#ButteRyBalance

1 messages · Page 7 of 1

analog cypress
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Experimentation ain't all that profitable tbh

balmy pier
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that is a complete lie sorry

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it may be the worst in bottomlines but you can get a jetpack only going to exp on quota 1 completely solo consistently

analog cypress
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There hasn't been a single time where i got more profit going to Exp instead to Assurance, Vow or Adamance

balmy pier
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well yes but my point is if you push it enough its perfectly servicable

analog cypress
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solo

analog cypress
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maybe

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but i still like the buff based on Weather

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i just think it's ridiculous modpacks put like +50% on Eclipsed

balmy pier
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oh yeah thats always funny

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i love taking advantage of that

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and i just win

analog cypress
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i love try-harding the game to have 1000% profit on clear weather and mods that allow me to nerf enemies by alot and make myself have infinite stamina + weightless and save scumming to get good items from gift boxes

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very fun yoiled

vapid pier
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ok

analog cypress
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would 4%, 8% and 12% be more fair? as i can't have these deep discussion about fair mechanics with my group -_-

raven patrol
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The smaller the better for us, weather is meant to keep things interesting, it being harder with no benefit is kinda the point

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If it is that bad you go to a different moon, my casual group has abandoned Eclipsed Titan for Adamance and not regretted it

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If your group likes having multipliers for weather than by all means use them, but if you ask us it is unnecessary

daring oar
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i am personally not a fan of weather multipliers but i also dont know what i would suggest as a viable alternative

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i like playing weather because it's fun but i think the game does a really poor job at incentivizing the player to experience it

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for the most part it falls in the camp of "this weather is so bad we need to go somewhere else" or "we need to stay here because we already paid and this weather isn't bad enough to leave"

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with pretty much no in-between

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i just dont think that weathered moons randomly spawning more stuff (or spawning stuff worth more money) is a proper solution

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if it works to encourage playing weathered stuff more

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then that is great

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but i'd like for there to be some sort of other solution and i don't know what that solution would be

analog cypress
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but that's the main problem i got with weather yeah

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also my group likes weather multipliers, i just don't tell them that i've been nerfing sometime as i'm the host most of the time 🙂

raven patrol
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The way I did it in my modpack is to add items to the shop that make weather easier:

  • Jetpack and Cruiser tackle Flooded and Rainy so no need there
  • Added a Beacon item that you can scan from very far distances to counter Foggy, blizzards, and unfamiliar moons
  • Added a Lightning Rod ship upgrade that is configured to redirect all random lightning to the ship, and has a 10% chance to redirect targeted lightning to the ship (thinking about removing this part)

If you hate weathers then you can spend some credits to make them less impactful, but they do not make the weathers better than clear

analog cypress
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Idk if that tackles the problem good enough 🤔 maybe there could been a better solution

fallen musk
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The only real problematic weathers are stormy and flooded, more so stormy since flooded does either nothing on certain moons or has very little impact.

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Stormy is just not fun to play

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Even with the nerf I put on it with my mod it's still not fun to play

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It makes loot transferring extremely tedious

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I think the honest answer to the problem is just to get rid of stormy targeting items but I know people are bound to disagree with that since it's disabling a staple mechanic of the weather

daring oar
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it's the entire point of the weather

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the only other thing left is lightning randomly striking AI nodes which is what everybody complains about with storms anyway

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lol

fallen musk
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Yeah but I'd rather deal with random lightning strikes than it taking three times as long to transfer items sometimes.

daring oar
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only one item can be targeted at a time

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so as long as multiple people are transporting metal at the same time

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it doesn't slow down overall transfers very much

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metal can be safely transported in the cruiser

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you can set metal items outside to take away attention from the scrap you are trying to transport

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like keys

fallen musk
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Idk, it still slows down a lot even in squads, mostly because only 2 people are transferring at most half the day

daring oar
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there are plenty of ways to play around it and "it taking three times as long to transfer items sometimes" feels like a huge over-exaggeration of how it often works in practice

fallen musk
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Plus, even HQ people agree the weather sucks which is why they glitch it out of existence

daring oar
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i'd argue they just do it because it's a thing

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if a glitch exists to delete a threat from the game and you are trying to go for the highest score

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you disadvantage yourself not using that glitch

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HQ players aren't going to stop visiting artifice to go to dine if stormy gets patched

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they are just going to play stormy artifice

daring oar
fallen musk
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I mean yeah I guess but a lot of them still do not like stormy

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Yeah and unforunately it's probably gonna stay that way for the rest of the game's lifespan

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Unless like, someone gets the ultimate theoretical v69 run

daring oar
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idk

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single item days are often really good

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and can make any moon valuable

marble spruce
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just make them strike items less, meow

swift groveBOT
daring oar
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and nutcracker infestations are a bunch of extra value if they are taken advantage of to the fullest extent

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but i think the game is largely getting less consistent with each update

fallen musk
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Well yeah, but the problem is largely just that v60+ is just not fun at high level.

daring oar
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because it's being designed with the approach of "always something new for people to come back and experience" whereas you want consistency if you are trying to make it a sport

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*competitive games are fun because everyone has the same rules and optimizes them in a different way and you get further from that ideal with the more random shenanigans that can occur

daring oar
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with the sole exception of rainy (most of the time, anyway) and eclipse

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foggy weather is a constant hamper on visibility

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flooded weather is a constant hamper on traversability

marble spruce
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just an idea meow if its really that hurtful on transfers

daring oar
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and stormy weather is a constant hamper on transports

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all of these have their counters (foggy is just a knowledge check that's really ugly)

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flooded weather can be mitigated with tools or map knowledge as well

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and stormy weather is also basically just a knowledge check + cooperative exercise

runic cobalt
daring oar
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i guess it wouldn't be unwarranted for storms to strike items less, since rain isn't consistently affecting your movement (just depends on quicksand gen)

marble spruce
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sotrmy doesn't have quicksand

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stormy

daring oar
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and eclipses (in the exterior) often cap out early in the day (like on vow where you basically get 2 giants by 9 AM and then the outdoors are consistent the entire day)

fallen musk
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I also play solo a bit so stormy just basically makes certain moons (Rend) very annoying

analog cypress
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I'll be real, weathers are fun but they certainly aren't very welcoming/incentivizing
Rainy -> Easiest weather and most negligible, if you're newbie you'll get caught off guard but that probably won't happen again until you go to Dine and discover that it can happen there as well. 1% of the times the quicksand will generate at a terrible spot
Foggy -> Harsh for those who have problems remembering the way, althrough it's quite benefitial if you're experienced because giants can't see well or if you have a low end hardware computer lol
Flooded -> Most fun of the weather but the nastiest at late hours because entities aren't affected by water at all. You're bound to get eat by an worm or forest keeper, you won't be able to retrieve items if the baboon hawks steal from you, good luck getting bee hives
Stormy -> Annoying, specially solo, limits the tools you can carry (except if you use the belt bag) but can be countered very easily if you have a group or is a good map to use the cruiser, you can also kill giants with a well timed lighting strike but that's rare
Eclipsed -> Moon on steroids, it'll make exploring the inteiror and returning with loot a lot harder
Increasing the reward slightly for opting to go to moons with weather is the easiest approach, althrough not the best

daring oar
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but like, flooded weather doesn't stop being flooded intermittently to give you a break

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the fog never clears up, it's just there

analog cypress
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Stormy is fine as it is, it works as intended, but flooded it's just unbalanced in my opinion

daring oar
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imo it's just a fact of life that storms will be constantly striking one metal item in the exterior

runic cobalt
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i like flooded depending on the map, it lets me actually use the exterior more than just "straight line to ship"

daring oar
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i think flooded is really good except i dont like how it becomes a clock-shortener on certain maps

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past a certain point on offense you literally can not safely return to the ship without using a jetpack

raven patrol
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Flooded on March was pretty evil ngl

daring oar
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unless you are on the pipe, which i think you can jump to the ship from if you're light enough? or at least reach a ladder quickly

runic cobalt
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i think if flooded allowed you to jump no matter the stamina, it'd be better, if that makes sense lol

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i get getting rid of stamina and speed, but like not being able to jump just kills you and there's nothing u can do about it sometimes

daring oar
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march is the classic terrible flooded map

