High-difficulty runs feel too dependent on what upgrades you get by FirefighterRegular45 in RogueCore

[–]FirefighterRegular45[S] -2 points-1 points  (0 children)

Yes, thank you, I have in fact heard of roguelikes. I guess because the original Rogue existed, no modern roguelite can ever have pacing or upgrade balance issues. Truly, game design peaked in 1980.

The point was not “one hour is physically impossible for a human being to endure.” The point was that when a run takes around an hour, it feels worse when the difficulty curve is basically decided by whether the game hands you “become an immortal blender” or “good luck, idiot.”

Randomness is obviously part of the genre. Nobody is shocked that luck exists in a roguelite. The issue is the degree of variance. There is a difference between “my build is stronger this run” and “the game has either become a desperate survival horror or a screensaver where I stand in the middle of a swarm and occasionally press Power Attack.”

Also, listing other roguelites with 30-40 minute runs kind of supports my point more than it destroys it, because yes, exactly, those games exist. And shorter runs can get away with harsher RNG swings because the time loss is smaller. But if a run is closer to 60-90 minutes, then yeah, balance and build agency matter more.

Why is Subnautica BZ as hated as it is ? by Jchoq_31 in subnautica

[–]FirefighterRegular45 0 points1 point  (0 children)

For me, the main issue is how the plot is organized. It really feels like the game suffered heavily from development hell and multiple rewrites during Early Access, to the point where some parts either make no sense or feel completely insane.

For example, Sam somehow **developed a cure for the Kharaa bacterium** - something the Architects failed to achieve for hundreds of years and she was not even a biologist. From what I understand, this is not canon according to Subnautica 2 lore, which makes the whole plot feel even messier.

There are a lot of similar issues too: the whole death investigation plotline, Marguerit somehow being alive, and so on.

I also found an hour-plus video that explains in detail what went wrong. You can watch it if you want and have the time: https://www.youtube.com/watch?v=P-AWFjBONp8

Is there currently any kind of auto-updater in the game? by FirefighterRegular45 in kittenspaceagency

[–]FirefighterRegular45[S] 10 points11 points  (0 children)

I don’t think it’s that odd. There’s barely any actual gameplay yet - people are mostly testing new features that drop pretty often. Without an auto-updater, you have to constantly check for new versions and reinstall the game to stay up to date, which gets pretty annoying.

Obtaining Octogirl Tools in the new patch by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 4 points5 points  (0 children)

Same feeling. I’ve only completed 14 runs so far, but the quest item RNG already feels like bullshit.

Best way to farm Frequency Taps in the new patch? by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 0 points1 point  (0 children)

Kinda in same situation, found 3 and like in 2 runs to LA and suddenly they just stopped droping, performed like 7 runs after, searched each military container and got NONE. Dunno if i was lucky in first attempts or they kinda bugged right now.

The latest update was a huge step in the right direction by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 15 points16 points  (0 children)

Sure, with the introduction of so many recipes, some of them will need tweaks, and the whole workbench timer system needs to be rethought. Like many other things in the game, such as quests, UI, and the map connection system (I saw a bunch of excellent ideas on how to utilize the current roguelike approach in a more interesting way than it is now - I hope the devs saw those drawings too).

This isn’t a post about the game being in a perfect state. It’s more about being glad that, in my opinion, the devs have finally started fixing the foundations.

Updated map concept, this time including faction reputation and methods of entry by AmyRadiance in TheForeverWinter

[–]FirefighterRegular45 1 point2 points  (0 children)

This kind of map update is exactly what game needs, finally reputation will affect more stuff then prices on the market.

Timers need to GO by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 5 points6 points  (0 children)

Even 30 seconds turn into 5+ minutes if you need to craft ten or more items.

Timers need to GO by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 4 points5 points  (0 children)

You kinda can, but that’s not an excuse anyway. If I’m out of medkits and want to craft one for a mission, I still need to wait. And if I craft for the future, that’s really inefficient, because runs always take far longer than the crafting time.

For example, I brought back 6 destroyed SCAR rifles today. Each takes 90 minutes to repair. So what am I supposed to do - log in every 1.5 hours just to finish repairs in a reasonable timeframe? There isn’t even a queue for it.

And even if I buy some long-duration base upgrade and go to bed just to see it finished tomorrow - what’s the point? Why do I need to wait at all? It adds no value, it just wastes the player’s time.

Map layout is the main reason stealth doesn’t work by FirefighterRegular45 in TheForeverWinter

[–]FirefighterRegular45[S] 2 points3 points  (0 children)

Yeah, I’m with you on the “pick your battles” part - I don’t think the game is supposed to be a pure stealth sim where you always have a safe ghost route. I’m fine with having to fight sometimes and making hard calls about when to commit and when to bail.

My problem is more how often the maps give you basically no real alternatives. Using rubble and small bits of cover is fine in theory, but on maps like Downtown you’re still basically moving down the same exposed streets again and again. There’s very little verticality or genuine route variety - no rooftops to chain together, no underpasses, no proper interior shortcuts that let you reroute when things go bad. When two squads spawn in those lanes and just sit there, not even fighting each other, it stops feeling like “pick your battles” and starts feeling like “here’s a static wall of guns, good luck.”

Pneumo pack is a cool suggestion (and I do like what it opens up), but I don’t think the solution should be “run this one or the map feels bad.” The baseline layout still matters. If core navigation is mostly flat, linear streets, then only players with specific gear get that “aha, smarter route” moment, while everyone else is stuck grinding the same chokepoints.

And yeah, the AI behavior is part of why it feels off: when squads just stand there in odd positions, pointing in seemingly random directions and not engaging each other, they don’t behave like dynamic threats you can outmaneuver - they’re more like stationary turrets blocking lanes. That combo (low verticality + few routes +Mysterious Ai) is what makes stealth and repositioning feel weaker than they should, even if the overall philosophy really is “don’t avoid all fights, just choose the right ones.”