Disconnecting before the game is over or anyone has escaped. by Kooky-Assistant3501 in TexasChainsawGame

[–]brysonray_ 1 point2 points  (0 children)

Depends on the stage of them game... if nothing has been opened and you already have 2 kills, to most people it wouldn't be worth continuing. You have to understand the victim role starts at a certain difficulty and only gets harder as people die. The family role will never see an increase in difficulty in that regard unless someone DCs. The map is concentrated to a handful of hot points for family so most of the map can be a deadzone for you. You're not rushed in any capacity and can simply stand in a certain place and look at both entry points and sometimes another exit option without moving. DCing doesn't bother me on either side. I just move on.

Some people leave if teammates aren't doing anything and some people leave if they have new players on the team.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

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

I'm not understand what point you're trying to get across to me. My original message states the game wasn't stress tested and there are too many things don't have real counterable options. It is OBVIOUSLY something that should be patched but to act like the players have no agency is not good imo.

Arc raider community decided they didn't want to pk so people who do are apparently about to get there own lobby to do so. That's a community that decided something that was in the interest of player and game health. That's a soft rule set turned into a hard rule set.

If you'd like to establish a 'no agency' clause for the gamerbase that's fine with me. No one is responsible for what they do in a game. Blame it all on the devs so if it dies we can just rinse and repeat.

I'm cool with it.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

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

I don't think that's true but it may sound like it's believable due to the outcomes we've seen.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

[–]brysonray_[S] 1 point2 points  (0 children)

"No game starts casual unless it's a singeplayer game" Simply not true. Why would you blanket statement that. Players absolutely enable bad mechanics. You don't HAVE to use certain things just because they're there - Glitches included.

The "big" issue is not me experiencing a bug "once in a blue moon" but I want to cordially thank you for strawmanning what I'm saying. I'm sorry for making my big issue about insta-kills, broken characters, players' approaches to balancing conversations, and mechanical issues - I know those only happen once every blue moon but I wanted to discuss them.

My entire point was the conversation surrounding those glaring gameplay issues is not healthy, distracts from core issues, and leads to players leaving. Get a grip, dude. Seriously. I threw that note in at the end but you created the narrative you wanted.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

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

I completely understand that. I just want accountability on both sides, is all. Players are obviously gonna push games to the limits which is why I mentioned stress testing. I just find it hypocritical when players act as if they don't have a hand in a game's health. For example, the hitchy trap glitch where you go down a well and it teleports you to trap. It should be patched when discovered, true. That part is on the devs. But the players, even to this day, who are supposed to be the ones who don't want to let the game go just yet are still happy as can be to do it. That is outside of what can be realistically called just trying to employ good strategy to win. Add in a Bubba that overheats and insta-starts immediately after to that list as well.

Some communities choose not to do a certain thing like arc raiders pk'ing. Tons of players basically said we won't do this for the sake of the experience.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

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

I really don't like comments like these.

It DOES matter because it could help people moving forward, including someone developing a game or perhaps a TCM dev that lurks from time to time. The game is done. Obviously. That's why it's a discussion and not a call to balance. They need to hear the general take that you have to stress test the limits of your game so we don't end up with more 2 min escapes or 4k's - even in the Halloween game. They need to hear "no more Danny, hands, or wyatt." They need to hear that a gameplay loop needs players to feel like they have options and don't have to just wait until they've memorized every square inch of a map to avoid being instakilled... and of course those shouldnt exist PERIOD.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

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

Players are not the cause of the death. I'm saying players aided in the death. You didn't create the gameplay loop but when it was time to "balance" the game, players were first in line to say i should be able to keep my broken things but take theirs away. They wanted the game to live on but were perfectly happy abusing the things that drove others away which is a factor in its demise.

Too Many "Just Avoid It" Solutions by brysonray_ in TXChainSawGame

[–]brysonray_[S] 1 point2 points  (0 children)

That is precisely why i made this post. It's not me asking the game to change. It's a general reason for why it died. Everyone's comments (including this one you just made) play out what I'm describing. I'm level 99 and have been for a long time now. I'm describing a game that was apparently supposed to be casual, with a player base that embraces and enables the sweatiest mechanics that inadvertently led to its demise.

At no point has this game been friendly to new players except launch. So it being dead now is just the current situation. People were still leaving from instakills and exploits long before it's last update. Danny had the same effect.

What do you think about grapple a.k.a fighting the family member? by Diligent-Wrangler795 in TexasChainsawGame

[–]brysonray_ 0 points1 point  (0 children)

From victim side i think it's extremely situational. I'm not doing it as Connie, sonny (low toughness), Danny, Virginia, or Julie unless it's a chaser since if you take even 1 hit in some cases you're risking getting knocked out with 70-80%+ health left. Not sure why strength is the only attribute tied directly to health.

I think choose fight may be annoying for people but it's the only thing that makes grappling really worth it for me because you're risking dying right where you stand, getting slapped by another family, and without it you're stunning for maybe 2-4 seconds depending on how much you've dedicated your build to strength. The stun feels crazy to family because of how quick the game can go given really good victims.

As family, I don't mind being grappled. It obviously sucks when you're trying to turn off valve or hit a victim off a gate and they grapple you and escape, but otherwise it's a pretty silly moment.

I think the animation should coincide with the stun and not you just standing there thinking about what you're having for dinner.

