#ButteRyBalance
1 messages · Page 7 of 1
that is a complete lie sorry
it may be the worst in bottomlines but you can get a jetpack only going to exp on quota 1 completely solo consistently
There hasn't been a single time where i got more profit going to Exp instead to Assurance, Vow or Adamance
well yes but my point is if you push it enough its perfectly servicable
I can go Artifice quota 2 going Assurance 3 times in a row
solo
.
idc one is better
maybe
but i still like the buff based on Weather
i just think it's ridiculous modpacks put like +50% on Eclipsed
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
very fun 
ok
would 4%, 8% and 12% be more fair? as i can't have these deep discussion about fair mechanics with my group -_-
The smaller the better for us, weather is meant to keep things interesting, it being harder with no benefit is kinda the point
If it is that bad you go to a different moon, my casual group has abandoned Eclipsed Titan for Adamance and not regretted it
If your group likes having multipliers for weather than by all means use them, but if you ask us it is unnecessary
i am personally not a fan of weather multipliers but i also dont know what i would suggest as a viable alternative
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
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"
with pretty much no in-between
i just dont think that weathered moons randomly spawning more stuff (or spawning stuff worth more money) is a proper solution
if it works to encourage playing weathered stuff more
then that is great
but i'd like for there to be some sort of other solution and i don't know what that solution would be
well, because of the weather multipliers i got a third camp called "We need to go to Stormy Adamance if we want money to make the quota"
but that's the main problem i got with weather yeah
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 🙂
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
Idk if that tackles the problem good enough 🤔 maybe there could been a better solution
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.
Stormy is just not fun to play
Even with the nerf I put on it with my mod it's still not fun to play
It makes loot transferring extremely tedious
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
it's the entire point of the weather
the only other thing left is lightning randomly striking AI nodes which is what everybody complains about with storms anyway
lol
Yeah but I'd rather deal with random lightning strikes than it taking three times as long to transfer items sometimes.
only one item can be targeted at a time
so as long as multiple people are transporting metal at the same time
it doesn't slow down overall transfers very much
metal can be safely transported in the cruiser
you can set metal items outside to take away attention from the scrap you are trying to transport
like keys
Idk, it still slows down a lot even in squads, mostly because only 2 people are transferring at most half the day
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
Plus, even HQ people agree the weather sucks which is why they glitch it out of existence
i'd argue they just do it because it's a thing
if a glitch exists to delete a threat from the game and you are trying to go for the highest score
you disadvantage yourself not using that glitch
HQ players aren't going to stop visiting artifice to go to dine if stormy gets patched
they are just going to play stormy artifice
obviously there are more problems with this argument (like dine being garbage and most HQ players not using the latest patch RN anyway)
I mean yeah I guess but a lot of them still do not like stormy
Yeah and unforunately it's probably gonna stay that way for the rest of the game's lifespan
Unless like, someone gets the ultimate theoretical v69 run
just make them strike items less, meow
Meow!
and nutcracker infestations are a bunch of extra value if they are taken advantage of to the fullest extent
but i think the game is largely getting less consistent with each update
Well yeah, but the problem is largely just that v60+ is just not fun at high level.
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
*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
i feel like stormy is fine in terms of how it's designed, especially if you compare it with other weathers
with the sole exception of rainy (most of the time, anyway) and eclipse
foggy weather is a constant hamper on visibility
flooded weather is a constant hamper on traversability
just an idea meow if its really that hurtful on transfers
Meow!
and stormy weather is a constant hamper on transports
all of these have their counters (foggy is just a knowledge check that's really ugly)
flooded weather can be mitigated with tools or map knowledge as well
and stormy weather is also basically just a knowledge check + cooperative exercise
No ideas allowed 
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)
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)
I also play solo a bit so stormy just basically makes certain moons (Rend) very annoying
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
but like, flooded weather doesn't stop being flooded intermittently to give you a break
the fog never clears up, it's just there
Stormy is fine as it is, it works as intended, but flooded it's just unbalanced in my opinion
imo it's just a fact of life that storms will be constantly striking one metal item in the exterior
i like flooded depending on the map, it lets me actually use the exterior more than just "straight line to ship"
i think flooded is really good except i dont like how it becomes a clock-shortener on certain maps
past a certain point on offense you literally can not safely return to the ship without using a jetpack
Flooded on March was pretty evil ngl
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
i think if flooded allowed you to jump no matter the stamina, it'd be better, if that makes sense lol
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
march is the classic terrible flooded map
its entire gimmick of being the map with 4 entrances sucks when 2 of them start out underwater
and you can't even reach them easily like you can with flooded vow
I do actually have a weird idea, what if TZP made you wade through the water faster
close to the end of the day, another one of those entrances is underwater
flooded should also affect the entities in some way or another
and really late in the day, you can't even board the ship from the direction of any of the entrances
it's just weird the lack of interaction between them
so it's basically another forced evacuation map
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
with certain floods you have to leave when the clock hits a certain hour unless you have a jetpack
if i cant jump, then the dogs shouldnt be able to either 😡 (i do kinda agree though)
but like, jetpacks invalidate most of the game's design anyway
so that's kind of just another fact of life
I honestly think Flooded is worse than Stormy on every moon besides Dine, Adamance, and Assurance
god forbid the jetpack gets nerfed to account for that and people just say "the game is ruined now" lol
can assurance even be stormy
i cant think of the last time i've even been on stormy assurance
oh wait ya nvm
But cruiser doesn't?
