#SKR Feedback Thread
1 messages · Page 6 of 1
its in one of the wispervale quests
not wisperwale
its the bleeding proof
which starts in frostgate/rakheri
depending on how u finish foreign soldier
We talked about it but thought it was a little basic
Also really hard to randomize using mechs
I'd argue sudoku is as basic as minesweeper
Yeah, cause you cant just make solution and then remove info randomly since that might leave you in a 50/50 situation
sudoku would not be a fun puzzle in minecraft
if its made the same as in that one quest

what if we spice up the minesweeper a bit to allow different boards
like boards that are not rectangular maybe a plus sign or some random holes
what if we added snakes...
why stop at snakes
waiting for the day when we get multiplayer skr puzzles
ah yes, the puzzle room "beat stockfish"
compete against the machine (implement deepblue in minecraft)
thats actually fire idea
yeah good luck parsing the board made entirely of particles
humanornot.ai in skr puzzle room
which dev do we inslave to play the human 24/7?
no you have to wait for someone else to roll the same skr type as you
on the same shard
can we not do that for no reason in particular
average human
i got this 3 games in a row just now
im gonna kill myself
omeagle curse

you can tell it's human because the response is worse than an ai
Simply make the ais c.ai of various monumenta characters and instead of guessing if it's an ai or not you have to guess the character
the tree at the bottom is shaped like a staircase so I found this one really easily lol
new skr puzzle room, the memory of silver knight ghyrrhafainylamydu presents you 3 doors to choose from, one of which has the chests behind it. once you choose a door, he reveals that behind one of the doors that you haven't chosen, it is empty, you are then given the choice to keep the door you originally chose, or switch to the other door remaining
the always switch then feel bad when you miss anyway puzzle
do it with four doors to keep it interesting
so uh.. why does the skr golem have sorting bins. it's solo content, why does it need any let alone two?
smh no guild solidarity /j
Probably for all the people gambling via SKR caches...
what is the relation between cache gambling and a sort box
Cuz people are placing their chests everywhere
I dont think it did anything tho tbh
It didn’t do a thing 
it looks cool though
There’s chests still spammed everywhere
if it's supposed to be a trash can, a sort bin serves a specific purpose that is the opposite of being a trash can
there's also like, a quest compass chest 10 blocks away for an actual trash can
so theyre there as the wrong thing in place to solve a problem that is defined by people doing something other than what the solution needs done 
How the hell would a sorting bin even theoretically help with that
I do put cache inside
but why
is it assuming people don't have a place to put the leftover chests or what?
i always thought everyone places it cause its the fastest way to open large amounts of caches
if you open the caches through your inventory, why on earth would you need a bin to put them into when you can just throw them away and they'll despawn
I could, but I pefer put into bin
So random someone won't pick it up
I also don't place it on ground cause that require me walk to survival area place it sort it, when I can just right click
bins allow me to take other people chests into my collection
i have almost a full barrel of r3 and r1 bounty chests
r2 bounties only half
freak
i collect all chests like this
ok, but you dont need a Sorting Bin for that, just any storage block
can someone fill me in on sorting bin history
why was it added originally
and why is it called a sorting bin
all of my plot top floor is just various cache chests and blocks
sorting bins are what people put their key cost share into in lobbies
well a sorting bin is just the standard rn
odd
it aint broke
i was under the impression splitting the key cost was the community-made use for the bins
and judging by their name i thought they were supposed to be used for something else
that no one ever uses them for
i dont remember them ever being for anything other than that, and first in like, black mist strike lobby 4 years ago? idk
player tired of throw key fee to host but random other teammate pick it up
so we have sorting bin
Giving you some space to jam stuff you dont want from caches
Thats not exactly useful if it just fills up from a couple people's junk, right?
Wouldnt a compass chest type trash bin be more useful in that regard
is just prep for the 2028 SKR multiplayer update
well given neither are being used it wouldn’t make much difference i dont think
it lets other people get free stuff 
^
they're 50/50 only in the one loot table charging checked
Yeah uh imma be honest it really doesnt feel 50/50 atm
It did in the first week after the change but
I’m at 1 puzzle scroll in about 15 rn, and that sounds incredibly improbable to have happen a 2nd time in such a short time after czad’s streak
They all point to one loot table, “standardscroll” which is a 1 / 1
I’ll double check tomorrow but like
surely..
