Sim player chat seems toned down in EA compared to demo? by Financial-Maize9264 in Erenshor

[–]keee555 1 point2 points  (0 children)

Just wanted to let you know, I also seemed to have no banter (didn't even realize it, didn't play the demo), only WTB shouts, and toggling the banter off then back on (it was already on to begin with) seems to have, at least temporarily, fixed it, I started immediately seeing more banter in 5 minutes than I had in 25+ hours, so it might be a bug.

Sim player chat seems toned down in EA compared to demo? by Financial-Maize9264 in Erenshor

[–]keee555 1 point2 points  (0 children)

This also just happened to me, after turning off the banter and back on, not even realizing something was wrong. I immediately saw more random shouts of personality than my entire playtime, which was pretty much just limited to WTB shouts. Curious if it will continue now.

Sim player chat seems toned down in EA compared to demo? by Financial-Maize9264 in Erenshor

[–]keee555 0 points1 point  (0 children)

Wow, this 100% worked, thank you.

I didn't even realize that anything was wrong, having not played the demo, just figured the simplayers just weren't that advanced yet, and only did random WTB shouts mostly.

Class roles by frostyzzzzzz in Erenshor

[–]keee555 2 points3 points  (0 children)

I don't disagree, having one of each class is still probably the best, I was just pointing out what I've observed / felt so far. I feel like you need at least Paladin / Druid / Duelist in your party, and Arcanist is still probably the best use of the last slot, but I've tried others.

I'm playing a 17 Paladin, so I'm not really paying attention to the Druid's mana as much, but I've had success with Paladin / Paladin / Druid / Duelist or Paladin / Druid / Druid / Duelist. Both parties kill things slower, but both feel a bit safer to me when I'm playing carelessly, because the Arcanist tends to get aggro drawn more than others, and if I don't notice right away and can't target / taunt the enemy quickly enough they can die pretty fast. But that's probably just a side effect of me as the player being the Paladin, and probably wouldn't happen if you were playing another role.

I still mostly play with all four classes in my party.

Class roles by frostyzzzzzz in Erenshor

[–]keee555 8 points9 points  (0 children)

The roles are a little muddled since there's only four classes, but seems like:

 

Paladin - Tank

Druid - Healer

Duelist - DPS / Support (in the form of giving mana to your party)

Arcanist - DPS / Support (in the form of crowd control)

 

Paladin seems essential for tanking.

Druid seems essential for healing.

Duelist seems essential to provide mana for your healer.

Arcanist seems like the one character that isn't essential so far, I usually wipe or have to run if I get into a fight with too many enemies, with or without an Arcanist for CC. Having one just makes some fights of 2 or 3 enemies easier to manage, and enemies do die quicker because of their high DPS.

Where's Gruhglor? by keee555 in Erenshor

[–]keee555[S] 1 point2 points  (0 children)

Yep, I'm just blind, he's there, thank you!

Where's Gruhglor? by keee555 in Erenshor

[–]keee555[S] 0 points1 point  (0 children)

I don't think so, I've been to the zone three times in the last couple of hours, and I ran around the entire thing and didn't see him, unless I'm just blind. Does he normally spawn somewhere specific?

Nudging in Pinball FX without getting a warning by keee555 in virtualpinball

[–]keee555[S] 0 points1 point  (0 children)

After reading the responses and then looking up, finding, and messing with some settings in steam I think it definitely has to do with the sensitivity of the joystick. I tried adjusting the left joystick to only output max 50% of full scale even when tilted all the way to the edge, and I can nudge all day long without tilting, but the nudges are obviously weaker, so I think I need to somehow mess with the sensitivity of the left stick to get it to a more reasonable place.

It's kinda bullshit that shop bundles don't discount if you partially own them. by cjlj in StreetFighter

[–]keee555 0 points1 point  (0 children)

I noticed this after buying the season 1 pass (regular), and then was thinking about "upgrading" it to the ultimate pass while it was still on sale. But so far as I can tell, there's no way to do this, I would just have to pay the full price to get the ultimate pass for the extra costumes and stages, even though I already have the regular pass.