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its entire gimmick of being the map with 4 entrances sucks when 2 of them start out underwater

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and you can't even reach them easily like you can with flooded vow

raven patrol
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I do actually have a weird idea, what if TZP made you wade through the water faster

daring oar
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close to the end of the day, another one of those entrances is underwater

analog cypress
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flooded should also affect the entities in some way or another

daring oar
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and really late in the day, you can't even board the ship from the direction of any of the entrances

analog cypress
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it's just weird the lack of interaction between them

daring oar
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so it's basically another forced evacuation map

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i like that players are generally given the option to stay as late as they like, and they have to make the choice of when they want to leave because it's too risky + not rewarding enough to keep pushing for more

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with certain floods you have to leave when the clock hits a certain hour unless you have a jetpack

runic cobalt
daring oar
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but like, jetpacks invalidate most of the game's design anyway

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so that's kind of just another fact of life

raven patrol
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I honestly think Flooded is worse than Stormy on every moon besides Dine, Adamance, and Assurance

runic cobalt
daring oar
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can assurance even be stormy

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i cant think of the last time i've even been on stormy assurance

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oh wait ya nvm

fallen musk
raven patrol
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Flooded Experimentation and Offense are way worse than people realize

daring oar
analog cypress
daring oar
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at least in the context of floods, where i made the comment, yes because you can't drive through flood water without drowning

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lol

raven patrol
daring oar
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a cruiser is not going to help much on flooded march or offense

raven patrol
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If you stuck even slightly you are downing

daring oar
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at least, im doubtful

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maybe im wrong and the seats boost you up higher than i think

analog cypress
raven patrol
fallen musk
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I'm sorry if that came off mean but like I don't like that people hate on jetpack so much when all of the points against it can be made about the cruiser.

raven patrol
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No that is true

fallen musk
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It kinda demotivates me to even care about this game.

daring oar
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i understand that but you brought it up in the middle of a conversation where the jetpack objectively has an advantage over the cruiser

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you can not make the point that cruisers ignore floods like the jetpack does

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because that is not true

analog cypress
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jetpack and cruiser are literally op as hell

raven patrol
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But Cruiser is less accessible and reliable than Jetpack so it’s not as much as a problem

analog cypress
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the learning curve is just too high

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but

fallen musk
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Sorry.

analog cypress
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when you learn it's the coolest thing

daring oar
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anyways im not even really complaining about the jetpack

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it's probably my favorite thing about lethal company

raven patrol
daring oar
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it's a ton of fun and, at the very least, 100% my favorite item in the game

analog cypress
daring oar
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but it is also not really debatable that it voids a lot of the game's design aspects and is overpowered by nature

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in a lot of ways the cruiser is too, but i find that the cruiser has a higher skill curve and much higher risk, so it doesn't feel quite as blatantly problematic

analog cypress
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also, that bug that makes the cruiser fly with the items on top is annoying as hell, it literally breaks the whole point of learning to drive a cruiser to just become good at a bug

daring oar
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the jetpack's only real balancing factor is its huge price tag that i still don't feel is high enough

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but at the end of the day i don't really care that much

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both are extremely fun and even if they break the game they let you do fun stuff nothing else does

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and i worry that if they were nerfed, it would impact what makes them fun to begin with

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the v50 beta jetpacks felt terrible and sucked all the fun out of the most exciting item in the game and that sucked

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but this is just starting another conversation i've already had a million times before

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so i will try not to go off the rails with it again

fallen musk
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The way I view Lethal just seems to be not really a popular one.

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I think v50 had the best balancing.

daring oar
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in a lot of ways, it did, yeah

raven patrol
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Something I really like modpacks like Arduous Hardships for is that they have moons that require optimized gameplay to be profitable, meaning OP travel methods like Jetpack and Cruiser are basically required. They have high power levels and spawn curves so even just stepping out of the exit is dangerous. It does a lot to address stale late game

daring oar
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and i care a lot about the game being balanced

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but in my eyes "balance" just means that all of the content should be fun to experience so that it's not incentivizing you to avoid it on the nature of what it is

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v50 was probably the closest lethal company has been to "most of the levels are worth visiting, most of the tools are worth using"

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but the zap gun has been terrible since forever and that's never really been addressed

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v50 doesn't have the extremely fun and unique car that transforms how you play the game

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v50 didn't have atrocious balance for dine but offense was still terrible and not worth visiting

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etc.

fallen musk
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Honestly, if I could, I would stick to v50 since it's also just overall more stable than v69 is.

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but the issue is that a lot of mods are just not supported for it anymore

daring oar
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comparatively v50 might have been "the best so far" but it's 4 content updates behind now and it was never perfect to begin with

raven patrol
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Minecraft 1.8 moment

daring oar
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im not sure

analog cypress
daring oar
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i dont really want to do this to begin with

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if im just being honest

analog cypress
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it requires atleast 2 people, one with a shovel and other with a zap gun

daring oar
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but i do want to adjust some of the enemies' SFX so they play the loud door THUD sound

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like thumpers

raven patrol
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I have been meaning to ask about Zap Gun, we gotta do something else to it I think

analog cypress
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would be more worth having a lot of stun grenades

daring oar
analog cypress
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i don't wanna kill invincible entities

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doesn't even make sense

daring oar
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nutcrackers literally instantly kill people by walking into them because of their exaggerated walk cycle

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and yet they don't slam doors

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Lol

analog cypress
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the bees on stormy are literally hit by thunders lots of times

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why should a zap gun kill bees

raven patrol
daring oar
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oh what do you know

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zap gun had 120s of battery life in v9

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Lol

raven patrol
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Battery life is not the issue at all

daring oar
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i mean

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22 seconds is pretty terrible

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i don't think the zap gun is ever going to be useful as a meta item

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you can infinitely regenerate instant kill shotguns in lethal company

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a stun pales in comparison

raven patrol
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It is bottom of F tier though

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The clipboard is more useful due to glitches

analog cypress
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the only feature from the useful zap gun i could see being "kinda useful" would be disabling vanilla hazard

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specifically the turret

raven patrol
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That actually would be cool ngl

daring oar
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does it not already zap turrets?

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maybe im just misremembering but i thought it did

raven patrol
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Mandela effect

analog cypress
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but in the process of trying to disabling it permanently it goes berserk, if you hold for enough time it disables

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that would be cool

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but that's it

fallen musk
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I'm sorry if I caused a little stir in here

raven patrol
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My take would be it can zap all 3 hazard types, and however long you hold the beam is how long it says disabled for afterward

daring oar
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i hope i didn't come off as aggressive either

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truth be told i have no idea what to do with the zap gun

analog cypress
daring oar
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it's stats are objectively shit, and they were objectively less shit in earlier versions, so to me it seems pretty obvious to revert those changes, if nothing else

raven patrol
daring oar
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i dont think terra has issues with the jetpack

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he was pretty adamantly against the price nerf in v56

analog cypress
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but 22s is really terrible

daring oar
raven patrol
daring oar
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are you going to actually use it if it is 120s?

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if so, is that a problem? it's gone from an item never worth using to an item that is suddenly worth using, and that's a good thing, right?

analog cypress
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no, but should have enough time to last a day

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most items don't have a battery time that last couple of days

daring oar
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if it winds up becoming overused, then that's a problem that can be addressed later down the line - but i think it's better for terrible items to become too good and be dragged back into line

raven patrol
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This might be a bold stance but I think infinite battery and $200 is still not worth it, it needs a second use

daring oar
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instead of being terrible forever

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i was a bit worried i made march too good in this mod

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(and maybe I did? idk, jury's out, i guess)

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but for how bad march is in vanilla, i'd rather it be too good so i have some incentive to visit, and then it can be nerfed later if it becomes too dominant over the other moons - if it's just terrible forever, nothing changes

raven patrol
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I think March should have the best bottom line of the tier 2s, it has a giant exterior and interior and generally is an rng fest

daring oar
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with the zap gun i kind of think on the same principle

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zap gun has been terrible forever

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forever!

