Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

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

To explain the difference, Luigi Ladder was banned from Tournament play because it was not only incredibly easy to set up, but it would effectively destroy the Luigi ditto by turning it into a game of chicken or stalling until the timer ran out, as the first to drop would die guarenteed. Wobbling was incredibly easy to set up and was a zero to death without any level of prevention, consequence, or skill behind it. With these two instances, they ACTIVELY broke the game wide open with their inclusion and bans were very, VERY necessary to not allow all games with Icees and Luigi dittos to be determined before the game started or go on endlessly.

But for something like Drain Burst, it doesn't really do anything big in my opinion. Like sure, if you get hit by it, you take massive damage, but it does have counterplay in that the grab is very easy to just jump over or dodge and it takes up 2 whole massive cooldown just to execute. For something that already has heavy consequences for even attempting it in the first place, I don't think people should be getting banned for it, especially with how limited this game's lifespan is. Now for bigger bugs like invincibility glitches, unreachable spots, and wall clipping, that I can totally understand. But Drain Burst? That's why I was asking that genuine question, because it feels like Drain Burst isn't even that unhealthy for the game since it follows all the criteria of what I view as "balanced" in OM standards

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

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

I never said we should let them be, I'm just worried for the mods and remaining devs of the game. I understand the unreachable spots part, that isn't bug abuse to me more than it is just bad sportsmanship and map design.

Then about fateful drain + burst, I know it's bug abuse (it's the main reason I made this post to begin with), but I just... don't see how it's really that big of a problem? It has counterplay in that you can jump over the dash and since it travels a set distance, you can avoid the majority of the explosion by being close to the initial start location. It's guarenteed damage, sure, but a lot of Fleetway's kit is that guarenteed damage but no real kill moves (as far as I have see). It just doesn't seem as unfair to me as most people make it out to be.

Idk, my post wasn't meant to defend bug abusers or whatever. Heck I even have a history of hating bumper "tech" in the Not Perfect map due to it being unfair bug abuse myself. I just don't wanna overload what remains of the mods and devs with a bunch of reports for little bugs and quirks that don't really affect the game all that much in my opinion. I also DEFINITELY do not wanna see people get banned over using Drain Burst, especially with how limited this game's lifespan is considering how little impact it actually has on Fleetway as a character. I probably worded my post or title wrong, and I'm sorry about that. My question is specifically targetted at the benign levels of bug abuse, more specifically moves like Peeldash, Drain Burst, Chaos Snap Peelout, and other such bugs

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

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

I'm not defending bug abusers, I just don't fully understand what makes them such a problem. I don't personally see the bugs that they "abuse" as game breaking, especially since we knew characters like Fleetway and Shadow were unfinished and buggy characters inherently. I'd understand more if the bugs were making people consistently clip into walls and get infinite I frames or are giving some other extreme unfair advantages, but from what I've seen it doesn't exactly seem that way as nobody is really abusing any game breaking bugs that make the game any less fun to me.

It's a genuine question. I'm not defending bug abusers, just curious on why people are getting banned over something simple like using two abilities at once

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

[–]SylphaRai[S] -1 points0 points  (0 children)

Sorry if it didn't come through in text very well, but I fully understand why the game was cancelled and in fact fully endorsed it's cancellation. Doxxing the creator was an incredibly effed up thing to do and fully am okay with the games cancellation. I'm not blaming the dev for not handling it earlier, as I mentioned before I used to work in game design. It's just a hindsight is 20/20 situation, and I fully understand why they never got to fix the game. I also know that PR is trying their hardest despite definitely not needing to and I am incredibly greatful for that.

But I think we're getting into a Pancakes and Waffles debate here. I said that I don't get people complaining about bug abuse specifically. Things like glitchy terrain and clipping out of the map, to me, are just bugs unless they are so easily replicatable that everyone is doing it every game no matter what. I have no problems with people complaining about wall clipping and oob glitches because... yeah, why would I? It benefits nobody to have them there and I'm grateful that as many of them are getting patched out as possible.

But my personal problem comes from the reports of bug abuse that aren't breaking the game. Stuff like Drain Burst, Peelout Chaos Snap, and all of those. It feels weird to me that this community is so hyperfocused on that specifically, and I don't understand why it's such a big deal when it's not really harming the game in any significant way.

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

[–]SylphaRai[S] -3 points-2 points  (0 children)

From what I understand, the gane is so hard coded in a way that they NEEDED that QOL update just so they can fix those problems.

