Abiotic Factor

Abiotic Factor

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scum May 22, 2024 @ 11:03pm
rip tripwire mines
they got big nerfed
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Showing 1-7 of 7 comments
superman May 22, 2024 @ 11:54pm 
this update overall was a big W except for this. don't get why stacking was an issue? makes no sense.
Monokuma May 22, 2024 @ 11:57pm 
Originally posted by superman:
this update overall was a big W except for this. don't get why stacking was an issue? makes no sense.
I imagine the reason it doesn't stack anymore isn't due to an explicit balancing decision but instead as a fix for the fact that you never had to reload them if you just picked them back up.
ULTRA May 23, 2024 @ 7:39am 
but they still kill stuff dead, right
MechWarden May 23, 2024 @ 9:37am 
Trip mines not needing to be reloaded was a big exploit. I can see why they can't be stacked if there is a chance to have different states of being loaded and used.

I would imagine they are still just as deadly, but I haven't broke them out yet to find out.
CombatWombat May 23, 2024 @ 10:25am 
Yeah this is good imo. Tripwire was very conveniently OP.
PissedOffGuru May 24, 2024 @ 10:21pm 
Why is the stack size limited to one when I can have at least 6 of the megnades( not sure how many you can have, ive had 6 at most stacked so far). I've seen a magnade kill one and down another. I've seen a soldier go through 3 tripwire before being downed. I know you have to buy the mugs but I can currently buy 140 mugs and it give 3 names per mug. I think limiting the tripwire to a stack of 3 would be fair. Hopefully this isn't the permanent fix. If it is a permanent fix, it's a small change to me but a lazy one. Hopefully it isn't indicitave of things to come like how they altered the enemy spawns.
Monokuma May 24, 2024 @ 11:25pm 
Originally posted by PissedOffGuru:
Why is the stack size limited to one when I can have at least 6 of the megnades( not sure how many you can have, ive had 6 at most stacked so far). I've seen a magnade kill one and down another. I've seen a soldier go through 3 tripwire before being downed. I know you have to buy the mugs but I can currently buy 140 mugs and it give 3 names per mug. I think limiting the tripwire to a stack of 3 would be fair. Hopefully this isn't the permanent fix. If it is a permanent fix, it's a small change to me but a lazy one. Hopefully it isn't indicitave of things to come like how they altered the enemy spawns.
The main issue is that by stacking tripwire mines at the moment is that there's no way to differentiate one that's been loaded and one that's empty. Mechanically, in some other games, the "state" of an item is tied to the item itself, and becomes unstackable without losing track of what "state" it's in. For example, in some minecraft mods you're able to pick up containers with items inside. When the container is empty, they might be able to stack since there's no data to keep track of, but when there's something in the container, the containers will not stack in your inventory. I imagine tripwire mines are currently functioning in a similar way. I think if they want tripwires to stack down the line, they would need to make two different tripwire items, "Tripwire (Loaded)", and "Tripwire (Empty)".

Of course, I could just be wrong entirely, but I feel like the ammo fix and the stack limit being the same update isn't a coincidence.
Last edited by Monokuma; May 24, 2024 @ 11:25pm
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Date Posted: May 22, 2024 @ 11:03pm
Posts: 7