#out of combat mobility
63 messages · Page 1 of 1 (latest)
You are simply asking for a different game
I still think he has a point tbh, maps are enormous
Well ignoring how the stated changes would destroy a lot of mobility balancing between characters and just balance in general it wouldn't play much like current Risk of Rain, the game it actually is.
A speed slider in the options might be fine since the damage taken and damage done ones already exist. Platforming and traversal are still major parts of the game so simply trying to make them incredibly easier is a mistake
maybe add a chest radar item akin to the radar equipment but as a common/rare where stacking it increases the radar range. A lot of the traversing time is 'wasted' because you don't know which parts of the map are empty and where you can get the chests
Eh getting an item that only points toward chests isn't very good imo. Clogs up the loot pool for no reason
then perhaps just make it a built-in function that you can turn on/off in the settings (for those who want more challenge so it's not forced, but convenient for those who think the maps are too big and they'd like the little help spending less time finding loot)
Look, exploring the map to find chests is part of the game. Taking that out by just pointing directly at them straight up makes it less of a game. It starts turning into an indicator marked with the impression of "possible dopamine here".
i think adding a ally and enemy speed option in the intensity settings would be the best choice, that way it's up to the player if they want more speed
rules are fine but only so far as to fit the identity of the game. theres already items that speed you up outside of combat so just use command, anything beyond that is redundant
if its a matter of enjoyment, you can enjoy ror2 and not rorr; theyre really different games. the lack of visuals and searching is part of the gameplay, and maps being big is part of that. learn the maps, but if you can't then there's no shame
while i agree, i think it's best to try to understand where people are coming from when they make these criticisms and work towards a solution that would not make anyone fell alienated
but i see your point
i gotta say that after playing more and getting to know the maps im feeling more comfortable finding the teleporter quickly
yeah, maybe, but if you change so much then its no longer the game you bought in the first place. there needs to be restraint in change because you risk losing the identity of what makes the game so good
but chests and loot density are the things im finding a little inconsistent so far
yeah same. but this doesnt need a minimap or anything, it just needs there to be some way to ensure chests spawn pretty spread out or some game knowledge you can learn to find some chests
agree
just because its "part of the game" does not make it good. the game is noway near perfect and it feels like they didnt learn from alot of the good changes in ror2 that COULD be applied to rorr, such as better chest perseption, better map travability, and more enganging combat (dont blame them much for this one though because it is extremly difficult to do that in a 2d game without major combat changes)
Just play a different game. No need to turn everything into one large soup of "game features" where everything just ends up the same
??? its valid critism of the game lol
things people have been complaining about all the way back in ror1
again, the game is no where near perfect
if it was, they wouldnt need this channel
no man you don't understand increasing movement speed would make it a completely different game
how would increase out of combat movement speed make it a different game? ofc you would need to make a few minor balancing (mainly to difficutly scaling) but it wouldnt change too much
if you moved around a bit faster you might as well just make a new steam page
real
that would pretty much be risk of rain returns 2 bro
exactly
risk of moving too fast!!

youre right we should add faster move speed and then we can add a 3d camera and add a character named mul-t and add spare drone parts and gesture of the drowned and then bring the modded survivor rex into the game and then make the final boss my fanfiction character mithrix and then the game will be perfect
a little move speed buff is fine but the game is different from ror2. some things you think are bad others find good, its a different game
Aren't these three points literally exactly what Woolie said in his video
idk i havent watched it yet
Oh lol those are almost perfectly word for word
maybe i did during an autoplay but idk
not relly, in scale they are a bit bigger than ror2 maps, they are just more difficult to navigate
one of my pain points with the game is that there are a lot of places you cant reach for a little bit unless you using specific c haracters with better mobility, i feel mobility as a whole is fairly weaker compared to ror2, but i just wish most of the map would be reachable without ahving to do BIG detour to reach somewere
bigger with less mobility and harder to navigate because verticality
i think that the walking pace is okay is just those ropes that you cant reach or those jumps that you cant make without items that bother me
basicalyl i dont think the maps are too big, i just think they are a bit clunky
in some parts
i heard elsewhere that interactables spawning in certain spots that are usually totally inaccessable with base movement is completely intended- with the caveat that things which spawn there don't have any director cost
i do in fact refer to chests and other run-relevant things you may encounter in stages
#1172769662044475393 message
(just to source my claim)
the solution to all of this imo would be a horizontal tp indicator. the screen would emit particles at the direction the tp is, left or right, no up and down. this way you lose 0 time and even if the map is shit to traverse, you still know that the tp is right there where you are but just bellow or up
this is not relly about the teleporter, thought if you talking about it, i feel like it would be simpler to just make the particles that alredy exist in a bigger radious and increase the density as it coems close
it's not about the tp but it would fix the problem of me spawning in the middle of a gargantuan map, check the wrong side and waste minutes going back
not relly gargantuam
please
im so tired of having to search the entirity of the ice cliff map and the big mushroom map
its big but the size is fine, the problem is that its harder to navigate
exactly bro
a horizontal indicator would destroy the exploration aspect, its a no go