#Neuro Sama Survivors-like
1 messages · Page 6 of 1
or actually wait
need to
in a little
no, wait a second, I'm confusing 33% with 1.33x, knew it
yeah, alright, I got it now
this is a very commonly recurring theme
but whenever you say % less damage
either avoid it outright or specify if you mean additively or multiplicatively
for my description standards, I always avoid saying % less (insert thing here) outright, as 1.xx times less damage is always super clear
either way though, 30% is wrong both additively and multiplicatively
can either say 25% filter is 25% less damage (pretty useless/redundant info), or 25% filter is 1.33x less damage (recommended)
Was a typo 
Meant to say 25%
ah
30% is the old value for lv 1 forgot to edit
k
now that's a lot of damage
By the way, what's the directive limit meant to be? I have 6 of them and it said something that with a quick read was that the limit is 5?
yeah i have 6 too. also, unpausing after removing one while in the directive menu unpauses the game
not gonna lie, harpoons doing over 100 damage is maybe a little strong
I finally managed to beat the game with Vedal + Neuro
Was quite difficult
now that 100% filter is possible, I wouldn't be surprised if you come up with the same idea I have lol
looks like you're doing it already from the pic
one small problem. greggs is lagging me
is more or less what I was doing in v1.4 for my high score, except without ability to ignore evil damage like that
what's greggs
vedals healing item
ah creggs
is it creggs lagging you or the pizzas
and seems you're using vedal now also lel
you tell me
I've had way more than that moderate amount of creggs before, pizza is always what lags me in the end
though I can't say for you
i need more pizzas to lag me. i usually sit around 20-25 fps
ah
i told evil to sit so she doesn't kill everything before they can damage me so i can pick some up 
lel
Anny + Evil: first try
Vedal in a maximum security prison:
heh
yep, that's exactly what I was going to do when kotge told me about 100% filter earlier in dm for 1.5
so guess the strat is obvious then, only need to crunch numbers to get optimal setup
yeah i'm WAY too strong. filter is part of it, but 102 damage harpoons 1 shot things
try 500k lol
I improved my v1.4 score very slightly from 49k to 49.8k, but I'm sure 60k could've been done before vedal gets one shot by stuff
perhaps with harpoon it becomes higher, I only estimated based on 100% filter being super gg
that was the exact reason my runs ever ended in 1.4 at all, because vedal keeps taking chip damage from pizzas, and then I need to run between mobs, which is dangerous for evil, evil's damage wasn't a bottleneck at all
guess everyone's going to copy my evil/vedal combination now lmao
yeah, but i do so much damage that the harpoons would 4 shot max filter vedal from last patch
though with the changes, I'm definitely going to be re-evaluating if neuro is decent again
ye
tbh, 100% filter wasn't what i had my eye on, but something else
100% filter was 100% what I had my eye on heh
100% filter does enable it, but it's why i do so much damage
vedal taking damage from evil was the hard bottleneck to my 1.4 scores
fireball is doing 41 damage
has aoe though
I don't think so, still seems a bit weak
i've resorted to afking
welcome to the club
what directives do you have?
I'm theorycrafting best combination atm
I figured the strat would be obvious, so all that's left is number crunching
i meant in your current game
i wasn't playing one
just tried out the new skills to see what they do, then went to theorycrafting
played enough 1.4 to know 100% filter is easy afk strat lol
ah. i knew the best setup before it released because 1 directive is hilariously op
like, the second i saw it
yeah, top performance AI right
however, if comparing 100% filter vs top performance AI, 100% filter probably wins, it's that good
You have unlocked new role
combining the two is then ofc amazing
was the max directives 5?
thought you mentioned 6 earlier
and kotge mentioned 7 in dm with considerations of 5-7 lol
I see you're running a similar setup to what I'm thinking
but my setup will be slightly different
68 hp evil means 3.4 times damage which is absurd
if anything, I'm considering which multipliers stack additively and which stack multiplicatively
it's not so simple as just getting the highest total of % multipliers
cd is really strong too, especially once evil gets the fumo upgrade
is fumo upgrade in game yet
ah
I come from holocure
and in general from touhou, where I'm the world champion of 2 fangames, world record holder of 4
games like these with strategy and optimization involved are right up my alley oho
btw, your directives are giving you 90 max hp on evil right
100% filter is very cool but also very powerful
This build also feels a lot more laggy than the previous one
definitely the most powerful one imo, 100% filter
68 max hp on evil
isn't her base max hp 60
also, found another bug
discarding directives lets me keep their effects
seems character setup from main menu still shows 60 max hp
lol
hm, so 67.5 hp is rounded up to 68 then
that or it's just displayed as rounded
an additive +1.125x multiplier
i scrapped cd for gaming obsessions 50% attack to see if it was additive or multiplicative (it's additive) and i still have the cd
There's quite a few bugs then
I guess it was a good idea to patch out leaderboard functionality from this build
figured it was additive, thanks for confirming
i scrapped gaming obsession for 7% cd and didn't keep the attack, but i still have the cd from the other cd directive
i'm level 80. i think i might try to end this game so i can try neuro out
dewit
so the 7% cd didn't stick either
hmm
I'm getting around 150 FPS
On 12700K, 4070Ti, 1440p, 64GB DDR4-3600 (*OC)
20% collection range doesn't stick, but i found something else hilariously busted
distributed computation is the cd that's been sticking after discarding, and i just picked it up again. it stacks
18% cd to 36%
does cd affect fireball shooting rate
i can't seem to die even after removing directives. i have 120% filter so i think evil heals me now
yeah she's healing me. no wonder i cant die
Anny + Evil is just a little strong in this update
shes also doing damage to herself when hitting me. under 100% filter i take damage, but over 100% she does?
