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All it sounded like to me from everything you said in this thread that it managed to clip into you once by accident and you couldn't escape, yet NOONE ELSE has reported this issue.
So instead of reporting it as a bug or anything you took to the forums to cry about 'bad design'.
See initial post
First of all, it wasn't once, it's just plain how the enemy behaves.
Second, it's not an accident, see what I just said, it's a very broken and buggy-like behavior for an enemy to have.
Third, others did report this issue, if you botherd to read this thread you would see others agreed with me.
Alrighty then clearly we must massively disagree with what "they stay IN YOU when attacking" means.
As far as I'm concerned it means the enemy is physically inside you and prevents your movement entirely, this is also known as clipping, which in this context would mean you are completely stuck INSIDE the enemy.
https://www.youtube.com/watch?v=PgQvUoHNd2s
So I loaded up Vanessa's Manor to check see what you could mean by this, gave myself infinte hp so I wouldn't die while experimenting with them. I think i actually figured it out, you just mean that they just keep up with your speed after they attack you and can stunlock you somewhat if you continue doing absolutely nothing to increase your speed or attempt to dodge.
I can't speak for anyone else but this entire time I had been under the assumption you actually meant the enemy CLIPPED into you, not just they have a higher top speed and don't give up the chase on a successful hit. The phrasing you used certainly made it seem that way if you asked me.
Seems that overall this entire thing has been a mis-understanding due to terminology used, now that I actually know what it is you're actually talking about I can agree to an extent, they probably should have an extra second or so before they start the chase again after hurting you, BUT again this only happens when you're going the absolute slowest you possibly can on Keyboard (which is basically the core speed that the game is designed around) and AGAIN the INSTANT you use the sprint cap you instantly escape their damage range.
It's not even like you don't have a lot of time to react to them, if you some how let them run all the way up to you and get in minimum of 2 hits** before even thinking of upping your speed quite frankly it's your own damn fault.
Hell holding down the 'swap hat' button/ trigger literally slows down time while you select it, which gives you even more time to react and do anything.
**(since when doing Vanessa's Manor if you don't immediately run off and just go to the mansion the only damage you could possibly take before them is by blowing yourself up with the 2 cherry bombs and there's literally only 1 other of the statue in the entire game in another part of the subcon forest)
The Statues and the 'staying inside you issue' is only when you do nothing to affect your speed to get away from the enemy CHASING you, I don't feel it's out of line to say "b-b-but I could run away with the sprint hat!" because that is literally the solution to this entire problem.
Button mashing did get me out of the statue once though. The sprint hat (I didn't try the scooter) didn't help me after the statue already caught me, it's only helpful avoiding/escaping them in the first place.
Because if so then it's literally just their behaviour, might need a little bit of tweaking but honestly it's basically nothing, all you need is a tad more speed which can be obtained quite easily in a couple of different ways.
Also only 3 statues in the game, the 2 at Vanessa's Manor (in a flat hilly scape where theoretically you should be able to just slide down the hill to outspeed them, no dive timing or sprint cap at all) and that one on top of like a fountain thing somewhere in subcon which you can trick it into falling off of and then it's pretty much a non issue entirely (since getting back up you can either do by wall jumps up the nearby buildings or just climbing up the fountain while the statue is inactive when walking back to the statue.)
Clipping dosen't mean you are stuck inside an enemy, it simply means a polygon or sprite is going through another and not having any type of collision detection intended to prevent that.
Your video shows it, though not as extreme as happened to me and what Aspoehro were claiming, likely because you never stopped moving or changed in the opposite direction, but the fact that the enemy is in you like that looks a lot like buggy behavior. If the enemy was swiping at you when it's within damage range, or if it clung to you like ReDeads from Zelda to, then it would look normal, but it just being in you like that and not attacking so much as just deling collision damage.... especially when it repeatedly wears out your mercy invunerability like that is more akin to behavior I have seen in unfinished enemies in pre-alpha test builds of games.
Basically, they way they behave (or rather, don't behave) looks more like they are bugged, it's not that they are "hard" or anything like that. This is coupled with now they are 100% soundless and when they come to "life" is inconsistant.
Their footsteps do make noise and they behave consistently. One workshop level is based on them acting the same way 100% of the time. They start chasing you once you've passed by their field of vision and turned your back towards them. Might be more to it than that, I don't know
For the rest of what you said, that was basically what I was asking for when I asked you to explain the 'point', not gonna lie, now I fully understand what you meant and feel atleast a little stupid for not realizing sooner.
Can't say I disagree with a thing you said there.
Never really even thought of it, but while not 'soundless' they are kinda ridiculously quiet for a (presumably) stone statue come to life, guess it kinda adds to it when they sneak up to you but they could do with weightier footsteps.
Didn't end up recording it because initially I forgot to put on godmode and died recording it (lol) but when I stood still and let them get me they gave me even more time to do anything (the first attack would have around 1-2 seconds of dead air and then it'd actually attack again) but they could probably do with a little bit more polishing (my guess is they never really went indepth with play testing how it felt when not using sprints or dashes)
That doesn't seem to work for me. :-P
That said i agree that the first likely encounter with these enemys as well as their behaviour upon contact with the Playercharacter is not ideally timed/designed.
You wan tto challenge a player not fruistrate them with a GOTCHA moment. :-P