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6-23 Update discussion

29 replies [Last post]
Thu, 06/23/2011 - 17:11
OnmyojiOmn
Legacy Username

Thanks nick. Not being sarcastic this time. Great patch. That said...

*puts jerk hat back on*

- Jelly Palace is up 100% of the time, it's still the easiest thing in T2, and the crown payout is 150-200% of what you'll get from any other stratum. Enjoying the game and progressing in the game are almost mutually exclusive.

- The friends list is still about gaming the system rather than keeping track of your friends.

- Every gate continues to be polluted with Wolver spam. Careful gear choices are effectively broken by newly-buffed Wolvers appearing everywhere you go.

- Menders still hide in spikes.

- Danger rooms and arenas are still completely dominated by Gun Puppies and Demos regardless of theme.

- Energy gates are still broken. Payouts are never worth it. Never.

- Crown rewards for the first half of a run versus the second are still broken. You cannot justify drastically reduced rewards for the first half of a run as long as you refuse to balance stratum themes.

- Level/arena completion music is still way too loud, a problem I could fix myself in 30 seconds.

- Rocket Puppies are still OP. Rocket hitboxes are too small.

- Some items still lack 5* or even 4* upgrades. These should have been in the game at release, even if it meant using placeholder artwork.

- The auction house still hasn't been replaced with a materials market interface, similar to the one we have for CE.

- Gate construction is still broken. Minerals are irrelevant and every single gate is full of so much random stuff that it's often impossible to predict which resists you need.

Thu, 06/23/2011 - 17:16
#1
shires1992
Legacy Username
Im very thankful of the new

Im very thankful of the new monster balance update, it shows that they listen to the comunity, now I just hope they debuff the dark fang mender :3

Thu, 06/23/2011 - 17:34
#2
Madadder's picture
Madadder
dude we didnt need another

dude we didnt need another thread about it... simply posting it on yesterday's thread would have been sufficient

well its nice to see OOO listening or recognizing issues within their own game

Jelly Palace is up 100% of the time, it's still the easiest thing in T2, and the crown payout is 150-200% of what you'll get from any other stratum. Enjoying the game and progressing in the game are almost mutually exclusive.

true it would be nice for the same payout no matter what stratum u r in.

- The friends list is still about gaming the system rather than keeping track of your friends.
what else do you want even on other games i have played its the same

- Every gate continues to be polluted with Wolver spam. Careful gear choices are effectively broken by newly-buffed Wolvers appearing everywhere you go.

i suggest piercing defense

- Menders still hide in spikes.

no they dont either they run away or the player pushes them into it

- Danger rooms and arenas are still completely dominated by Gun Puppies and Demos regardless of theme.

bold face lie i have had 3 DRs just today with nothing but slimes

- Energy gates are still broken. Payouts are never worth it. Never.

true enough

- Crown rewards for the first half of a run versus the second are still broken. You cannot justify drastically reduced rewards for the first half of a run as long as you refuse to balance stratum themes.

true too T3 first half always disappoints me

- Level/arena completion music is still way too loud, a problem I could fix myself in 30 seconds.

turn down the volume then

- Rocket Puppies are still OP. Rocket hitboxes are too small.

they are not you just need to learn how to handle them

- Some items still lack 5* or even 4* upgrades. These should have been in the game at release, even if it meant using placeholder artwork.
yup they do lack and you know what?... either they will have an upgrade or they wont LIVE WITH IT

- The auction house still hasn't been replaced with a materials market interface, similar to the one we have for CE.

why would they do that? energy purchases, especially with money, always takes precedent over some ingame economical nonesense

- Gate construction is still broken. Minerals are irrelevant and every single gate is full of so much random stuff that it's often impossible to predict which resists you need.

admittedly they need to work on it and im sure they are so have some patience

Thu, 06/23/2011 - 17:34
#3
Richy's picture
Richy
I don't really find any

I don't really find any problems with that said above. I would rather have menders hide in spikes it makes them harder to kill and makes the game harder. I would rather them keep the game hard as hell so I actually have a challenge.

I think the minerals are irrelevant because 95% of the population does not care what is in each gate. Personally I don't, I just sell all of my minerals to one gate no matter how much they are paying and I never look at what is in it. Whatever shows up in the gates is fine by me. I cannot really think of a system that actually forces people to look and think about what they are selling and what the gate will end up being, so until we find out how to do that most people aren't going to give a crap about what minerals that are selling.