lel
Level 81, seems like this thing has no intention of dying any time soon
That's insane
thats with me TRYING to die
How many frames?
I'm down to the 90 FPS range
Well, if I tab in it goes up to as high as 120-150
I wonder if my OC'd ram is helping
How did you get over 100% filter by the way?
this
not every directive does this, but a couple do
from the ones i tried
also, Neuro Adventures the movie
At least it's nowhere near as big as the subathon (subathon is 1.7TB)
(yes, I have a full copy of the entire subathon, you can download it on my FTP server)
Two copies in fact, one main and one backup
how i ended the game was i put evil in a corner to concentrate enemy spawns in a much smaller area
it wouldn't fit on 3 copies of my hard drive 
The entire subathon?
Well, it takes up a major chunk of my 8TB drives (SMOL) so makes sense
8TB is too SMOL now
my hard drive is 464 gb lol
^
My 8TB drives become 7.27TB
well ima give neuro a go now before i gotta go volunteer
Neuro will probably feel quite weak
Neuro adventures v1.5 beta Anny + Evil lategame (Shimes not included):
Level 100, this thing has no intention of dying any time soon
seasoned babysitter doesnt seem to work
What is that?
evasion increase based on filter
also, neuros damage is good, but angel wings is more dangerous than before. they still target you, and with shorter cd and a wider spread they are way too hard to dodge
with the last level, dodging isn't really an option. 1 often targets you, and the other covers another huge area of the screen
Optimization idea: merge XP cogwheels into bigger ones when multiple are close to each other
also, i find theres way too much going on at once. too many things to dodge mainly (100% filter fixes this), enemies spawning near you, and some enemies are also a lot faster (which i'm ok with)
I don't feel the enemy scaling at all, everything still gets one shot at level 112
I'm pretty sure Anny is pretty impossible to kill, she has too many stars and pizzas around her, Evil is basically the same since she's at the middle of the slowing ring and all the chaos happening around her
It's not even using a full core
I wonder if this is a memory bandwidth thing
supported, holocure does the same thing
At this point I'm running below 50 FPS consistently, level 116
play some touhou :>
I mentioned to kotge a few days ago already that enemies should scale nonlinearly
probably quadratically or exponentially like holocure does, forgot which
that or after a certain time has passed, start scaling linearly extremely fast
which holocure does with basically spawning a handful of minibosses every 2 seconds or so after the 30 minute mark
anny don't do shit in damage lol
neither does vedal
no amount of stacking stars can keep up with the enemies once evil can't keep up
I demonstrated in v1.4 vedal is superior because as neither do meaningful damage, vedal has the support and utility anny doesn't, via his stuns
(though that was also partially because anny's teleport was broken, making a certain idea I had in v1.4 lategame unreliable)
same in v1.5 probably, vedal slows the advance of enemies
so a list of suggestions/changes i would like to see
-
top performance AI makes it easy to do obscene amounts of damage and is honestly way too strong on evil because of her healing upgrade
-
a limit on how many upgrades the ai can have at once to reduce how much is going on. like a loadout that you select before playing (it also helps balance-wise, like the max directives you can have)
-
a limit on pizzas/drones. they become laggy in high numbers, and were crazy strong already. drone automation should also have a limit because it continually spawns them, and they stick after removing the directive
there are things i still want to test more before making more suggestions
1 can be addressed by either nerfing it or by having enemies actually scale quickly, latter sounds better to me
isn't 2 and 3 essentially the same
once you address 3, 2 is solved also
If you don't have drones in the lategame, you end up with a situation where, well, you softlock on the upgrade screen since there's no upgrades (can be patched out but the game kinda needs some sort of infinite upgrades)
magic survival also has exponential scaling too. theres way less to keep track of, so i can focus on staying alive. also theres no ranged attacks to worry about which is why i find it to be too much. ADD probably doesn't help 
lol
sounds like an easier game
there's not much going on in game compared to holocure and even in v1.4 I didn't have to dodge much
there could maybe be a placeholder upgrade that does nothing
and enemies don't even scale in speed in this game
for magic survival, its more rng dependent, but the main skill is movement in general. its easier, but it still gets difficult later on
see 1:45 or so of https://www.youtube.com/watch?v=U6mz9QxFBHY&t=105 lol
This is the furthest time with Gura on the new update! (At least from what I've seen) Gura can reach insane levels of speed with this HP/SPD hybrid build! I don't know how much further we can go, but if we can get Yagoo to spawn 1 wave at a time, we MIGHT be able to keep surviving for a bit longer. Anyway, wanted to share this build as soon as p...