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has never ever been good

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i dont think the worst outcome is that it is given so many buffs that it becomes completely overpowered

vapid pier
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Damage vulnerability?

daring oar
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i think the worst outcome is that it continues to be terrible

raven patrol
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I am hooked on it zapping map hazards, make it do that

daring oar
analog cypress
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if we're going to make it op, might as well zap hazards

daring oar
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that is the principle i am trying for the some of the worst stuff in the game, anyway

raven patrol
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We want you to buff it Buttery, you do not need to convince us

daring oar
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yes

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well

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anyway

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my problem isn't "there are no good ideas for the zap gun" so much as it's "there's no ideas i like for the zap gun"

raven patrol
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Not a fan of zapping map hazards?

daring oar
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letting it explode unkillable enemies objectively gives it a niche, and it's a niche that's pretty fair - there's a skill based minigame that you need to maintain for a long period of time, and it rewards you by dealing with threats in a way nothing else can

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but as far as flavor goes i really hate that as a concept

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the same kinda goes for map hazards

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i could kinda see short-circuiting a turret by holding a zap beam on it - i think that'd be cool (and legit i already thought they were zappable, it just didnt do anything)

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but zap gunning landmines and spikes feels weird to me

raven patrol
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You do not explode map hazards, just disable them. The longer you hold the beam the longer they are disabled

analog cypress
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Zap gun

Increase lifetime
Turrets will stay disabled as long as you keep zapping it, but will go berserk when activated again
Landmines will explode when you stop zapping it (Idk what someone would expect)
Spike Traps won't fall as long as you keep zapping it, but that will reset their timer to a new one

raven patrol
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👆

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Not sure I like changing Spike Trap’s timers though, just have them pause the timer

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Permanently or temporarily

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Permanently is definitely not what we want

analog cypress
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If it's permanently that just makes the ship guy useless 🥲

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most of the time

raven patrol
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Just there to open powered doors

vapid pier
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Does it really matter if another mod does it perma or not

raven patrol
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I did not know Useful Zap Gun allowed this, if it lets me add this myself I can stop begging Buttery

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Similar situation for EnchancedRadarBooster, Buttery had some ideas but this mod does most of them so we can just use that

analog cypress
raven patrol
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True

vapid pier
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Extra damage from damage sources while an enemy is being zapped?

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Um

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Okay…

raven patrol
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I guess you could consistently kill Dogs and Giants with this

analog cypress
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zap gun + knife

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idk how i feel about this

raven patrol
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I like the trap idea more

analog cypress
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i don't wanna fighting to be meta

daring oar
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of all the ideas i've heard i like monsters taking extra damage while stunned the most

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but i don't think it's perfect either

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the zap gun's entire point is that you play a minigame and you are rewarded the better you are at playing it

raven patrol
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That is why for the trap idea I say the trap is disabled for a longer period of time after the beam is broken if you hold the beam longer

daring oar
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so you can, for example, have someone zap a bracken and have another person whack it to death as long as you hold the beam for 5 hits

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if you dealt bonus damage it'd let you kill the bracken in 3 hits, which is a boon, but it reduces the requirement of holding the beam

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which i think causes a bit of a problem in the opposite direction

raven patrol
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Yeah that is not what I want, darn

daring oar
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i do like the idea of taking down dogs and giants

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with zap gun

raven patrol
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Just have Zap Gun set them on fire

analog cypress
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the longer you hold it the higher the bonus damage is?

daring oar
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probably not, i'd just make it a flat +1

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it could be an interesting way to reincorporate the double damage bug for some enemies

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you could 2 shot a stunned dog with the shotgun

analog cypress
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Past 15 seconds holding it will get a +1 damage to any entity?

daring oar
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i dont know RN if it's possible to make monsters open locked doors without doing some hacky stuff

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but even if i could i dont know that there's a need for maneaters to open locked doors anyway

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how often is there going to be a maneater on the other side of a locked door trying to get at you

raven patrol
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Locker just deletes the door, it does not actually open them

daring oar
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Lol

analog cypress
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btw

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Lockpicker time required from 30s to 20s? greed

raven patrol
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That is such a crazy niche thing lol

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Bait adult maneaters to break doors

raven patrol
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I like that, rare rng event in your favor. Also you have to hope you see it in time and a teammate does not unlock the door

analog cypress
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i wanted it to give the ability to tweak the time required to lock doors

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i would make it 30s to lock and 15s to unlock

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also, i've had some bugs where the door would be locked but opened

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being able to trap jesters is kinda op too

raven patrol
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Well you can use it just to have 20 second open time, the bonus ability is a config

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So you want to add this because of another mod you use, that makes more sense

analog cypress
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i don't judge, sometimes you just want a small feature from other mod instead of 20 others that requires all clients to have

raven patrol
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No I get now, I was just lacking context

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I thought you wanted to use it as a mobile Lockpicker or something crazy

signal stream
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Its way to late but imo biggest way to support stormy is just to have more undercover locations level design wise

marble spruce
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(that's the joke hehe)

signal stream
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A little metal rod you could place to attract the strikes could be cook

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Cool*

wind spoke
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I've said this like 2 times in this thread but I think that masked should have more creepy interactions, though an idea I didn't share was that maskeds would be targeted by brackens but when their necks are snapped they just keep on walking with a backwards head

marble spruce
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would be rlly cool since radar boosters are "map control" items ig

wind spoke
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it would also fit that theme of being possessed

balmy pier
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so by this logic burnt masked should exist

raven patrol
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I would be down for Radar Booster being a lightning rod, I am not pushing it because there is a mod for a ship upgrade that does this, but it would be a cool alternative

wind spoke
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what mod?

raven patrol
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A lightning rod ship upgrade mod

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It is just called lighting rod I think

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You cannot move it with you is the difference

silk lark
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i think that's part of LGU isn't it?

raven patrol
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I use a separate mod

ripe tartan
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is the foggy like this intentional?

frigid storm
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The smog consumes

marble spruce
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the reason the foggy rework does this is because it uses the fog from said volume

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i think she plans to fix this soon, ive made the volume bigger in rebalancedmoons already

dry current
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I noticed yesterday while playing that maskeds actually eat your items when they kill you (as in they delete em), are there plans to fix this w a rebalance? (it was esp punishing while doing the journeys campaign pipipipipi)

daring oar
analog cypress
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On Titan also?

daring oar
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titan doesnt actually use the foggy rework

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it is the only vanilla map where its natural fog is denser than the fog object makes it

analog cypress
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Oh ok

balmy pier
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have you considered nerfing offenses eclipsed spawn cycle to 3

daring oar
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have i

balmy pier
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ah

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i didnt know you did this

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cool

marble spruce
lilac mica
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Rebalanced Beanie greed

raven patrol
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The newest GeneralImprovements update includes the ladder sprinting patch, but also includes the ability to have Radar Boosters interact with the Teleporter and Inverse Teleporter, if that means anything for the plans in this mod

jagged nexus
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The Ladder Sprinting seems to do absolutely nothing

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In my testing

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Maybe Buttery still needs to add compat dunno

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Might also be oddness with BetterStamina

raven patrol
#

It is turned off by default, do you have it enabled?

jagged nexus
#

I did enable it

#

and it doesn't do anything

#

I think it could be cus of BetterStamina though, cus it has a value to mess with ladder sprinting, I'll have to mess with it more later

#

Just gonna do NoDrain for now

raven patrol
#

Sounds like the safe option

daring oar
#

since i was informed enhancedradarbooster still works in v69

#

an especially now that general improvements also has an implementation of it

daring oar
#

i did so in anticipation of shaosil adding an option to add it as a feature

daring oar
#

so it would be an issue with one or any of those mods

jagged nexus
#

Could just be the effect is really subtle then tbh

daring oar
#

so i will implement that "eventually"

raven patrol
#

Does “random lightning” mean that the ‘targeted’ item lightning will not be affected?

daring oar
#

radar boosters are already conductive

#

which means they can already redirect targeted lightning

raven patrol
#

Well like they force all targeted lightning to go to them

daring oar
#

i don't plan to make them absorb all targeted lightning, no

#

that is the challenge of stormy weather, and you are given all the tools you need to handle that in vanilla

#

i just want to add a counter to random lightning which is uncontrollable by the player, strikes without warning, and is regardless still capable of instant killing players (or best case, killing in 2 hits)

raven patrol
#

Understandable

daring oar
#

lol

#

lightning bolts are client-side

#

because of course they are

balmy pier
#

the random ones?