Inb4 it turns out the loot table is bugged
Idk
But its like 1 in 16k or something to roll that many combats in a row i think
So having it happen like 3 times within a short time span from the playerbase just seems crazy
We’re definitely not generating the tens of thousands scrolls needed for that to be a regular occurrence and I think 3 times is often enough to start questioning if its just a fluke or not
my scroll drop rates are near 50/50
As far as I can tell, it's definitely set up as a 50/50 drop chance between the 2 with no shenanigans
Not seeing any errors in the way its set up
Flipping a coin, but mine is weighted away from minesweeper after playing it too much
Also did a grep across the server and it doesn't seem like anything is mistakenly directly calling specific scroll loot tables rather than the randomizer
So I don't know what else to say other than it may just really be bad luck
Unless minecraft's loot table randomization is actually bunk, in which case we have a whole different problem 
For some reason I get a lot more combats 
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "loot_table",
"weight": 50,
"name": "epic:r3/dungeons/skr/remnant_scroll_combat",
"functions": [
{
"function": "set_count",
"count": 1
}
]
},
{
"type": "loot_table",
"weight": 50,
"name": "epic:r3/dungeons/skr/remnant_scroll_puzzle",
"functions": [
{
"function": "set_count",
"count": 1
}
]
}
]
}
]
}```
you are just
"lucky"
Does the weight have to add to 100
no
incredible
The weight numbers are arbitrary as long as they match, since the percertages are normalized by the total weight
fairly standard way for loot tables to function in games, just a bit weird if you havent been exposed to it before
they could just as easily have the 50% chance implemented by giving each a weight of 69420 for a drop chance of 69420 / (69420 + 69420) = 0.5 at the low cost of causing psychic damage to any dev looking at the loot table in the future
there's a good chance mojang rng isnt great at its job but it is unlikely to be bad in a way that is significant or relevant for that results swing
at the same time i am also like 7:1 on combat:puzzle scrolls (and like 40 scroll frags to that 8 scrolls)
on the one hand, there is a tendency for something like this to get confirmation bias toward the players whose luck is an outlier giving an impression of it working differently, since the people getting the expected result are much less likely to go "by the way im getting equal numbers of both it's working normally" except in response to people talking about the outlier
on the other hand, has anyone been like "why do i get 8 puzzle scrolls per 1 combat scroll drop?" to actually balance the curve?
yes, czard has
then it is probably working just fine
pls make vine parkour start in new puzzle room more obvious
or just not make it guard 2 chest
it really annoy me that i need spend shit ton of time try to figure out hidden start for no reason to get loot
is... not even a puzzle
according to logs (as far as I can tell)
2857 puzzle scrolls
3117 combat scrolls
since release, but it also WAS weighted towards combat scrolls for a brief period (till the 6th of March)
From the 7th March onwards only its 2226 puzzle / 2211 combat
@white merlin
doesn't include the weekly bonus scrolls but that is the same table
Was the weighting a mistake or on purpose
(people want more puzzles in reality)
Daniel finally gave me a puzzle scroll, now is the time for the all puzzle streak
can we hotfix path of mind so it doesn't contain parkour
i am so disappoint see i roll it with my sequence scroll, know that i won't be able get my loot and lorebook because creator decide add a vine parkour is good idea
its... two jumps
u underestimated how bad ppl parkour skill is
if base chest is not 5 (iirc lowest) i would be find
but is not, i need solve a vine parkour to get 7
btw finally get Kaiwah Valley, very beautiful
its pretty easy in bis speed
first try after figuring out the path
and im not good at parkour either
u know what i am also in bis speed and it didn't make it easier but harder
if i know i wouldn't be here complain, even if i know i perfer basic loot is more then 5
default should definetly be 6
I mean you just hold space and sprint forward
ty for share tip
i think being 5 chests without parkour is a little low
but i think there being chests in the parkour is fine
it's not a requirement, it's a question "are the two extra mats worth my time"
although i do think changing it to like 7/1 instead of 5/2 is fine
people out here beating hycenea with ease but then failing at simple vine parkour 💔
vine parkour is annoying sometimes though
With that amount of people complaining it it is not easy
alnera rooster cache flashbacks
i haven't played path of the mind yet though i haven't been doing pois
ty that's really helpful
i suck at parkour but boy can i press lmb!
Can u press spacebar tho
idk about that one..
it's not easy parkour it's so bad and painful I fell off the vine like 10 times help
it is when it's a third of your loot
why do the isharist maps have more poison/debuffs than the galos ones
anyway the bronze mask elites are incredibly miserable to fight
esp with coven amp lagging it up
getting spawncamped rn btw
respawning, and then the lag results in me immediately getting double shot by a bronze mask while shattered
if i rejoin will it despawn
wait i just realized, why do skr mobs not despawn on death
if you disconnect in range of a mob it typically becomes despawnproof
iirc not permanently but long enough that the time isnt worth considering waiting out
Anyway yeah
I know half of that was bcuz of coven amp lag, but that was genuinely miserable can those get nerfed please
I couldnt even get close enough to melee it between deaths, it kept shooting me across the room
Admittedly, the first thing i shouldve done was wall off spawn and not remembering i can do that before dying a few times was on me, but I kinda feel like I shouldnt need to do that, idk?
