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It seems like this new mechanic was introduced to reinforce the feeling that you're never safe until the biome is clear and they want you to play fast, which doesn't jive with me at all. When I play fast, I make mistakes. I understand that there were rewards for playing fast already with the timed doors, but at least previously playing fast was OPTIONAL, now it feels mandatory and I'm not a fan of that at all.
I'm really hoping Motion Twin takes this feedback into account quickly and can make some malaise changes by the next DLC. At least have the malaise start filling WHEN YOU GET HIT, not right away for absolutely no reason. I'd be interested in hearing others thoughts though, but I'm not feeling it so far.
I don't know what to think, but I feel like I might end up hating the game after this patch and stop playing.
Let's all calm down a little bit lol there's another major update coming in a few months, and Motion Twin seems to listen to the community a lot. I would imagine if enough people voice their displeasure over the new changes (and they already are) they'll be fixed pretty quickly.
It's not ALL bad: the new katana is supposed to be pretty dope, and I really like the new backpack change-up. On top of that, the new mutations which let you attack with the weapon you have in the backpack is pretty awesome; it almost makes it feel like you have a third weapon in the kit, which is really cool.
Specifically, this thread with its 74 replies where multiple players voiced their complaints with the update and the replies to the official announcement when 1.9 arrived where one of the devs acknowledged the many complaints that were voiced there. There were more threads than that but those are the two big ones. Many complaints were voiced, very few of those have been addressed.
Having said that, when I browse through their feedback thread on reddit almost everyone is mostly optimistic with a few people explaining why they don't like certain aspects of the update. Whereas the Steam community is the only place where opinions are less positive. Well that and the Twitch community. This makes me wonder whether the game has changed so much that its audience has shifted completely.
Or maybe the devs listen to people whose opinions vary greatly from those here.
I am writing down my own opinions about the update to post them in the 2.1 alpha announcement (I don't want to use reddit). Whether they do anything with it is up to them, I'm not expecting them to cater to my tastes. But let me say these two things:
1) Throughout all of the latest patches where I've tried the alpha (1.5 and onward), the features in alpha mostly carried over to the live patch. I have never seen them releasing an alpha and saying "Well, that was a horrible idea" and completely undo that. This is why my concern is even bigger after having played this alpha.
2) In my honest and personal opinion there has been a downwards trend in how much fun it is to play Dead Cells since several (5 or 6) patches now. With every patch it feels like we're moving 2 steps forward and 3 steps back. Every patch has to change the meta of the game to make it feel "fresh" up to the point that I don't even know what game I'm playing by now. Again, I'm seeing many people like the changes so it might be just me.
As a side note: the game is being developed by Evil Empire while Motion Twin are working on their next game. It's not a huge difference, just that Evil Empire consists of 2 devs from MT who are working on updating Dead Cells. They used to be in the same office (no idea how they're working with the pandemic and all)
I love Dead Cells, and love Motion Twin (Evil Empire), but when I see what was changed about my game is really sad. And doesn't feel like devs knows what they're doing either... With every major patch released, I don't want to launch game more and more... because IT'S NO FUN. Feels like a big downgrade in terms of gameplay/replayability. Which is what makes DC so fun in the first place??
I guess I mostly don't understand their motivation. What they're doing here reminds me a lot of what happens in competitive multiplayer games - devs endlessly tinkering with balance because the community always discovers some cheese or exploit or a certain meta takes over everything. And for a competitive multiplayer game those are really bad things. But Dead Cells is a singleplayer game. There's nothing wrong with some combos being overpowered or some playstyles being safer than others. Yes, one-handed crossbows combined with shields were overpowered. And you know what? That combo was awesome and really fun to play!
Oh cool, had no idea that's a thing since developers don't usually do that on steam.
Any idea does playing on older versions have any negatives like not being able to get achievements anymore or something?
I can't even imagine trying to seriously get past areas with smokers or protectors with a slow weapon like scythes (5 BC). Running past monsters will just end up with some super sonic elite rampager \ huge horde of monsters ending your run.
I definitely understand the frustration, it seems like they keep making major adjustments to keep the game feeling fresh, but at times if they're changing TOO much in an update it'll start feeling too different from the game you loved. It seems like most all of the changes (at least in this update) are changes that are making the game harder. I'm starting to wonder if that's because the dev team is playing the game over and over again, trying to find things to tweak, and because they're playing it constantly it's starting to feel naturally too easy for THEM. So therefore,they start making changes that adjust the core gameplay to make it harder. Problem is, not everyone is playing the game as frequently as they are, so not everyone is going to enjoy changes to the game that only make it harder or more tedious to play.
It seems kind of similar to what happened when Doom Eternal's DLC dropped a few months ago, and so many people were commenting on how brutally difficult it was, and how much of a jump in difficulty it was from the main campaign. Hugo's kind of let on in interviews that because his team has to play the game so much, they basically have to play it on Ultra Nightmare to feel even a smidge of challenge. That very well could have influenced them to make the new content so much harder, because the development team themselves were craving a greater challenge than what they were getting in the main game.
Point is, maybe Evil Empire is a little TOO closely attached to this game lately, and it's getting difficult for them to figure out changes that could make the most people happy, rather than just adding more challenge.
As far as I'm aware the rewards for getting to timed doors and to doors that require XX amount of kills without being hit are the same. So currently the game rewards both fast and slow playstyles, but after the malaise change slow playstyle will probably no longer be viable.
I wholeheartedly support your opinion.
I remember when Motion Twins added the timed bonus. I felt "Well, too bad I don't play fast, I'll never get this bonus". And since some blueprints were hidden behind timed doors, I had to set up for some "speedrun playthroughs" (which I didn't like) just to get them, then start anew with my slow and careful playstyle.
Then when Motion Twins added the "Kill X enemies without being hit" bonus, I thought "YES ! Now my slow & steady (tactical) playstyle is being rewarded as well ! Motion Twins REALLY care about their players playstyles ! They're awesome ! ^^".
And now, not only do they take the "slow" bonus back, but they even punish such a playstyle with more and more difficult enemies. It feels to me like "♥♥♥♥ you, slow players ! Now you gotta play the hard and fast way or stop having fun." :-( :-( :-(
And that is why you'll keep being screwed over by bad devs your whole life.