Payment during the first half the run I believe should be smaller than the second half. You should be rewarded more for beating harder enemies, let's be honest here the first half of any run is incredibly easy so you shouldn't be payed as much.

Level Arena completion music too loud? There is a mute button on your computer and I assume if your actually hearing it you can turn it down.

That being said I would like to see the Jelly King not open the entire time. I think the Jelly King should be more of a rarity than what it is now.

I believe half the things the OP complains about are based purely on opinion but they can be reasonable complaints. I think energy gates can be worth it, it is only 3 energy and sometimes you can get 3 tokens from it.

Thu, 06/23/2011 - 17:47
#4
Kilrain's picture
Kilrain
A bit salty in here.

"Thanks for the patch, buuuut [copy paste handy dandy list o complaints]"

+1 to monkey and code's points. The grievances here that hold water are common knowledge, and have been banded about enough as it is. Trust me, the devs know about these things. Not everything is going to be fixed overnight in one wonderpatch. Thanking OOO for changing one thing and immediately launching into a diatribe about what they haven't done is pretty immature and entitled imo. Be patient. Good things will happen.

Thu, 06/23/2011 - 18:04
#5
Loyal2NES
Legacy Username
I think the minerals are

I think the minerals are irrelevant because 95% of the population does not care what is in each gate.

I disagree. The Copper Sun gate, for instance, is nothing short of a tragedy.

Level Arena completion music too loud? There is a mute button on your computer and I assume if your actually hearing it you can turn it down.

Though I have my music muted anyway (as I prefer the sound of Kirby 64's soundtrack when playing), players should not be expected to mute an entire part of the in-game sound altogether because of ONE element being too loud. This type of argument has never been relevant. Ever.

I think energy gates can be worth it, it is only 3 energy and sometimes you can get 3 tokens from it.

Sometimes you will get one token from an energy gate. RARELY you will get more. Most of the time you will get a pittance of Crowns, or worse, Heat. The point is that the amount of average energy gates you need to invest into these gates to score these lucky bounties do not begin to outweigh the time or money (as that's what ME and CE amount to as far as gameplay is concerned) wasted trying to win the lottery here.

Thu, 06/23/2011 - 18:08
#6
Loki
Legacy Username
''- Jelly Palace is up 100%

''- Jelly Palace is up 100% of the time, it's still the easiest thing in T2, and the crown payout is 150-200% of what you'll get from any other stratum. Enjoying the game and progressing in the game are almost mutually exclusive.''

All boss strata are meant to be up 100% of the time, what's your point?

There isn't much of a problem with the amount you gain from boss strata, it's the normal levels that barely give much that's the problem. In a lot of cases you need a Graveyard, Danger Room, or Arena to pick up the slack.

''- Every gate continues to be polluted with Wolver spam. Careful gear choices are effectively broken by newly-buffed Wolvers appearing everywhere you go.''

Where is this ''Wolver spam''? I don't see Wolvers anywhere they wouldn't normally be, and ''careful gear choice effectively broken by newly-buffed Wolvers''? Have you tried Piercing defense armor and/or shield? Or do you expect any armor and shield to be good up against everything? Wolvers are easy, sorry you have so much trouble.

''- Menders still hide in spikes.''

Your point? They don't do this often, mainly in Danger Rooms, but even then when they're hiding in the corners they often times don't heal their allies. Even if they -are- still healing, spikes don't stay up all the time you know, kite around until there is an opening and then strike. Learn to use some simple strategy.

''- Danger rooms and arenas are still completely dominated by Gun Puppies and Demos regardless of theme.''

No Arena spawns more Gun Puppy-species than it does anything else, and unless you play in a fire stratum there's nothing to worry about. Most Arenas also don't spawn that many Gremlin Demos to be honest, only -sometimes- will you find one that spawns a lot of them.

Danger Rooms never spawn Gun Puppy-species, and they never spawn any more than a few Gremlin Demos.

''- Energy gates are still broken. Payouts are never worth it. Never.''

The only thing you've said so far that's a valid problem.

''- Crown rewards for the first half of a run versus the second are still broken. You cannot justify drastically reduced rewards for the first half of a run as long as you refuse to balance stratum themes.''