unfortunately, logging out is the usual natural reaction to being deathlooped at spawn.. and that makes the anticheese cheese you
oh i misread misinterpreted the part about lag and rejoining
I dont even know how it aggro’d me from that far away frankly
Bog Fly Bog is a great name
The most difficult puzzle I’ve experienced from SKR was getting to that chest because most paths to it were barriered off and the “correct path” was unclear
i hate the mastermind parkour
Are people actually this bad at parkour 😭
it took me forever to figure out where i was even supposed to start it, it's marked by some grey carpets in a corner of a dark room
they used barrier blocks instead of actual visible blocks to wall it off like bulky said
the only jump i'm having issue with is the 2nd to last one onto the playerheads, and i do not look forward to having to do this parkour repeatedly everytime i get this room
god knows what would happen if we would've had dedicated parkour skr rooms
haven't tried it myself but objectively just look at how many people are struggling with it
doesn't matter if you think it's hard or not
everyone would just give czad their sequence scrolls to do instead
I had this funny idea for dedicated parkour room where the main gimmick would be moving snakes

that sounds like something that would be impossible to do the next time another memory leak occurs
snake is, at least for what i have experience is easier then figure out where to go in path of mind room
but i can see it be a massive problem to average asian ping player
nah i'd massively do parkour rooms tf
I am disqualifying you from "everyone"
yay thanks
also i believe i used only two barrier blocks on one cliff that i was unable to get to look good without having them be climbable. which well isnt optimal, but i believed it to be acceptable as its in one spot that i thought would be clear to not be "the intended route"
the entire parkour used to be marked with redstone torches but i was told it stood out too much thats why its carpets at the start. in case any dev has a few spare seconds to mark the path with redstone torches (and agrees itd be helpful) i wouldnt have anything against that
if any dev feels itd be more appropriate to just move all the chests to normal mode i guess that would work as well i just feel like itd be sad for hardmode
personally I dislike parkour to begin with, but I can tolerate it usually
not knowing where to even go is the point where it starts rapidly sliding into "I want out of here" territory
might end up in a situation where the chests are obtrained normally and the parkour is reserved for a one time 5 Memory Fragments discovery
welcone back find the button
another compromise would be spawning two chests somewhere when comping hardmode and having the book be parkour only
whatever devs deem appropriate
I think a lot of people straight up hate the vines though
idk for me they are kind of the most trivial part bc its just jump into them -> climb up -> move forward
but smth smth creator bias sooo
vines are just ladders you can move through so you just need to ensure the vines are double sided when you move through them
i didn't have any issues with them personally, like uurik says it's probably a knowledge issue
was just pointing it out, cuz i saw a lot of complaints in #spoiler-chat about the vines in specific
sug add
is there no way to check how many chests an skr has without a chest
nope
I could add a way but im not entirely sure where
would it be easy enough to tie it to the exit light?
Yeah
it would be copypasting a function 40 times over
(which would take an estimated 5 seconds per
40 * 5 =200 which is obviously too many seconds
yep
If a bug cant be fixed or feature can’t be added in under 1 minute is it even worth considering
that works
if i want to be
extra lazy
i can just make it replay the action bar
but that has a +1
Holy shit finally some good loot out of an SKR
Can we make all of them average 200 chests?
Is it possible to have a shift right click with compass shows you SKR room name again, I forgor after first seeing it a lot
lol was there no actionbars in mastermind room this whole time
okay its all made without the +1 and with a chat message 😁
there is a non zero chance one of them is lying
It’s me I’m the one of them
can you double check forgeway while you're on
and also move the gravel chest while you're there
what
i think i fixed forgeway
to nine chests
at some point
can u fix the biome in there 🥺
idk what the gravel chest is
whats it supposed to be
uhhbdark forest
its before one of the first interior drop downs,a chest behind gravel
could you move it
axiom would work ya
no changelog messages..
not in #bugs-fixed-for-next-update 🥺
but bug fixed in bug bot..
it was indeed uurik and he forgot 💔
to where
idk follow your heart
oh thats such a dumb chest spot
i know
why dont they all call the same function to begin with to just add it to that
because all rooms have different chest counts,,
yes
i couldve solved an arithmetic equation and have like 10 functions instead but i am not doing that
since chest count ranges from 6-17
@feral cliff im placing it in front of the gravel
or you know
maybe i just remove it
why does this get 9 chests
sure remove it
where does the on-chest-collection collected/total get its total from and why cant that be queried generically
because this is mechs you see
i thought that was what mcfuncs where for
currently on chest click it runs function monumenta:skr/rooms/roomnumber/actionbar
it was either a general function that wouldve run 40 commands at once (boring) or a function in each room's folder (more efficient)
its a bit more practical changing single values and a bit less changing many values
im just not understanding why the "function per room" isnt just "how many chests does this room have" and then like, 2 commands instead of 40
And where do you check how many it has?