Flooded Experimentation and Offense are way worse than people realize
where was i implying that
i wanna see mouth dogs swimming
at least in the context of floods, where i made the comment, yes because you can't drive through flood water without drowning
lol
It does but it is less accessible than Jetpack, and Flooded still can hamper Cruiser a lot
a cruiser is not going to help much on flooded march or offense
If you stuck even slightly you are downing
Cruiser is invalidated by most maps
It would mostly help in speeding up transfers which lets you clear exits before they become unusable
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.
No that is true
It kinda demotivates me to even care about this game.
i understand that but you brought it up in the middle of a conversation where the jetpack objectively has an advantage over the cruiser
you can not make the point that cruisers ignore floods like the jetpack does
because that is not true
jetpack and cruiser are literally op as hell
But Cruiser is less accessible and reliable than Jetpack so it’s not as much as a problem
Sorry.
when you learn it's the coolest thing
anyways im not even really complaining about the jetpack
it's probably my favorite thing about lethal company
Cruiser makes HQ on Artifice a joke but not much else tbh, Artifice is uniquely suited for it
it's a ton of fun and, at the very least, 100% my favorite item in the game
idk why robots can't see the player siting on the cruiser but giants can
but it is also not really debatable that it voids a lot of the game's design aspects and is overpowered by nature
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
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
the jetpack's only real balancing factor is its huge price tag that i still don't feel is high enough
but at the end of the day i don't really care that much
both are extremely fun and even if they break the game they let you do fun stuff nothing else does
and i worry that if they were nerfed, it would impact what makes them fun to begin with
the v50 beta jetpacks felt terrible and sucked all the fun out of the most exciting item in the game and that sucked
but this is just starting another conversation i've already had a million times before
so i will try not to go off the rails with it again
The way I view Lethal just seems to be not really a popular one.
I think v50 had the best balancing.
in a lot of ways, it did, yeah
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
and i care a lot about the game being balanced
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
v50 was probably the closest lethal company has been to "most of the levels are worth visiting, most of the tools are worth using"
but the zap gun has been terrible since forever and that's never really been addressed
v50 doesn't have the extremely fun and unique car that transforms how you play the game
v50 didn't have atrocious balance for dine but offense was still terrible and not worth visiting
etc.
Honestly, if I could, I would stick to v50 since it's also just overall more stable than v69 is.
but the issue is that a lot of mods are just not supported for it anymore
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
Minecraft 1.8 moment
im not sure
i mean, even with the 200$ buff, idk how to use this thing
it requires atleast 2 people, one with a shovel and other with a zap gun
but i do want to adjust some of the enemies' SFX so they play the loud door THUD sound
like thumpers
I have been meaning to ask about Zap Gun, we gotta do something else to it I think
would be more worth having a lot of stun grenades
that's unrelated to your question but a reminder for myself
nutcrackers literally instantly kill people by walking into them because of their exaggerated walk cycle
and yet they don't slam doors
Lol
the bees on stormy are literally hit by thunders lots of times
why should a zap gun kill bees
Zaprilator is the best of them right now but even that does not feel quite right
Battery life is not the issue at all
i mean
22 seconds is pretty terrible
i don't think the zap gun is ever going to be useful as a meta item
you can infinitely regenerate instant kill shotguns in lethal company
a stun pales in comparison
the only feature from the useful zap gun i could see being "kinda useful" would be disabling vanilla hazard
specifically the turret
That actually would be cool ngl
Mandela effect
but in the process of trying to disabling it permanently it goes berserk, if you hold for enough time it disables
that would be cool
but that's it
I'm sorry if I caused a little stir in here
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
you are fine, all friendly discussion
i hope i didn't come off as aggressive either
truth be told i have no idea what to do with the zap gun
we're all discussing for a common objective: balancing the game (and possibly adding features)
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
I do want to ask, what exactly is wrong with Jetpack? Would just deleting it from the game solve the issue for you, or is it emblematic of something bigger
i dont think terra has issues with the jetpack
he was pretty adamantly against the price nerf in v56
i mean, 120s is too much
but 22s is really terrible
"too much" how
What about zapping hazards like me and Leafar just said
are you going to actually use it if it is 120s?
