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At that point I just quit lol.
Right ? Exactly my point! It is just not fun with the current way it works without failsafes to prevent constant tedium.
Spec 8 and 11 arent even that strong. And complaining about speicmen 12 of all people who is one of the weakest and most simple enemies in the game.
The room part i can kinda agree, Howards room is quite annyoing sometimes.
You claim its 'fudmentally flawed' but you gave 0 fixes for said problems that dont exist.
The mode is both skilled based with RNG, thats how its desgined. The entire game is built that way, so saying they need to remove RNG seems werid, and takes away from a core gameplay desgin element of the game.
Something being hard is not an excuse for it being intrinsically flawed. I go into detail why the difficulty is not so much difficulty as a dice roll, and where that applies.
It is circumstantial that you say this, on their own nobody is a threat, but with an unlucky combination you simply cannot do anything about certain specimen appearing in certain rooms.
But I will upgrade your opinion to make it more specific. You might argue that sure, you can get unlucky but you will just have to take some damage and survive.
So then, what happens if you get too unlucky? It is not actually very improbable to die due to bad luck, if you get a series of rooms that have layouts that lead you into these forced damage scenarios. And due to the way endless mode works where only specific rooms make up the room pool for every floor, these situations are more common than you think.
It is understandable! I really do not think tedious rooms that you have seen once in the story should be constantly available to appear in endless mode, especially since nothing happens in them (as that is their intention for whatever reason- to just take up time even if encountered before).
No, the issues exist and you even agreed with one of them earlier. I do not mean to say that what I say is gospel, but there is no way someone who has spent long amounts of time playing this mode can defend the amount of luck integrated into it, compared to the original version pre-HD port.
If you are still unsure, I have spoken to some people far more passionate than me and you combined, as they have gotten incredible scores in this game's (HD) endless mode. And I also reviewed a few others on youtube who post their attempts, and they all share the sentiment that due to the combination chase mechanic HD revolves heavily around RNG which is a problem that the original version did not have, for it does not have that (you can see Ryan J share this stance, to my knowledge the #1 original endless mode player who is very involved in the game).
I did not recommend any fixes for two reasons. I state clearly in my post that I have little faith that such core changes would be implemented at this point in the game's life, and there is no problem with this. The other reason is because if I had deeply thought-out fixes, I would be making my own game and not sitting here on a forum
That is very interesting to me how you say that the mode is both skill and RNG based by design. You are correct, but do you not think that precisely that is a discrepancy? How can something be both one way and the complete opposite?
Skill would imply that under any circumstance, the player has a correct option that if talented enough they can consistently make based on experience and other factors. Tetris is a skill based game because no amount of speeding up the blocks, or the variety of the blocks being random, is substantial enough to where a truly talented player cannot reach what is considered the "human limit" (or in some cases, go beyond that as seen in world records!).
Luck, is exactly that. No matter how good you are at poker, you will still lose a bunch. No matter how bad you are at poker, you will also win a few games. Luck is unfair because it knows no bounds and is completely blind. Punish the hardworking, reward the less so. Luck based games are not bad, but we have seen time and time again this dichotomy of games being 90% skill based, and the 10% luck involved is always disliked and filtered out because it causes problems in competitive (or otherwise) environments.
My entire topic, appears to be about making the game more competitive and less luck based in the essence that luck plays a role but is not able to determine the player's fate outright (resulting in an easy time or a loss respectively) on its own. If you lose, it should be your fault 100% of the time, and that is regrettably not the case currently for every single run that you can have, which I think is not very fun.
I was going for the achievement for 1001 rooms in endless and JESUS CHRIST was getting Rebecca first the WORST omen for my run I then had multiple chases where the game REALLY LIKED making me avoid both her AND the Body Bag which was VERY tense in a not-so-fun way
then around room 520-ish who would appear but Bandage-face
other than "look at him" I dont know how Bandage-face works
I dont WANT to know how he works
I WANT him OUT OF MY GAME
no matter what i do he just decides to teleport to me and chip off my health very quickly but, more importantly, negate health regen from having to Tank F***ING REBECCA deciding to come at me in the most CRAMPED HALLWAYS with a near-literal SPEEDING BULLET behind me
fast-forward to Room 605
as Rebecca and Bandage-face chip me away, I reach the end of a hallway and wonder why there's no door before I quickly peek behind me and recoil in Terror
it
was
S p o o p e r
I died at room 621
and I never EVER want to go back
Lisa is absolute agony, that I agree. Although Bandage is easy. He's the same as other weeping angel wannabe monsters but you can just hit him with the axe to get rid of him for the room.
I really appreciate it. Reading it back with hindsight and having since heard more opinions from other players, I would perhaps have gone into more detail and maybe suggested some of my best ideas, but at the same time I believe that this game is in good hands as it stands.