where do you currently check how many it has:
i suspect i cannot get my point across without access to the mechs to construct a functioning example based on, which makes this exchange an exercise in futility for both of us
is the sliding puzzle dummy supposed to stop moving without having hit a block
for long straight sections it only travels maybe half the board length before running out of momentum and stopping for me
Yes that's intended
were remnant cache rare rates changed? seems like lucent has gotten like 2 in 30 after caches early on seeming like a pretty consistent 1 in 4
I am at 5 rares in ~50-60 caches I think, but also I don't think 50 is a particularly large sample size
it's not but at the same time a 25% expected rate is large enough for that encountered rate to be an extremely unlikely outlier
I don't know where 25% expected rate came from?
i got it from needmoney who got it from cqmera(?) opening 800 or so
lol? I've gotten like 7 rares within 20 caches
Dropped double rares multiple times
yeah well ive been failing vine parkour for half an hour

sirs please remove the chests locked behind parkour in the worlde puzzle room and place them normally
the parkour is complete bullshit and is the opposite of fun and i came here to do puzzles not parkour
just leave the book there
okay thanks!
i disagree with parkour being bad, though the path should be more obvious
restating what i said in spoiler chat, it doesnt matter if you think the parkour is easy or hard
its difficult enough to be considered as focused on at least some parkour skill
its not a random 3 block jump over a lava lake in a poi
i am not good at parkour nor do i like doing it
why am i forced to do it in a puzzle room
because they don't have anywhere else to put parkours
then just... don't put them anywhere at all?
what kinda game design is this if they go off of "we have this thing we need to shove at least somewhere"
I'm gonna be just brutally honest, I'd just say its skill issue at this point if the parkour is too "hard" 
yea? my bad for never playing parkour because its not the type of content i enjoy
i will enjoy what the game wants me to next time 👍
optional parkour for bonus reward
"the game forces me to do something i dont enjoy"
i added the parkour because i thought it was a fun way to incorporate the environment into the room - turns out it isnt fun to some, but i do feel like this is overreacting a bit
not everything can be designed to please everyone
it does not feel very optional when without it the room falls below the minimum chest reward for a puzzle
the puzzle is relatively short
5 chests is still less than any other room im aware of
originally it used to be lore book only because on build shard we didnt know about the chest system, the 2 chests were then placed there to encourage not only playing hard mode once in your entire lifetime
and? what does that change
thats just straight up incorrect considering find the button exists
there is no set "minium" count
construct puzzle was buffed from 4 to 6 to accomodate for rewards feeling unfair
so i think its a fair point to an extent
yea thats why there are these things called content types
or the puzzle itself should be buffed
we have combat scrolls and we have puzzle scrolls
if we had parkour scrolls and they had parkour in them you wouldn't hear me complain a single word
puzzles can be mixed with parkour
and.. why exactly is that?
puzzles fit the format more
because people create what they enjoy creating and it was accepted
i see now that putting chests there is something more people dislike than like
not really? not at all actually
parkour is its own thing separate from both combat and puzzle
no one wants to do dedicated parkour rooms
but also the parkour is... less than 10 jumps
I don't think 1 min of parkour in a puzzle room makes a difference
people at release said nobody would wanna do puzzle rooms
look what we have now
id do that
I said by "do" more like build
uurik is probably talking builder side
can we get sequence sequence scrolls (normal sequence scrolls with a parkour and hard puzzle aswell)
theres been only 2 attempts at parkour rooms and they've been in a dev hell
fair
that still doesnt mean things that cant be put in their own niche should be shoved into others tho
man instead of complaining maybe just go parkour instead to learn basic parkouring
I really don't see why change a relatively easy parkour
no thanks
why would i learn something i do not like
just for 2 chests
I would say parkouring is one of the basic skills of minecraft
well feedback is how you improve content so i think its fair to do that
vine parkour is literally just holding space and sprinting
I suppose 
sir im not expecting somebody to come to me rn and give me the two chests especially considering im out of the skr
what i want is something that is wrong imo to be fixed
if thats not what feedback threads are for, correct me
a18 is just killing enemies
hycenea is just hitting a dummy for 3 minutes
hey hycenea isn't even that ironic...
u dont even need to time jumps for vine parkour 
idk i went through wine 5 times
i moved the chests outside of the end of the parkour are you guys happy
instead of instantly erring towards toxicity, you could've sent a suggestion and been constructive about it. that's all we're asking for here
and you're gonna be telling me about toxicity? sure i guess
for record i have no issue with the msg in the ss, but by all means it is more toxic than everything i said
my attitude is sorta just frustrated rather than toxic
but whatever, glad we reached an agreement
Yes
Thanks the az one
yes
ty azeeone
they will materialize out of thin air
how about lorebook
the lore book will still be after parkour
but parkour is like way easier and its also not the focus of the rooms
Lore is fine imo
Idm having to do the parkour once, personally
I just really didnt wanna do it every time i rolled that room
what's up with there being like 4 spawners in this section
What does it matter? Theres a chest there
Should there be more
idk i run in for the chest and leave
random gravel pile of lies 3:
my anxiety-ridden ass looking up every waterfall and digging every gravel wall
because it's weird?