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?
no, but should have enough time to last a day
most items don't have a battery time that last couple of days
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
This might be a bold stance but I think infinite battery and $200 is still not worth it, it needs a second use
instead of being terrible forever
i was a bit worried i made march too good in this mod
(and maybe I did? idk, jury's out, i guess)
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
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
with the zap gun i kind of think on the same principle
zap gun has been terrible forever
forever!
has never ever been good
i dont think the worst outcome is that it is given so many buffs that it becomes completely overpowered
Damage vulnerability?
i think the worst outcome is that it continues to be terrible
I am hooked on it zapping map hazards, make it do that
this at least lets it be fun for a while, and then i'd much rather sit at the table to fix the OP zap gun instead of trying to make it not suck
if we're going to make it op, might as well zap hazards
that is the principle i am trying for the some of the worst stuff in the game, anyway
We want you to buff it Buttery, you do not need to convince us
yes
well
anyway
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"
Not a fan of zapping map hazards?
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
but as far as flavor goes i really hate that as a concept
the same kinda goes for map hazards
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)
but zap gunning landmines and spikes feels weird to me
You do not explode map hazards, just disable them. The longer you hold the beam the longer they are disabled
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
👆
Not sure I like changing Spike Trap’s timers though, just have them pause the timer
Permanently or temporarily
Permanently is definitely not what we want
Just there to open powered doors
Does it really matter if another mod does it perma or not
I did not know Useful Zap Gun allowed this, if it lets me add this myself I can stop begging Buttery
Similar situation for EnchancedRadarBooster, Buttery had some ideas but this mod does most of them so we can just use that
I drive, i fly, i fight and i bring the loot... but most importantly i stay at the ship typing "transmit penis" 🔥
True
Not sure how much that would help, it makes basically anything die if you have a teammate spamming shovel but is kinda what Zap Gun does already
I guess you could consistently kill Dogs and Giants with this
I like the trap idea more
i don't wanna fighting to be meta
of all the ideas i've heard i like monsters taking extra damage while stunned the most
but i don't think it's perfect either
the zap gun's entire point is that you play a minigame and you are rewarded the better you are at playing it
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
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
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
which i think causes a bit of a problem in the opposite direction
Yeah that is not what I want, darn
Just have Zap Gun set them on fire
the longer you hold it the higher the bonus damage is?
probably not, i'd just make it a flat +1
it could be an interesting way to reincorporate the double damage bug for some enemies
you could 2 shot a stunned dog with the shotgun
Past 15 seconds holding it will get a +1 damage to any entity?
i dont know RN if it's possible to make monsters open locked doors without doing some hacky stuff
but even if i could i dont know that there's a need for maneaters to open locked doors anyway
how often is there going to be a maneater on the other side of a locked door trying to get at you
Locker just deletes the door, it does not actually open them
Lol
EnhancedLockPicker lets you do this, plus it lets you give Lockpicker the bonus ability of being able to lock doors, which is very interesting
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
i wanted it to give the ability to tweak the time required to lock doors
i would make it 30s to lock and 15s to unlock
also, i've had some bugs where the door would be locked but opened
being able to trap jesters is kinda op too
Well you can use it just to have 20 second open time, the bonus ability is a config
So you want to add this because of another mod you use, that makes more sense
i don't judge, sometimes you just want a small feature from other mod instead of 20 others that requires all clients to have
No I get now, I was just lacking context
I thought you wanted to use it as a mobile Lockpicker or something crazy
Its way to late but imo biggest way to support stormy is just to have more undercover locations level design wise
or an umbrella
(that's the joke hehe)
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
we were talking a few days ago abt adding this functionality to the radar booster potentially!
would be rlly cool since radar boosters are "map control" items ig
lol that would be funny
it would also fit that theme of being possessed
so by this logic burnt masked should exist
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
what mod?