this is what typical 30:00+ endless runs in holocure look like
and plenty stages have mass amounts of bullets shot at you too
just a matter of skill
a skip upgrade button that always appears would also fix that, and would have the added benefit of allowing people to not take upgrades so that the game becomes more difficult
actually, magic survival does have a ranged attack now from the update in december. i forgot about it because its new 
yeah good
if anything there's too little going on in neuro adventures and the game is way too easy
v1.4 felt good to me tbh. there was a lot going on, but it was manageable. the roadblock for me was more enemies 2 shotting me or evil (usually evil)
probably because you didn't figure out the strat for the first 40 minutes of the game where there was literally nothing to do 90% the time
lol
is why my scoring efficiency was way higher also, i.e. score gained per time survived
score is based on kills
yes
how do you think I was able to get 12k higher score than you and thatoneguy, despite surviving for less time
lol
only after 40 min was the game interesting at all, but even then not much went on, it's more that hitboxes covered the entire sprite, rather than just being a square
which I told kotge about, is why hitbox is square now
fireball carried until enemies scaled, then pizzas take over. run too much and they wont hit anything, so you let them catch up and they shred
if hitbox were square in 1.4 it'd be much easier to keep evil alive, it's always when she's moving horizontally between enemies that she gets clipped and dies
what if I told you I more or less just afk'd the first 40 minutes of the game, except when transitioning between phases in my strat
lul
i move the entire time because standing still isn't really fun. also to pick up exp
I play normal/hard to have fun
I play endless to win
that's why my scoring efficiency was so much higher
i play endless for both 
the fact I can stand still so easily for literally the first 40 min of a v1.4 game shows there's nothing really going on
and then post 40 min, the only danger is usually evil getting clipped by multiple enemies when moving horizontally, only cuz hitbox was too tall
don't even need to dodge her fireballs
40 minutes of chicken stockpiled on map sees to that
and now v1.5 just be idle simulator
lmao
it's also only the first level. it doesn't make sense unless it's a souls difficulty game to be super hard
play holocure stage 1 endless, then tell me that
lel
it isn't even moderately hard, let alone super hard
it's literally braindead
I broke former top score in v1.4 on my 2nd endless attempt because of how simple it is
doesn't need to get any simpler pls
needs more going on, not less
the amount of equipment setup and optimization it takes in holocure to be able to just afk ingame in comparison is staggeringly higher
with magic survival, afking is only really useful for grinding. theres boss waves every 2 and a half minutes lol
with a really strong optimized setup, even boss waves can be afk'd through
but the amount of effort and theorycrafting required is staggering
and only few characters can do it
involves some serious facetanking and faith your char won't die, despite hovering around 30% hp constantly from all the damage lul
not in magic survival. you pick up a chest after each one to unpause the timer
laughs in matsuri
also, facetanking isn't really an option
no strong equipment combinations or some other aspect to engineer an option?
enemies scale too much even with like 80% damage reduction
are you talking about equivalent of lategame endless here
or the "normal" part of the game
yeah. more late game, but you need to run around anyways and pick things up before they despawn otherwise you wont be able to buy stuf at merchants (which also despawn)
you sure this isn't a skill issue
I see a afk build on youtube at 42 minutes in
ah, no longer possible then eh
ah wait, that was the wrong vid anyways
how about this one
Wisp
Earthquake
Chain Lightning
Fire Aura
this was the 42 min one
this one also old version?
also super old. 2-3 years
ah
the facetanking I was talking about is for the normal part of the game
not the endless part
the merchant is in the newest update, and mana (exp) despawns after like a minute
not even my afk facetanking build in holocure could survive long in endless, best was like 2 minutes in (32:00), then all the YAGOO's do too much damage
and it's fundamentally broken that I can afk in the normal part of neuro adventures and well past that with so little effort
facetanking has never really been viable in magic survival. tank metas usually involve running far enough to despawn things
i've heard of it, but never played. i gtg now though
alright, cya
Way too easy
Time to try to see if I can manage to die
I feel like enemy scaling might just not exist in this build
Finally, that took a bit longer than expected
I thought a single hit from an enemy would just be enough to kill me but nope, I guess Kotge must have deleted enemy scaling entirely
Few suggestions
- bring back enemy scaling
- fix all the bugs such as the issue with directives sometimes not correctly removing value
- make it so if you have 100% filter you don't interact with Neuro/Evil's projectile hitboxes at all (there's quite a bit of noise from that in the lategame right now)
- optimize XP cogwheels with the combination method where multiple cogwheels near each other merge into one that has the total value of all of them, which should significantly reduce lag
- possibly make other, more lag-friendly endless upgrades for endless mode, otherwise endless mode is gonna become a game of who has the best hardware
Awake again and will read the comments soon 
-
I added exponential enemy scaling but it seems its broken
will look at my code -
Noted.
