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Can _skill_ my way through with a scanner, or cheese it with a jet pack.
But the dogs (always got 2) feel like they trigger from very far away.
Maybe it's intended like the dog leaping to attack, but it does make the map feel more boring to play on repeat (for me).
Again if a large number of players love this iteration of the map, please don't change on anyone elses account. Just wondering how to make it feel more expressive and less repressive.
Think as little as making killable (classic sense), fractionally reducing it's attack range, or maybe giving a clear way to break aggro, iframes style parry chance to scare the dog away when it's mailing you, could all go a long way.
Just something that gamifies the interaction.
Could be that performance improvements will be enough, as it becomes more reliable in its behaviour, with less rubber banding and more fun to creep around it.
Part of what makes Forever Winter so compelling is the immersion into the darkness. Sneak and strategize, picking underdog fights, even deciding what to carry out as the most valuable goods. Knowing that there are fights I can win and some I can't. The decision making is interesting and the Cemetery map is contrary to that. I like the horror piece of having to open and close doors, but again if Grabber gets a good jank 180 turn and zips it up the stairs you "GET OVER HERE" dead.
When decisions work they're really fun. For example the new Rat King on Arid Mesa, he's out wreckin' and I'm trying to loot his kills for the residue (he actually wound up getting wrecked by 3 heavies) but I knew I was taking the risk and it felt engaging. Many times the risk is rewarded with a fatality, and when it pays off it feels great. If my decision is "wait for the insta-kill to be over there and truck it to the extract" my only reward is a loading screen and a rinse and repeat. I'm missing parts of the map that are no-go zones, there's quest objectives or other really cool pieces of the puzzle that have to be ignored, just feels uninteresting and I'd rather play other maps.
The Close Quarters comments are great points. One of the reasons I love Scrapyard Nexus so much is the constant dog fighting and risk/reward gameplay. Grabber just feels unfair and limits what I can and can't do, not because of the risk/reward, but because it's just going to be a game over and there's no decision to make.
Do agree if judging current state, though am still willing to put a lot down to balance and performance. At least balance is the type of thing that's easy to iterate on with feedback.
The map really did feel like an attempt to respond to comments that it's easy to be that guy, so maybe they pushed too far and will dial it back a touch, or maybe it's closer to the experience they intend and will dial other maps up.
But there is definitely some disparity that wants to be ironed out and think it can be.