A lightning rod ship upgrade mod
It is just called lighting rod I think
You cannot move it with you is the difference
i think that's part of LGU isn't it?
I use a separate mod
is the foggy like this intentional?
The smog consumes
It's a bug with the vanilla vow/ada scene. the sky and fog volume doesnt cover the whole map vertically. titan has a similar issue and you can go under the fog like this in some spots
the reason the foggy rework does this is because it uses the fog from said volume
i think she plans to fix this soon, ive made the volume bigger in rebalancedmoons already
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)
im moving the rework to chameleon and i fixed this in it
On Titan also?
titan doesnt actually use the foggy rework
it is the only vanilla map where its natural fog is denser than the fog object makes it
Oh ok
have you considered nerfing offenses eclipsed spawn cycle to 3
hi
Rebalanced Beanie 
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
The Ladder Sprinting seems to do absolutely nothing
In my testing
Maybe Buttery still needs to add compat dunno
Might also be oddness with BetterStamina
It is turned off by default, do you have it enabled?
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
Sounds like the safe option
i don't plan to touch radar boosters with teleports anymore
since i was informed enhancedradarbooster still works in v69
an especially now that general improvements also has an implementation of it
no, v1.12.0 no longer patches ladder sprinting if general improvements is loaded
i did so in anticipation of shaosil adding an option to add it as a feature
i also dont patch ladder sprinting if betterstamina is enabled
so it would be an issue with one or any of those mods
Could just be the effect is really subtle then tbh
i do still want to make radar boosters attract random lightning as long as they are powered on
so i will implement that "eventually"
Does “random lightning” mean that the ‘targeted’ item lightning will not be affected?
radar boosters are already conductive
which means they can already redirect targeted lightning
Well like they force all targeted lightning to go to them
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)
Understandable
the random ones?
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
so theoretically each player has a different chance they instantly get killed
lol
So we could make a client side mod that removes all lighting from the weather
Basically making Stormy just be cosmetic rain
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
Oh definitely, it just is another example of the insane holes in this game’s networking
ok yeah i just had to check
you need butteryfixes or you can rarely softlock stormy weather by having the maneater eat metal items
I am honestly surprised a troll mod has not been made yet, people could wreck public lobbies en masse with ease as client
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
tons of lethal company cheats already exist
but they are moderated with extreme prejudice on thunderstore
Thank goodness
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
What kind of fucking loser do you have to be to cheat in public lobbies
Minecraft players
Bot networks scanning the internet for servers without whitelists to grief
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
Epic
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
i wonder if there is some new feature in particular that led me to discover this issue
anyways
Bees on Offense
gang
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
just had to remake the gameobject and all its components
:)
did it all with code too
don't even need an asset bundle
Daym, nice
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
omg
what's new in this screenshot? items being able to be dropped on top of old birds?
players and items being able to get on top of old birds
yeah!
restored from v64
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
W
oh wait it got removed? was there a reason why?
if you were standing on robots when they woke up it caused this really weird bug
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
hopefully after Welcome To The Dark Place comes out
Don't tell Purple about this 🤫
(I'm not complaining, I do think this is a good thing to fix)
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
Offense will also get boulder blockers on entrance right?
I saw the update now, forget about it
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?
No Kidnapper fox nerf 🥲
Probably the latter
Wait what causes this, had it happen one time with one of my entities
lol, it' actually included on the settings but wasn't mentioned on the changelog or wiki
randomize apparatus price?
the wiki isnt 100% complete sorry
it is weighted, normal infestations are replaced with a rerolled enemy type and new mechanics
which values?
Some moons have higher weights for certain infestations than others I take it?
yes
it's caused by EnableEnemyMesh
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
then RadMechAI.Start() ran this code
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>()
Oo
or in my case, i just generate the physics region in a postfix to RadMechAI.Start()
after it has already run EnemyAI.Start()
internally it has min/max values of 40-120
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
apparatus for 40$ 💀
dont tell this guy the apparatus' value range if its spawned by weight
yes
if the apparatus is spawned via scrap pool
40-120 is subjected to the 0.4x multiplier
which makes it $16-47*
💀
nutcracker shotguns would have the same issue
internally their min-max is 30-100
which would be $12-39
knives benefit from this
but they ignored those values and just generated a random number $30-89
before v50 made all shotguns exactly $60
Glad the randomizer can be disabled, i prefer the fixed values instead of the randomized ones
i just like the variety
knifes ranging to 83 is insane btw
knives are garbage in vanilla so i dont see it as an issue
going to Dine to hunt some butlers
Meow!