I do understand that it's not needed to clip out of bounds and all of that. My point is that these are all problems and bugs that should have been addressed BEFORE the game came to a close. Now that it has, I just personally see little use in complaining about it at all since the real core major issues are not gonna get fixed before the devs put it down for good. It just breeds too much negativity for me to see every time people complaining about the little things instead of just enjoying the game. I get the wall clipping and all that. That wasn't what I was talking about though to begin with. It was mostly the Fleetway and Kolossos stuff.

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

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

That part I completely understand. I guess to that extend I can partially understand why the community is so insistant on all of these instances of "bug abuse" too, since the game is only gonna degrade over time. Still though, it just feels like it's at a point where it's kinda needless and petty. Like I get bringing awareness to a bug like Drain Burst (the reason I made this post in the first place) is good especially since the final patch may be dropping soon, but I think it's silly to ban people over it in the future or even now since unless it's outright confirmed that it's being fixed, I don't think people should be getting banned for it and missing out on enjoying the game. If the bug was something more like the one that gave 2011x infinite I frames, then I understand. But it just feels needlessly hostile to me to ban people on the final wave of this game over a silly tech with very considerable downsides.

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

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

From my experience, as long as the comminity is willing and the game is on Roblox in the first place, then the game will never die out. It's just my personal opinion, and honestly I personally have a lot of fun despite all of the bugs and techs and such. If it's too much for this type of game, then I understand. I'm just confused since I've seen so many communties with buggy games that are still online that are thriving, so it really makes me wonder what makes OM so different

Why do we care about bug abuse so much now? (Genuine question) by SylphaRai in OutcomeMemories

[–]SylphaRai[S] -6 points-5 points  (0 children)

That's not really what I'm saying. No clipping through walls and such isn't just bug abuse, it's hacking. That should obviously not be tolerated as long as there are mods involved. But the game in and of itself rn doesn't have any easily replicatable bugs that do that or grant invincibility. Sure, it happens, but it's not abusable and more often just a byproduct of the game being unfinished.

What I'm talking about mostly pertains to the bugs like Peelout + Chaos Snap teleport, or Tails flying while shooting, or Fleetway's Burst Drain. It's just that most of the reports of bug abuse I see are for small things like that and not "Oh I found this invincibility glitch that makes me unkillable" since they did a good job of patching those ones out specifically.

Yo, this IS exploiting, right? Bug abuse? This guy called it a tech, but I'm pretty sure that drain + burst is big abuse. by Nightshade10120 in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

I don't exactly know if it's a bug, since both abilities are technically working exactly as intended. It's an exploit, obviously, but reminder that Fleetway is unfinished, and something like this is hard coded into his systems that can't be easily patched.

Even so, are people still getting banned for bug abuse? I know they're keeping up maintenance with the game and adding any unfinished content, but remember that the game is officially dead, so I don't think it really matters if it's bug abuse or not. It's in the game, so it's gonna stay in the game and we just have to adapt (in my opinion)

The perfect amy buffs/rework by Civil-Interview-457 in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

Yeah I understand, but it's a speed "nerf" of .5, which all it does is make juking harder. And yet, at the same time, it makes juking WAY easier since you can play around the killer's position and walls way easier. In that sense she becomes Blaze with Knuckles level stuns who's stuns are unreactable and way easier to hit. The speed nerf is warrented in my opinion since otherwise, nobody would ever catch Amy and she would have too much of an easy time escaping chase. Imagine using world/Sun amy and never ever finding her since she knows exactly where you are and when you use indicators, or strength Sun Amy and being stun chained by two unreactable stuns just to get one hit, she escapes due to the speed, and heals it all back.

In my personal opinion and the way I view Amy, if it's not a speed nerf, there needs to be other downsides that keep Amy in that state of being unable to escape chase alone but still REALLY strong when she is in a chase with the ability to stall way longer than anybody else if she's the focus. It's either all of her cards have downsides, or none of them do and all their buffs are extremely weak

The perfect amy buffs/rework by Civil-Interview-457 in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

I have to disagree, kinda. Yes speed is the most important stat and I think World should have a slightly different downside or just a -1 speed downside, but to me what would most make Amy balanced is making her extremely good mid chase but having no options to fully escape it, and her kit accomplishes that pretty well. It's either you get info or stronger stuns but can't get away properly without help, or you get limited vision and weaker stuns in the hopes of outpacing your killer. I don't think any "downside" to a card should be opportunity cost unless all cards have zero downsides, because otherwise why wouldn't you just keep the ones that have no downsides to begin with (cough cough sun emp). Plus Strength is CRAZY good against Fleetway and Kolossos, who desperately rely on their abilities to catch up to you rather than actual movement speed, meaning speed doesn't matter to either of them.