weird how exactly
i mean, you're free to disagree but personally I find a bunch of unused space weird
there's 4 spawners out front and then a pile of empty buildings
the buildings don't have enough space to have any meaningful combat
not everything in a skr have to service as a "combat space"
2nd gravel pile of lies 3:

is that the one right by the start?
with a path leading riiiiight up to it?
yes
yeah dig further
oh this is so evil
it was there from build shard, and I said why not
figured with the path it'd stand out
and it does, cause other people found it
oh I thought you were just fueling his "but WHAT IF there was something there" questions
didn't think he'd actually find something
the 2nd gravel pile is even more insidious because of how hard you had to look in the first one
i did find it, it's the fact that it turns into wall that made me look away
also this SKR has 3 portals apparently
1
3 portals
did he dig behind the start
2
3

that's supposed to be concealed
this used to be the old entrance of the room
the first one doesn't despawn anymore because it was bad for the server
it used to have a full anim
but server didnt like 16 structures spawning in a quick sequence
also nvm this, i found the puzzle
lol
I forgot there was a puzzle
~sug add misc Increase the difficulty on the SKR puzzle where you move an armor stand across ice in a maze-like shape, it's genuinely disappointing entering that room expecting a cool long puzzle
@silver lake ref do something
idk if I should suggest that or put it here
idk how you increase the difficulty on tht ngl
maybe i should make a randomizer
32x32 one randomized path and the rest is a randomized mess
Waiting for memory bank buff
Guys I have a better idea

Delete everything except faraday cage
Please please please please please please please please
im scared of touching it because its already on the edge of being bad for the server perfs
But tbh I rather have easy puzzles than hard ones that make my brain melt
oh nevermind
lord no 😭
I hate shuffle so much
my brain turns off
the scientist?
going to make the cubes during the animation randomly change color and you have to click those too
math equation you have to solve midway
The shulker towers with lasers
No
ok never seen that one then
what if i made shuffle make you have to remember two cubes instead of one
how hard would that make it
that's 0 to 1000
i need to test this
having to keep track of two different cubes??
I feel like shuffle is just inherently uninteresting it’s just a waste of like a minute
Regarde two cubes shuffle et des millions d'autres vidéos Minecraft sur Medal, la plus grande plateforme de clips vidéo.
if someon e wants to try
i lost it after two shuffles and random guessed (only one of them)
its like impossible to follow it whenever the groups of 4 change diagonally
holy shit after a few tries i got it
Never add that king ♥️
make each cube flash a specific color each once at the very start and then shuffle them and ask the player to point out a random cube of a specific color
mastermind but with every wrong guess the answer changes one block before giving new numbers
thats impossible 💔
I think if this happened I would die on the spot
Hey, don't
Focus. x Focus.
do not.
like im deadass
this is so peak PLEASE add it
this is not peak please do not add it
the exit display is so nice to have
Just wanna point out that since complaining about getting no puzzle scrolls I have now gone like 6-0 on puzzles 
Grr I can't believe I haven't ever gotten 4 special astrals in a single dungeon before this is BS!
do challenge blue and 4 astrals will happen
I've done many an astral blue, think 2 or 3 is my max so far
i think i got 4 astrals and 2 twisteds once
real
in challenge blue i got 4 special astrals and 2 special twisted
is this for real
did the forgeway gravel chest get killed
🦀 👑
what do magmortic praetians do exactly
it's kind of laggy and spams a lot of particles and sfxs
yes.
i got four in my first ever astral delve 
and nowadays it feels like i barely get one if i'm lucky
i didn't get a single one in the last two astral dungeons i've done
yes
idk if just me but the invisible glowing creepers in Blighted Isles long combat have weirdly loud custom hitsounds
not ear piercingly loud, but louder than most
good catch they're playing double
ok good not just me
i also had split arrow on so it was playing 4x intended 
separately from that i think its kind of awkward that falling down in that room just... does nothing
you're kinda just stuck down there and have to build up
nefarious, even
he
mildly confused about the intentions with sequence scrolls, are you supposed to get enough scroll frags to turn your scrolls into sequence every time you get them?
i feel like i usually have to buy the scroll frags for that but idk if its just because i dont really do daily content
yea I think
With how the scrolls are set up I don’t think there is ever a reason to just do normal scrolls, the long combat doubles the remnant frag count roughly and there’s nothing else to spend scroll frags on unless you really hate one type of scroll. The question is whether or not the current amount of scroll frags dropping is too much such that you always have enough.