the old bird:
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
lol it's actually hilariously like this in game
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
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
that's hilarious omg
old bird greed...
it applies to all vanilla moons
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)
I almost got colossaly unlucky, I remember having a giant boulder there once that blocked 80% of the path
That'd be useful for artifice
A giant pumpkin once spawned in front of fire so it was inaccessible from the outside 😭
Spawn denial points work in a pretty unideal way imo
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
yeah it's weird but it works better than nothing
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
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
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
I mean it makes sense but is also kinda cruel, like rng just decides your $900 item is going down the drain
I think it qualifies as the unfair rng encounters that we often do not like
although it's hard to use jetpack on stormy and makes sense for it to explode, i agree that it's not cool spending 900$ for it to explode the next day
@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
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
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
Radmechs seem to walk in place ever since you've restored their v64 behavior
01951afe-ac9e-c414-9cd2-c4206391da9f
does toggling the setting on/off make a difference
i played around with it yesterday and old birds walked around just fine
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
you mean it being able to see very good on snowy moons or being able to see crouched players as if they aren't crouched?
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
matty is talking about syncing crouch state in additionalnetworking
i was talking about the stealth meters not decreasing when all players are out of sight
oh ok
the snowy moon thing is a subjective change and i wouldn't move that over
That is a good point, but I still am not really on board. This basically is just a nerf to non-Cruiser moons
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
Ideally visualisation is done via gizmos and handles. Not saying to correct you just incase you’d want to know
That kind of thing was a big example in my pathfinding testing stuff
it will be a config since i know it will not sit well with everybody
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
though if a mod is ever made for more interesting tailor made dynamics a burning jetpack inside the stomach of a forest giant should absolutely wreck it
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
You being so client side pilled we’re your training weights
Ah that is interesting. I actually would be on board with a change like that
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
Vile vending machine reference
Using jetpacks on stormy moons isn’t as bad as people think it is. Especially on artifice
Unless you’re transporting conductive items, in which case it’s hell
Transporting 1 gold bar took 3 in game hours
I agree, but Buttery’s change would make it bad, and not in a good way imo
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
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
Most vanilla maps don’t support the cruiser very well
That is one of its costs
The most important ones which are Rend and Artifice supports it very well
Maybe for Adamance and Titan, but it’s still good everywhere else
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
Experimentation is kinda pointless cuz the danger is low, Titan is vertical, Adamance is the worst map to use the cruiser
Actually scratch that Alex taught me an Ada Cruiser tech that uses Extension Ladder to load it from Fire, so only Exp and Vow
Assurance you can't get to the main entrance but can easily go to the fire exit, Offense depends on the RNG boulders
You can do it even without a ladder
hey, using cruiser on Vow is very viable
Ye on Ass and Off you go to fire
Though you can’t get back up to fire so you have to go down when you know you’re ready to go
The average player won’t really use the cruiser on many moons so be the skill curve is quite high
What route is that
you just have to use a jump to got to the main entrance through the side of the bridge
I’d hardly imagine that learning how to use the cruiser on unconventional moons deserves punishment
Cruiser is great for Vow’s fire exit
It really is not though, you can easily bumble your way to the exits if you understand the controls at all. Ass is the only moon that will give super inexperienced players a lot of trouble because of its terrain divots. You just have to actually give it a chance
yeah, but you can do some shenanigans to get it to the main entrance
Vow’s fire exit is notoriously risky, and the Cruiser helps alleviate some of the danger
even through it's better on the fire exit i agree
(1-shotting forest keepers at full throttle lol)
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
Vow is like March but if all the entrances were at main
With Vow you have to go slower because of the Giants and that wastes time
Even before giants spawn
The walk from the ship to the facility on Vow is pretty long, so that’s probably why
a majority of the players cannot take the cruiser to an entrance and return to the ship without dying
Well a majority of players tried Cruiser for 5 minutes and then gave up forever
This
Being good at cruiser jumps or learning routes for the cruiser doesn’t warrant a nerf for it. Most people can’t do it and the learning curve is the nerf.
