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About Rehtael

  • Birthday 06/07/1995

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  1. Ricochet, Chain Reaction (I know ALs are changing soon, but you get my point), Harbinger alt fire. and of course some other bullet patterns have tendencies to deal with crowds (RIP Fragmenting BS) To you I say, why have stats or RPG elements at all if you're just going to one-shot the majority of enemies you'll be fighting at-level?
  2. Had a fair bit on my plate over the last few days, but I'll go over some relative basic behavioral patterns which shouldn't be too hard to implement. Whether you use the more excessive Time.deltaTime loop (Which I do because I'm still slightly crap at programming), or WaitForSeconds() with a Mathf(Random.Range) for time delays, adding pauses to enemy attacks is critical. Right now what everything does is fire as soon as you're seen. Look at trends among Binding of Isaac, Enter the Gungeon, and Nuclear Throne. Unless you're going for Hotline Miami levels of time to kill, enemies generally exhibit a pause that can be brief or long, similar to how games that have enemies with hitscan weapons always miss the first shot, otherwise you'd be dead VERY fast. The yeti-robots in Nuclear Throne have a VERY long pause to them, but only most of the time. Their sporadic and aggressive behavior lend to some very interesting combat. When they eventually DO attack, the lunge in at VERY high speeds, but take a moment to accelerate (Except when they feel like ending my daily runs a little early e_e) and can be slowed down by taking damage from weapons with some knockback. Which is good because they do a lot of damage and have a fair degree of health. To reference Enter the Gungeon, the Blue Shell-Kin fire in predictable (But still dangerous) patterns, after a brief delay of being in line of sight. And when they die, they have a chance to fire out shots in multiple directions. I fucking HATE the crows in the scrapyard in Nuclear Throne, but they've been well designed for their purpose. I have yet to determine their exact parameters for when they choose to fly to a new position, but I believe that it's have a relatively fixed period of time, they will fly within X distance of the player, regardless of line of sight. Sometimes this means they escape, sometimes it means they ambush. And in Gungeon, it's about two frames long, but the guns of the bullet kin play an about-to-fire animation. Even though it's THE most basic enemy in the game, its attack has a tell. An important part to adding actual fights to Survived By is just going to be making some enemies tankier. Being able to 2-3 shot everything results in fights having absolutely no threat presence, particularly due to the fact that projectiles disappear with their host. So rushing down enemies is ALWAYS the way to go, because if you can kill them before the shots reach you, then you were never in danger in the first place. Things just happen too fast right now. It's hard to build up any RPG elements and actually use them if offense is the only thing that really matters, and you have such a low TTK. Like I said with Hotline Miami. There's zero reason to EVER put in RPG elements because there's really nothing to expand upon besides the singular-trait masks. (Tony and Jake OP) Which ALSO comes down to speeding up the TTK to limit your exposure to enemies. Tony is killing punches and instant finishers, and Jake is killing throws, so even if you don't have ammo, having any weapon in your arms is a "safe" long-range kill. I REALLY TRIED to play Infiltrator before the Open Beta "wipe" but constantly I found myself in a state of frustration because she (All of my characters are female, no one can tell me otherwise) couldn't do even remotely enough damage compared to Harbinger, whom I still main because... Well, she's OP. Why have to get in close to use an ability with limited range on top of its short flight path when I could just stay at a safe distance and pound enemies with an auto-lock shot? This is again due to the enemies we fight. The Harbinger playstyle is simply the most effective given the behavior of enemies and projectiles. Also enemies don't interact with each other NEARLY enough. I have yet to find proof of this theory, but it feels strongly like the basic bandits in Nuclear Throne fire more frequently the more of them are nearby, like a sort-of confidence aspect. (No proof though, it just *feels* like it) and there are enemies in Gungeon which buff each other with damage and/or damage resistance. And enemy targeting priority would be a good plan. Say, some enemies will mainly target the player with the least health or something. That's about all I have to say for now, despite the fact that I could give some more concrete examples of actual designs,but I may do that at a different time.
  3. I was at one point much more active in the game, excited for its future, and while the latter remains true, my activity has diminished greatly, and due to one singular aspect I've been nagging about for a while now. The literally one-dimensional combat. In a one-dimensional plane (the X axis for those whom it makes sense) you can only go in two directions. In this case, I am either using a basic attack, or using an ability. The bullet-hell-lite aspect is so lackluster at the moment that I don't view it as a factor, and enemy behavior is so basic that the approach to every single enemy is the same: Shoot them. Prioritizing targets isn't much of a thing to be totally honest. They all have a similar threat presence and very similar health pools. I ABSOLUTELY understand that changes to AI and enemy design take time, and I have the patience for these changes to take hold. However, the player attack options being so incredibly basic is what's holding it back. I still remain interested in being an active member of the community, but the draw to SB is currently a fair deal lower than other titles right now. I do NOT want to see SB become Trove, which has a combat system entirely centered around three abilities and is a major grind-fest for things which should be more readily accessible in the first place, but that...
  4. Rehtael