daring oar
#

all lightning is client side

#

technically

#

but yes

#

random lightning has its position calculated individually by each client

#

using seeded random

#

but if anything desyncs your lightning seed, you will see it strike different positions from all other players

balmy pier
#

so theoretically each player has a different chance they instantly get killed

daring oar
#

lol

raven patrol
#

So we could make a client side mod that removes all lighting from the weather

#

Basically making Stormy just be cosmetic rain

daring oar
#

it would be banned from thunderstore

#

and is pretty much unnecessary

#

since if you dont use butteryfixes you can just softlock stormy weather anyway

#

butteryfixes or lethalfixes

raven patrol
#

Oh definitely, it just is another example of the insane holes in this game’s networking

daring oar
#

you need butteryfixes or you can rarely softlock stormy weather by having the maneater eat metal items

raven patrol
#

I am honestly surprised a troll mod has not been made yet, people could wreck public lobbies en masse with ease as client

daring oar
#

lethalfixes (and butteryfixes) would tackle the more common issue of stormy no longer working if you leave a moon that has metal items left behind to despawn

daring oar
#

but they are moderated with extreme prejudice on thunderstore

raven patrol
#

Thank goodness

daring oar
#

so you have to go looking for them externally and that alone is enough to curb most players from finding them

#

although it's still not difficult to search "lethal company cheats" and find things on github

#

that you can then use with even the bare minimum knowledge of installing mods manually

#

kinda sucks but that's why there are host-side anti cheat mods to patch some of the worst stuff

unreal ginkgo
#

What kind of fucking loser do you have to be to cheat in public lobbies

raven patrol
#

Minecraft players

#

Bot networks scanning the internet for servers without whitelists to grief

daring oar
#

i think i might be ready to release this update after i implement the next 2 things

#

there's still a lot of stuff i'd like to address but i think i'd rather publish another version before i do so

raven patrol
#

Epic

daring oar
#

i found out my code for adding new enemies to the outside/daytime spawn pools didn't work

#

because i accidentally removed the system that allows that to happen when I was writing the initial version of this plugin

#

so the "add earth leviathans to rend" setting just did not work

daring oar
#

anyways

vapid pier
#

Bees on Offense

daring oar
#

typical offense, i see

balmy pier
#

gang

raven patrol
#

Offense daytime curve buff here we come

daring oar
runic cobalt
#

Oh nice, was it as easy as just making the physics region or did you need to mess with some scaling bones on the oldbird

daring oar
#

just had to remake the gameobject and all its components

#

:)

#

did it all with code too

#

don't even need an asset bundle

runic cobalt
#

Daym, nice

daring oar
#

because all of this stuff gets created in a postfix to start

#

it would be nice to do it in the prefab, but the problem is that if the playerphysicsregion exists when the prefab is instantiated, it "absorbs" players/items into its list of renderers in EnemyAI.Start() and then fucks with the player's layers in EnableEnemyMesh

#

i would've probably preferred to put all this stuff in the prefab, and then just fix the core issue, but it's engrained in EnemyAI.Start() rather than RadMechAI.Start()

#

and it would require a transpiler to fix :(

#

because they get fetched and altered in the same frame

marble spruce
crude pier
# daring oar

what's new in this screenshot? items being able to be dropped on top of old birds?

viscid edge
unreal ginkgo
#

THIS IS AWESOME

#

Thank you so much

daring oar
#

on the topic of old birds

#

i also networked the crouch variable

#

which fixes robots and giants disadvantaging non-clients

#

hopefully i will figure out a good way to address this host-side in butteryfixes soon

#

but i am happy to have the fix available in some form or fashion, in the meantime

unreal ginkgo
#

W

crude pier
daring oar
crude pier
#

ohh

#

okay ywah I can see why that was removed haha

daring oar
#

so he removed it (this was around the time he was burning out on lethal company, so it was probably just easier to remove than fix the core issue)

#

hopefully he comes back and revisits it! some day

crude pier
#

hopefully after Welcome To The Dark Place comes out

unreal ginkgo
#

Don't tell Purple about this 🤫

#

(I'm not complaining, I do think this is a good thing to fix)

jagged nexus
#

What does the fix do?

#

It's not in the Wiki section

#

lol

unreal ginkgo
#

You could regain the negative luck you've lost through purchasing a signal translator by storing it

#

It is weird that it isn't optional though

analog cypress
#

Offense will also get boulder blockers on entrance right?

analog cypress
#

I saw the update now, forget about it

naive mesa
#

How do the barber, butler and masked infestations work? Is it a set chance on every moon but increased on certain moons?
For that chance is it separate to vanilla infestations, or when an infestation rolls the extra infestations are added to the pool of possible enemy types?

analog cypress
#

No Kidnapper fox nerf 🥲

runic cobalt
analog cypress
#

randomize apparatus price?

daring oar
daring oar
analog cypress
naive mesa
daring oar
#

yes

daring oar
#

in this case, zeekerss was standing on top of a dormant old bird (the "nest" object)

#

the enemy spawned

#

the PlayerPhysicsRegion inside the old bird adopted him

#

which made his player object a child of the old bird's object

daring oar
#

which took all of his renderers and added them to the enemy's list of renderers

#

and then fucked up the layers on every single one of them

#

including the stuff with disabled renderers (like the giant line of sight cubes)

#

these are probably what are shoving blueray around in the clip

#

the glitch can be fixed by altering EnemyAI.Start() to validate that none of the renderers have GetComponentInParent<PlayerControllerB>()

runic cobalt
#

Oo

daring oar
#

or in my case, i just generate the physics region in a postfix to RadMechAI.Start()

#

after it has already run EnemyAI.Start()

daring oar
#

but i boosted the max value up to 130 since that was how it was in v9

#

on average the apparatus will be worth a tad more than vanilla with the obv possibility of super low and super high rolls

analog cypress
#

apparatus for 40$ 💀

balmy pier
#

dont tell this guy the apparatus' value range if its spawned by weight

daring oar
#

yes

#

if the apparatus is spawned via scrap pool

#

40-120 is subjected to the 0.4x multiplier

#

which makes it $16-47*

analog cypress
#

💀

daring oar
#

nutcracker shotguns would have the same issue

#

internally their min-max is 30-100

#

which would be $12-39

balmy pier
#

knives benefit from this

daring oar
#

but they ignored those values and just generated a random number $30-89

#

before v50 made all shotguns exactly $60

balmy pier
#

there is a lower value than 35 that can spawn for them

#

but their highest is like 84

daring oar
#

knives actually have proper values set

#

internally they are 70-210

#

which is $28-83

analog cypress
#

Glad the randomizer can be disabled, i prefer the fixed values instead of the randomized ones

daring oar
#

i just like the variety

analog cypress
#

knifes ranging to 83 is insane btw

daring oar
#

knives are garbage in vanilla so i dont see it as an issue

analog cypress
#

going to Dine to hunt some butlers

dry current
#

the old bird:

daring oar
#

killing nutcrackers is way easier than butlers and they drop an item worth almost double the money + don't drop additional enemies to deal with

daring oar
#

if you stand too far to the front of the old bird

#

it'll see you, tilt its head, and you'll slide off

#

and then it can grab you or shoot you

analog cypress
#

btw, if you're going to implement the zap gun dealing bonus damage with weapons, you should limit to shotguns and shovels in my opinion

#

knifes would get really busted

dry current
#

old bird greed...

daring oar
#

all ladders and EntranceTeleports automatically have SpawnDenialPoints generated at them

#

so random obstacles can't generate within a certain radius of either

#

this should guarantee they are always immediately accessible

#

although i guess it'd still be possible to get colossally unlucky and have boulders generate blocking the paths to one or the other

#

like if this entire area gets congested with boulders on vow (rare but possible, i suppose)

analog cypress
#

I almost got colossaly unlucky, I remember having a giant boulder there once that blocked 80% of the path

dry current
#

A giant pumpkin once spawned in front of fire so it was inaccessible from the outside 😭

runic cobalt
#

The denial radius is based off of the object getting spawned rather than the denial point itself