-
Will prob do something like that.
-
Should be doable. Like a gold one that equals 4.
-
Ill add a cap yah. Endless upgrades im thinking of are:
+1% ai atk.
+1% collab atk
+1% ai max hp.
+1% collab max hp
-0.5% ai cd red.
-0.5% collab cd red.
I may copy magic survivals and force endless upgrades after a certain lvl 
Which will 'cap' drones and other upgrades
Magic survival caps at 150, so it's not actually endless. But yeah, that works. Also makes reroll more useful
I wonder what could have caused this 
patch coming soon with most of the changes except cog combining into one thing cause I still need to figure out how to implement it
and yes scaling is indeed broken
my scale function returns a value but I haven't set it to anything 
so like super said there was no scale
should be set back to exponential
Tbh, even without scaling I noticed enemies were stronger. Even the goblins kinda hurt somewhat
Btw, I forgot to mention that anny only had 40 HP, and neuros speed was the same as anny's despite it saying 75 in game. Also a few numbers aren't in line with the spreadsheet, such as the evasion directives both saying 10
yahhh need to update those
AI's will not go faster then the collab partner once they'v reached the close-radius
cause, well, if not they'll just crash into the collab partner and go back and forth. (Learned it during testing) 
I mean in the pause menu it listed the same
are they not supposed to be?
Anny's HP been updated
ig it reset while I was updating some values
Vedal has max 40, and anny is supposed to have 45 but only has 40
yah Anny's been updated to 45 again
for speed tho both Neuro and Anny is supposed to be 60
Ah. In game it says 75 for neuro
hmm Ig I fixed it somehow then
at least in the patch, it says it correctly now
I went through all the values and matched them w the spreadsheets everything should (hopefully) match
Also, with both HP directives evil only hit 68 HP. It should be 75 or 78 depending on how the HP is calculated
this one?
Yeah. I had both and only had 68 HP on evil
I mean, I was doing enough damage so I didn't need the extra damage
I was doing some refractoring and I guess that messed up all the values 
Also, sometimes damage numbers don't show up. I saw my harpoons doing 102, but I didn't see how much the pipes did
any dmg below 1 doesn't show up
should I add them back
wait
pipes should do more then 1 tho
erm
Ill check that
The pipes were doing damage for sure lol
Max HP to damage
ah
40 HP is 2x, so 68? Almost 3.5 times
I knew it was busted when I read it lol. 2x is still a lot
The tier 3 directive for attack is a 16.67% damage increase overall, and the tier one is 3.33%
Even with /40 the damage boost eclipses the 50% attack directive
45 HP (neuro) = x1.8
tho that would mean you need basically max HP else you would get reduced dmg
would you still take it?
Without the AI damage upgrades, dual swords hits for 1, and with it maxed it does 3. With the tier 3 directive you do 3.5
With top performance AI instead, 2x gets you to 6 damage
In a similar vein, the directive that gives cd based on pickup range also gives more than the tier 3. In fact, more than both the tier 1 and 3 combined
that part is intended 
the pickup range thing at least
mainly because its conditional
I didn't have the directive tho and got 18%
Yes
Yeah, that's with both directives
hmm then /30 might be what ill do
or well
I did fix the exponential scaling
so ill leave it to /25 for now
I guess my directive loadout will stay the same (assuming the max of 6 was intentional)
nope suppsoed to be 5
I put a < instead of ==
I may not be suited for programming mabe 
Ah, ok. Guess I'm dropping cd. Probably better for lag that way
ok need to go away for a while but after returning gonna do the infinite upgrades (should be easy enough since I can use the same system for directives here but just make them upgrades instead and I don't ahve to worry about removing the effects) and put a cap
after the cap (probably lv35) only the infinite upgrades will be accessible
35 is lower than I thought, but kinda spicy. Gonna have to plan what I take now
Though what about the free upgrade collectables? Forgot what they were called
I don't know if we need an upgrade cap, unless you just meant for the drone count
You could still allow for infinite drones, just make there be other possible endless upgrades so that you don't end up eventually hitting a performance wall so the game doesn't become a hardware race (out of us I would easily win a hardware race)
Also, make the stacking for XP cogwheels work infinitely, otherwise it won't entirely be a good fix for the lag, there will just be a 4th of the amount of cogwheels and that's still too many
Main reason for an upgrade cap is I don't want players to have access to all of the upgrades at once, both for lag and balance reasons
Didn't Patric say that an upgrade cap that reduces the amount going on wouldn't be a good idea because there isn't enough going on as is or something?