If you get more than 12 on average by the time you get each scroll then every now and then you can buy a new scroll, if you get less than 12 on average though then it might incentivise using the market to buy scroll frags to run sequences instead of just using the base scrolls as they stock up. I don’t know the rates but ideally you should get equal amounts (ie 6x scroll drop rate) such that by the time you get two scrolls you get 12 frags for a sequence, then letting variance allow for market demand
I dont like the long sequence meta as a side note
Puzzles r kinda my favorite part of skr and it feels bad losing money if i dont wanna do 2.5 combats per puzzle
I want doin' a bunch of puzzles to be meta
or at least similarly profitable to sloggin' through two and a half combats that I don't wanna do per puzzle
I think the 2 har fee to craft scroll frags into a scroll should be removed
long puzzle when (5d chess with multiverse time travel)
Theyre kinda the main reason why sequences are meta
I wish to train my brain on the latest and greatest concoctions of TM's puzzle sect
id really love the inverse of current sequence scrolls with 2 puzzles and 1 combat
SAME
if we can get a combat-puzzle-combat sequence
can we please get the inverse as well
another trade for puzzle-combat-harder puzzle could be cool
I think most people like the puzzles anyway
SKR is the first time we've really gotten, like
i think the biggest issue is that harder puzzles would be a lot more difficult to develop
actual puzzle content that can be done for rewards
Its pretty divided i think
hit 'em with the White Tess Rubik's clock for the long puzzle
ez

Ppl who play a lot tend to prefer puzzles to break up the gameplay
solve a white tess puzzle
ppl who play less tend to be ok with combats
long puzzles can easily be frustrating
a lot more than normal ones
I'd love harder puzzles but
just from my understanding of people
Good thing sequences are craftable only so u can choose
I suppose long and hard puzzles are pretty different though
In a hypothetical scenario of long puzzle sequences
I'd love to be able to have more puzzle-oriented sequence scrolls
I wish we had scrolls that only had long combat rooms 
randomly generated sequence scrolls of 3 so everyones happy
it's really nice to have something not combat-centric that I can get good rewards from
(something which Monu hasn't really had outside of fishin', and even that's not a sure science as much of your daily rewards from fishin' come from fish combats)
TOV!
Monumenta is ctm mmo rpg for a reason
riptiding simulator
True
I think that'd create more "fuck I got 2 of the thing I hate"
But then people gonna complain about not rolling what they want because of rng
people are saying "i wish this existed" which that would satisfy their wishes
ToVs aren't real
it does exist! just not all the time
you know it. I know it. the server knows it. the fifteen ToV sweats who are bettin' on it know it
what if instead of tov being a chest it was a portal into a room and it-
theres something else you can do that avoids combat and gives good rewards 😁
and what might that be 🤔
(lootrunning)
impressive
make long combat sequence and long puzzle sequence
What if tov is a boss that you have to gather your friends to beat
what if...
it has been like three weeks and people stopped bothering tbh
I would feel comfortable fucking around with sequence scroll options if room rewards were standardized across the board
8 for puzzles as well I suppose
well i didnt want to rule out short and long puzzles
long puzzles 
So i used “short” for normal skr rooms, long for whatever 3rd step is
idk
1 scroll frag is 1 memory frag and u just decide how u want to go back converting them, using short combat, short puzzle, long combat, whatever
Yeah, having several options for sequence scrolls, with their cost in scroll frags tied to how many remnant frags you get out of them would be fun. Like having a 2x long combat scroll for 14 scroll frags if someone just wants to go do that, or have like a 4x puzzle scroll etc. But yeah that would only be possible really if the outputs were standardised to prevent vast discrepancies
It’d be like carnival tokens at that point i guess
where we have a fairly standardized conversion rate and ur just choosing how u accomplish said conversion
ToV-carnival-hoard 3 in 1

I don't think that's really an issue tbh, sweats can go for whichever is fastest, likely puzzles, people who hate puzzles can just do combats and people who want variety can pick that. You could still have "harder" scrolls that have a higher conversion rate if that needs to be the case
I wasnt presenting it as an issue?
Fair, can't read tone through text
I would way prefer a standardized rate allowing for u to choose how u convert
Compared to the current meta where anything not a sequence scroll loses money
i tend to prefer the double combat room, but i'm also doing skrs for the player heads so if we want to make puzzle rooms survival mode i'd do those more too 😛
that one frog head in find the button..
