Death Must Die

Death Must Die

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Urza 13 DIC 2023 a las 10:24 a. m.
Bring Magnets Back
I think its no secret that some of the highest priority problems with this iteration of the game relate to experience. Its been discussed rather exhaustively and I wont get into most of it.

My big beef is with pickup range, the post-release nerf to magnet drops, and its impact on gameplay and my experience.
The nerf to magnet drops was done to make traversing the map less rewarding. Well it worked. That sucks, and it probably has an impact on the rest of the other experience issues.
It also makes the game a lot less fun imo.

Vampire Survivors, obviously one of the key inspiration pillars of this game, does also expect you to traverse the map, and its vacuum orbs -do not- have a range limit.
As a side note, it also calculates pickup range differently, in a way that is much much more generous.

However other experience issues get addressed, I think this core design element needs to be looked at as a HUGE part of the picture.
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Mostrando 16-20 de 20 comentarios
CristoElMago 16 DIC 2023 a las 3:50 a. m. 
Publicado originalmente por Michael:
Publicado originalmente por Realm Archive:
Yeah, we might return Pull Radius to be radius based like before at least. I don't want collecting experience to be a hassle, but I don't want to effectively remove the mechanic just yet either.
-Ren

Oof, this was an intentional design choice? I wish I had seen this post before I played past the 2 hour mark. Exp collection is a pretty miserable chore in this game compared to others in the genre, but I thought I was just having incredibly bad luck with magnet drops.

It's a shame, because I remember thinking the demo was fun when I tried it and otherwise I think the game has a lot of promise

Also they changed fire trail to a nonsense... but besides that, is the same promising game.
As from demo to release seemed to have taken some not good decisions, we'll see if they take the good decisions from now that there's feedback
Tarmandan 16 DIC 2023 a las 9:21 a. m. 
Having just finished an insanely fun run as our trusted knight using the sign that gives armour and stacking up defensive skills from Justice, combined with the auto attack from Time, the exp vaccuum from Time and then chain lightning AND lightning strike as my actual damage sources I have two things I would like to throw out here:

1. Skills like lightning strike are super fun, but super frustrating from the experience side of things. Not because I wasn't leveling fast, oh no, but because I knew I was constantly missing offscreen exp drops, so I got the negative feeling of "missing out", even though it was only a small percentage of the total exp I got.

2. Since I got huge pickup range magnet was useless. The two or three times I dropped a magnet I only got pulled like a dozen green gems. Again, felt very unsatisfying.

My solution propositions are first of all buff pickup range to be radius instead of area, because increasing pickup radius over the course of the run is fun.
Secondly, either remove magnet or buff it to cover full map. If it covers the full map it feels good again, but if it is removed people will whine a bit about it and get over it, but not be annoyed at it being useless every time they pick it up in a run. It is important to note the psychological effect of constantly having a tiny negative experience (magnet useless) is much worse in the long term and even already in the mid term than one short negative emotion (magnet removed entirely)
Again, as it stands magnet neither feels rewarding for players speccing into pickup range nor for those not speccing into that, as the difference in picked up gems is negligible.

Personally I would prefer buff to both, just so the game feels more rewarding.

Additionally magnet would also make for a cool high cooldown blessing of TIme that gathers all shards periodically instead of a pickup.
khran 16 DIC 2023 a las 10:13 a. m. 
Publicado originalmente por Realm Archive:
Yeah, we might return Pull Radius to be radius based like before at least. I don't want collecting experience to be a hassle, but I don't want to effectively remove the mechanic just yet either.
-Ren

The problem here is you have two competing mechanics / features.

You have XP drops that limit exploration.
You have a map with fun POIs that you'll miss without exploring.

Honestly, the map is what feels most unique compared to VS/HoT/etc, and I wish there was more focus on making exploration an important component of the gameplay.
Bilgot the Heartless 16 DIC 2023 a las 10:38 a. m. 
I don't find it very hard. You don't need to collect all experiences shards. At the beginning you want to get fast some lvls. I always focus on exploring the map than getting every single green XP. Sometimes after big waves without closing your space like slimes from 12:00 I can go back to get XP shards because there is a lot of them or there are some situations where red shards drop like crazy (many black knights after 18:00 or maybe it was before 17:00)?

In late game is more important to explore to get some +% to damage or whatever than some green shards that gives you not much since you already have hight lvl.
Vespertellino 16 DIC 2023 a las 10:41 a. m. 
Publicado originalmente por Feinne:
Publicado originalmente por CristoElMago:

What's wrong with having magnets on the map? All other bullet heaven have it, and everyone loves it. So we can explore and move freely, in some moment magnet appears and give a rush... that's delicious
Magnets are only loved because of the garbage mechanic of having to collect experience you already earned by surviving and killing the monster. It's also just an excuse to bloat item stat rng with another mod on gear that's utterly pointless because said mechanic is trash in general.
In this game it adds to actual gameplay at least with time's boons
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Publicado el: 13 DIC 2023 a las 10:24 a. m.
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