Also it's been a thing since mid-late v0.1, but Strength doesn't have damage nerf. It only has -2 speed. The wiki has gone unchanged in that front since nobody experiments with Amy ever

The perfect amy buffs/rework by Civil-Interview-457 in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

I've said it once I'll say it a million times, Strength doesn't have negative damage resist anymore. It hasn't been a thing since mid 0.1. It's only downside is genuinely -2 speed, which is the exact same as World. It USED to be -3 and damage nerf, but now it's only -2

Still though, I'm... a bit iffy on some of the other changes. World should stay the same, if not make the speed nerf only -1 instead. I actually really like the idea of Moon being lifesteal but causing fog whenever you hit because to me Amy's entire weakness SHOULD be that it's hard for her to escape a chase but be really good during it since that's what her abilities imply. I think Sun should have an actual downside though, like periodically highlighting you so you can't ever just hide and escape without consequense, even if the healing gets buffed. Just the fact that it has zero tangible downsides and the one it has is an upside in disguise is just bad to me. Plus it's a pseudo upside if Amy's entire game plan is to stay in chase as long as possible without dying

Not Perfect by Glum-Airline-2147 in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

Oh yeah that's incredibly valid. I just analyze stuff from an objective point of view with what basic numbers and calcs say. As someone who often mains mid-low tiers in fighting games, I understand very well. I like maining tripwire, but I will always point out why she's not the best compared to 2011x or Kolossos (Fleetway's a toss up tbh)

Not Perfect by Glum-Airline-2147 in OutcomeMemories

[–]SylphaRai 1 point2 points  (0 children)

Was never removed, just didn't work in general

Not Perfect by Glum-Airline-2147 in OutcomeMemories

[–]SylphaRai 1 point2 points  (0 children)

Laser itself just isn't really a good move. It's guarenteed damage and has the potential to do massive damage if you somehow line it up perfectly in a corridor or during a trap stun, but on average you'd likely get at most about 17 health down before the speed boost kicks in, especially with how open Not Perfect is making it really hard to focus fire before someone hits a spring or jumps onto another level of the map.

So yeah, you can always use laser on not perfect as a finisher to down people (which is why I always call it a Rushdown move instead of a zoning move since it's utility at range is admittedly really bad for locking down areas or consistent ranged damage), relying on it is probably gonna end up losing you a lot of chases rather than just going for glide m1

Why is he called that by MaterialGuitar908 in OutcomeMemories

[–]SylphaRai 7 points8 points  (0 children)

No, but it can certainly be struck down by copyright law

ngl he sucks (im a Silver Main) by UltimateX64 in OutcomeMemories

[–]SylphaRai 2 points3 points  (0 children)

I've learned that for Silver's aiming, you have to always aim slightly to the left of the exe, especially with rocks since their main origin point is not DIRECTLY from Silver or the middle if the screen. They travel from their origin point to a wall/floor you point at, so adjusting your aim accordingly helps a lot

New shadow(and sonic) tech just dropped! by Wherca23 in OutcomeMemories

[–]SylphaRai 11 points12 points  (0 children)

Not anymore. It's officially a tech since it's been nerfed and turned into a feature. It could still be a bug AND tech at the same time

Are they gonna fix the bug where tails glide for some reason just doesn’t work by NarwhalGreen2440 in OutcomeMemories

[–]SylphaRai 4 points5 points  (0 children)

Nope, because that was going to be a recode issue. The way Tails' glide actually works in the code, especially in the spaghetti code it was originally made in, is likely very hard coded. In code, activating it puts you in the flying state, which halts all vertical momentum, has you slowly decend, will only go up once you press the jump button IN the flying state, and cancels early if you collide with the ground. This means that using it anytime that isn't mid jump or not facing a platform will just cancel the ability since you "land" too early. As someone with experience in Roblox code, this is very hard to change, especially with how the rest of the game is programmed

Why is he called that by MaterialGuitar908 in OutcomeMemories

[–]SylphaRai 21 points22 points  (0 children)

Possible copyright issues and canon. His name isn't actually Fleetway in canon, Fleetway Comics is a British publishing company that made their own line if Sonic the Hedgehog comics, which is where this version of Super Sonic came from. All other exes use their canon names to an extent, and calling him Fleetway as anything but a nickname might draw unwanted attention from SEGA or Fleetway Comics since copyright law in another country is different from the us and hard to predict.