Yes, this is related to the fact that normal strata don't hold up to boss ones, because their first halves are garbage in rewards. The first half of a Tier 2 or Tier 3 shouldn't be giving such little reward, you're right.

''- Level/arena completion music is still way too loud, a problem I could fix myself in 30 seconds.''

No it isn't, have you checked your sound settings?

''- Rocket Puppies are still OP. Rocket hitboxes are too small.''

This is true only for Tier 3 Rocket Puppies due to the rocket being able to turn and stall almost at anytime it wants. ''Too small'' though? You mean too large.

''- Some items still lack 5* or even 4* upgrades. These should have been in the game at release, even if it meant using placeholder artwork.''

We aren't finished getting arsenal updates, just be patient.

Thu, 06/23/2011 - 18:26
#7
Cobaltstarfire's picture
Cobaltstarfire
'- Rocket Puppies are still

'- Rocket Puppies are still OP. Rocket hitboxes are too small."

You think so?

I disagree personally, even in T3, rocket puppies aren't that bad at all.

Thu, 06/23/2011 - 18:42
#8
Fallout's picture
Fallout
I didn't like the part where

I didn't like the part where they made it easier....
Now i can never say how i solo'd an oiler danger room and how great i am.... its just gonna be like meh, 'big deal'.

Thu, 06/23/2011 - 19:03
#9
Sanzenin's picture
Sanzenin
<3 the update

Love the monster balance update. Can't wait to enter the clockworks and whomp on some quicksilvers and oilers.

The only thing I agree with the OP on is the gate construction, but only the part about minerals being largely irrelevant to the average individual, or for that matter, even for a group of average individuals. I have about a 1000 of each mineral right now and I see no real reason to use them. I'll probably use them eventually to get the achievements. Hopefully by then the use of minerals will have improved.

Fallout: I think they were aiming for "possible" with these changes. Oiler rooms were impossible after the update to traps. Time will tell if they overshot and made it too easy. But then again, there are changes coming to the danger rooms too...as noted here.

Thu, 06/23/2011 - 19:54
#10
Richy's picture
Richy
To be honest the update

To be honest the update disappoints me some. Before the update I found soloing T3 to be easy. Now it is very easy to me, but I guess it does make it better for some people. The game keeps losing its challenges to me, now the only thing I find somewhat challenging is Vanaduke which isn't if you have the right party.

Thu, 06/23/2011 - 20:07
#11
Kahryl
Legacy Username
Boo for nerfing difficulty.

Boo for nerfing difficulty. I can already beat T3, now it will be even easier.

Thu, 06/23/2011 - 20:08
#12
Madadder's picture
Madadder
wow hated if they do hated if

wow hated if they do hated if they dont OOO cant win

Thu, 06/23/2011 - 20:37
#13
BiggestLoser
Legacy Username
Zelda

well every1 has a different issue, i can just repeat what i said

in such a big forum, a poll system would be more than adequate(or even better, an ingame- mail- poll)

Thu, 06/23/2011 - 20:41
#14
munkyx
Legacy Username
no noob u could definitely

no noob u could definitely beat t3 if u wre lucky to not face imba things (shock and arena rover oilers, 4 man party in graveyard without someting liek freeze or ice bomb), if u did face the imba things im sure it would be considerably harder than normal. They r just fixing the overly imba things so the difficulty doesnt suddenly have a ridculous spike when they occur !!!

Thu, 06/23/2011 - 20:43
#15
Sunless's picture
Sunless
wow hated if they do hated if

wow hated if they do hated if they dont OOO cant win

Welcome to business. You can't please everyone.

Thu, 06/23/2011 - 21:07
#16
Tbizzle
If you give a mouse a cookie,

If you give a mouse a cookie, its gonna want a glass of milk...

Thu, 06/23/2011 - 21:14
#17
Sanzenin's picture
Sanzenin
If I gave a mouse a cookie

If I gave a mouse a cookie and it wanted a glass of milk...I would drown the #$@%&# in milk.

That or charge admission to see my talking (and demanding) mouse.

Wait...what was this thread about again? >.>

Thu, 06/23/2011 - 21:14
#18
Alchemystic's picture
Alchemystic
There is a difference between

There is a difference between challenging and design flaws.

Advising people to use a Shivermist Buster to handle the first room of "Flame Lash Arena: Slimey Showdown" goes against the spirit of the game. The game was never meant to severely stack the odds against players such that a single weapon must be used. The wide selection of equipment is pointless unless all there is more than one way to clear danger rooms and arenas.

