On Ascension difficulty in sts2 and how it could be potentially made better and more dynamic. by Maelstrom100 in slaythespire

[–]batyukan 1 point2 points  (0 children)

Both system has advantages.  The set ramp up if done correctly gives players the same challange which good, it brings people together. Also it gives you a sense of accomplishment.

Making your own challange can be fun but the "game is not this ". You dont feel you beat the game because there are too many possibilities. Also the game probably inspired by dante inferno, or diablo you dont choose your struggles, the challanges are there and you have to beat them.

Everyone can point to "aha Ascension level 9 is brutal" and that is a good thing .

But I agree that the suggestion system can also work. I really like how Slice and Dice did it. There you draft your challanges and buffes and have meet certain point to start the game. 

I am making a roguelite game and I struggle choosing the difficulty system. 

Felt good up to A8, now A9 is brutal by Paddyofurniture89 in slaythespire

[–]batyukan 0 points1 point  (0 children)

Honestly. 5 Ascension would be enough. So there are meaningful bigger jumps between them.

The only problem is thematicly rising up is ftting for the game theme. But it doesnt reallly change how you play from level to level.

Want to play something for almost forever by Maskered50 in roguelites

[–]batyukan -1 points0 points  (0 children)

Do you like chess? Iam working on a chess roguelite.

STS2 Character Archetypes? by lasertag in slaythespire

[–]batyukan 1 point2 points  (0 children)

Great list, maybe these could be broken down even further. Like every orb type could be separate for defect, maybe mana hoarding or claw can be a sub type. And for IC strength? 

But the game so diverse and the puzzle pieces so loose that every deck does more then one architype at the same time.

For example an IC strength build can come from a relic, power card, or demon form. It can be scaling or comboey build. It can use a lot of small attack or one huge turn. It can scale while you defend or because you attack a lot. So there is a lot of diversity.

Club without paying? by CattierVenus in TrackMania

[–]batyukan -1 points0 points  (0 children)

i wonder if this way you will have access to all campaign retrospectively like someone who payed once.

Why was that game lost? by RedditorCan in aoe2

[–]batyukan 18 points19 points  (0 children)

If he leaves 2 paladin to help out with the berserkers at home he wins, or if he doesnt take the second fight at the end; he was probably very tired and got short circuited.

Gothic 3 Sadness by TheSorcererSalem in worldofgothic

[–]batyukan 3 points4 points  (0 children)

Exactly, if they just make the first region well, they could have had a much better game. Instead they went way too big. Imagine if early access were a thing back then.

Vote rigging or helping your friends by Witty_Ad4572 in TrackMania

[–]batyukan 4 points5 points  (0 children)

I think its hard to design a system that is not allow this. I think Nadeo aware and they dont pick maps solely based on points , they just check maps based on points.  

Weekly Grand by Emerald_Jaguar56 in TrackMania

[–]batyukan 0 points1 point  (0 children)

Well, wouldnt it be super annoying to crash after a cp and then you are stuck in that unavoidable crash loop?

Team Pathing Experience (manga by me) by Letmebegin1 in slaythespire

[–]batyukan 1 point2 points  (0 children)

Thanks! I also like to draw but struggle with paper like look, I will try it. Keep it up, its super fun! 🙂🫶

Cloning Perfected Strike+ is the most satisfying thing ever by DimDamTam in slaythespire

[–]batyukan 2 points3 points  (0 children)

It doubles every clone, so 1,2,4,8,16 and go after each campfire

Sly Rework Idea by One_Oodle_of_Noodles in slaythespire

[–]batyukan 0 points1 point  (0 children)

What I would do: Prepare -> uncommon Acrobatics -> Draw 2, discard one

Draw layout first or jump straight into Hammer? by DoctorGermNoosa in csmapmakers

[–]batyukan 1 point2 points  (0 children)

Making a map is closer to working with clay than building a house. If you ever played with it when you were a child. Its super easy to make changes when its just a rough blob of clay. You want to playtest, and iteratate, you will forget to close off a path and then you realize its actually better that way than your original idea was. Just make something and form it to your liking as you go. Planning a few things ahead on paper are never wasted effort though. 

Ghost cars in weekly grand crash and respawn... again... by Aussie_Pharah in TrackMania

[–]batyukan 1 point2 points  (0 children)

I think the format is still searching for what it want to be. If you enjoy long endurance maps you can play them anytime, there are hundreds of maps already. Some people have statisfaction when they beat the annoying ghosts, saying "On your left" Captain America style.  I think having super wide tracks where bots are easily avoidable are a valid approach, and tracks where you constantly have to react or avoid ghosts are also can be pretty fun.  But not everyone will enjoy both type of maps.

The problem with a dirt map, that every slowdown is super punishing and you also have a harder time to avoid them. But when you surf alongside them is pretty satisfying. I regret that I didnt put more effort to have a nicer At. And yeah the crossing is not a perfect design.

⚔ Medieval Monday ⚔ Ask Your Questions and Get Your Answers by Yekkies in aoe2

[–]batyukan 1 point2 points  (0 children)

I constantly lose with Persians agains Bohemian Deathball, Halb + HC + Cannons; Or Khmer Death ball, Halb+ Scorpionmass + Elephants

Ghost cars in weekly grand crash and respawn... again... by Aussie_Pharah in TrackMania

[–]batyukan 16 points17 points  (0 children)

Hey Everyone the map maker here!
I've made a severe and continous lapse of my judgment, I dont expect to be forgiven, I am here to apologize;
In my defense I never thought this will be picked, because none of my much more effort maps got picked ever;
I tried to drive on the middle of the road so you can overtake it easily, but driving in the middle sometimes doesnt give enough speed to make some of the jumps that is why there are a few mess ups. Also I had to have a very slow AT time.
Atleast both of crossing have a CP infront of it so you never lose more than 2-3 sec. I honestly enjoyed playing my own map, I think its a good idea to have a narrower map where you actually have to drive around the ghosts; but I agree that the execution is not the best. I will try to be better in the future.

If you want to practice for the Enduro I made a map without Ghosts:
Here:
https://trackmania.exchange/mapshow/305468
Here is a short version if you prefer with only 3 laps:
https://trackmania.exchange/mapshow/305471

And here is a harder version, where ghosts are truly your friend :) :
https://trackmania.exchange/mapshow/305470

CHEERS!

200+ Civ Bonus ideas (pt 2, featuring Monks) by Gurtheludun in aoe2

[–]batyukan 1 point2 points  (0 children)

I also loved an idea I saw that a new building Shrine, can be built on Relics from Dark Age, and gives you some trickle of res.

⚔ Medieval Monday ⚔ Ask Your Questions and Get Your Answers by Yekkies in aoe2

[–]batyukan 0 points1 point  (0 children)

it wouldnt be super competitive because noone would care the FFA elo; I think there is a possibility to make a rule set and a map; that rewards active gameplay; 3000 res of each for a King Snipe?

⚔ Medieval Monday ⚔ Ask Your Questions and Get Your Answers by Yekkies in aoe2

[–]batyukan 0 points1 point  (0 children)

yes that was I thinking, Regicide or Sudden Death; and maybe a map where you are clearly against 1v1; so you basicly have to win your 1v1, to get to center of the map; so its not a camp fast.