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The good ol' tile that stabs you if you stand on it for too long always works. Perhaps a variant that can still damage you for a bit after activation, keeping the player moving but forcing them to think about their movements. Like that game about that snake.
+1.
now back to the topic I think the wolves would actually be more of a threat if they had less of a spread on their shots and if they shot at you but slightly off. the bouncing is a littke strange but I've no clue what to change on that.
I agree that the snowbots should just break walls like Big Bandit (more so now that the contact damage is better now)
Snow Tanks aren't a threat ever and even if they shoot you only have a problem if you are right next to them or in a dead end in a tiny corrider (I've yet to see this happen). if they shot a little sooner and maybe instead of a beam like shoot change it too a circle burst (with small openings to dodge of course).
I think an enemy that's 100 percent accurate is fine. They got slow moving projectiles. Let them be, although their movement is just messy and annoying.
Snow bots dont feel like they even charge, rather they are just magnets to the player.
I think JW was originally going for an are composed of grids and straight-ways. Then he added the snow-bots to be an enemy to own those straightways. To be caught in a hallway with one is dangerous. But since they charge you, you can just fire straight down the hallway.
Snow tanks are supposed to make open areas dangerous, but they don't.
What about an enemy that fires a big stream of bullets in a wide, straight line? To be caught in a hallway with on of those is TRULY dangerous. Mini throne beams.
-A trap for the area. Something like flame turrets that limits mobility and makes the level less easy to navigate.
- A new enemy. Literally got no clue on what it could be. In planned features on wiki it says New enemy type added to Frozen City, so soon.
-(mentioned before) something new or just change the snow-tanks to shoot a beam, like a throne-beam or a laser for continuous damage to make it more risky to run around as much as you want.
-Decrease snow-wolf accuracy but make them fire *slightly* more (no smg ♥♥♥♥♥♥♥♥)
-Snow-wolf movement change
-snowbots are slightly more inclined to throw cars, but make a rather obvious noise a few seconds before, so if they're offscreen it becomes obvious.
-soda machine actually does something (saw a soda-gun design in one thread, unique drop?)
-Lil hunter has some affiliation with the IDPD, so some changes to them / unique units while they're in the city?
-Some change to background tiles and such, looks less like a city and more like a barren tundra.
-fix the ♥♥♥♥♥♥♥ snowbot hitbox like jesus it's the only broken one in the entire game
-snowtanks have a MUCH higher inclination to shoot
-give all the idpd fuzzy coats when in frozen city
-!!!! change the generation algorithm. Even with a large overhaul to the enemies, their design just isn't challenging when put up with the tight corridors and tiny rooms. The times that I genuinely have a problem with the City are when I spawn in huge open rooms, or lil hunter.
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quote from wiki, not sure which dev - "Everything beyond 2_1 is considered very much early iteration."; "We'll change the frequency of the enemies and traps. In others, we'll tweak the generation algorithm. We might add or remove enemy types in certain areas, create all-new enemies or tweak other values. We've got some plans for the future regarding the graphics, too, but we haven't locked them down yet. Basically, the game will look very, very close to what it looks like now on release."
Even though rami hints at an upcoming release, still looks like we need some big updates before that's gonna happen.
I feel like a huge opportunity is missed with the wolves. It would've been cool to experiment with a pack of them that work as a team and are more actively aggressive, albeit with no shooting stuff. Just to see how that kind of thing would work.
Snowtanks have the same issues as the snowbots.
Great Idea. It could mimic some of the Bandit AI (the more bandits in an area, the more aggressive each one is.)
Maybe take out the shooting, give them AI that tries to group up. If one sees the player, they all try to make their way to the player, and maybe have a crystal spider like attack pattern, but also try to surround the player.
That could really make crossbows and sluggers less overpowered in those situations. Obviously the level gen might need to be changed up for this to work.
New Enemy: Recon I.D.P.D
Basically the enemy would be an upgraded sniper that shoots one fast accurate heavy bullet, and can lay mines that only the player can trigger. The main catch being that the enemy would be invisible until it shoots. JW brought up an invisible sniper character before, and I think that would be a great addition although, im not sure if the sniper being an I.D.P.D would break lore.