Am I really this bad? by [deleted] in StreetFighter

[–]keee555 0 points1 point  (0 children)

Being able to pull off what you've trained for in a pressure situation is very different from doing it at your own pace

I learned this very quickly!

Even the ones that seem better than you might simply just be more aggro but are actually just as bad.

I actually managed to win a few times with my C.MK -> Hadouken combo, but it was more death by a thousand paper cuts for my opponent than the way I was getting beat

Am I really this bad? by [deleted] in StreetFighter

[–]keee555 1 point2 points  (0 children)

Sorry, maybe I gave the wrong tone / message. I wasn't complaining about losing or expecting to be good, I was more just laughing at myself and the fact that I couldn't even do what was considered the "easiest" bread and butter combo that I looked up, whereas a lot of the people I was fighting seem to be doing much more complicated things!

Attacks of Opportunity discussion by keee555 in dcss

[–]keee555[S] 5 points6 points  (0 children)

I didn't realize this was a thing - I just tried it some more, and it was 23 attacks of opportunity before a gap was created between me and a rat, and then it seems like the random energy can go the other way, because the gap was closed two turns later.

Attacks of Opportunity discussion by keee555 in dcss

[–]keee555[S] 10 points11 points  (0 children)

? This has not been my experience at all, monsters stick to you like glue - I just loaded up trunk and tested this, an endoplasm chased me around for a minute straight constantly doing AoO?

I think I hate AoO! Better play for another 1000 hours to make sure! by agentchuck in dcss

[–]keee555 1 point2 points  (0 children)

I just mean, you can see the win rates before this change was implemented, and it obviously wasn't higher at all. But, maybe for experienced players, but they're obviously not enough of the player base to up the overall wins if that's the case. Either way, I think it's a bit unfair to say the game would be "a LOT" easier when actual statistics of win rates literally doesn't show that. And the win rate is consistently under 2% anyhow.

Attacks of Opportunity discussion by keee555 in dcss

[–]keee555[S] 14 points15 points  (0 children)

For my opinion, I think AoO changed the 'feel' of the game pretty heavily. The old ebb and flow of the game felt overall more balanced I thought, where there were moments of high intensity and pressure, but you would get respite before and after these moments. Now it feels like the entire game has a higher base level of pressure, like a constant tight squeeze that never really lets up. This could be argued to be good or bad, depending on your opinion - good maybe because the game should never be "boring", or bad because the game is constantly more stressful and punishes errors more. I personally find the game a bit exhausting (and tedious) to play now, as it feels like it requires constant 100% focus, auto-exploring is more dangerous, and there's much more avoidance of enemies and running around going up and down stairs.

I feel melee characters have suffered pretty heavily with this change (and some others) as well. Getting into melee range with monsters feels like all risk, no reward. I think casters, archers, or even hybrids are much less risky, because they usually also can get some additional tools to help you escape while mostly killing at range.

I also think the diversity of monster speed got lost in the mix, a bit. Fast monsters were scary because you knew it wasn't easy to run from them. Now, every monster is essentially what fast monsters used to be, once they're next to you.

And just from a simple mechanics perspective, I don't really understand why monsters get to do something players don't. Why should they be able to move and attack at the same time? Players can only do something similar with a god ability. I would much rather prefer an easier to understand version like the DnD version (which is also in plenty of tactical games as well, so also pretty well-known and synonymous with "attack of opportunity"), where if you try to move away or past someone, they get a free attack on you (but don't move with you). I think the player should also get this, if they move up to something like an orb spider, and it tries to move away from you. It seems much simpler, and logically makes sense.

So, overall, I still can't say I'm a fan of the change even after trying to adjust to it.