MMOs are a constant work in progress. Don't forget that Oilers and Quicksilvers are part of the Lichen family. It is only a matter of time before OOO adds in the ability for Oilers to fuse into the Oiler Barons hinted at in the wiki. I shudder to think what Quicksilvers will fuse into.

Thu, 06/23/2011 - 21:40
#19
Gwenyvier's picture
Gwenyvier
You know... when the title

You know... when the title said "6-23 Update discussion" I expected at least the OP to be on topic...

This update has several things people have been complaining about for a while. Oilers and Quicksilvers got a nerf to balance out their new activated by floor trap abilities, Phantom respawn times got extended, Shock took a nerf and EVERYBODY and their brother complains about getting shock-locked (we'll see if the nerf fixes the shock-lock issue).

As for the original post:

- Jelly Palace is up 100% of the time, it's still the easiest thing in T2, and the crown payout is 150-200% of what you'll get from any other stratum. Enjoying the game and progressing in the game are almost mutually exclusive.

All boss stratums are up 100% of the time, and they all pay out well.

- The friends list is still about gaming the system rather than keeping track of your friends.

Friend list in games is always filled probably a good 75% with people that are good to play with, not people you just like to hang out with.

- Every gate continues to be polluted with Wolver spam. Careful gear choices are effectively broken by newly-buffed Wolvers appearing everywhere you go.

Yes, there are Wolvers. Mostly they're contained to Wolver dens and Beast based clockwork tunnels. Wolver Dens come in different status effect flavors which show up in status effect stratums (such as High Voltail in Shock statums) and arenas.

- Menders still hide in spikes.

Menders "hide" as far away from the players as possible, usually in the corners as they can't run anymore. If spikes are in the corners then that's where they stay anyways.

- Danger rooms and arenas are still completely dominated by Gun Puppies and Demos regardless of theme.

2 different types of danger rooms until they do the update on them to mix up the layout and enemies that Nick said was in the works. You get Wolver/Gremlin danger rooms and Slime danger rooms. No Gun Puppies are ever in the current danger rooms. Arenas you get 18 Gun Puppies, and the only time you get a bunch of Demo Gremlins is if the final wave is full of them.

- Energy gates are still broken. Payouts are never worth it. Never.

Broken? No, they do exactly what they're intended to do. Payout worth it? Nope, I'll agree with you on that.

- Crown rewards for the first half of a run versus the second are still broken. You cannot justify drastically reduced rewards for the first half of a run as long as you refuse to balance stratum themes.

First half of a tier the reward is getting to Basil, 2nd half of a tier the reward is a lot of heat/crowns.

- Level/arena completion music is still way too loud, a problem I could fix myself in 30 seconds.

Incidentally you can, play with your sound settings.

- Rocket Puppies are still OP. Rocket hitboxes are too small.

The only Rocket Puppies that could be considered OP are T3 ones, they take more finesse then your regular Gun Puppy.

- Some items still lack 5* or even 4* upgrades. These should have been in the game at release, even if it meant using placeholder artwork.

It could be that some items were never meant to go to 4 or 5*.

- The auction house still hasn't been replaced with a materials market interface, similar to the one we have for CE.

Has never been said that it was going to be replaced, nothing wrong with how it currently works.

- Gate construction is still broken. Minerals are irrelevant and every single gate is full of so much random stuff that it's often impossible to predict which resists you need.

Actually, if you look at the gates a large part of them are status effect stratums. You are getting exactly what it says you should with the exception of random Graveyards and the occasional odd floor. And it was never stated anywhere that a (Monster) stratum must have ONLY that kind of monster. It just means the majority of the monsters will be that type. You can't just carry Normal/Ele defense anymore. You need a more rounded defense on a lot of stratums or some enemies are just going to eat through you.

~Gwen

Thu, 06/23/2011 - 22:18
#20
Sunless's picture
Sunless
If you give a mouse a cookie,

If you give a mouse a cookie, its gonna want a glass of milk...

People can't eat cookies without milf?

Thu, 06/23/2011 - 22:21
#21
drmchsr0
Legacy Username
Is it just me, or is Nick

Is it just me, or is Nick drinking Ian's tears as he made this patch?