    You know, just make it better*forehead*. Netcode is complicated, and as the game grows, it takes time to iron these things out. There's a reason it just stepped out of CLOSED beta.
  5. Rehtael

    Buyback option

    He used to be by the gate, but I'm not sure if he's still there. He should have a banner over his head though, and probably isn't far from the other vendors.
  6. Rehtael

    Buyback option

    It already exists. Talk to the buyback vendor.
  7. Rehtael

    Two new Class/Character suggestions

    It's far too... uh... 4:33AM-ish on a workday for me to read the full extent, but from what I can see here I adore it. The art is a nice touch too. I'd comment on the abilities, but it's a little hard to at the moment given the game's dire need to expand the combat variety. I've outlined something like that some time ago here, when we were still in closed beta, and hopefully we'd see some system of expanded attacks, abilities, whatever. Because with more ability variety these two classes could have a pretty strong character to them. Not enough people think outside the classic trope box like this. And I do hope that @hh_katherine gets a look at this (Is it still okay if I @ you?). Also there's this old post, though I don't know if it's still up for discussion as a topic right now. (You'll find my Rosinshaper and Nexus concepts there :3 )
  8. Rehtael

    Introducing: The World Tree Warden

    My name is Warden for we are many
  9. As an afterthought, these should -probably- be quest rewards.
  10. And if money were an issue, they could have just put out the founder packs FIRST, I'm just saying, but hey, that's behind us now.
  11. The thing there is that games which typically run a F2P model do them VERY BADLY, and even Warframe is very bad at making itself look good. The WF market looks like a pure microtransaction shop, and there's VERY LITTLE evidence that it isn't on a surface level. This business model just has a bad association, and the only way it's going to get better is by being more welcoming to new players. @HH_katherine ( and @EveryoneElse) I had a real bad feeling when the announcement came up that the game was going to be hitting open beta. It's not ready. Even for open beta. There's just not enough content to show off and give people a good first impression. But I believe in this game and the developers, so that's why I bought the 3rd tier supporter pack, even though I got the 2nd tier free already. I just have to hope the team is quick on their feet and can keep game updates frequent enough to express how much care the game is being shown now and in future. Nothing makes a rocky launch worse than making it look like it won't get better, even if it will. (I had no idea Loadout was even still running until the news hit that the servers were shut down. That game released with so little variety in it, and the updates were so small and so slow, I had thought it was abandoned.)
  12. Rehtael

    Electrum purchases need fixing

    It's account-wide You get more by dying in the well, which does NOT excuse the pathetic 10-legacy maximum we get at the start. 20 would be reasonable. No tier carryover DOES suck, but hopefully this gets smoothed out over time as the devs continue to monitor the crafting stations.
  13. Rehtael

    Name Filters

    A report system would be vastly better than a blanket filter since people will ALWAYS be able to bypass filters, and said filters often times cut out things which should be acceptable, like how Warframe's public chat bot will censor "gay" regardless of context, so people use things like G@Y, 6AY, G/\Y, etc.
  14. Rehtael

    disappearing character

    You're posting in the suggestions forum.