#

As an example I saw a moon dev place like... 50+ spawn denial points within 3 units of eachother just to block trees from spawning in a place

daring oar
#

a better solution is probably to have a client RPC that just searches in the prop container and destroys stuff within a certain radius of points you don't want to have obstacles

runic cobalt
#

For the moon dev I just allowed em to give the spawn denial point a scale and I transpiled the number it checks to that scale

#

And to visualise it they'd just add a sphere collider iirc

daring oar
#

tbh

#

might be fun to make jetpacks self destruct when they get struck by lightning

#

kinda like that as a concept

#

i do sort of like the "skill expression" of juggling a jetpack in storms but it doesn't make a lot of sense that the jetpack can get struck by lightning (a literal explosion) and function as if it did not just explode

#

and it's an added niche for the cruiser, which could either protect the jetpack from lightning (if it were in the back) or just let you transport items in an alternate way

raven patrol
#

I mean it makes sense but is also kinda cruel, like rng just decides your $900 item is going down the drain

#

I think it qualifies as the unfair rng encounters that we often do not like

analog cypress
#

although it's hard to use jetpack on stormy and makes sense for it to explode, i agree that it's not cool spending 900$ for it to explode the next day

daring oar
#

@raven patrol @analog cypress rng does not explode your item

#

you take it outside of the ship and let it get struck by lightning

#

you have the choice to not do that

#

i would agree if not for the fact that it is in the player's control to avoid the circumstances that could lead to it happening with no uncertain terms

analog cypress
#

i would be cool with this decision if there was a way to restore an exploded jetpack spending money

#

but i prefer exploding in the air on a stormy moon trying to use the jetpack instead of it becoming unusable

daring oar
#

also tbh since the forest giant sight thing is most likely a bug fix + i found out it's completely host-side, i think i'm just gonna move that to butteryfixes

#

i will make it toggleable still, since it's a pretty heavyhanded change, but i don't want to require it to be installed here

unreal ginkgo
#

Radmechs seem to walk in place ever since you've restored their v64 behavior

daring oar
#

i played around with it yesterday and old birds walked around just fine

unreal ginkgo
#

Haven't tried that yet, will do after school

#

But it's a thing I've noticed ever since the most recent ButteRyBalance update. It's haven't happened before

analog cypress
daring oar
#

the only thing that i could see is potentially causing this is FinishedCurrentSearchRoutine() which does a raycast upward that would collide with its head object

#

but that would also mean they'd freeze in place if they were underneath a roof in vanilla

#

like inside the artifice warehouses

#

so im doubtful that is causing trouble

daring oar
#

i was talking about the stealth meters not decreasing when all players are out of sight

analog cypress
#

oh ok

daring oar
#

the snowy moon thing is a subjective change and i wouldn't move that over

raven patrol
#

If it is a config then I have not issue with it being included, I just will turn it off. I think Jetpacks exploding if a player has it in their inventory while being struck by lightning is adequate

signal stream
signal stream
daring oar
#

on that note, jetpacks are not destroyed just from being in the inventory of a player that dies

#

in your example the jetpack would not explode

#

jetpacks only explode if they were dropped by a player that is now dead, and died with jetpack controls enabled

#

which means jetpacks would explode if tulip snakes drop you to your death

#

and wouldn't explode if you are eaten by a giant with an activated jetpack in your hands

signal stream
daring oar
#

shrug

#

maybe i'll do it here

#

this has kind of become a vehicle for me to just do weird experimental things that demand all clients' installation

signal stream
#

You being so client side pilled we’re your training weights

raven patrol
#

Giants eating Jetpacks and the Jetpack exploding but string the Giant on fire would be a funny inclusion too

#

I am all for making the Jetpack more volatile, but lightning just smiting it when you try to use it is where I draw the line I think

unreal ginkgo
naive mesa
#

Unless you’re transporting conductive items, in which case it’s hell

#

Transporting 1 gold bar took 3 in game hours

raven patrol
#

I agree, but Buttery’s change would make it bad, and not in a good way imo

daring oar
#

jetpacks are only barely inconvenienced by stormy weather and still allow you to basically ignore the mechanic of the weather

#

conductive items are a lot less of an issue when they are in your inventory for a fraction of the time they would normally be

#

the cruiser is at least a lot more demanding of skill and its whole "portable home base" aesthetic fits with making it a safe space for transporting conductives

raven patrol
#

I think you underestimate Cruiser, even without Weedkiller it can completely take over your strategy if you learn the controls

#

Which takes like an hour of two if you care

naive mesa
#

That is one of its costs

analog cypress
#

The most important ones which are Rend and Artifice supports it very well

unreal ginkgo
raven patrol
#

Exp, Vow, and Ada are the only moons without any Cruiser tech, every other moon has at least one entrance that can be reached with a Cruiser with relative ease

analog cypress
#

Experimentation is kinda pointless cuz the danger is low, Titan is vertical, Adamance is the worst map to use the cruiser

raven patrol
#

Actually scratch that Alex taught me an Ada Cruiser tech that uses Extension Ladder to load it from Fire, so only Exp and Vow

unreal ginkgo
#

Oh yeah true

#

I forgot that

analog cypress
#

Assurance you can't get to the main entrance but can easily go to the fire exit, Offense depends on the RNG boulders

unreal ginkgo
#

You can do it even without a ladder

analog cypress
raven patrol
#

Ye on Ass and Off you go to fire

unreal ginkgo
#

Though you can’t get back up to fire so you have to go down when you know you’re ready to go

naive mesa
#

The average player won’t really use the cruiser on many moons so be the skill curve is quite high

raven patrol
analog cypress
#

you just have to use a jump to got to the main entrance through the side of the bridge

naive mesa
#

I’d hardly imagine that learning how to use the cruiser on unconventional moons deserves punishment

analog cypress
#

or position it well

#

hitting some trees

unreal ginkgo
raven patrol
analog cypress
unreal ginkgo
#

Vow’s fire exit is notoriously risky, and the Cruiser helps alleviate some of the danger

analog cypress
#

even through it's better on the fire exit i agree

unreal ginkgo
#

(1-shotting forest keepers at full throttle lol)

naive mesa
#

The main issue I have with vow is it feels like time goes too quicker there

#

I know it’s the same on every moon but there’s something about it and I don’t even know what

#

It’s smaller than most maps too

#

It just feels like it becomes noon then 3 then 5 too quick

unreal ginkgo
#

Vow is like March but if all the entrances were at main

raven patrol
#

With Vow you have to go slower because of the Giants and that wastes time

naive mesa
unreal ginkgo
#

The walk from the ship to the facility on Vow is pretty long, so that’s probably why

naive mesa
#

Also it uses mineshaft primarily

#

Which is probably the most time consuming interior

signal stream
raven patrol
#

Well a majority of players tried Cruiser for 5 minutes and then gave up forever

naive mesa
signal stream
#

the cruiser was meant to be bad

#

i'm not saying your wrong for being able to use it productively but players being unable to do the same is an intended experience

raven patrol
#

I think you guys are missing my point. I do not like the Jetpack nerf because it nerfs non-Cruiser moons and punishes people who do not bother with Cruiser

daring oar
#

i think it is important to mention that this only affects those levels and those players during a specific weather condition

analog cypress
#

Let's discuss considering that 95% of players can't use the Cruiser correctly.

