion point: thats why you keep a walkie person on the ship with a tele ready. Risk versus reward, pay attention to your map layout and try to get out with items, or just run.
Per the facility: not sure what you mean. While its not aggroed? Sure, you can lock it behind a door, but there is no guarantee a one-way dead end with a mechanical door will always be there. You can also lock away most entities behind doors, thats entirely a situational thing that doesn't account for all scenarios. OP's suggestion just declaws a threat by merely walking up to it, which sounds way more anti-fun than solid preparation.
I never said I wanted to kill it. It is just unfun, it shortens my time interacting with other indoor monsters because I am forced to leave the building whenever the box starts cranking. It's like setting an egg timer and just leaving whenever it goes off. I want to stay in the expensive location getting harassed while I desperately scrounge for loot. I don't want to walk three rooms in, and have to stay near the exit because going deeper is guaranteed death with that box. (Which stands in doors and blocks you, but that's honestly fine.)
There's also a difference between asking for a "hard counter" as you put it, and asking for a way to interact with the monster instead of it just being a time constraint. There would obviously be balancing and tweaks to make it still a threat without it being a push over.
Your interaction is simple; You get away from it or it kills you. Not everything need a sixty page manual. The game wasn't designed for ultra sweats who think they should be able to consistently get 80,000,000 quotas every night. Guess what; Sometimes you die. Sometimes you do your best and you still die. Sometimes you go to an expensive moon and find absolutely nothing worth bringing back. Sometimes you buy a zap-gun and lose it because you shorted the jump by fractions of an inch.
Get over it. There are always other runs.
""declaws"" if the jester is trying to avoid players until it aggros, it would still be a threat. Imagine trying to chase down the music of that thing while you know its about to turn around and go ballistic on you. You would still have the option of just leaving anyways. But I would have a reason to try and seek out the monster to delay its attack. High risk, high reward. It's not like you have to make it work every time too. I.E. "You can only crank it twice before it kills you" Similar to how the braken will still kill people eventually. Stepping outside to de-aggro it is boring, the game should be doing everything it can to keep you searching for that next piece of junk, there's no junk outside, and all the quick loot rapidly disappears as you go deeper.
Yeah, walkie combo is a good way to counter it. Same with practically every other threat in the game. It's the nuclear option.
Shuddle at midnight, part of the game loop. You couldn't have lethal company without that time constraint. The box restricts the run so much that it drains the fun from that particular day.
You act like I'm this "sweat lord", when I struggle to meet quote regularly and I love it. I just don't want to be forced to leave the building constantly because a box gets cranky every couple of minutes.
This was an idea, and you are acting like I stepped on your puppy lmao.
thats fair enough. I expect we will see changes to all of the enemies as tweaks and stuff gets updated over the years. I'm in no rush. It's not like the jester ruins every game.
He is just so damn close to actual realization, but still so damn far.