I don't know, I kinda like having everything
I'm for the upgrade cap honestly. I find there's too many attacks to dodge now without 100% filter
It also promotes strategy. You won't have as many upgrades as last patch, so you have to pick and choose your build
I don't know really, Patric said to not reduce how much is going on, so who knows
I guess we'll see if they have anything to say once they return or something
Either way, once there's XP combining and infinite upgrades other than drones the lag should reduce significantly
The lag was really bad by the way, at one point when I let it run alone for a bit the frames went down to around 6 FPS and it was hard to even collect away the XP because collectibles behave badly at framerates below like 10
hopefully, fixing scaling would fix that, plus the xp combination thing
the game wasn't supposed to last that long 
scaling is really hard now
Yeah, I assume the game was not intended to last 220 minutes (almost 4 hours)
I think now with scaling enabled again it would be interesting to try what happens this time with the same strategy, which would mean not implementing an upgrade cap at least just yet
If it's still too powerful maybe implement an upgrade cap in a later upgrade
Depends on if Patric has a better idea for that
I did, and by game design principles it's always funner to make enemies stronger over nerfing the player when it comes to balance
what attacks to dodge? you don't have to dodge crap in this game even in v1.4. enemies don't scale by speed or shoot anything at you
Well, Kotge did just re-enable scaling, so the enemies have been made stronger
appropriate scaling fixes issues regarding strategy, so no need to nerf the player for that (though some directives are indeed way too strong compared to others)
For now I guess just see what happens with scaling enabled
yea
my impression from holocure is that the YAGOOs in 30:00+ of endless mode scale linearly, though each of them start with huge stats already and are basically spawning 5 or so minibosses at you every few seconds or so, so linear scaling works for them
don't think it matters too much for now though as long as scaling prevents long games
We'll see how well the scaling works once we get the new build
I said without 100% filter, so the AI's attacks? The reason anny was so good last patch was because she could easily heal off the chip damage from the occasional hits from evils fireballs. But now both neuros have more attacks, attack faster, hit harder depending on your directives. 100% filter means there's nothing to dodge except the enemies themselves, which is only relevant super early for a bit, and once the enemies scale enough that they build up faster than you can damage them
The optimal directives will probably be top performance AI, both HP and both filter like what I was running
and you don't have to dodge the AI's attacks either, like I already mentioned several times
you just didn't figure out the strat to be able to afk
and wdym anny was so good last patch
I literally showed vedal is easily better
vedal can easily ignore the chip damage entirely because he has his invincibility skill
I wouldn't afk regardless. That's not fun. I play the game to actually play it
why are you saying there's too much going on then when you willfully choose to play suboptimally then lmao
picks bad strats, then says there's too much going on, makes no sense
and I also mentioned the tall hitbox had a lot to do with it in 1.4, which was fixed
fireball alone is easily able to carry until evil's new skills are even needed
I mean, you say bad strats when you don't really know how I played. If you scroll up, I did share some runs
you played suboptimally is how you played
you already told me you play endless for fun, not to win, and you did not figure out how to be able to afk
I do it for both is what I said
Afk isn't fun for me
I want to win with skill, not sitting there
if you choose to have to dodge stuff you don't have to dodge just because it isn't fun to you personally, it makes no sense that there's too much to dodge
lul
want to win with skill, have the game add more to actually NEED to dodge
your logic is backwards
Damn, I never uploaded any of my 30k runs. I'll have to do that tomorrow. It's 3 am and my phone's at 3%
for what version
1.4
Well from my perspective it seems like you are kinda just calling me bad at the game (not saying you are, just what it feels like)
I mean I kinda am, but the point isn't to insult you
I owned the top 5 scores in v1.4 by the end, not just the top 2, and I was getting 40k+ casually
there's nothing wrong with playing for fun but you choose suboptimal strats, then say the game makes you dodge too much when it's actually you willfully choosing to dodge too much, instead of use optimal strats so you don't have to
And yet you are the one and only person with a 40k score. It's more you are really good than everyone else being bad
no, just about any decent holocure player could get 40k
and any great holocure player would easily beat my 50k score
it is you being somewhat bad
I'm not some god at survivors games at all
And this isn't holocure
and the skills are directly transferrable
so it doesn't matter
the best players play purely to win as hard as possible, that's the facts
I am among the best players in magic survival, and my skills come from there
well by your own logic, unfortunately your magic survival skills didn't transfer to getting top score in 1.4
or even top former score, before I came along
thatoneguy had the former top score
point is again, I didn't easily break top score by over 10k because I'm amazing at neuro adventures, it's because it's easy and I figured out optimal strat for it
I disagree. There's no point in playing solely to win. If I'm not having fun, I can't keep myself playing. I play to get better, not to use optimal strats
using optimal strats is part of getting better
and so is developing optimal strats
I do both, never one or the other
which far as I'm aware, I'm the only person to have done in 1.4
well maybe you should've developed optimal strat then, you didn't even know what it was until I told you
to even know it was an afk strat
and what are you even arguing for, I said that adding more to the game would require the player to dodge, then you wouldn't need to unnecessarily dodge stuff you don't need to just to make it fun for yourself
I had the top score before thatoneguy. I got bored and took a break, and couldn't get myself to play more than a round here and there
what part of this statement do you disagree with
neither of you were able to figure out optimal scoring strat in v1.4, whether or not it's because you were playing for fun or whatnot, all I see are the results and that you both had terrible scoring efficiency, clearly you didn't figure out optimal strat and your focus on both having fun and playing well is a detriment to you playing well
If you play purely to win and not for fun, you just burn out
deal with it then
I've burnt out several times of my favorite games, but I always come back to them, and I find this completely acceptable, as that is the natural consequence of going all out to achieve world records and such
playing to win is fulfilling, and often that is a deeper sense of satisfaction than having fun, so I have no problems with that
anyways, address this
I burn out on every single game I play, and usually within a month or two at most. The fact I've watched neuro for a year without breaks is a first for me
relatable, so find ways to deal with burnout
I move on to something else and come back when I want to
indeed, that is exactly what I do also
have enough hobbies to rotate between them as I burn out of some of them
like I said, there's nothing wrong with you playing for fun, but you do need to understand that you will never reach the level of someone playing to win if you want to focus on that
if you have no problems with that, that's fine
but it makes little sense to then say the game makes you dodge too much
that is literally your choice to dodge more than required
when the game is redesigned so stuff have to be dodged, even with optimal strat, you won't need to place additional arbitrary challenges on yourself just to have fun
THIS is why I'm arguing really. This REALLY rubs me the wrong way. Just because I play better than other people, I don't call them bad, yet you come in and do exactly that.