Experimentation, Titan and Adamance are pratically unusable.
Vow and Dine are hard.
Assurance and Offense are manageable.
March, Rend and Artifice are very easy

daring oar
#

and only affects what is currently the most overpowered single item in the entire game

signal stream
unreal ginkgo
naive mesa
#

It’s fog is the strongest in the game without foggy weather

unreal ginkgo
#

Rend is super claustrophobic and dark while Dine is much more spread out

daring oar
#

the cruiser is definitely usable on every map that this nerf affects

analog cypress
#

that's just because of the fog, if you know the map it's just easy

daring oar
#

with the exception of titan, which is also one of the maps that least requires usage of a jetpack or cruiser anyway

naive mesa
#

The light poles make it difficult too

raven patrol
#

The Rend route is simple but the blizzard means if you twitch the steering at all you are in trouble

naive mesa
#

And the shortcut isn’t widely known and requires going in the dark

raven patrol
#

Rend is definitely a harder Cruiser moon

unreal ginkgo
analog cypress
#

so it's usable

daring oar
unreal ginkgo
#

Going from the dark into a blinding light pole is agonizing

daring oar
#

driving the cruiser to rend's fire exit is basically suicide and nobody seriously does it (at least not to my knowledge)

#

so being unable to use jetpacks would entirely hinge on rend fire exit deliveries being done on foot exclusively

unreal ginkgo
#

Doesn’t help that in vanilla, dogs will be trailing behind you, and in my modpack, it’ll be barbers trailing behind you instead

daring oar
#

but this is also in the context that the cruiser still works to drag loot in and out of the main entrance

analog cypress
daring oar
#

and that rend is still, regardless, one of the easiest endgame planets in the game and one of the safest endgame exteriors discounting the need for map knowledge

naive mesa
daring oar
#

it's not unplayable for the average user

#

there is a learning curve to it but it's not difficult to remember the path once you learn it the first time

naive mesa
#

Even after visiting multiple times

#

Including myself

daring oar
#

all you need to do is go up the hill, and then walk alongside the right side drop all the way back to the ship

naive mesa
#

Most people don’t go up the hill

#

That I’ve seen atleast

signal stream
#

Personally I think this kind of thing sort of runs into a semi-problem with this mod fundamentally where imo the nerf to the jetpack is totally reasonable and valid and in the event this nerf creates a desired buff to item transport in general, because this mod isn't adding any major content outright the only target to receive this buff would be the cruiser which in my opinion doesn't need a change here.

I'm not saying the answer is to add new content but more-so to acknowledge an ideal solution to the problem may be out of scope for this project and there may have to be a compromise

naive mesa
#

Some do

unreal ginkgo
daring oar
daring oar
#

obviously an absolute new-to-rend player won't know that but it is just a knowledge check

unreal ginkgo
#

disable it if you don’t like it

#

lol

crude pier
analog cypress
naive mesa
signal stream
analog cypress
analog cypress
#

fire exit with cruiser is just easy

daring oar
#

which i know has already been suggested to you and you are probably in the process of responding to that

crude pier
#

I was talking about the new dine

naive mesa
#

Regardless though, the fire exit is undeniably harder than all other moons. You could argue offense but if you find the exit inside you can get a free path straight to the ship

unreal ginkgo
daring oar
#

but that is, at least, why i don't see problems tackling it that way

unreal ginkgo
#

Mainly due to the eastern portion of the map being barren

#

(For reference, the front of the ship is north)

daring oar
crude pier
#

yeah the east side is perfect

signal stream
# unreal ginkgo What, why?

It's a massive strain on content creation and in general users are pretty bad at making decisions like that. Game Design is a core discipline in game development and in a lot of cases I believe users should either trust the choices the author made to decide that mod might not be for them.

This is my opinion and is not indicative of how I think other authors should create content

analog cypress
# crude pier old dine?

There's Dine pre-V50 (Rend copy), Dine V50 with the straight line fire exit and Dine now with fire exit on the building

daring oar
#

anybody who is making use of jetpack on stormy rend in vanilla would most likely know how to return to the ship from the fire exit

naive mesa
daring oar
#

the rend fire exit is definitely a scary challenge to overcome if you've never been there before, especially since rend is the map with the thickest fog (even counting foggy weather) and there is no hand-holding like the ship <-> main entrance path

#

but once you learn the trick of just walking along the edge of the cliff, unless you forget to bring a flashlight for the dark, it is pretty much impossible to get lost

#

it leads straight to the ship

analog cypress
#

nerf Jetpack, make the fog go through the sky and beyond beevil

daring oar
#

anyways sorry im getting a bit off-topic

unreal ginkgo
raven patrol
# daring oar if you walk alongside this pathyou will never get lost

I would argue learning this path is about a hard as learning rudimentary Cruiser controls. If you learn to just not floor the gas and tap the steering to avoid rocks you can do a lot of the strategies discussed earlier, even if it is 12pm by the time you reach an exit it is still faster than transferring stuff on foot. With both it just comes down to setting aside an hour or so to learn it

unreal ginkgo
#

This looks extremely clear of any obstacles

daring oar
naive mesa
daring oar
#

at least in my experience

#

you get close to 0 visual feedback driving on rend

signal stream
unreal ginkgo
#

Should help…

daring oar
#

if the cruiser falls off the cliff while you are driving to fire

#

it is stuck in that pit forever

#

good luck trying to get it out with weed killer

#

you will probably sooner crash it and explode it than recover it

daring oar
naive mesa
#

I personally think the fire exit on rend is unlikely to be used by most players that often

daring oar
#

if you have not tried it before then i don't think i could explain with words how bad of an idea it is

#

lol

raven patrol
crude pier
unreal ginkgo
daring oar
#

lol

#

okay

#

and that's the issue

unreal ginkgo
#

I’ve gotten better at it though, but I don’t visit Rend a lot, so

daring oar
#

in that case

#

then my point is strengthened further

#

because the people who the jetpack nerf affects aren't even unable to reasonably drive to rend's fire exit like i had assumed

#

shrug

crude pier
#

what if the fog reduced itself when you're sitting in the cruiser with the headlights on?

analog cypress
#

funny how Zeekerss just added the most op shit to the game and still managed to make most of the player base think the cruiser is just ass and prefers to not learn it

daring oar
#

anyways i could talk all day about this change but i feel like it's probably not going to change hearts and minds anyway

#

in my head it is a good idea and a fair change with countermeasures in the player's control to handle it

#

but i also see the perspective that jetpacking in stormy is already its own challenge and not being able to do that might subtract fun for a percentage of my audience

unreal ginkgo
#

I forgot what the idea even was… I just came here because I like arguing

daring oar
#

at the end of the day this is why it is toggleable anyway

analog cypress
#

you could just add that option and make it disabled by default as it's not very popular

signal stream
raven patrol
#

I still think you guys underestimate Cruiser. Even if it can only reach one entrance and cannot get there quickly it is still crazy powerful, having to only do 1 total transfer saves several in-game hours. But guess asking people to be patient is too much

daring oar
raven patrol
#

No Weed Killer or hours of solo practice needed

analog cypress
daring oar
#

so i'm not even saying this from a perspective of sympathy

analog cypress
#

idk how buttery didn't do that yet

crude pier
#

will there be an option for the pre v55 jetpack price? ($700)

raven patrol
#

Jetpack does not need buff 😭

daring oar
#

probably not in my mod, because IMO, the last thing the jetpack needs is buffs

crude pier
#

I've never had the chance to use the jetpack because of how pricy it is

daring oar
#

if anything I'd really rather increase the price, but that is likely to be an unpopular change (and I don't even think I would use it in any of the groups I play with)

raven patrol
#

There are several mods to edit shop prices if you want it to be 700

crude pier
#

even at $700

daring oar
#

unrelated to any of the prior conversations

unreal ginkgo
signal stream
daring oar
#

a lot of the changes i have made in this mod are changes that I agree with are good and make the game better (in my vision) but not stuff that i'd force upon everybody else i play with

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like, right now, none of my groups play with the nutcracker 1 HP thing because I think it'd be really hard to update people on the fact that "in this lobby, nutcrackers have a special mechanic that changes how you need to interact with them"

unreal ginkgo
daring oar
#

v49 jetpacks are another thing that I think objectively improve the jetpack, but a lot of my friends only learned the jetpack because v50 streamlined it, so it'd be awkward to force that upon them

analog cypress
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also, i don't think the cruiser shouldn't be able to fly... is funny being able to do that WITHOUT scrap, but being able to do that with scrap just takes out the fun from learning how to drive the cruiser to just become good at a bug

raven patrol
daring oar
#

i think we just fundamentally disagree on that perspective

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which is okay, games mean different things to different people

unreal ginkgo
daring oar
#

but i think lethal company's biggest issue right now is how much of the content in the game is completely skippable

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it doesn't feel like it's designed in a way to encourage exploring most of it

signal stream
#

i feel like if zeekerss saw someone describe the game this way he would quit working on it lmaoo

daring oar
#

if you're optimizing lethal company you are rushing straight from quota 1 to quota 2 on rend or artifice, the 2 meta planets

