Forums › English Language Forums › General › General Discussion

Search

Y U No Fix this?

22 replies [Last post]
Sun, 11/30/2014 - 23:04
Holy-Nightmare's picture
Holy-Nightmare

http://i.imgur.com/qHNfUdd.jpg

This is totally broken and should be fixed, I don't care if it is something as simple as having the Shadowfire pushing me out of the way just so long as I can't become trapped and am forced to use a spark.

Mon, 12/01/2014 - 00:03
#1
The-Worst-Knight's picture
The-Worst-Knight
offtop advice

If you have FHD monitor and want to play in window, but there is no good resolution for that, you may set your own resolution.
Change it here HKEY_CURRENT_USER\Software\JavaSoft\Prefs\projectx (Win+R -> regedit). Find display_mode and set the best resolution for you.
Another way to change resolution, open command line or run window(WIN+R) and put it there, agree with changes.
reg add HKEY_CURRENT_USER\Software\JavaSoft\Prefs\projectx /v display_mode /t REG_SZ /d "1920, 960, 32, 60"

Mon, 12/01/2014 - 05:11
#2
Sadchan

Your running windows 8...i' joking but yea y u no switch bac?

Mon, 12/01/2014 - 05:28
#3
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

yeah it needs fixing
nothing else to say

also why the windows 8 criticism?
its completely irrelevant

Mon, 12/01/2014 - 07:21
#4
Bopp's picture
Bopp
what about

What about when shadow fire falls all around you, so that you are perfectly healthy but trapped? If you're solo, then there is no way to escape. I once had to abandon an FSC trip for that reason.

I think that the level designers intended for us to extinguish the fire with water actively, rather than letting it accumulate. And to not walk where it is falling of course.

Mon, 12/01/2014 - 07:27
#5
Holy-Nightmare's picture
Holy-Nightmare
If fire fell in individual

If fire fell in individual pieces and not in clumps it would be easier to get around and extinguish, instead we have to deal with the possibility of getting killed in the cheapest way possible.

It is impossible to tell where the fire will fall, there isn't a marker on the ground like the tortogun bullets that clue you in, instead you just see a haze of dust and ash come from the ceiling soon followed by the possibility of fire landing ANYWHERE!

I would rather fight tortodrones than a monster that can permanently put you in a damaging trap you can't escape.

Mon, 12/01/2014 - 07:47
#6
The-Worst-Knight's picture
The-Worst-Knight
And you complain about fire

And you complain about fire trap, look at ice trap and ice lumber. Trap can catch you and you will die. If lumber broke your shield, you will die too.

Mon, 12/01/2014 - 07:47
#7
The-Worst-Knight's picture
The-Worst-Knight
And you complain about fire

And you complain about fire trap, look at ice trap and ice lumber. Trap can catch you and you will die. If lumber broke your shield, you will die too.

Mon, 12/01/2014 - 07:53
#8
Fehzor's picture
Fehzor

It's funny how people are salty when they get trapped and murdered by an attack as well as when monsters don't get trapped and murdered by a similar attack that they've launched. I am of course mentioning the tortofists, and claims that invincitinks are inapropriate on them.

As for the actual problem, I've only had it happen to me a few time and I really don't believe that it's a legitimate concern for the developers. If they could fix it easily, then yes, it would make sense for them to. Unfortunately, I doubt that there is an easy fix for this considering how shadow fire is used in a lot of other situations where extinguishing it or allowing the player extra mobility would be game breaking. The best fix would be to hard code revives (including emergency ones) to remove shadow fire but only on the vanaduke fight, and even that isn't entirely fool proof.

Mon, 12/01/2014 - 08:54
#9
Bopp's picture
Bopp
telling where the fire will fall

It is impossible to tell where the fire will fall, there isn't a marker on the ground like the tortogun bullets that clue you in, instead you just see a haze of dust and ash come from the ceiling soon followed by the possibility of fire landing ANYWHERE!

One or two seconds before the fire falls, the floor lights up where the fire will land, right? Or am I misunderstanding you? I avoid the lit floor and never get hit by fire falling from above. (In case it matters, my graphics settings are as low-quality as possible.)

Mon, 12/01/2014 - 09:13
#10
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

the light on the floor shows where the debris animation is,
the fire can land within a 5* haze bombs range if the light from what I've seen

Mon, 12/01/2014 - 11:17
#11
Turn-Me-On's picture
Turn-Me-On
@Bopp Contrary to your

@Bopp

Contrary to your advice, actively extinguishing the fire is one of the worst strategies.

It makes fire constantly fall in new areas, increasing the chance that you run into it or get trapped.

Best to let the fire accumulate, since the fight becomes easier once you are certain no more SF can spawn since it reaches its limit. I would know, ive done far too much vanaduke to the point where I can alt run the boss without taking damage.

Also, i am pretty sure fire spawns on or near the lit spots, not haze bomb radius.

Mon, 12/01/2014 - 12:36
#12
Bopp's picture
Bopp
not my advice

I was not advising players to put out the fire actively. When I fight Vanaduke, I ignore the fire as long as possible, just as you say.

