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Fixing Royal Jelly Minis

15 respuestas [Último envío]
Mar, 09/18/2012 - 16:08
Imagen de Oatmonster
Oatmonster

It almost feels like OOO wants to keep these buggy, inconsistent, little blobs of jelly the way they are.

Right now, RJMs are immune to the DR's orbits, and act like walls, blocking and stopping piercing bullets and explosion chains (Brandish charge, Sent/AP charge, DA charge).

How would OOO do this? Simply by making the RJMs re-skins of Jelly Green Minis, their not glitched counterparts. Like I said, it almost seems like OOO wants to keep the RJMs bugged because even though they've had this super simple, quick fix, they continue to keep them the way they are.

Mar, 09/18/2012 - 16:18
#1
Imagen de Addisond
Addisond
+1

Should have happened a while ago.

Mar, 09/18/2012 - 16:21
#2
Imagen de Yttriu
Yttriu
+1

I completely agree.

Also, can someone explain why RJMs are so much easier in the boss room?

Mar, 09/18/2012 - 16:32
#3
Imagen de Luguiru
Luguiru

Maybe the little snots are supposed to act as jellies should; in the way and attack absorbing.

If I were to design a jelly based enemy I would make it absorb (take reduced damage and interruption) melee attacks (sword swings) and large projectiles (includes relatively small explosions such as those on Brandish charge and spinning orbs on the Seerus bombs). Does that mean Three Rings should do whatever I say to make the game more difficult and adaptive reliant? No, but if we had that "T4+" I keep referring to recently, it would make the game more difficult for that separate feature while creating a more versatility enforcing environment. In fact, I am going to start some "T4+" stuff in my own thread to have something solid to refer to instead of blathering on about the voices in my head.

For those who (pretend to) care, I am not absent or ignoring threads in this section; I am alive but not all threads need me to point out the obvious flaws.

Mar, 09/18/2012 - 16:43
#4
Imagen de Oatmonster
Oatmonster
Lick

If OOO intended RJMs to behave like that, then they should change JGM to behave the same way. As it sits now, one or the other is either bugged, or just un-justifiably inconsistent.

Mar, 09/18/2012 - 17:04
#5
Imagen de Addisond
Addisond
--

Adaptive reliance is completely inviable in a game where weapon types require such different skill sets and large amounts of money in order to be used. If OOO wants to make this game harder, they should make monsters more dangerous and possibly speed it up as you progress in tiers.

Mar, 09/18/2012 - 20:42
#6
Imagen de Dukeplatypus
Dukeplatypus
They act this way because (I

They act this way because (I presume it is why anyway) mini jelly models are practically walking walls. They're the only mob I know of that are flat.

Mar, 09/18/2012 - 21:53
#7
Imagen de Havenihaveaproblem
Havenihaveaproblem
Would love this. I would

Would love this. I would also love for the pre-strike indicators to glow through terrain. Nothing worse than a mini jelly that charges behind a wall and jumps out of nowhere to chomp on your toes. I then step on the offending slime with excessive malice.

I would also love a T4 as Luguiru suggested. It's the perfect setting to really put the game to the test. Before that can happen, though, I think there are some fundamental road blocks that prevent such a level from reaching its true potential.

Mié, 09/19/2012 - 01:38
#8
Glittertind
Broken resistance.

They also resist their weakness, shadow damage, unless it's on the third sword-strike by a sword like nightblade it seems. Don't know what it's like with others, but whenever I use my nightblade at them, I deal regular damage on the first two strikes and the last strike has increased damage like on normal jellies. Blackhawk also doesn't inflict more than normal damage either.

Mié, 09/19/2012 - 13:09
#9
Imagen de Darklordskull
Darklordskull
^

iv noticed that too. strange.

Mié, 09/19/2012 - 13:14
#10
Imagen de Oatmonster
Oatmonster
Lick

@Dukeplatypus, I'm fairly certain Ice Minis and Jelly Green Minis also use 2D models, but I know for a fact that Jelly Green Minis interact normaly with piercing projectiles and the DR. Ice mini's I'm not sure about though.

@Weedalot, The damage numbers are correct, the game just shows the wrong font types.

Mié, 09/19/2012 - 14:07
#11
Glittertind
Clarifying clarification.

Ahaaa. Okay, thanks for clarifying.

Mié, 09/19/2012 - 20:15
#12
Imagen de Dukeplatypus
Dukeplatypus
@Oatmonster

Eh, same difference. I knew about those, but they're just pallete swaps.

Mié, 09/19/2012 - 21:13
#13
Imagen de Oatmonster
Oatmonster
Lick

@Weedalot, Actually, I think the RJM's resistances are messed up too. I did some testing today and it appears that they are neutral to shadow damage, and are weak against piercing damage. My Shadow Driver would do 53 on constructs and 53 on them, and my BTB would do 66 on them and 23 on regular jellies.

Jue, 09/20/2012 - 03:44
#14
Imagen de Echo-Twothree
Echo-Twothree
^

I was doing a RJP run and I saw this too. My normal weapon did about 45 dmg to them, and my dark thorn blade did about 65. Odd.

Jue, 09/20/2012 - 05:48
#15
Glittertind
Loel.

Oat, as I turned off my computer yesterday I realized that the damage was messed up too. I remembered outta nowhere that I do 29 to both RJM and constructs with my blackhawk and I thought to myself; "Owait... Crap. The Oatman was like... Totally wrong yo. ._."

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