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It would be great to have multiple save options! Maybe in the start/continue area you could just have 3 start/continue options on each side, 6 total. So the host can pick on to start with that group, And when they start a new run choose another etc. Then when everyone is back on they can continue on the original choice.
We run into this issue a lot since there are 6 of us that love to play, but have to cycle through people. so we've all but abandoned looping, that whole part of the game is gone for us without someone getting screwed in it.
Currently, if you play a crazy long run and get bored or want to try something else, it ends that crazy long run. But with the OPTION to have a "forever" run going on, a lot of people are likely to devote a save slot to that, meaning many many more people pushing the game to its absolute limits and beyond. Even if the current gripes get fixed (I grew so big I can't interact, I pushed the enemy spawn rate so high the game broke, etc.), that many more people are definitely going to find several more things to break.
I'm not fundamentally opposed to the idea of multiple saves, but the fallout that seems quite likely to result is irritating, watching people report this stuff and ask for changes due to extreme edge cases.
Wouldn't it be a good thing for people to push the game to a point it literally crashes and report that for very good reason so that noisestorm can just set a hard limit to the things causing this seems like the simplest option really.
So the solution is to change ONE perk to not stack the same way as others (which would be itself reported as a "bug"), change ALL perks to not stack as high, which means that the people who want to stack other perks to stupid levels now can't, or redesign the levels to make stuff appear higher/bigger so that it can always be selected - which seems like it'd be a good bit of work for a problem that's so niche.
Same thing with the 5100%+ spawn values on islands breaking progression. You either cap specific things, again, the inconsistencies of which just get reported as bugs themselves, cap everything, or fiddle with the code to try to directly rectify the problem (which probably involves collision meshes and the sheer number of enemies pushing others out of bounds) and hope it doesn't break other things.
What it amounts to is that a few rare complaints from people trying to break the game can simply be answered with "well, you tried to break it and succeeded...if you don't want it broken, don't try to?" But a BUNCH of people being encouraged to repeatedly break the game sends the devs on wild goose chases fixing obscure "bugs" that almost never come up....instead of working on more content and updates. It is an EA title after all being actively updated. By 1 person no less, so tangents and rabbit holes of bug chasing are an even more direct impact on the progression of the game than in other titles.
Or simply just max the number of enemies that can spawn on a single island and just make it so that your player model cant get more than 500% bigger and the two biggest "glitches" your talking are gone and oh no the dev has to do a little more work on the only game hes made.