A bit of detail

Not just specials. I play with friends, nearly always the same one hosting. He has called horde too several times, without me hearing anything until the rats are almost on top of us. Most of the time I can spot things well in advance, though.

During the perorder beta there was a bug where audio channels would get overloaded and all sound would stop. It stands to reason there are still audio issues with the game based on that plus the numerous complaints you find on the forums.

Awesome information, thanks! I absolutely love your graph and it explains a lot. It also helps calm down the speculations on how big of an effect that is.

One question though … how does one get to consistently 1000 HP? Level + items give you 600 HP, then you have one or two +10% bonuses (correct me if I am wrong), so you could be at 720 HP. Add in the occasional, situational talent and buff, but that would not be consistent and you imply that you would have to reach something above 850 power to make break-points in Legend, which implies consistency.

If I am not mistaken you can stack two boni from single item:

eg. two from ranged weapon (power vs. armored & power vs. skaven) and two from trinket (power vs. armored & power vs. skaven), which would give you an additional 40% or 240 power vs stormvermin. You’d still be 160 off from 1000, though, but I think talents can bridge that cap.

i doubt your supposed to be able to , i would think thats the entire point and why some of the buffs exist , topping out HP should be something you can only do through temporary buffs . but im not a dev so maybe im wrong.

But that would not be consistently, as it would apply to only one class of enemy. All other break-point-lines can be achieved across the board and the lines have the meaning that “above/near this line, gameplay feels similar in terms of hits you have to do to down stuff”. So for these lines to make sense, you should be able to cross them consistently, not only temporarily or against certain types (which in effect is the same as temporarily).

It applies consistently to the section of enemies that overlap with the chosen section. Could be armored + skaven, but could also be infantry + chaos. You asked to correct your use of power (that you could only add one or two), and I did.

So for these lines to make sense, you should be able to cross them consistently, not only temporarily or against certain types (which in effect is the same as temporarily).

If you can’t reach the lines does it not tell you that you cannot reach the same effect as in other difficulties? How does that not make sense? It just means Legend likely behaves differently from other difficulties, unless you specifically gear against a subset of enemies, at which point THAT subset behaves as in other difficulties. Makes perfect sense and seems completely understandable to me.

Are FS just ignoring us all’?

Your interpretation makes complete sense.
I was starting from the assumption that all lines in the graph were basically “playing by the same rules”. If they aren’t because Legend is a special snowflake, then so be it. Just wanted to make sure I am not misunderstanding something here. Thanks!

No, we’re here. Just a bit busy clicking lately so haven’t spent alot of time writing on the forums. Sorry.

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We know you are busy, just keep in mind that we are here because we love your game and, if possible, we want to help you all with our feedback.
Thank you for your time :slight_smile:

errr… do you mean invisible enemies? or do you expect every rat to be audibly locatable all the time? they’re rats, they’re meant to be sneaky. it could very well be designed like that to keep you on your toes to keep checking.

you are discussing vt1. this is vt2. learn to adapt, unless the audio cues not playing is specifically reported by devs to be a bug.

as an example, the assassin in v1 was located by visual cues alone. in vt2 they added the extra chittering noise that you can locate it by. 1 or 2 slave rats in vt1 walking up to you behind also wouldnt be heard until they tried to strike you.

i’ve played a lot of vt1, to the point that i had to solo farm cata cos of dwindling public games. well i dont really need to justify myself i guess. i play on legend almost all the time and i see so many people not responding to audio cues at all, it’s kinda sad when they start to blame the game when they get sandwiched from behind and in front.

There are well-known and documented cases of sound queues not playing (silent hordes, specials not having their spawn sound, boss sounds not playing, sneaky enemies).
Players not noticing sound queues is a different topic and that happens, too. But the fact remains that sound sometimes does not work consistent and inconsistency is a good sign that something is not working properly.

This is especially true since this game so heavily revolves around sound design and has some of the best sound design I ever witnessed (Overwatch and Senua are other notable examples), so I find it hard to believe that the behaviour reported was intentional, as it would go against their overall sound design.

I can live with the current state and the occasional sneaky rat is fine (playing Champ only). Teaches you to turn around, but overall I would like the game to behave consistent in this regard. Randomness is the domain of Ranald. :wink:

@Ratherdone - while you arehere with us- could you please kindly comment on green dust issue and when we can expect fix?

We have seperate thread for it here but I couldn’t tag you there: http://forums.fatsharkgames.com/t/were-all-out-of-green-dust/21071/17

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youre a vt1 player and you seriously think the inconsistent audio is a design choice? failfish. this is vt2 yes, but you can still hear footsteps from stray enemies sometimes, same goes for the backstab cue. This works exactly like in vt1. Its just bugged and inconsistent, like so many other things as well, and doesnt match the other audios playing at all. Srsly how little have you played that you come here with such an ridiculous argument.

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They think it’s another “difficulty feature” while this is just YET ANOTHER bug in game.

Sorry to burst your bubble people but Fatshark games are usually full of bugs and issues in first months of game. V1 was the same, V2 too.

It’s not a feature or change- it’s a simple bug of rushed game.

who understands that scale? makes no sense to me
even ingame i cant feel any difrence between 0-600 power

This is what separates good/bad devs. Love this behind the scenes context.

Great feedback from this community to. Good reads.

I feel the full-on progression on everything clashes with the measured nature of the combat system. The game presents you with very concrete combat puzzles solving which requires learned information (say, 2h hammer light swing always oneshots clanrats on x difficulty). This information should be easy to learn, remember, and act upon to correctly plan combat engagements. Adding obscurity, needless scaling, and power bumps introduces doubt in situations where there should be none.

Consider these bigger bumps which players face:

  • Switching from a high-level character to a low-level one
  • Moving up a diffuclty level (or two)
  • Equipping high-power items on your low-level character

Now consider some games which got rid of any bumps in favour of a more consistent experience:

  • Orcs Must Die 1
  • Doom 2016
  • Any RTS game

These games are enjoyable precisely because you can learn the system and not have the carpet pulled out from you when you fail to pinpoint its exact behaviour at every power point. I strongly feel that giving the player more predictive control over combat should always trump the feeling of progression.

Don’t get me wrong, I think the system is a great idea to spice up the combat of a casual RPG or a grindy MMO. However, forcing it in V2 feels like pouring snake oil over your birthday cake.

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I’m pretty sure I read a dev post somewhere that confirmed they don’t want this to happen and will work towards consistent gameplay so player’s don’t have to basically re-learn their weapons between difficulties. And all the V1 vets whose opinions I’ve read have criticised this specific aspect of the beta. To quote j_sat’s posts on reddit:

When weapons feel rather different at lower difficulties I think we are setting up our players for failure

The ratio mishap really did a number on release.

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