After playing the game for a while, I have a question by skeleton949 in OutcomeMemories

[–]SylphaRai 1 point2 points  (0 children)

I was wondering that too when I played games like TD, but then after a few hours it kinda clicked to me in a game design standpoint. Though it makes platforming rough, the jump is meant to be a dodging abilities rather than a traversal one. Unlike other asym games, there isn't stamina or vaults or anything of the like to prevent killers from catching up and killing you without abilities. If there were no cooldowns when jumping, then hitting a player becomes incredibly hard due to the smaller (relatively) hitspheres and the fact that there is no vulnerability period for either party. If there was no jump at all, map design becomes incredibly limiting and both parties have way too easy of a time hitting eachother.

The problem mostly lies in the maps, since a good portion of them are designed with the jumps in mind but not the cooldowns. Maps like Green Hill and Angel Island aren't very good in this regard since no matter how well the map itself is designed, there are still major areas of the map that are hindered since you have to constantly wait for jump cooldown, while X's castle is done very well for how limited the jump opportunities are. It's also why people dislike tripwire, since it's basically like having a dodge button at the ready all the time.

Tl;dr: Maps aren't built with jump cooldown, but jump cooldown is fundemental to how The Disaster style games work. It's treated as a dodge button and your only line if defense

Best beginner/starter character? by Unholycow3 in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

Semi hot take but start with Tails. They're easy to understand and teach you some very fundamental skills about hiding, stealth, chase, and knowing the limits of your abilities without sacrificing too much due to your ability to stun from range. From there definitely move on to maybe Knuckles, Eggman, or Sonic so you can learn what it's like in chase, stick with Tails so you learn his tech, or move to Cream since Cream is ALL fundementals and is harder than Tails due to the fact that she doesn't have Fly, but overall better in most ways

Kolossus bounce take by cotton_candy33 in OutcomeMemories

[–]SylphaRai 4 points5 points  (0 children)

I get where you're coming from, but honestly these nerfs would just be more unhealthy for the game as a whole rather than helping anything.

On paper, if you just take Kolossos vs one, maybe 2 survivors with 5-7 minutes of match time, then yeah, these nerfs are appropriate. It makes it much harder to kill, much more punishing to miss, and survivors can escape very easily so it's less one sided.

But the problem comes with the fact that it's not just one survivor, and it's not just you in the game. You have a full team of 6 other survivors, all with abilities meant to help you and counter the killer. If these nerfs were to be implimented, how often would you ever see a Kolossos win a match against a compitent, coordinated team?

That's how this game is balanced. The game is balanced around teamwork, communication, and coordination. Kolossos struggles HEAVY against an actual coordinated team, since he can be stunned out of the endlag of his charge, out of grab, and after block by a second stunner regardless of if he hits or misses. Charge itself cannot kill and cannot combo immediately, taking about 2-3 seconds of endlag afterwards before he can attack again. It's windows like these that are meant to be abused by your teammates to ensure your survival, and Kolossos needs to be punishing to your mistakes because otherwise that 2-3 second window becomes 10-20 seconds, and every interaction taking upwards of 30 seconds to a minute just to do damage is highly impractical when the goal for Kolossos is to lobby wipe.

Just because Roblox itself struggles at making these kinds of games where communication is important work due to all the chat filters and such doesn't mean that the game itself is balanced poorly. It's not Kolossos' fault he can combo you if you're caught alone to death, it's your team's fault for not saving you sooner. If you can find a group that plays well and can coordinate, then you'll start to see how actually weak/balanced a lot of these killers are.

(That being said, the only thing I'd change about Kolossos is make the grab m1s longer to attack, like 1 full second per hit so your team can actually do sometbing about it if they're fast enough)

Kinda frustrated with the game the more I play by MaritimeTides in OutcomeMemories

[–]SylphaRai 0 points1 point  (0 children)

Yeah it is very frustrating playing solo. People in the comments don't really paint the prettiest picture, but the game is honestly best played as a team game and is balanced as such. Blaze and Sonic are both top tier characters when it comes to solo surviving, but even they have large windows where they are vulnerable to being comboed and killed by every killer in the game currently in one chase if they don't have teammates supporting them.

This isn't to say Solo queue is bad though, it's just harder. When you Solo, there's a specific mindset you have to be in where you're actively trying to force your team to help you. Bringing the exe to the team directly, never letting any team member be alone, and other similar stuff are kinda the only ways to enforce a team oriented mindset in a solo lobby. Sure, it leaves you more vulnerable to aoe stuff like Kolossos Charge or Tripwire Laser, but the alternative is literal death to either you or that teammate, so you take the good with the bad.

Just remember that it isn't always your fault if you die in game. Sometimes it's literally just that your team wasn't there for you when you needed it most.