That's how I got into the predicament described in post #4. In retrospect, I should have put out just a little bit of fire a little earlier. But I ignored all of the fire for too long, got trapped, and had to abandon the mission.

Mon, 12/01/2014 - 13:13
#13
Holy-Nightmare's picture
Holy-Nightmare
.....

@ Worst Knight

I can keep my distance from Silversaps but I can't stop Vana from swinging his mace in a 4 man party

@ Fehzor

Tortogun crystals fade after a short amount of time, Shadowfire requires active removal and doesn't have invincitics on knights.

If Vanaduke Shadowfire had an expiration time or is destroyed after the activation of Emergency rev or Spark (I had the emergency rev when the fire landed on me as well as nearly full health).

Mon, 12/01/2014 - 14:01
#14
Fehzor's picture
Fehzor

Um. Yes.......The thing about it is that people suggest that it should hit with all of its might, with no invincitinks. This would decimate anything that you got stuck on it, much as Vanaduke's fire decimates you on that rare occasion.

And knights do have invincitinks, they just don't sound or let you clip through walls to escape. That's why in lockdown cutters always miss with a large portion of their swing, sudaruska's charge does ~half damage, and blitz needle doesn't just decimate anyone that comes near it.

Mon, 12/01/2014 - 14:10
#15
Holy-Nightmare's picture
Holy-Nightmare
I use tortoguns and don't

I use tortoguns and don't think the invincitincs are bad, I sometimes wish they would wait a bit longer before activating but they work surprisingly well when paired with a heavy sword.

Knights don't have invincitincs against traps or status damage, they have it against monster moves and the attacks of other knights.

Mon, 12/01/2014 - 14:13
#16
Fehzor's picture
Fehzor

Are you sure?

Most of the time I only get hurt once whenever I run into a trap. Not having invincibility frames there would make me take a huge amount of damage, every possible frame.

Mon, 12/01/2014 - 15:58
#17
Fangel's picture
Fangel
It's not really broken

A warm spot shows up on the ground under where shadow fire is going to spawn. As long as you are not near the warm spot, you will not be hit or trapped my shadow fire.

The game is also intended to be played with a party, but still possible alone.

Knights have "invincitinks" in that they have invincibility frames. It doesn't have the same properties as invincitinks do (in that you will take damage from the source again if you remain in it), but you still become invincible to prevent massive damage.

Mon, 12/01/2014 - 17:06
#18
Holy-Nightmare's picture
Holy-Nightmare
Invinciframes or whatever

Invinciframes or whatever don't help none when can't move off of a fire trap, even in a full volcanic plate set with Max damage and fire resist you will still die and you can't do anything about it.

Invinciframes are nice when having to deal with a bullet hell but don't help none with traps.

Tue, 12/02/2014 - 15:23
#19
Fangel's picture
Fangel
They help with traps.

Hazards such as spikes and fire pits will never trap you. The shadow fire that Lord Vanaduke spawns can trap you if you are caught under where the debris fall. Avoiding the debris is the first step to solving a problem, the second one would be playing with a party of conscientious players who stop focusing on firing upon Vanaduke to help you out of a pickle.

Thu, 12/04/2014 - 14:55
#20
Flawedknight's picture
Flawedknight
Hmmm

This has happened to me on solo runs *sadface* But honestly there are lots of insta-death scenarios in the game that you can't get out of without help (or paying way too much to the revive fairy). Like getting cornered or something. I now pay extra special attention when fighting enemies with a rush attack as if they bounce you into a corner it's over... likewise with VD I pay a *lot* of attention when the floor starts glowing before the lava falls

Personally I find all of the little glitches in the game endearing and interesting... like shield cancelling for example. Do you think the Dev team sat down and said you know what, lets make it so that using your shield makes your knight recover from attacks faster! Probably not, but they probably did figure out that people wanted to shield in a timely fashion. The point I'm trying to get to is it adds depth, and skill to an otherwise pretty basic game play. Other techniques like the "Lunge", turning off AA to make the most out of brandish/alchemer charges so on and so forth add something IMHO. Back when the game started I remember clearly talking among friends and being super excited figuring out stuff like this.

but to each their own

Thu, 12/04/2014 - 16:13
#21
Sir-Highwind's picture
Sir-Highwind
I was watching the ceiling very carefully. And then it hit me.

Out of all the instant death scenarios that this game has, this is the only one I'm aware of that serves as a true run-killer if you happen to be solo. Trojans at least got patched to do their high-speed jog away from a solo downed player (or one that is dashing, since every mob loses track for that short period). If a player is willing to burn sparks of life, many situations in the game boil down to how many mobs can be taken down before needing to burn another spark.

This doesn't apply as much to party play, as the chances of your entire party being trapped by shadow fire goes down drastically with each member. Not to say that it's impossible, but I would be more concerned about the fact that you were left to die in that situation to begin with.

As a side note, when exactly was the patch to the falling debris so that it no longer caused damage/status effects? I would always shield liberally whenever he finished a good smashing and only recently found out that it lost its direct effects.

Thu, 12/04/2014 - 17:00
#22
Fangel's picture
Fangel
A looooong time ago

I can't direct you to when, but the debris haven't done damage for several years now.

Powered by Drupal, an open source content management system