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and eventually you reach a point where you are only visiting artifice every single day for the rest of your run

raven patrol
#

Well if I am wrong then what is LC

daring oar
#

so you get 3 days on a planet of your choice (which is usually assurance or adamance)

unreal ginkgo
daring oar
#

at best you get 3 days on another planet like rend

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and then you have 30-40+ days of artifice

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and all of the other levels are completely off to the wayside

daring oar
crude pier
raven patrol
daring oar
#

so much of the game's content ceases to be relevant if you minmax it and I think that is an indicator the game is designed poorly, to some degree

#

even in a perfect world I don't think 100% of the game's content is going to be appealing or useful to everyone

#

the zap gun is kind of always going to be shit unless you nerf the hell out of all the other weapons, which costs way more fun than you earn back in content variety, IMO

#

i think the levels are the biggest example of that imbalance because it's way too easy to rush through all the stages of progression in a single run

#

going from free moons with no equipment -> the first tier of purchasable moons -> the endgame moon over the course of only 3 checkpoints is pretty absurd for a game that has 11 levels total

crude pier
signal stream
# raven patrol Well if I am wrong then what is LC

we've had this convo before. I think LC is designed to be a casual multiplayer game designed to create an experience where you and your friends feel powerless against the creatures that are lurking about. It creates a horror experience that is very similar to the common horror trope of the final girl entering the house where the killer is.

The quota system is just a form of structure and a vessel for the players to want to go into these places they would otherwise have no interest in, with incentives to split up and go deeper inside the dungeon. The scrap quota system works greatly because they basically turn the game into a little trail of mini tasks for players to do that lead them into scary and funny scenarios naturally

Some people have called the game twitch/clip bait before and while I disagree with that due to the negative energy accosiated with it I don't actually disagree with the point objectively. I think the point of Lethal Company is to naturally and consistently get players into those scary and funny experiences organically

daring oar
#

and, IMO, the game doesn't even succeed at encouraging you to visit different planets each time you do a new playthrough, because the alternatives to the meta are so much worse. you dont necessarily have to play all 11 levels every single time you play (although that might be what the game turns into once the drill parts are added), but there's really no reason to say "fuck it, let's not go to assurance on our next playthrough" unless you are purposefully throwing for the sake of trying not to let the game get stale

#

sorry this is another one of my stream of consciousness dumps

unreal ginkgo
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Agree

vapid pier
#

Spittin

daring oar
unreal ginkgo
#

Oh wait this is an archaic ass message

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Where the fuck was I

vapid pier
#

lol

daring oar
#

which will naturally lead into optimizing, discovering a meta, and eventually could lead to optimizing the fun out of the game and making it stale

vapid pier
#

Start of the thread

unreal ginkgo
#

WHAT

signal stream
#

In terms of overall theming the game plays on companys mistreatment of employees in a highly stylised and exaggerated way, Hence the name Lethal Company. The company you work for barely cares about your wellbeing because its cheaper to just throw bodies at the problem. You are meant to feel worthless and extendable in the eyes of the company and you are designed to be put in situations where you often die

unreal ginkgo
#

HOW DID I END UP THERE

daring oar
#

LC's big problem with meta right now is that the meta is way too obvious and way too easy to take advantage of once it's learned, so pretty quickly you will optimize most of the game's content out of the picture if you continue to play

signal stream
#

people speedrun mario party lmao. people like winning

vapid pier
#

Replying to the 8th message in the thread 😭

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(Ignoring the initial and pawsy)

daring oar
#

there will probably always be a meta, of some sort - but it'd be more fun if there could be multiple metas to choose between each time you play, or multiple metas that could maybe appeal to different playstyles, so the breadth of the game can be experienced

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right now LC is a game with little depth and tons of breadth, but it's being experienced mostly on its depth, and so what it actually excels at doesn't really take center stage

crude pier
#

All we need is just multiple meta moons for different playstyles™️

signal stream
crude pier
naive mesa
#

Not being critical just genuinely curious

crude pier
#

just a moon specifically designed for one type of playstyle

signal stream
#

Not all design solutions can equally appease all demographics

daring oar
#

for sure, yeah, but in the context of a game appealing to an audience outside of the one it was originally designed for, i also think it's "a good thing" to design the game in a way where it can be enjoyed by that audience too

daring oar
#

now, i think it's "a good thing", but i don't necessarily think it's zeekerss' responsibility

naive mesa
#

I can’t really imagine how a moon can differ playstyles very well besides monster spawnrates

raven patrol
# signal stream we've had this convo before. I think LC is designed to be a casual multiplayer g...

Having people wander around a facility so you can scare them is not a solid foundation for gameplay loop though, you need a tangible goal for players to work towards or else it feels kinda hollow. This game is a high score game when we boil it down but that does not lessen all of the small moments and scares that make it special and memorable. The high score system is just that vital backbone to keep players engaged after the novelty has worn off

daring oar
#

and i think so far we've seen a lot of cases where designing it for the intended audience makes it worse for the "accidental audience"

#

and that sucks and there's no clear answer to that issue

naive mesa
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Maybe an increased amount of unkillable monsters for those bad at pvp, but that’s generic moon stuff

daring oar
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i.e. the artifice "nerf", but that's a discussion i've had before and won't trudge up again

#

tl;dr: artifice can maintain its appeal for the accidental audience without having to compromise, especially since the compromise doesn't really affect the intended audience, IMO

signal stream
crude pier
signal stream
#

The game has a high score, that doesn’t mean it’s a high score game

empty verge
raven patrol
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To be clear I am not insulting the game by calling it a high score game, I think it is a very novel combination of elements (exploration, horror, and endless/high score) that made this game stand out

crude pier
#

I can't wait for zeekerss to get back to lethal company once they're ready to work on it again

#

I'm sure zeekerss will have some awesome ideas cooked up by then

raven patrol
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High score games are very underrated imo, they are the only kind of game that allows for both casuals and sweats to thrive in the same environment without have to expressly cater to either

signal stream
#

i didn't think you were being insulting, i thought you were wrong

analog cypress
# daring oar LC's big problem with meta right now is that the meta is way too obvious and way...

The meta is like that because the moons aren't balanced, which this mod hopefully fixes, the equipment have a limited use and doesn't affect on the long run, like how's going to bring a boombox to counter slimes, how's bringing a lockpicker if there are plenty of keys on the ship, why buying a radar-booster if it's not useful on most cases? Why buying the extension ladder if it doesn't have enough uses? Zap gun, loud horn, survival kit lol, the jetpack is very when you learn it, but there aren't enough obstacles when using it

raven patrol
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Well if the game is just to scare people and provide funny moments to share with friends then what makes it different then like Slenderman

signal stream
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I mean fundementally not much?

#

LC is far more developed

raven patrol
#

How so? If the quota system is not a major part of the game then how much do a couple extra maps and enemies really provide?

crude pier
signal stream
#

I didn't say the quota system is not a major part of the game.

crude pier
#

and also flooded assurance

signal stream
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coins are a major part of super mario, i wouldn't say the game is about coins

#

except for that one super mario game about coins i guess

raven patrol
#

That’s not the same, you do not game over for not collecting coins

vapid pier
#

New Sup 2 😭

signal stream
#

ok sure lets go that way

#

dying in mario gives you a game over

#

mario is not a game about dying

#

that would be a very tragic and uncommon theme for a nintendo game

analog cypress
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Loud horn should interact with entities on different ways, the radar-booster should be buffed (EnhancedRadarBooster mod does that very well), belt bag should work like the BagWheel, the game should have more kits with small discounts tbh, boomboxes could interact with more entities aside from slimes and mouth dogs

#

flooded weather should also interact with enemies

#

The game has a lot of potential

raven patrol
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That is not what I mean, the coins in Mario are there to make the game easier by granting extra lives, but you could go without them (as some have done). LC’s quota system provides an in-game incentive to play and visit dangerous moons, ignoring it is ignoring the intended path of progression and just playing q1 (basically the tutorial) over and over

signal stream
#

the coins in Mario are not there to make the game easier

#

They are there to organically guide the player through the level

raven patrol
#

They still are just an embellishment and not fundamental to the game, even if their inclusion makes the game better

signal stream
#

LC’s quota system provides an in-game incentive to play and visit dangerous moons
This is absolutely correct.

