Danganronpa V3: Killing Harmony

Danganronpa V3: Killing Harmony

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Vimbert 2017년 9월 26일 오후 8시 08분
Death Road of Despair
I refuse to give in until I beat this miserable SOB. Anyone have any tips? I'm not a platform master and have the action difficulty on easy. Those warping platforms are ruining my day.

halp
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전체 댓글 54개 중 31~45개 표시 중
Darkfiro 2017년 10월 1일 오후 12시 03분 
If it before chapter 5 Run if it at chapter 5 you know what to do
Darkfiro 님이 마지막으로 수정; 2017년 10월 1일 오후 12시 03분
WizoDard 2017년 10월 1일 오후 12시 09분 
Sucks to suck, I tried it for about an hour, then gave it. I know I will have to eventually come back to complete it when I 100% this game, so it's fine...
Taijitu Taikyokuzu 2017년 10월 1일 오후 12시 21분 
Zalmoxis님이 먼저 게시:
What is the best way to deal the explosive coins that spell out "Clear"?
You have to run past the C, jump over the L, run through the E, jump over the A, and then run through the R. You can see it demonstrated in any of the videos showcasing it.
CaptainWuzz 2017년 10월 1일 오후 3시 05분 
Zalmoxis님이 먼저 게시:
What is the best way to deal the explosive coins that spell out "Clear"?

Run through C, jump L, run E, jump A, run R
DarthVitrial 2017년 10월 1일 오후 6시 07분 
I get that it's supposed to be near-unbeatably hard, but I wish it were hard because of level design and not (intentionally?) sloppy code. My AI partners keep suiciding, physics are stupidly slidey, and the jump command works maybe 1 in 10 times. If the controls actually worked and AI partners were immune to death until you take control, this would go from "just a quick gag in the game" to "actually enjoyable content that extends the playtime of the game and makes it more worth the purchase price."
So hopefully they at least fix the jump controls, because I could literally program more accurate/responsive jumping myself in Unity, and I only started learning last week.

Also, question: Can it still be played after Chapter 1? It would be interesting if we could revisit it whenever we liked, just with whoever died missing, meaning less lives. is that the way it works?
Battler Ushiromiya 2017년 10월 1일 오후 6시 09분 
The Truth님이 먼저 게시:
I get that it's supposed to be near-unbeatably hard, but I wish it were hard because of level design and not (intentionally?) sloppy code. My AI partners keep suiciding, physics are stupidly slidey, and the jump command works maybe 1 in 10 times. If the controls actually worked and AI partners were immune to death until you take control, this would go from "just a quick gag in the game" to "actually enjoyable content that extends the playtime of the game and makes it more worth the purchase price."
So hopefully they at least fix the jump controls, because I could literally program more accurate/responsive jumping myself in Unity, and I only started learning last week.

Also, question: Can it still be played after Chapter 1? It would be interesting if we could revisit it whenever we liked, just with whoever died missing, meaning less lives. is that the way it works?
The wonky controls are intentional.

Yes, you can rety it as much as you like. Just go back to the hole and you'll be able to play it again.
Taijitu Taikyokuzu 2017년 10월 1일 오후 7시 31분 
The Truth님이 먼저 게시:
I get that it's supposed to be near-unbeatably hard, but I wish it were hard because of level design and not (intentionally?) sloppy code. My AI partners keep suiciding, physics are stupidly slidey, and the jump command works maybe 1 in 10 times. If the controls actually worked and AI partners were immune to death until you take control, this would go from "just a quick gag in the game" to "actually enjoyable content that extends the playtime of the game and makes it more worth the purchase price."
So hopefully they at least fix the jump controls, because I could literally program more accurate/responsive jumping myself in Unity, and I only started learning last week.

