Project Lazarus
It looks like my experience orbs are vanishing over time.
If that is the case can you change that. Make it like vampire survivor. These mechs are too slow and the pickup range is on touch for every crystal if you dont have that magnet boost, so for them to vanish over time gimps quite a bit of levels that I could have had just because the mandatory magnet mod didnt pop yet.
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I agree. The current state is not unwinnable at all, but it does discourage me from taking weapons that can kill enemies off-screen.
I have most of my weapons maxed out in the armory so most of my weapons kill offscreen lol
As you know, Shotgun/Flamethrower, Chem Tank, and Cosmic Guardian have limited range. So if the mechanic keeps bothering you, you can go with these weapons, camp at a corner and let them come to you until Peter does change something.

If it helps, 5 Gravity + full Gravity Retractor can pull Crystals at shotgun range, while 9 Gravity and the module drags Crystals beyond Flamethrower range. It is a way to get around having to pick up Crystals 24/7.
Agreed. The EXP should be permanent and if its a lag issue, it should condense into more valuable crystals. This game is flipping hard and unforgiving. Watching my EXP disappear is frustrating to say the least.
Solution: Unlockable and buyable upgrade for the exp crystals duration time with the last one makes them last forever.
I would actually make any QOL improvement to the game an unlockable feature, just to make the progression more fulfilling and satisfying :D
My guess... it is in order to not lag out the game
imagine the number of crystals that can pile up in a game where you don't go and pick them up...
Personally most of my builds have 1 passive slot for a lvl 10 pickup radius so yeah... XP doesn't really get much chance to disapear
Messaggio originale di Zerondar:
My guess... it is in order to not lag out the game
imagine the number of crystals that can pile up in a game where you don't go and pick them up...
Personally most of my builds have 1 passive slot for a lvl 10 pickup radius so yeah... XP doesn't really get much chance to disapear
I'm not sure if the graphics between this game and vampire survivor make a difference but in VS the crystals stay there. I know because the crystal absorb drop that is the equivalent to that magnet drop in this game will pull all the crystals from the map not just the ones right in your view and i pull in hundreds of crystals that I couldnt get.
I'm pretty sure they get condensed into higher tier exp gems after awhile. At least I've noticed when exiting a level up screen some random blue gems will turn into greens and sometimes I'll run across a red gem way before things that drop red gems spawn.
This is not the only Magic Survival clone to have temporary experience orbs, Spirit Hunters also has it. Some devs prefer it.
Messaggio originale di Solovanov:
I'm pretty sure they get condensed into higher tier exp gems after awhile. At least I've noticed when exiting a level up screen some random blue gems will turn into greens and sometimes I'll run across a red gem way before things that drop red gems spawn.
when im first starting the game, if i dont get the magnet mod then i miss more than half the crystals at a time when 10 of them will give me a level. I can see them vanish, so at that level i should be leveling up quite a lot if they were condensing and being given to me. Not sure if thats happening or not though.
I dont like that either.
I generally argue that if i kill an enemy, i earned the XP and should at the very least get a chance to obtain it.
DIsappearing XP is in my eyes a major design flaw.
i said this day one, no response, i guess the devs have theyre own agenda, but if its not changed soon, along with many other things, it will die a sad death. Im guessing the engine wont allow that many assets
Ultima modifica da xOnexEyedxWolfx; 5 lug 2022, ore 15:13
Was my thought too, on the other hand, it runs at constant 60 for me no matter what happens on screen.
So it cant be that bad.
Messaggio originale di Solovanov:
I'm pretty sure they get condensed into higher tier exp gems after awhile. At least I've noticed when exiting a level up screen some random blue gems will turn into greens and sometimes I'll run across a red gem way before things that drop red gems spawn.
They do get condensed, but they also disappear after a while sitting on the ground. I noticed this when I had some red gems blink out on me while I was collecting some money drops while doing Hyper Desert.
While some games are attempting this route, it has a fundamental design issue - it makes close range weapons inherently stronger. You need XP to get stronger / stay ahead of the curve (or at least, keep up with it). If you are killing stuff at long range, even off screen (which you do immediately with the default gun on default mech here) you may not even know there's XP to grab. Compound that with decaying XP and far-reaching XP and it can lead to a spiral of death even though arguably you didn't do anything wrong - except have longer range weapons (which should be encouraged as a playstyle variant or to be mixed-and-matched).

That's not to say you can't win a round here with long range weapons obviously. But it's an absolute flaw and it discourages freedom of builds, and also more heavily weighs utility upgrades (movespeed and magnet) over others because they are essential.

Vampire Survivors obviously solved this from the get go with condensing XP gems and the gems even moving closer if you get too far away. Nomad Survivor handles it definitely, with more limited, structured levels the XP gems don't move, but they do consolidate and reward doubling back (and you can take particular strategies if you don't want to have to).

Here, and e.g. 20 Minutes Until Dawn, it just feels like punishment for taking certain weapons. At best it's tedious, at worst it's run-ending, maybe 15 minutes down the road, without knowing it. Especially given the REALLY long range of some of the weapons you get here. I don't really play these games to play "fetch the gems", I play it to do different builds and try to weave through enemies. Maybe I'm the odd one out but I don't think gem hunting is the big draw for any of these games.

Edit to add: Also, having a much more wildly variant XP pool makes balancing way harder. With VS, the only variant is if you take the XP passive upgrade and how fast you kill things, the level curve is otherwise pretty calculated (on average). Here, do you balance the game assuming everyone will miss 20% of the XP drops? 40%? 0%? Then you stack the XP modifier on top of that, and you have a HUGE variance in balance between every player on every run.
Ultima modifica da Insanitys Muse; 7 lug 2022, ore 23:40
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