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But thats what it is

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It doesn't exist as a mechanic to be perfected it exists as a solution to guiding the players to the intended experience

daring oar
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for what it's worth

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it can be both

signal stream
#

It can but I personally don't think that's an intent

daring oar
#

although, at least in all the patreon posts so far, it is strongly implied that it ultimately exists as a way to gate progress towards an end goal

signal stream
#

Here's a good quote from Zeekerss himself

So you could say the high concept of Lethal Company is this: a teamwork game which is secretly about separation and singling out and breaking apart. You may be together with a team, but each of you will be alone in their unique experience of the horrors that await you.

raven patrol
#

That is an interesting point, but like, let me put it like this. In Super Mario Maker 2, you can set levels to make it so you have to collect a certain amount of coins to beat the level. I think this is a better parallel to LC’s quota system

daring oar
#

the profit quota is what presses you to keep performing as best as you can to keep your run going, because you need the time to eventually repair the drill and break through gordion

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and failure to keep up that pressure wipes your progress and sends you back

#

that's not relevant now, where that objective doesn't yet exist, but it is explicitly named as a goal of the quota system

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in the full scope of the game's design

raven patrol
#

I guess I should clarify that I am taking the game as it is, the drill could change things a lot. I am not totally confident Zeekerss will ‘finish’ the game, he could just turn off the ‘early access’ label tomorrow and that would be that

#

If the game is given an ending then yes it is not a high score game anymore

daring oar
#

I am not totally confident Zeekerss will ‘finish’ the game
out of curiosity, why?

signal stream
#

At the start of this project I talked about how I wanted Lethal Company to have risk-vs-reward mechanics similar to a roguelite, where you can cut your losses or risk losing it all--like a hidden difficulty setting that is intrinsic. Now I've circled back to this, but it makes sense now. If you gamble all your money to travel to a faraway planet but bring nothing back, you could end up at square one, forced to return to the cheapest planets--the end of a "run." This accomplishes many of the goals I had with the game's progression system from the very start.

I could have done a plain level select screen, but then each round would feel like it has no real consequences. There has to be some greater purpose to the moment-to-moment gameplay--usually for me that's a story and plot. But this isn't a single-player game, so the long-term gameplay loop has been elusive to me.
Here's another good quote

daring oar
#

welcome to the dark place is still a WIP even 5 years later, and he seems more confident now than ever it will be ready for release this year

raven patrol
daring oar
#

it steals saw way more post-launch support than he anticipated and expanded to a scope several times larger than the game was intended to be

#

and one of the reasons he cites he's taking a hiatus from lethal company is to avoid feeling the need to rush its conclusion when he's not in the best headspace to develop it

#

at the end of the day it's all "just his word" but I don't think there's reason to doubt it given the history of his other projects

raven patrol
signal stream
#

ok man

analog cypress
raven patrol
#

I do not mean to doubt him, I just am not expressly looking forward to the ending as the ultimate culmination of the game. I actually kinda like the Cosmic Horror idea that there is no ending and you are doomed to die

daring oar
#

meh

analog cypress
#

We could actually mantain that theme while giving an ending

daring oar
#

i feel like it's basically just minecraft and the ender dragon

signal stream
daring oar
#

most people do not play minecraft with the express goal of killing the ender dragon

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there is an ending for doing it, and there is a loose trail of progression to reach that goal, but it's not the way to play

raven patrol
daring oar
#

after you beat lethal company by repairing the drill and going into gordion i still think there will be plenty of appeal to replay indefinitely

raven patrol
#

So much talk without results nowadays

#

Not talking just about Zeekerss

daring oar
#

right now challenge runs already exist where you have to play every moon in the game

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like the ironman challenge where all planets are eclipsed and you spend a single day on each, and need to have the money to make it through each one

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i think that sort of offers a glimpse into what "final lethal company" could be like, within the current bounds of what exists

unreal ginkgo
#

Just had to chime in and clarify

daring oar
#

ok

analog cypress
# analog cypress We could actually mantain that theme while giving an ending

By breaking the wall, you're dying because you're unleashing the beast but you're finishing what those that came before weren't able, you will end up dooming the entire galaxy because the beast is going to eat all planets, the company which seemed evil was actually a greater good. You ended the cycle at the cost of everything

signal stream
#

Honestly Minecraft's survival mode is a pretty good comparison point to Lethal IMO. It's just a vessel for delivering the intended experience

analog cypress
#

That's the kinda of ending i expect from Lethal Company

#

your efforts are all in vain

daring oar
#

anyways with the profit quota being infinitely scaling there will always be the potential to just grind for high scores and it will always be a valid way to play

analog cypress
#

you'll struggle to survive until the end

raven patrol
#

I do not mean to say the ending should not be added, I just am not head over heels it. I actually am a big Minecraft player, and to me the Ender Dragon is just the beginning, the game only starts to open up once you get the Elytra

daring oar
#

but i do really like the thought that eventually most of the game's content will be part of a player's experience

jagged nexus
#

Zeekerss already has stated he plans to finish the game when he comes back to working on it, people need to just be patient he stopped working on it to go focus on his other game cus it's in a pretty good place right now and he was losing steam

daring oar
#

assuming that he does the thing he's been alluding to, and scatters all the necessary drill parts across all the levels

signal stream
#

IMO the Elytra is Minecraft's biggest mistake but that's very offtopic

unreal ginkgo
daring oar
#

lol

#

today has been a radical day for discussion it seems

unreal ginkgo
#

TOMATO

#

GRR

raven patrol
#

I like stuff like this, only when people stick it out is some sort of understanding reached

jagged nexus
daring oar
signal stream
#

I think Minecraft is a game about building and creating and being able to fly across the world minimizes the incentives and scenarios in the game to promote said creativity

daring oar
#

like

unreal ginkgo
#

So

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many

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bugs

daring oar
#

im talking about bugs as well

unreal ginkgo
#

Thunderstore is practically mandatory if you pass over 50 hrs with this game Imo

daring oar
#

tons of people play the game competitively without mods and only a small portion of bug fixes are accepted as valid

#

and it's mainly critical gameplay ruining stuff

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like the interact bug locking up all your controls until you rehost

unreal ginkgo
#

Or maybe I just really do not enjoy vanilla atm, Idk

raven patrol
daring oar
#

like

jagged nexus
#

The game is best when you play Vanilla+ or heavily modded

#

right now for me it's Vanilla+ since Wesley's stuff came out

raven patrol
#

Indeed

daring oar
#

the cruiser has some really bad bugs that negatively affect my experience if i play the game without mods

signal stream
unreal ginkgo
jagged nexus
#

Wesley's Journeys made me really wanna tone it down lol

daring oar
#

but like

vapid pier
#

the game getting into fortnite is huge methinks

unreal ginkgo
daring oar
#

most players are not going to have dogs destroy the car because they parked it somewhere

#

and then immediately think "i cant believe this is the state lethal company was left in"

#

a lot of players would argue that sort of jank is intentional and part of the design

#

and while i wouldn't agree, i still think that principle applies to a lot of what is left

raven patrol
balmy pier
daring oar
#

almost my entire mod category is client-side mods for vanilla content that fix issues (big or small, objective bugs or subjective flaws) and i wouldn't want to play the game without them

analog cypress
#

i can't believe Zeekerss didn't patch the cupboard yet even through this game has been in early access from v45

#

It's kinda a valid complain

signal stream
daring oar
unreal ginkgo
raven patrol
unreal ginkgo
daring oar
#

the closest thing to "it's sad the game was left in this state" for me is optimization i guess

vapid pier
#

It

#

It literally is in Fortnite 😭

unreal ginkgo
#

Yes exactly

vapid pier
#

what

daring oar
#

bad optimization makes the game less accessible to players that are part of the target audience and would otherwise get a ton of enjoyment out of the game

raven patrol
daring oar
#

and it's the one thing that i would explicitly recommends mods for, to absolute newbies who have never touched the game before (or had friends show them the game)

signal stream
daring oar
#

since a lot of them are well-tested, stable, and comprehensive

signal stream
daring oar