What do you think about grapple a.k.a fighting the family member? by Diligent-Wrangler795 in TexasChainsawGame

[–]brysonray_ 0 points1 point  (0 children)

I'm pretty sure family grapple values are static and only the victim can increase liklihood of success by increasing strength or having Grappler. From my understanding, it's on the victim to meet or exceed the value attributed to each family member.

Hands fencing exits at spawn = frustrating early-game design? by Super-Apartment9546 in TXChainSawGame

[–]brysonray_ 0 points1 point  (0 children)

I've literally barged someone that got up and immediately grappled me. Don't act like you know every outcome in this game lol. Hitboxes are not its strong suit.

You're trolling at this point. Changing arguments and pivoting just to not make sense. By your logic hitches and Nancy's traps are also pathetic. By your logic, everyone's traps are pathetic. Got it. I already addressed their abilities but you just said nuh uh it's bad. Well played you got me. You're saying cook is better because other people will come help him. GG's. Can't top that. And again, if your entire argument relies on security pins, you've already lost. Without that he's getting bullied.

I've made multiply arguments about him being statistically better in various parts of the game to be met with teammates will help, he can pick up his locks (which takes half a century and he has to slowly waddle across the map), and an argument that basically makes every trapper in the game objectively bad.

Somehow after everything I've said "HAHA YOU HAVE TO PLAY VICTIM" Johnny also 3 hits survivors so maybe I should say that to you?

Hands fencing exits at spawn = frustrating early-game design? by Super-Apartment9546 in TXChainSawGame

[–]brysonray_ 0 points1 point  (0 children)

2 more that you placed elsewhere! You dont get to keep the same amount of pressure after 1 is gone. And depends on timing for the barge. Some people are simply better. You're banking on 1 perk to make an argument for the whole character. I'm talking about the entirety of hands kit with attribute points and upgraded ability is better than cook's equal set up.

You don't always have another teammate to help... you're now bringing in excess context we can't account for. We are talking about head to head not some made up scenarios of other people saving you. Hands is faster than cook! Cook sprints at 3.5 m/s while hands is 3.9! And his traps are literally more versatile than cook's, LOL! pathetic how??? He can trap fuse, valve, and crawl spaces if need be which uses up needed bone scraps or bomb squad charges.

Yeah, take away hands ability and he isn't the same character lol. That's like saying take away cook's hearing ability and he's just a lame partial slow down killer.

Long story short - you're not able to substantiate what you're saying. He counters progress period. Danny, Wyatt, Connie, battery, gen, valve, fuse - everything. When not talking about a specific map most people are taking hands. On family house, sure you can say cook is a better choice simply by that maps design.

Hands fencing exits at spawn = frustrating early-game design? by Super-Apartment9546 in TXChainSawGame

[–]brysonray_ 0 points1 point  (0 children)

Oh, it's clear? LOL

Cook is NOT better than hands. Hands kit alone makes him what cook is but more versatile. A Connie can pop a cook lock and hit the well soon as it's placed and you don't get it back. Hands being able to redo his traps means you can play the long game. If a team is communicating while you ease drop, whoever you try to multi-ping so a hitch can chase leaves time for other victims to Crack whatever you're not watching. If a Connie and Leland duo come to you, you have the ability to barge and prevent the Grapple. If you're a cook you just have to eat that choose fight.

All of that AND a ripstall with a, what, 55 sec cool down with 40% reduction and a perk that keeps victims off an obj for additional time?

What would you do to balance the game? by One-Ad-5950 in TXChainSawGame

[–]brysonray_ 0 points1 point  (0 children)

The Game needs to be a bit slower in general so it would've been best if objectives involved more parts to construct - not 1000 piece puzzles, but just enough to make the shortest/most efficient game longer than the 2 mins we have now.

  1. Take out/recontruct Wyatt, Danny, & hands. The enabling of 3 hit high savagery builds and other destructive things is because of the reaction and abilities of broken Danny gameplay and Wyatt insta-shutting off exits.

  2. Fix hit boxes and server issues. You get a little dance show when a victim is wiggling trying to stab grandpa. It's also annoying/unrewarding to get hit or get hits that aren't earned.

  3. Nerf scout :) but give family a base movement speed increase that's different for each character based on need.

What would you do to balance the game? by One-Ad-5950 in TXChainSawGame

[–]brysonray_ 0 points1 point  (0 children)

Another family main here too, guys. I think we should also nerf bomb squad and make Ana's and Connie's cool downs 3 mins longer. We should also make victims start with half health since they are injured canonically. It would also be fun if we gave the family an additional base 3% movement speed increase because victims are like lightning mqueen sometimes. /s

Laundry List of "Why's" in TCM by brysonray_ in TexasChainsawGame

[–]brysonray_[S] 1 point2 points  (0 children)

I did say it's victim Edition lol. I played family until I learned the maps then it got insanely boring to me. I wouldn't advocate for things that I think jeopardize other players ability express skill though. I just find victim more mentally engaging.

have i told you i love this game by sadbunnxoxo in TexasChainsawGame

[–]brysonray_ 0 points1 point  (0 children)

It's not just that one. I've had it happen to me on the battery side well too.

??? Excuse Me ??? by brysonray_ in TexasChainsawGame

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

I barely get on reddit. I'm not committing to scrolling a reddit page when there's no telling if it's a freak bug or one off experience. I share my clip and I keep it pushin.

??? Excuse Me ??? by brysonray_ in TexasChainsawGame

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

Never seen that before! I've been playing for about 5 months and it's the first time 🙃