ok
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
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
i think it is important to mention that this only affects those levels and those players during a specific weather condition
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
and only affects what is currently the most overpowered single item in the entire game
I don't think punish is an accurate word in this sentence
Rend is fucking abysmal to drive on personally, unrelated to the topic
I’d argue rend is also somewhat hard
It’s fog is the strongest in the game without foggy weather
Rend is super claustrophobic and dark while Dine is much more spread out
the cruiser is definitely usable on every map that this nerf affects
that's just because of the fog, if you know the map it's just easy
with the exception of titan, which is also one of the maps that least requires usage of a jetpack or cruiser anyway
The light poles make it difficult too
The Rend route is simple but the blizzard means if you twitch the steering at all you are in trouble
And the shortcut isn’t widely known and requires going in the dark
Rend is definitely a harder Cruiser moon
Yeah this is probably it
you could place the cruiser on a position to receive falling items from a extension ladder from the top
so it's usable
as well as rend's fire exit, i'd say
Going from the dark into a blinding light pole is agonizing
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
Doesn’t help that in vanilla, dogs will be trailing behind you, and in my modpack, it’ll be barbers trailing behind you instead
but this is also in the context that the cruiser still works to drag loot in and out of the main entrance
i can't see fog cuz low-end-hardware 
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
This is a bit of a hot take but loads of people often criticise rend for being too easy for the amount of loot you can get, but I feel it’s somewhat warranted when the fire exit is unplayable for the average user
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
It’s very far out. I’ve seen people get lost countless times on the way back
Even after visiting multiple times
Including myself
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
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
Some do
Why is it suicide? How tight is it?
if you walk alongside this pathyou will never get lost
Can’t you also just
obviously an absolute new-to-rend player won't know that but it is just a knowledge check
Dine is verrryyy good too imo for it
if you're confident, go to the right and take the shortest path, if you're willing to take the long route, go left and get to the poles near the building, if you're a psycho, get your 2 extension ladders and cross the ravine
I feel a little silly
sure but also i don't respect a users ability to configure every aspect in a mod so my opinion doesn't reflect that option
If you're using TonightWeDine with v50 layout, i agree
What, why?
fire exit with cruiser is just easy
old dine?
i don't think there "needs to be a compromise" in this case because the compromise is just not using the change if you don't like it
which i know has already been suggested to you and you are probably in the process of responding to that
I was talking about the new dine
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
Even v60’s Dine is great for the Cruiser
but that is, at least, why i don't see problems tackling it that way
Mainly due to the eastern portion of the map being barren
(For reference, the front of the ship is north)
it's definitely the hardest fire exit but in the context of this discussion being "you can't use the most expensive item in the game to make traveling to/from the fire exit shorter" i don't think it actually matters that much
yeah the east side is perfect
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
There's Dine pre-V50 (Rend copy), Dine V50 with the straight line fire exit and Dine now with fire exit on the building
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
We were on the topic of rend so I thought I’d bring it up ¯_(ツ)_/¯
or, at least, be in the position to learn very easily, since you can see perfectly through fog if you fly above the map with the jetpack
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
nerf Jetpack, make the fog go through the sky and beyond 
anyways sorry im getting a bit off-topic
How is the Cruiser a suicide here again?
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
This looks extremely clear of any obstacles
rend's fog is nearly impossible to drive through if you are not following the light path
I can’t speak for everyone but nobody in my group goes to fire exit unless we can’t find much at main or we have a jetpack. Even then it’s just 1-2 of us
a compromise in the context of you design changes with the intent of improving the game in a way that is aligned with the pre-existing values and intents of the game but the restriction of being unable to provide major additional content limits potential solutions that may otherwise be stronger
Doesn’t the Cruiser have headlights to help though?
Should help…
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
respectfully, have you ever driven to fire exit on rend
I personally think the fire exit on rend is unlikely to be used by most players that often
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
I find headlights to be a detriment in blizzards, the light refraction just blinds you
I have but I can get there just by muscle memory haha
Yeah, and a few times ending up in the canyon
I’ve gotten better at it though, but I don’t visit Rend a lot, so
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
what if the fog reduced itself when you're sitting in the cruiser with the headlights on?
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
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
I forgot what the idea even was… I just came here because I like arguing
at the end of the day this is why it is toggleable anyway
you could just add that option and make it disabled by default as it's not very popular
most of the player base thinks the cruiser is just ass because it is. pro usage of it isn't inductive of how it is used on average, that would be like saying mechanics in a game should be nerfed because of weird speedrun tech
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
just to be clear, btw, im also one of the people that enjoys jetpacking in stormy for the thrill
No Weed Killer or hours of solo practice needed
i ain't using speedrun techs, i think that the cruiser flying with items on top should be patched
so i'm not even saying this from a perspective of sympathy
idk how buttery didn't do that yet
will there be an option for the pre v55 jetpack price? ($700)
Jetpack does not need buff 😭
probably not in my mod, because IMO, the last thing the jetpack needs is buffs
I've never had the chance to use the jetpack because of how pricy it is
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)
There are several mods to edit shop prices if you want it to be 700
even at $700
this is kind of an unfortunate truth about this mod as well
unrelated to any of the prior conversations
Oh, I see. What would be the counter-play here? Just haul ass indoors/under cover as fast as you possibly can?