Me bringing 64 stacks of tnt to blow up button room
Only count it after 100% chests
The parkour for mastermind is book only now
i hated puzzles before the release
but i have to say skr puzzles are so good
so every skr room has a name right
how exactly do you get the name to pop back up after the initial teleport in
I don't think you can
can this be changed to spleef you after you grab the chest instead 
did you fall for the trap..
i dont wanna talk about it
is it really a trap if its the intended way forward
if i find a bug that makes an easy puzzle even easier do i report it in #bug-reports or modmail
Mr
Unironically one of the most blatant traps in r3 btw
Again is it really a trap when it is how you progress in the room
I expect it to not proc until after the chest because you need every chest but can skip spawners and I’d assume everyone mines spawners before opening chests
What can I say, just don't fall in until you loot it
also is this about galos room 
Uhh what’s that
Forum puzzle knockoff
if thats the bug already reported its fixed for next update :p
#bug-report-bot-feed message
Nice I don’t have to bother reporting it myself
im ngl there are so many traps that are in the main way forward I don't see the issue with that 
Falling sand/gravel/powder traps are the most blatant traps ever which is why they're peak because they feel awesome to predict
and it's really hard to fall for them save for gravel traps I think because they kinda blend in with stone usually
gravity block traps when the entire area is made out of that gravity block as decoration
Me falling for that one trap in the Tolumaeus...
i think if u spam randomise the towers puzzle it can break it? i just had it refuse my solution then continue to refuse it twice after randomising again then i spammed randomise and it worked
I think there can be multiple solutions and you have to match the one set? Not sure
idk i checked with solver and it said there was 1 solution
and i couldnt see any others either
this was true on release but is not anymore, the puzzle checks for alternate solutions now
I have combed over the entirety of Tal Amar 3 times, even started breaking through walls that look anything like doorways and I am yet to find the book lectern, am I going crazy
can u describe the room
should be in the starting area, in a building to the right
if i recall correctly which room it is
still before the first actually spawnered area, in the big cave where the end is as well
you can go through the houses on the right and if you explore a bit you can find the book in one of said houses
The only cube of space I didn't fucking dig into
I'm gonna lose it
I've been here an hour
At least I was right into thinking there wasn't any pathway in and you had to break in
i think theres a staircase though, but i might misremember
Blocks off by stair blocks at the least from every angle
I probably should have found it
Just jesus
Nothing beats the hidden lectern in that one Galos room
Lottery ticket I fear..
this tnt spawner broke
did you die while doing this room at all?
after breaking that spawner
because if so i noticed that the organ tends to regenerate for whatever reason sometimes, dying may be triggering it
there's no structure block or anything in that room so.... not sure what would be causing it, might be a weird skr death mechanic
generic blast regeneration mechs causing awkwardness where area destruction is intended progression?
I think I encountered it once too
you can now play the music again
I did die also I'm pretty sure
i think all tnt damage gets undone when stuff is unloaded
Just got grave camped about 5 times in The Forgeway, do the hexcrafters have to have a damage line that not only does a fuck ton of damage by itself, but also can deal a second instance of damage before you can leave the hitbox and then also give you 5 seconds of wither pretty much guaranteeing you get to below half health even if you only get hit once?
This is definitely a ragepost for sure, but just in general the SKR mobs are a real detraction from my enjoyment of the content honestly. Having absurd stat bloat on a low amount of mobs is much less enjoyable than increased mob numbers with more sane stat values. Fighting 1 on 1 vs a non-elite enemy that can easily kill me in 3, sometimes 2 hits while surviving my 260 damage BMB doesn't feel good 😢
When I'm burning half my cooldowns on a single basic enemy... yeah I expect it to die in 1 shot
It's specifically the first gravel drop where if you're being careful to collect the chest + mine the spawners it can easily spawn twice below you before you drop down and then just nuke you while you try to kill the 5 other mobs in that tiny room who are melee and will block your path to the hexcrafter
I personally find skr mobs more fun since they aren't just 10 enemies attacking on you at the same time
each enemy feels like an actualy threat
Potentially needs a spawn range adjustment so it only spawns when you drop, but that whole encounter is just a bit rough with the hexcrafters camping a tight space, they can easily just block off the door with their ability
hexcrafters are a bit funny but i personally didnt encounter an enemy in skr that survives bmb except like
boss
and 750 hp elite
i also personally prefer this kind of mob distribution when its less mobspam and more stronger individual mobs
hexcrafters in particular are probably the toughest enemy in skrs tho
Maybe it'd be a different story on a different class but for me the SKR combats especially mobs with wither just means I have to back up and heal after fighting like 3 basic non-elite enemies
Having some enemies be much stronger as like a halfway between basic and elite enemies are good for content imo, but when every enemy hits like a truck and most have a sizable health pool it just doesn't feel good to me
There are at least a handful of mobs in SKR that survive my FoL buffed DT + BMB combo
Doesn't work on reverb so sadly no
As I said it does 260 damage in my build
Clockblade + 148% damage
260 dmg full combo?
