#Item Tweak Suggestions

1 messages · Page 1 of 1 (latest)

clear spire
#

Gotta say, loving the game so far. Just hopping into a random MP game to gamble is awesome, i love the vibe the game gives, and i don't think balancing towards a "competitive" side is a good idea at all. Kinda goes against the point of the game.

That said, that doesn't mean there can't be some tweaks here and there. Items can be a real SOB in this MP, and although many of my issues with them will be solved once the lobby customizer releases, I still think some items in particular could use adjustments to their functionality. For a game about gambling with your life, it doesn't feel nice when over half the time there's no gambling involved due to items. Of course, it's random which items you get too, but you can get up to 5 and almost all of them have earth shifting implications for the game. Here's my thoughts on the more "problematic" ones:

Adrenaline:
The best item in the game hands down, and not uncommon. Having just one of these puts everyone elses items at your disposal in addition to yours. Didn't get lucky enough to get a magnifying glass/handsaw/etc? surely one of the other fools around the table did, may as well just yoink it. It doesn't feel good to get actually good items, only to have everyone run your pockets with adrenaline before you can even use them. Causes people to do stuff like using cigarettes at full HP just to prevent the others from taking it.
If this item were changed, i can see 2 possible futures:
option A is to remove the choice altogether and have it steal a completely random item, which would make it a risk to use, and solve the problem of people getting their pockets run dry, but still give it potential if you're willing to gamble on getting an item you'd want.
option B is to remove the "use it immediately" part of the item. Just being able to choose any item from another player, and just literally throw it off the table would already be powerful in itself. At least it's a "if i can't have it then nobody can" style item, rather than having all 3 other players inventories at your fingertips.

Handsaw:
Targeting a single player is already the "meta", and i don't think you can really remove it without pretty much ruining the vibe of the game. Even if it ain't too fun, you should be allowed to do that. However, handsaws amplify the issue by making not just some, but MOST rounds deal 2 instead of one, SEVERELY screwing whoever gets shot with it even under the assumption they don't take another shot from the next player. The main issue is that they're so common, which can be fixed with the lobby customizer, but starting a round only to see everyone else with a handsaw and getting blasted right away is a real bummer, you never really feel safe at 2 HP because damn near everyone has a handsaw to go with their magnifying glass which they'll almost always have/steal.
If i had to try to "solve" this, i'd say the lobby customizer is a great answer, but i'd say even then the default max per player/on table should probably be adjusted to be at least a little less. But beyond just the customizer, i'd also suggest that handsaws do not get handed out during the first load of any round if every player has a max of 3 or 4 HP. Taking 2 damage to the face right at the start of a round when you only have 3 max HP is a death sentence when you're playing against more than just the dealer who always lets you go first anyways.

Continued below because character limit

#

Continued:

Expired Medicine:
The main issue with this item is that it doesn't exist in MP, and it's a crying shame. Someone from this server made the argument that it'd be too OP, and it can change the whole course of the game with no strategy. To that i say, that's almost every item in the game summed up. Magnifying glass, handsaw, inverter (if you know what the shell is), JAMMER, remote, cigarettes, adrenaline, all of these can completely change the course of a match with 0 strategy involved. Bad meds would actually be better in some way, because it only have a chance to save your ass.
With handsaws being so common and more rounds dealing 2 damage than 1 nowadays, bad meds would not be a bad addition at all, especially once people can just turn them off with the customizer anyways. If they were added, i would suggest they have a max of 1 per player by default though. Either way, please add these.

Jammer:
Probably the 2nd best item in the game. Being able to just say fuck you to any player of your choosing sucks. Handcuffs worked in singleplayer since there's only 2 players, it just gave you 2 turns. But here, since you can choose who to skip, i could skip the LAST player in the turn sequence, then right before they go a guy uses a remote to reverse it, then when the shotgun FINALLY gets to them they get skipped, and at that point the gun is gonna be empty anyways assuming they're not dead.
If i had to come up with a fix, it would be that the jammer simply skips the next players turn when used. That way, you can't skip the person who's last in the turn order anyways, and 9 times out of 10 they just don't get to play that load because it takes too long, especially if you use a remote to delay their fake turn even longer. Skipping the next person would still suck for them, but at least they would get the skip over with quickly, and get their turn back next time around. This is STILL a really strong effect, it's just slightly less egregious, which i think is fair. At least this way the skipped person only has to wait 3 turns instead of 5 minimum if they're the last in sequence.

Those are my thoughts on the more egregious items. Every other problem i have, such as the sheer quantity of items in general, can be easily fixed with the customizer, but as one last suggestion related to that, i think it'd be cool if there was a setting for max items used PER TURN that we could change. of course it'd be uncapped by default, but a setting that allowed us to make it so any player can only use 1 or 2 items per turn would be a neat concept i think. All just my opinions, of course. Thanks for reading.

cosmic nimbus
clear spire
#

yeah fair enough, the only difference would really be that you'd have a choice on which items to use, which might be worse for that type of play anyways. so yeah. fair point.

echo roost
#

I really agree with this

livid sable
#

I wont say it isnt happening (because ive seen it fairly often) but are the gang-ups on one guy that common?
most rounds ive played the damage is usually an even spread, mostly 'cause i think everyone knows that if they focus on one guy, they give their other opponents a leg up with no damage at all

austere musk
# livid sable I wont say it isnt happening (because ive seen it fairly often) but are the gang...

If you spread out the damage, sure everyone will be evenly damaged but they can easily heal it back or retaliate. The faster you eliminate players, the less problems you have to worry about and the sooner the match will end. Personally, since I'm only playing with friends, we typically don't focus on one person because it's not fun for that person to be eliminated immediately and have to wait for several minutes to be revived. But not everyone has etiquettes they want to follow.

sharp gate
#

I think it would be cool if instead of removing adrenaline, or well they should lower the odds but I think if you would only grab the items to the left or right of you (unless 1v1s)

austere musk
clear spire
clear spire
sharp gate
# austere musk Yeah that'd make more sense since reaching across the table feels weird. With th...

what i ment by "next" was right next to them

Graph
🟦🟦🟥🟥⬜⬜🟥🟥🟦🟦
🟦🟦🟥🟥⬜⬜🟥🟥🟦🟦
🟥🟥🟫🟫🟫🟫🟫🟫🟥🟥
🟥🟥🟫🟫🟫🟫🟫🟫🟥🟥
⬜⬜🟫🟫🟫🟫🟫🟫⬜⬜
⬜⬜🟫🟫🟫🟫🟫🟫⬜⬜
🟩🟩🟫🟫🟫🟫🟫🟫🟩🟩
🟩🟩🟫🟫🟫🟫🟫🟫🟩🟩
🟦🟦🟧🟧🟪🟪🟧🟧🟦🟦
🟦🟦🟧🟧🟪🟪🟧🟧🟦🟦

red- item that can't be grabbed
orange - your items
green - items that can be grabbed
blue - corners
purple - you
white - other players
brown - middle
but now that I see it the center is at a disadvantage but idk

austere musk
sharp gate
#

👍

clear spire
sharp gate
#

My solution for the Jammer issue would be to add both the handcuffs and the Jammer.

The Jammer would 'jam' the spinning center giving you a second turn.
The Handcuffs would handcuff one player, preventing them from going, but after each turn they tug, it loses 'HP' after 3 it comes loose.

clear spire
#

yeah well in a 1v1, both of those would just be the same thing. actually if that concept was put directly into the game, handcuffs would give you 3 turns in a 1v1 yeah?

sharp gate
livid sable