A good solution to this kind of thing is hard to implement tbh. Item's aren't really built to be flung around or anything
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
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"
😔
Purple suffering from the last stand nutcracker in my modpack was certainly an experience
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
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
Jetpack should be more expensive honestly, but there comes a point where it just gets so grindy it is not that fun. LC is a high score game where players are OP and play until the quota scales to where it is physically impossible, so progression should be fast-paced to an extent
i think we just fundamentally disagree on that perspective
which is okay, games mean different things to different people
The Cruiser jump isn’t a bug?…
but i think lethal company's biggest issue right now is how much of the content in the game is completely skippable
it doesn't feel like it's designed in a way to encourage exploring most of it
i feel like if zeekerss saw someone describe the game this way he would quit working on it lmaoo
if you're optimizing lethal company you are rushing straight from quota 1 to quota 2 on rend or artifice, the 2 meta planets
and eventually you reach a point where you are only visiting artifice every single day for the rest of your run
Well if I am wrong then what is LC
this is going to happen anyway, because artifice is the #1 best planet in the game, and you need that kind of profit to sustain the absolute-highest-possible score. but objectively the best way to play is to start visiting artifice on quota 2 and never leave
so you get 3 days on a planet of your choice (which is usually assurance or adamance)
Unfinished
at best you get 3 days on another planet like rend
and then you have 30-40+ days of artifice
and all of the other levels are completely off to the wayside
that is what lethal company winds up being, i dont think you are wrong. but I don't think that's what lethal company is designed to be, nor what it can excel at being
Yeah I think lethal company's progression is wayyyyy too fast
It's super easy to go from cycle one (base free moons) to titan on the second cycle. If you get extremely lucky you can even make it straight to artifice
What is it designed to be then
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
I would love some kind of mechanic where you can unlock moon routes for the full price and after you unlock those moons they'll be cheaper going there a second time. Also it would be great if the earlier moons loot pool increased the later you go on into a playthrough to make it so you have the option to go to other moons rather than artifice 24/7.
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
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
Agree
Spittin
it's definitely true this game has been designed for a more casual audience, at least IMO, but I think it's impossible to add these sorts of structured scoring mechanics without encouraging everybody (even the casual players) to go for a high score
lol
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
Start of the thread
WHAT
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
HOW DID I END UP THERE
absolutely
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
people speedrun mario party lmao. people like winning
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
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
All we need is just multiple meta moons for different playstyles™️
In spirit I agree but at the end of the day a game designed for everyone will be a shallow experience to everyone. You can absolutely compromise on a case by case basis but the experience will be a lot stronger overall if you stick to a specific intended vision
so one best for jetpacks runs, one best for cruiser runs, and one for just on foot runs. (all being equally viable compared to each other)
How would that work?
Not being critical just genuinely curious
just a moon specifically designed for one type of playstyle
Not all design solutions can equally appease all demographics
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
Like?
now, i think it's "a good thing", but i don't necessarily think it's zeekerss' responsibility
I can’t really imagine how a moon can differ playstyles very well besides monster spawnrates
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
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
Maybe an increased amount of unkillable monsters for those bad at pvp, but that’s generic moon stuff
but i still think there are some changes that shouldn't have ever happened working under this philosophy
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
Yes you do need a tangible goal, hence the quota system. It exists to keep you on track, not to perfect.
The game does not need to keep players interested after the novelty wears off, The game does not need to be interesting forever.
Well you can design a moon that specifically works best with cruisers and other options sub-optimally or have moons be best with the jetpack etcetc
The game has a high score, that doesn’t mean it’s a high score game
i mean cruiser moons fall into moons with an intended playstyle so i think it'd be stuff like a destroyed city moon with a focus on platforming and use of ladders and jetpacks
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
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
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
i didn't think you were being insulting, i thought you were wrong
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
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
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?
the extension ladder is really good on adamance and titan
I didn't say the quota system is not a major part of the game.
and also flooded assurance
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
That’s not the same, you do not game over for not collecting coins
New Sup 2 😭
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
yes, but it could be more useful on other moons, Dine should have a second fire exit that requires extension ladder and one of March fire exits should require it too.