Also, question: Can it still be played after Chapter 1? It would be interesting if we could revisit it whenever we liked, just with whoever died missing, meaning less lives. is that the way it works?
Yeah that sums it up pretty well. It would still be extremely difficult, just lose the fake difficulty stuff.
DarthVitrial 2017년 10월 1일 오후 10시 55분 
Battler Ushiromiya님이 먼저 게시:
The Truth님이 먼저 게시:
I get that it's supposed to be near-unbeatably hard, but I wish it were hard because of level design and not (intentionally?) sloppy code. My AI partners keep suiciding, physics are stupidly slidey, and the jump command works maybe 1 in 10 times. If the controls actually worked and AI partners were immune to death until you take control, this would go from "just a quick gag in the game" to "actually enjoyable content that extends the playtime of the game and makes it more worth the purchase price."
So hopefully they at least fix the jump controls, because I could literally program more accurate/responsive jumping myself in Unity, and I only started learning last week.

Also, question: Can it still be played after Chapter 1? It would be interesting if we could revisit it whenever we liked, just with whoever died missing, meaning less lives. is that the way it works?
The wonky controls are intentional.

Yes, you can rety it as much as you like. Just go back to the hole and you'll be able to play it again.

I get that they're intentional, but I still don't think it's a good design choice. Like I said before, if the controls worked nicely and the difficulty came from near-impossible level design instead of just being frustrating to play, it could have been a really enjoyable and nice addition to the game and something that really extends playtime and makes you feel like you're getting more content for your money, instead of just being a quick joke and maybe a source of irritation.
Taijitu Taikyokuzu 2017년 10월 2일 오전 5시 47분 
The Truth님이 먼저 게시:
Battler Ushiromiya님이 먼저 게시:
The wonky controls are intentional.

Yes, you can rety it as much as you like. Just go back to the hole and you'll be able to play it again.

I get that they're intentional, but I still don't think it's a good design choice. Like I said before, if the controls worked nicely and the difficulty came from near-impossible level design instead of just being frustrating to play, it could have been a really enjoyable and nice addition to the game and something that really extends playtime and makes you feel like you're getting more content for your money, instead of just being a quick joke and maybe a source of irritation.
https://youtu.be/VeV0_Y5yaDA?t=1s
Quincy Quinn 2017년 10월 2일 오전 11시 19분 
Any advice for when you face it later in the game? The electrohammers help a lot, but we're down to a handful of people now and I'm not picking up the pattern for what I'm supposed to do in the area with the cages. I got past it once or twice, but no idea how.
Quincy Quinn 님이 마지막으로 수정; 2017년 10월 2일 오전 11시 19분
KulaRose 2017년 10월 2일 오전 11시 22분 
Jump and swing your hammer as rapidly as you can. If you jump and swing, your hammer knocks cages away, too.
KulaRose 님이 마지막으로 수정; 2017년 10월 2일 오전 11시 25분
Taijitu Taikyokuzu 2017년 10월 2일 오후 8시 32분 
Does anyone know how to get them to stop following you at the first platform? I've seen people do it, but I can't seem to get it, and every time they follow me over it, they commit suicide.
Taijitu Taikyokuzu 2017년 10월 6일 오후 9시 36분 
I think I've pretty well mastered that one bit in the middle that everyone seems to have the most trouble with, the one where you have to jump across those little pits, and avoid the bombs and coins and whatnot, now I just have to work out how to jump across those platforms at the very end.
kandnm115709 2017년 10월 6일 오후 9시 43분 
What the point of trying to beat it without the hammer? Other than an achievement and bragging rights? It's all pointless, anyway. Yes, I'm still salty after that "twist" in the end.
kandnm115709 님이 마지막으로 수정; 2017년 10월 6일 오후 9시 44분
Taijitu Taikyokuzu 2017년 10월 6일 오후 9시 49분 
I've already invested this much time into, might as well see it through. Besides, I've managed to get every achievement from every Danganronpa up to this point, don't see why I should now.
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게시된 날짜: 2017년 9월 26일 오후 8시 08분
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