It's not that I didn't know you could stand still between evils fireballs, but rather the enemies that line up with that gap can just kill you anyway. It's not exactly fun anyway to do that, and I know I could have gotten farther the way I was playing. The hard part wasn't keeping myself alive, it was keeping evil from being hit twice before she could heal
that's because you assume I say you play bad because I play better, you fundamentally don't understand what I'm saying
and alright, so you did know you could stand still between fireballs. you don't know how to deal with enemies between the gaps killing you
I do
and it's really not difficult to figure out
Vedal's rum
yes, and that's part of why I picked vedal lul
But I play anny
so you picked the worse character
I had my doubts when both super and kotge told me anny was meta
was extremely clear to me vedal was better within a day of playing
I rate player skill by my skill tier system, which is an absolute measurement system, not a relative one
it isn't "I scored higher than you so you're bad"
Anny's teleport is also great at staying alive, quickly steering evil, getting her moving if you are close to her. Her natural Regen and oranges offset chip damage easily
no, it's you failed to see even the pretty easy solutions to dealing with the basic problems of how to ensure you can afk and score well, as well as the fact your scoring efficiency was clearly terrible
I stated many reasons already both here and in dm with kotge why anny is clearly worse in 1.4
not to mention anny's teleport was severely bugged in 1.4
I realize vedals rum is really good, 3 second stun time is kinda strong, but I found anny to be better for surviving
natural regen is bad, her healing per consuming item is terrible, no burst heal, MASSIVE orange consumption (terrible for not burning through healing item stockpile), not enough regen to actually deal with chip damage in lategame phase (40min+), vedal ignores damage outright, and stuns enemies, so many things that make vedal far better
Anny's teleport being bugged I think only killed me a single time
Across like 30 games at least
it's a matter of figuring out who's best, and I made it pretty clear I figured that by changing the meta entirely from anny/evil to vedal/evil within a day of playing
Nah I didn't have problems with healing items
and that isn't because I'm good at the game, it's because this really isn't that hard to figure out
I avoid enough fireballs that it's not an issue
you never figured out an actual decent scoring strategy to actually need that amount of healing items lategame, ofc you didn't have problems with it
lol
I discovered the optimal strats that any decent holocure player could figure out, and holocure is a master class in survivors-type game design
I'm just one of the potential hundreds that could've gotten 50k
30k is nothing and 40k is easy
I'll boot it up tomorrow and take a look at your scores. I haven't actually done that yet. It's almost 3:30, I need sleep
I thought I posted my scores already, I have 2 near-50k scores and 3 40k+ scores, and I easily could've flooded the entire leaderboard and wiped out everyone else's scores myself
but that would be pointless so I didn't
Magic survival is what inspired vampire survivors lol. It has its flaws, but it's a good game too
holocure is much better than vampire survivors lol
am aware magical survival was the predecessor
I'm going to bed now. Good night
gn
Ok. I have read everything and also talked with patric about the matter, and here's my best analysis.
-
The current meta isn’t exactly the most fun. It involves a lot of AFK and as Miffin said, playing just to win will lead to burnout. The meta also needs to be enjoyable, not sitting in one place and being idle. My current solution is to make other upgrades similarly viable, mainly by making them stronger. I'll also be modifying fireball so that the ‘afk’ strategy is harder to achieve. Being able to afk should be a satisfying result of a lot of setup, etc. not 15 min of rerolling for the fireball.
-
A drone cap will be put in place to prevent lag, but not a hard level cap. Mainly, if players really want to, I want them to be able to get all existing upgrades, but have it be so that this may not be the best thing to do. Main way of doing this would be via endless upgrades, which will be introduced around lvl 35 so that alternate upgrades then the main ones can be chosen instead. (So a cap via player choice. Soft cap ig? A cap that is not forced but suggested by design.)