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
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
the coins in Mario are not there to make the game easier
They are there to organically guide the player through the level
They still are just an embellishment and not fundamental to the game, even if their inclusion makes the game better
LC’s quota system provides an in-game incentive to play and visit dangerous moons
This is absolutely correct.
But thats what it is
It doesn't exist as a mechanic to be perfected it exists as a solution to guiding the players to the intended experience
It can but I personally don't think that's an intent
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
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.
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
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
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
in the full scope of the game's design
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
I am not totally confident Zeekerss will ‘finish’ the game
out of curiosity, why?
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
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
He is moving on to other projects and has said he at an impasse as to how to add the drill. This is just me but I have accepted the game for what it is
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
Ngl this kinda describes a high score game, taking risks to max your score or playing it safe for lesser results is what those kinds of games are built on
ok man
We all know that repairing the drill is the final objective, but how's Zeekerss going to do that and what it achieves is the problem, what would someone expect to happen after you drill through the wall that contains an beast?
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
meh
We could actually mantain that theme while giving an ending
i feel like it's basically just minecraft and the ender dragon
You quite literally doubted him
most people do not play minecraft with the express goal of killing the ender dragon
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
That is true, my bad. I just am a wait-and-see kind of guy
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
and i think having the end goal incentivize a different way to play will be cool
right now challenge runs already exist where you have to play every moon in the game
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
i think that sort of offers a glimpse into what "final lethal company" could be like, within the current bounds of what exists
That’s Hardcore Ironman, not Ironman
Just had to chime in and clarify
ok
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
Honestly Minecraft's survival mode is a pretty good comparison point to Lethal IMO. It's just a vessel for delivering the intended experience
That's the kinda of ending i expect from Lethal Company
your efforts are all in vain
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
you'll struggle to survive until the end
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
but i do really like the thought that eventually most of the game's content will be part of a player's experience
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
assuming that he does the thing he's been alluding to, and scatters all the necessary drill parts across all the levels
IMO the Elytra is Minecraft's biggest mistake but that's very offtopic
Pretty good place… yeesh. I would say okay at best
I’m interested, though offtopic yes
TOMATO
GRR
I like stuff like this, only when people stick it out is some sort of understanding reached
I mean with all the mods and stuff it has coming out and stuff it's in a great spot, yeah there's a ton of mods that fix bugs I get that but it's still in early access so it's to be expected
maybe i am just not that critical to begin with, but i feel like lethal company's biggest flaws are mostly invisible to a large portion of the playerbase
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
like
I don’t mean balancing btw, bugs
So
many
bugs
im talking about bugs as well
Thunderstore is practically mandatory if you pass over 50 hrs with this game Imo
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
like the interact bug locking up all your controls until you rehost
Or maybe I just really do not enjoy vanilla atm, Idk
I think it’s more so we take the game way more seriously than most players. To most it was the funny clip generator from 2023 (we agree it is not that but they see it this way) and its time in the limelight has passed
like
The game is best when you play Vanilla+ or heavily modded
right now for me it's Vanilla+ since Wesley's stuff came out
Indeed
the cruiser has some really bad bugs that negatively affect my experience if i play the game without mods
To most it was the funny clip generator from 2023 (we agree it is not that but they see it this way) and its time in the limelight has passed
And that's ok
This is why I would say it’s not in a good spot
Wesley's Journeys made me really wanna tone it down lol
because im aware of them, and im also in a position where i am dealing with them most frequently
but like
the game getting into fortnite is huge methinks
@balmy pier When are we getting off of Filitrios
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
It definitely is, and is probably how the game was meant to be. For me though the high score aspect is what makes me and my acquaintances coming back, since we have done everything a causal would have
when you remember to spoiler the name of it
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
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
And that's fine, but it might not necessarily be the intended and designed experience. Similar to speedrunners
but i dont think any of them are essential to experiencing the game and i don't think it's like players are being left to rot in vanilla without them
It’s pretty much like spoilering Artifice and Embrion at this point
That is still wild to me
They still need to add skibidi toilet to Lethal Company
the closest thing to "it's sad the game was left in this state" for me is optimization i guess
Yes exactly
what
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
Again, I am just taking the game as-presented. I do not have money to throw at Zeekerss’ patreon so I am going off what I know
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)
all of his patreon posts regarding lc are public
since a lot of them are well-tested, stable, and comprehensive
But even then, optimizing the game is a pretty extensive task
yes, im not saying it's zeekerss' fault nothing has been done with it