#out of combat mobility

63 messages · Page 1 of 1 (latest)

fierce jewel
#

Because the best thing (making maps smaller) would take way to long and be way to hard, i suggest adding things like speed out of combat (takes longer than normal non combat btw) and maybe higher jump height and maybe a sort of wall climb

balmy forge
#

You are simply asking for a different game

balmy coral
#

I still think he has a point tbh, maps are enormous

balmy forge
#

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

steep totem
#

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

balmy forge
#

Eh getting an item that only points toward chests isn't very good imo. Clogs up the loot pool for no reason

steep totem
#

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)

balmy forge
#

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".

glass copper
#

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

hushed harness
#

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

glass copper
#

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

hushed harness
#

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

glass copper
#

but chests and loot density are the things im finding a little inconsistent so far

hushed harness
#

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

fierce jewel
# balmy forge Look, exploring the map to find chests is part of the game. Taking that out by j...

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)

balmy forge
#

Just play a different game. No need to turn everything into one large soup of "game features" where everything just ends up the same

fierce jewel
#

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

royal narwhal
#

no man you don't understand increasing movement speed would make it a completely different game

fierce jewel
#

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

royal narwhal
#

if you moved around a bit faster you might as well just make a new steam page

fierce jewel
#

real

royal narwhal
#

so that's why you can't change anything

#

bc then it would be different

fierce jewel
#

that would pretty much be risk of rain returns 2 bro

royal narwhal
#

risk of moving too fast!!

fierce jewel
#

i love drones in this game tho

#

they feel so much more useful than both games

prime osprey
hushed harness
#

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

prime osprey
fierce jewel
#

idk i havent watched it yet

hushed harness
prime osprey
#

Oh lol those are almost perfectly word for word

fierce jewel
#

maybe i did during an autoplay but idk

swift sedge
#

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

fierce jewel
swift sedge
#

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

weak jasper
#

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

swift sedge
#

im talking about chests and shit not logs and artifacts

#

not unlockables just travel

weak jasper
#

i do in fact refer to chests and other run-relevant things you may encounter in stages

balmy coral
#

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

swift sedge
balmy coral
#

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

fierce jewel
swift sedge
#

its big but the size is fine, the problem is that its harder to navigate

swift sedge
#

a horizontal indicator would destroy the exploration aspect, its a no go