i run coup and +237% on clockblade
idk i dont think assasin is playable at 148%
very oneshot dependant class
Ya I don't wanna be built like a piece of raw pasta though, but it seems like I'm both under damaged according to you and still dying in 3 hits unless I play like it's amped coven fort
mmm i feel like swapping out one piece will actually help you live
My build seems to work perfectly fine for pretty much every other content in the game so idk
i do die in two hits but mobs die in one
well sometimes we have to adapt
variety is welcome i think
rogue is kinda just cooked class rn
I'm not sure the intention for SKR is to have to make a whole new build for it
starblight combat rooms are much easier compared to other types
maybe not
I have not encountered a single starblight combat room yet
'
but skrs are technically endgame right now
I think I have like 30 skr combat room clears
post sirius even
it is only fair that they are highest base stats mobs
skrs are meant to be hard I think
^
I personally expected a challenge from skrs and while its not exactly what i had in mind i think they are in good state as is
some rooms have real challenge tbh
They surely shouldn't be pushovers, I just don't enjoy this style of difficulty in mob design. I'm of course gonna keep running the content because I love the design of it, just gotta put up with the combats until higher masterworks come I guess
hexbreaker i could see being toned down
like actually fun and interesting encounters
bronze mask
i guess
treat it more like a challenge then
i enjoy when game actually challenges me and not when i go to fatekeeper and tap the funny enable all delve mods
My magic is for sure low hence maybe the hexcrafter issue, but my melee/proj is 200 odd
I would say the same thing 🙂
A sense of difficulty with 0 delve mods is so very nice
SKR mobs are well designed in general I would say
I also like that each enemy feels unique, instead of your standard melee or proj troop with just different vanity
the constant poison/wither/hunger gets annoying yeah
and i think some mobs give blindness
I don’t think any give blindness
I take that back theres a unique mob encounter in a Galos room with inky mushroom men who blind
but thats a one off
Dont the endermen elites apply some kind of blind effect
Bronze Mask is definetely goofy
they inflict darkness I believe
The healing evoker is also kinda oppressive for a lot of builds
I just dont bother to fight it anymore, i ignore it and go
You either have the burst to kill it or u dont
iirc theres creepers that give blindness when they explode or something?
mostly the wither/poison was annoying
They also give mining fatigue 
Oh yeah the isharist pool
Why do the isharist enemies give more debuffs than the galos one 
heals should have a cd on it
in a region where the novelty of "delve everything" has become the standard
to have some properly difficult and engagin' content w/ no delve mods in the equation whatsoever is very nice
any chance skr rare to mat trade could be buffed a little 
whats it at right now
rare is 3 mats i think
^
will bump up with another change
ty
Can confirm playing another class changed things completely, shredded the entire long combat from this sequence scroll with barely any sweat or effort put in. Maybe I should just not bother with rogue in content higher than 12pt equivalents 
💔
@high trout i know what you are
Is the intention for this ice slider puzzle (Outsmarted) for you to leave the control area and manually trigger the string with your character instead of the armour stand..?
I managed to glitch the lower right piston by spamming down after going into it which let my armour stand leave without getting trapped
But it seems like it's just an extremely simple "stand in these 2 places then slide it to the pressure plate
Likely not, but short of barriering off the puzzle, I can't think of a particularly good way prevent it
But it's impossible without manually standing places as far as I can tell, if you go to press the strings that progress the redstone block, your armour stand gets stuck there. The only options are going as fast as possible to try and get it out before it shuts, or standing there as your player and just ignoring the blocking off part
But it's impossible without manually standing places
That definitely should not be a thing, but I can't say for sure
Yeah seems odd for sure. I mean I guess based on the name it could be some kind of "think outside the box" puzzle, but it just means it's absurdly easy
are Totems of Transposing disabled in SKRs
even if they weren't how would you even use it since skrs are purely solo 
some of the skr boxes are very close to each other
no one is in the same instance ever
isn’t there one SKR where you can see the other SKR from the skybox
Yes, there are multiple infact
You can see the other boxes but there aren’t ever going to be several players in one world, each world has all skrs (which of only one is playble) and each player has their own world
Does cord same?
Yeah, it’s a big world with all the skrs, and when you create a instance the world is cloned and you enter the clone world, same coords and all
in "Drillsite Cliff" the miners do not emerge out of the wall as they spawn and instead spawn directly outside them, leaving their spawners covered in gravel
Did that ome last week with mo such issue.
can confirm
ngl i thought thats intentional considering the spawner placements are hinted towards with sus gravel
is there any way i can undo this 
i liked having the message in logs to help with timing things
if you want i can add a way to reenable it at the keeper
what's a good way to deal this phantom elite spawner, at least rn i don't find it fair as i need pillar up to that spawner while that phantom is bombing me
bring 4 ires 
or movement ability
and if you play scout you can very easily pillar there
only classes that might suffer is warlock, shaman and cleric
-# and mage without cry havoc
i don't know who design this encounter but i generally think it should be lower so the phantom spawner is more reachable
or maybe the phantom shouldn't be invincible
that
when soultion come with epic I always think is a faliure, it work surely, but is not good
sadly i don't grind leaderboard so i have less chance meet that room, will see how it goes next time
same
replace it with a vex that drops tnt instead