Sounds good to me
Now for the hard part: make the game not lag in lategame
(it's probably not that hard, the XP combining should do most of the work)
One thing that could potentially enable afking easily is the ability to make the AI sit. You can easily move to a spot where enemies don't spawn because they only spawn near the ai. If enemies could conditionally chase after you, that would probably fix that.
100% filter is also a culprit now, as you can just use evil as a fortress. Both HP and filter directives with top performance AI means you do crazy damage and have none of the downside you used to. If parenting obsession was 10% instead, this will stop people from sitting in a corner with evil protecting you. It also stops you from building up a critical mass of healing items which also probably lag the game
If infinite drones are still a thing, could a cooldown be added to how often they can hit? I found they are stronger than fireball and carry in the late game once fireball starts struggling. The last minute of this shows how strong a single unupgraded pizza is, so if you had pizzas fully upgraded and a modest 30 of them, you kinda shred everything.
Oops, forgot to link the video in question 
#1184879711399190649 message
set a limit to like 40. Yah I am thinking of mabe making enemies conditionally chase after the player. Doing some research on other games to learn how to balance more and stuff.
uploading patch rn
will sleep soon after
endless upgrades implemented, hopefully they aren't broken 
Hopefully the lag won't be as bad (and hopefully you can get more optimizations soon)
( leaderboard probably won't open again until I figure the balans out )
by then achievements probably would have been implemented I need to start testing the server soon
uploaded!
woot

It seems like the +10% attack thing breaks the attack multiplier from HP
Not 100% sure though
seasoned babysitter doesn't give evasion
I can't tell if 100% filter and the second HP upgrade directive still exist in this build or I'm just getting very unlucky
it didn't show up in the collectable despite already having one, and now this happened.
it didn't give a pizza
endless upgrades might be breaking after picking them once. it happened to hp
drone automation also doesnt give pizzas
ten tin cans sound effect only plays in the top left corner of the map
also, for like 45ish seconds the second boss wasn't taking damage at all, and the first died from one bullet
yeah, at full health the first boss dies to 1 damage from a rum bottle
I was so sure I fixed that bug
Ill fix it once I can work
Outside rn
this is me being really dumb. I forgot the else: part in a if-else causing the first boss to have like 0 HP
fix uploading soon
also fixed
done!
This was fixed but godot decided to be dum and reverted my changes
ill upload nother version with it fixed soon
I'm assuming it's a no for this? @hard moth
oh, probably not for now, but I have been considering a straight up mobile version, since Godot allows for that. Just, more in the future.
Is 100% filter still a thing? And the second HP directive?
not gonna touch balancing until I understand how to properly do it 
so just bugfixes for now
uploading a new patch which fixes some minor stuff like audio issues
I guess I just got extremely unlucky like 3 times in a row then
Well, I'll be testing out the new patches once I get back to local
so a few things
both virtuality focus and parenting focus give 10% according to their descriptions when they should be 5%
from the main menu neuro's speed is listed as 75 and evils hp as 60
starting with the second boss, every boss seems to be completely immune to damage for at least 30 seconds. the health bar doesn't move even after being hit by several nukes at 130 damage, then a very noticeable change once they start taking damage
all that aside, enemies start doing absurd damage really quickly. i find it to be a race for 100% filter when using neuro so i can safely take top performance AI and blast them. the best game i've had so far as i've been figuring things out was ended while i was running from said invincible boss, and neuro with 68 hp ran into 1 knight.
also, because neuro cant hurt me and gets 1 shot by anything, the ground is littered with unusable healing items. they just build up constantly with no way to get rid of them
It's possible to get into a state where Evil can't do any damage and thus can't heal
1 HP top performance AI I assume
Yep
Seems like 100% filter does not currently disable interaction with Evil's projectiles, which still means we get that annoying noise
Getting constant AI damage would probably fix it, but it would be too slow
Can confirm, bosses are completely invulnerable after they spawn
By the way, did I mention the massive audio latency the game gets at times?
And endless upgrades definitely don't work
Yeah, I noticed the audio too, but I thought it was lag lol
It's probably the game waiting a bit before starting each sound effect in a sequence
Also, when in the directive selection menu, if you pause the game and then unpause, the game unpauses while the directive menu is still open
At least enemy scaling certainly works again
I thought that was patched? I thought I tried that
Happens every time I do it
Well, there's still certainly stuff to be fixed
Yep. But there were a lot of changes/additions so it was kind of to be expected
ok so for the bosses being invulnerable that is most likely a bug with the health bar, will fix that.
Noted, I thought I updated the values but apparently not.
I'v planned on having healing items de-spawn after a while like every-other survivors like does, so ill implement that.