I dunno, I mean, after having a taste of the players' tears from Ian's mug, I suspect he began to feel a little... naughty.

Thu, 06/23/2011 - 22:24
#22
Vichtorya
I just wanted to add my

I just wanted to add my thanks for today's update. It's like the developers READ MY MIND.

Seriously, party of three graveyards were un-fun -- there was ALWAYS a phantom on screen, because by the time we did in the third, the first had respawned. And yes, I solo'd an oiler danger room, and I felt like I'd run a marathon when I was done. Totally ridiculous, oilers! Setting half the room on fire for like EVER and tackling you too fast to charge a bomb while running away from them... And that wolver dodging thing? My guildmate was just complaining how the way wolvers dodged and teleported essentially meant the entire handgun category was worthless against them, and that shouldn't be the case with a well-balanced game. And the not being able to shield while shocked meant I would never NOT be shocked until I was dead, because I sure couldn't run away what with stopping every few steps and BEING SHOCKED.

So thanks for the monster rebalance! It's like my birthday or something!

Thu, 06/23/2011 - 22:59
#23
Evning's picture
Evning
i prefered it when they were irritatingly hard >.<

that got my blood boiling and i liked that >.<

Thu, 06/23/2011 - 23:15
#24
OnmyojiOmn
Legacy Username
Sorry about pre-trolling this

Sorry about pre-trolling this thread. I honestly didn't expect everyone to just respond to that list.

Fri, 06/24/2011 - 01:15
#25
Tanonev
Not the only way...

Advising people to use a Shivermist Buster to handle the first room of "Flame Lash Arena: Slimey Showdown" goes against the spirit of the game. The game was never meant to severely stack the odds against players such that a single weapon must be used. The wide selection of equipment is pointless unless all there is more than one way to clear danger rooms and arenas.

I actually tried Shivermisting the first room once, and it didn't go nearly as well as my usual strategy: CIV charge one of the red rovers down at the start, and then (if the second red rover misses the oilers miraculously, or if the CIV swing was started early enough that I can make it to the other before it fires) swap to DA and break the other red rover, or slowly circle the room batting oilers back with DA until the count gets low enough that I can freeze vial the remainder and break the second red rover. Incidentally, this becomes trivial with 2+ people: just burst down the two red rovers before they can fire, and then just remember to handle the waves in the right order so you don't get the four red rovers at the same time as oilers. So without Shivermist, it's still doable solo and easy to do in a (coordinated) party.

A bigger issue is that the balance between solo and multiplayer is just really wonky overall. In general, going solo is easier than going with a PUG, which discourages meeting different players. In a decent number of cases, going solo is still easier than going with people you know, because the "one-size-fits-all" health and damage scaling seems to make many monsters harder than the benefit of having extra people can account for. Then there are the couple super-specific cases where having multiple people makes a challenge much easier (1st arena room, first wave; trojans; tortodrone) (incidentally, has anyone tried 4 shivermists as a group response to the fire slime danger room?). I think it would be worth looking into creating specialized multiplayer gates with challenges that are designed to provide a satisfying experience for a group, as opposed to attempting to just scale the experience between 1 and 4 players with some numeric changes. Sure, being able to adjust group size on the fly is nice, but I'd be willing to give that up for being able to play with true multiplayer puzzles.

Fri, 06/24/2011 - 08:02
#26
Richy's picture
Richy
If we are going to create

If we are going to create gates for multiplayer purposes then there needs to be gates for solo purposes. I would prefer going solo than going with people I do not know. Giving any advantage for going with a group should not be done because there are people who prefer to go alone. I would prefer balancing solo and multiplayer rather than giving one something special.

Fri, 06/24/2011 - 08:20
#27
Elicius's picture
Elicius
Almost perfect.

While almost entirely a perfect update, I would just like to say that I hope that at some point the Red Rovers get their Über-fire of doom back 'cause they were the only things which I honestly dreaded in an arena. Everything else though, I'm rather thankful for, heh.

Fri, 06/24/2011 - 13:58
#28
OnmyojiOmn
Legacy Username
In Red Carpet Runaround,

In Red Carpet Runaround, there's a big group of breakable blocks that cover up the buttons that open the four paths leading away from that room. Today I noticed the two exploding blocks tucked in there. Are they new?

Fri, 06/24/2011 - 14:40
#29
Sunless's picture
Sunless
No.

No.

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