login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem


However, I also usually play the casual mode so I can pick some starting mods.
These changes bring normal to where I'm capable of playing reliably. I can usually beat the game in casual.
Most of the time in normal I can get 4-6 levels deep.
This would give me a false sense of skill improvement, but thats okay :p
Or a Subtank. Those can be refilled. If it worked like in Zero/ZX where it stored a set amount and restored that much HP instead of like in X where it used up all the excess HP and it went to waste would make it even better.
And remember, the final level is hard! Tough as nails. Even the skilled players struggle with it so making it more bearable for newer players wouldn't be a bad thing.
Of course, none of these would affect challenge runs at all to keep it fair for leaderboards.
Kinda sorta forgot the whole Zero/ZX mechanic. Rather, I forgot they had a slightly different function. I figured it was like that from the get-go. Guess it goes to show how long it's been since I played, hm?
Thought on a similar note, Command Mission had a unique twist on it where you could actively choose how much to use, from several percentage options. Between that and the Classic/X, I like the idea of adding some thought to it, rather than using it all willy-nilly. Not to say the Zero/ZX method would be a poor choice, given how difficut the game can be for newer players.
This should appear at the beggining of every level in casual ( after the first level of course), if not, maybe every second level.
On another note, a useful function and/or Aug idea(I'd prefer it to be a basic function rather then an Aug, but possibly disabled for Defiant/Challenge runs, like the rest of these changes you are suggesting), the ability to warp to your teammate, possibly for an NRG or HP cost, I know sometimes me or my buddy has a tough time with one specific section of platforming, to the point that we just hope for a Glory Zone/Shop/Lab to drag the other person over with so they don't have to bash their head for minutes, and other times one of us just trailblazes super hard and the other person just slowly follows along, would also make letting players get to chests after their partner solves them easier
My suggestion would be, as you earn SC, you could do a permanent upgrade to the player stats as a whole, like, Life Max, ENRG Max, Normal Attack Power, Powers attack, etc.
All of them would cost more according to the amount of the level you get. Example: You could afford the Lvl 1 Health up which would cost 2 SC. Then the Health Lvl 2 would cost 4 SC...
Something like that on the Normal/Casual play would be nice... you would get that kind of Souls games where the more you die, the more powerful you could get.
Of course, no change on defiant runs ;)
Just an idea :S
Seeing as that's my favorite roguelike ever, this seems like a great idea. There needs to be an option to start a normal non-defiant run without the unlocks, and I'm guessing the daily challenge won't include them either.
I'm curious how these will affect multiplayer if the two players are at different levels of completion.
Regarding the poster above me, I second the movement for a warp-to-teammate key and a small cost to prevent abuse.
On a warp-to-teammate key, we talk about this now and again - it's on the "hopefully we have time for this before 1.0" list.
Defiant no-skull takes care of the "non-upgrade normal" - can someone think of a reason we need both?