Development Manifesto: Delirium Improvements
" Don't be a dick, GGG have always been good at fixing new league issues. Last edited by wtchdr#6651 on Mar 16, 2020, 8:59:43 PM
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Thank you !
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gotta love how nothing to fix cassia//duel
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" This post only addresses the design of Delirium. We are aware of these issues and have prepared fixes for them. | |
http://whatthecommit.com/
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"This is not how we want the game to be played"
So you technically don't want your game to be played? You want us to play a walking simulator where we go back and pick up loot for the next 2 minutes?!? It's okay in blight maps because it's nodules of loot and visible where to go. NO GAME IS EVER BETTER WITH BACKTRACKING. My favourite games are Puzzlegames (ala Indiana jones and the fate of atlantis/monkey island, JRPGs etc) and I fucking HATE backtracking. Other stuff is pretty nice though- I'll add one thing, the dmg from delirium mobs isn't the hard part really, it's how much tankier they get so you suddenly have 20 mobs with 30% with extra dmg hitting in your face. And it might be just me but it feels like delirium adds shit on the ground or at least makes it really hard to see so you shieldcharge on spot 24-7. Last edited by GoldPush#2668 on Mar 16, 2020, 9:02:29 PM
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ty GGG
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are you fucking serious?
" 30% extra on a hit that would already one-shot you still one-shots you. do you understand? " try doing this BEFORE the league comes out " how could this possibly get by your """"""tests""""""? " do you know why random instances of on-death effects works in cases like bearers or volatiles? because you actually have time and visual clarity to tell what the fuck is going on. in delirium you basically can't stop moving, you have 0 time to read the mods on the monsters, and when the """effect animations""" play you can't fucking see shit, UNLIKE bearers or volatiles. BRIGHT BLUE CIRCLES WITH PULSATING ORBS IN THE CENTER = DEATH GIANT FLOATING LAVA BALL HEADED STRAIGHT AT YOU = AVOID there's nothing like this in delirium, there's just grey/white shit, covered up by fog, and then you die if you stop for a second near any mobs " so you designed a league mechanic that is squarely focused on how fast you can clear maps to the point that you cannot fucking stop moving at any point, and then you say this shit which makes it seem like you have an issue with clear speed 'trivializing' the game? which is it- do you want people clearing fast or not? " no, it doesn't. nothing about this is difficult other than attempting to avoid the nearly invisible particle effects that signal something that will instantly kill my character. that's called tedium, to the point that i've started skipping delirium encounters entirely when they don't offer me maps or currency as a reward. and when i don't skip it, i'm basically rolling the dice with my character's experience bar. this is fucking bullshit and you know it Last edited by sym#7340 on Mar 16, 2020, 9:29:35 PM
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looking good!
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Take the timer off Deliruim fog and players won't need vacuuming. If I can stop and actually loot without the fear of dying it won't make me feel like I have to run the map twice. Once to keep up with the fog and again to backtrack and pickup the crap that dropped.
At this point, I have ZERO motivation to play this league anymore. The mechanic is over punishing and under rewarding... |
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