I was very sure I patched that. Apparently not 
oh
the continue button

plz use 'esc' for now 
ill patch these tom since they shouldn't take too long, but major balancing will be still after a while
Oh true, I always used escape so that's why it seemed patched for me
Forgot the continue button existed 
Well, we can finally get to balancing once all the new stuff (like endless upgrades) are fixed
I did too
Endless should be patched in latest download
Well, when I tried them with the latest version I have downloaded the endless upgrades did, in fact, do nothing
At least the one for attack constant
Hmm will check
And just checked, it is indeed the latest uploaded build
Oh
I forgot to change the name in the latest
So name of the last twos the same
but attack constant might be broken ill check anyways
Well I can have multiple drones and it no longer says null so 
I just realised i've been neglecting this project for a while, I should probably try to sit down and fix the upgrade I assigned to myself 
Dw about it too much huge balancing changes may happen and the functionality of evil fumo may change
Fair enough, can always share what i've done at some point if need be
When more bugfixes?
Tomarrow. Working on TCG today.

Essay?
Yeah. Just more in depth thoughts on the current balance. I figure it might be helpful
I'm also kinda distracted by other things 

Typing this out on a couple hours of sleep, so bear with me. (I'm also still waiting on the traveling merchant in terraria for 1 item and I spent like 7-8 hours waiting yesterday
)
So I've been thinking about the balance a bit more, but for most of the attacks I find it hard to get a good grasp on them at the moment. Neuro's nukes are the exception as 8 nukes is a lot. The second +1 nuke actually gives 2, which I assume wasn't intentional? 6 might be a bit much still, but that can be figured out later
As for the main things that need balancing, I think it's honestly just the amount of damage enemies deal and also top performance AI. Once these are fixed it should hopefully be much easier to get a good grasp on upgrades.
To go a bit more in depth on these, the amount of damage enemies do currently is way too much. While it likely is part skill issue, I struggle to even get to the endless upgrades. I don't know what the enemy stats were in 1.4, but I assume the base damage was 1 across the board, and was balanced around. While directives allow for 50% more max HP, everything but slimes deal at least 4 times more damage.
What I'm thinking is something like this
Weak goblin: from 4 to 1
Kobold: from 4 to 2
Soldier: from 6 to 2
Goblin: from 8 to 3
Knight: from 12 to 4
Elf archer: from 12 to 3
Adding a damage reduction from enemies upgrade is also an option, but the enemies damage should still be toned down a tad imo even with this
Splitting because I maaay have hit the discord character limit 
As for top performance AI, it's because it's a separate multiplier. Neuro can hit up to 2.72x, and evil hits 3x. That's on top of confession letter/crazy robot body being a 200% increase (in other words, 3x) for a total of up to 9x damage from the starting values. It's also the only source of a second multiplier, so it's a must-take. You do so much damage though that you need 100% filter.
Honestly, having a second multiplier for the AI is fine, but it likely needs a rework (and maybe other changes) to make it balanced. While it is conditional, because it's the only source of this multiplier, you end up going for the same 5 directives in the end (HP, filter, and this). There's currently no real downside as 100% filter covers friendly fire, and enemies one shotting you after a bit of scaling covers the reduced damage below 25 (which should probably be capped because evil cant really heal at low enough damage).
I could probably ramble more, but I think I've done enough of that 
Didn't intend for it to be so long, but not unexpected 

Im currently studying how other games handle balancing, which will probably take some time. At least two months.
After that however, I'm going to go through each upgrade and directive.
Enemies and the difficulty curve is also going to be balanced, I do think enemies are a bit too powerfull at the start rn.
Directives are going to be reworked. Going to do an analysis on my own game, and calculate how each directive affects each upgrade.
Patric's helping me on the case studies of the other games. Learning a lot of useful things,
Of which includes my game being really not beginner friendly. I should add a tutorial at some point. 
Until im finished with learning and perfecting balancing, ill most likely work on parts of the game which won't be affected. Mainly, art and better UI/UX. (I.e. ability to view exact upgrade statistics.)
All this does mean achievements will be delayed even further. The one thing this update was for 
I think the description on itch is sufficient for a tutorial tbh, but as long as any added tutorial is skippable it can never hurt
Yah itlll be a separate mode probably. Future plan thou, much after the current one.
makes sense
Yeah, a tutorial for new players would be a good idea. I still remember checking the wiki for Minecraft and somewhat with terraria 
Theres still a couple directives I haven't actually taken yet, namely switch cooldown and the revive so I guess I'll have a chance to test those
True, the game is very not intuitive
Are we still getting bugfixes though?
working on them rn

hoping no more bugs after this. Will be really short on time the next couple days
starting today.
Had no time to finish my patch
hoping at least an hr tomarrow to work on this
Traveling and stuff so very busy this week
Ok. This may take longer then what I said. Things came up. I will try my best to work on this project but no gurantees can be made. 
Just do your best to try to get the bug patches out at some point so I can experiment with that game again
Do you think we will ever get a indie vtubers survivor game?
this should probably go into #1336777692070023271
If it gets migrated, link this one so we can find it easily
getting slightly less busy. Will slowly start working on the project again (hopefully). Will make thread