One of my biggest thoughts when I played endless mode for a while is how fascinating the attack interactions are with the player and the monsters. That is to say, whenever the player can use their weapon to take a specimen out of commission or severely influence their survival ability with well-timed attacks that stun or otherwise delay the pursuer, it makes for some of the most fun situations. The changes to make weapons slower makes it much more methodical to use, and managing your stamina and its quirks with attacking correctly creates great strategy. Keeping that in mind, if I was to rework the gamemode I would most likely make changes that sound somewhat like this:
-Highly increase the rarity (or limit to once per floor if chosen in the room pool) of the tedious safe rooms.
-Have some sort of system in which every room has a "danger" value, that is taken into account when calculating what the next room will be during a chase of multiple monsters:
Rooms that highlight the strengths of the monsters chasing you should be prioritised (pits for flying enemies to go over, winding rooms for monsters that are incorporeal) with the catch that if there are high-danger rooms available in the current floor pool and the player is being chased by more than 1 monster, the game should not be able to roll another "high danger value" room sequentially, using some sort of calculation of the current room's value and maybe taking into account a "threat level" variable for each monster.
In effect, a system of this nature tries to address the probabilities of a floor having really difficult rooms back to back that can lead to forced damage or unfair game over scenarios. If you get unlucky and have to endure a really difficult room with dangerous monsters chasing you, you are then ensured that the next 1-2 rooms will be short or generally easy to survive to some capacity, so that you can (if played correctly) heal back all your lost HP just in time until another high danger value room appears in the rotation.
-Add more interactions with the axe/ sword weapons that the player can take advantage of. The moment I saw that specimen 12 can "parry" your strike, I thought it would be really interesting if that had gameplay functionality and prevented or reset his sprint timer, so you can keep him close to you and prevent him from sprinting by forcing him to use up his energy to block your attack. All the specimen that can be stunned or disabled by means of striking add a lot of depth to the gameplay with their inclusions!
I still think it is reasonable for high threat value enemies to be invulnerable and have no effect when being struck (specimen 4 comes to mind), but as it stands since the issue is that some combinations are incredibly strong, adding new interactions that reward trading valuable stamina to instead attack to save your health temporarily or long term is a clever way to encourage taking risks (such as by being able to repeatedly disorient specimen 3 in a long corridor- I believe this interaction would work well with specimen 10 in his worm form too, to prevent it from being so oppressive when paired).
Truthfully, there are not many issues as it stands. I try to make it clear in my thread that the problems are not so much the lack of features, as the need to make certain features more intricate to encompass the harder and more strategic (hopefully) nature of this game's endless mode, compared to the original! It is not unexpected that the original game's endless mode is a breeze, where only 1 monster can chase the player at once, compared to this game where the core system of combining and mixing monsters creates exponential difficulty.
P.S I am not sure if it would be ideal to change both the room system and the overall difficulty of specimen combinations, as if I feel like either of those alone accomplish the same task of limiting over-arching RNG and rewarding player experience and skill. If I had to pick only one, I think being able to carefully perfect any encounter in any room is better than accepting that some rooms are unfair and just preventing them from appearing too often.
The issue is that most of the time it is a skill issue if you die. There are very few situations that are complety rng that kill you. You can survive most if not all, combos by understanding map room layout, taking your time, or juking the specimens. Using the weaknesses of every one correctly.
Let's take 10 as an example. In some room types you can easily run in a circle to avoid the worm form due to its inability to turn well.
Or how about 8 who you claim has no counterplay. You can simply be far enough away from the wall to avoid him or just tank a hit because he has lower then normal damage.
Specimen 12 is one of the easier to avoid specimens so I'm unsure why your complaining about him. You can juke him out during his sprint like every other fast specimen.
Notice how every counterplay has 0 luck or rng involved, and just requires good timing, understanding ai, and room layout. The only luck factor is room types, speicemrn spawns, and who you get.
Also, please dont use Ryan J as an example. Dude hates HD enterily and the devs, so of course he would agree. Also OG endless mode has 0 challenge involed so getting a high score in it doesn't matter
Indeed, there is counter play in specific rooms for everyone, even troublesome combinations. But the keyword is "specific". I agree with you fully that there are situations where you can pull through, but these situations are not as cut and dry and common as you may have been lead to believe. There are unfortunately, far too many cases where those (to you) "improbable" unlucky situations can occur. And even if the player does not intrinsically lose outright, the fact that the possibility of them leading to a loss (seen most often with specific room types such as corridors and combinations of specimen that capitalise off of each other in these specific rooms) exists is the issue.
I agree only partly that as it stands, there is "technically" a loose sense of skill and counter-play under various scenarios, but the scenarios where there isn't do not disappear as a result !
That is to say, just as you can make an example where you can outplay specimen 10 with a fast specimen, I can reasonably make two more where you cannot, and this back and forth of which situation is fair and which isn't should not inherently be the subject of a balance discussion, these are only faucets of a larger issue.
As for the aforementioned player, I do not really know anyone's reasoning for having problems with endless mode that line up with what I have detailed in this discussion. All I know is that many people attribute the game to luck (good and bad players alike, which are both important metrics for a game) more so than the player's capabilities in a good handful of scenarios, which takes away from the competitive nature of it all. I am sorry if he was a bad example, I have not done much research on this aspect...