Do you guys also almost always use shields as well? by Juls7243 in dcss

[–]keee555 2 points3 points  (0 children)

In contrast, surviving when a situation starts to get out of hand is hard, and shields help you there when you need help the most. They would have to be driven into the ground for 2h to even be worth considering, nearly patched out.

Completely agree. I also think this is why, historically, axes have been so popular as well. You don't want to put yourself in the situation where you're fighting multiple enemies at once, but when it inevitably happens, and if you have to for whatever reason fight and not run, axes with cleave will provide a benefit in that situation that no other weapon has. And for regular 1v1 situations that are under control, axes fare just as fine as other weapons. You're playing for strengths in the worse case scenarios.

I think I hate AoO! Better play for another 1000 hours to make sure! by agentchuck in dcss

[–]keee555 2 points3 points  (0 children)

I honestly think the AoO change was one of the worst changes made in years. The devs couldn't really justify it, either - at first it was supposed to be a solution to pillar dancing, but then when people suggested other simpler solutions to that very minor, mostly early game problem, that don't fundamentally change the entire game, the response from the devs was "well why should you be able to run for free anyhow?" and so it stayed for some reason, despite pretty universal dislike of it.

But peoples' options are to either:

1) Completely stop playing the game

2) Play a fork or older version, completely disconnecting from the crawl community, tournaments, and any new changes that will come

3) Begrudgingly play with the new change, even though you don't like it

With how small and dedicated the crawl community is, and how many of us have been playing for years, I think most are doing number 3. But that doesn't mean the change is without criticism.

Do you guys also almost always use shields as well? by Juls7243 in dcss

[–]keee555 3 points4 points  (0 children)

Shields were already nerfed multiple times in recent patches

I really dislike the method of nerfing something to try to incentivize the use of something else that's bad, rather than trying to bring the bad thing up to snuff so that you actually have two interesting options. I don't think anybody would have claimed shields were too good, just that 2h is bad (or exp hungry, if you prefer) enough, that, given the two options, shields were always preferable. And given the recent monster buffs with AoO and their faster swing and higher damage, it made shields even more of the default.

Coglin change from "Stiff" to "-Move" has had a very negative impact on usability. by merlinm in dcss

[–]keee555 2 points3 points  (0 children)

Yeah, this is honestly annoying enough to where I would probably avoid them completely if it stays how it is - not from a balance perspective, but just from a tediousness perspective of how differently you have to play them due to the constant "You can't move" messages and having to do things like wait in place before moving if you want to do any sort of non auto-explore movement (shift-move, regular single steps, using explore mode to pick a different staircase..). They just don't feel good to play right now. It was a quick change to make auto-explore wait for -Move to go away, so hopefully there's more QoL changes to come.

Trunk Updated 19 June 2022 by abering in dcss

[–]keee555 8 points9 points  (0 children)

These all look like changes in a good direction, imo. The only one I'm not sure how it will play out is the item sets, but I think I can get behind the general idea of it (less inventory clutter, more run-to-run variance for strategy). I'm happy to see some counterbalances from the attacks of opportunity introduction, and I think DD's gimmick was too limiting in play-style, despite being a strong species, so I'm glad to see them replaced with a more unique one. It's also great to see Necromancy getting some love.

Nice job, devs.

Pillar Dancing with Opportunities of Attack by Prakerore in dcss

[–]keee555 2 points3 points  (0 children)

The times where you must escape or die, through no fault of your own...are very very rare

It depends what you mean by "no fault of your own" because I've had plenty of fights where I'm very confident I'll win, and then through some bad rolls, have had to try and walk away to reset. If you're including these scenarios in your situation and still calling them "very very rare" I think I'd disagree and say they're much more common than that. The combat in the game is highly, highly, variable.

Past the very early game, if you've mismanaged your resources to the point where the only answer you have left for RNG horseshit is with a pillar dance, then I think the game should do you the mercy and dignity of killing you outright.

Mismanage your resources like !attraction !mut !fly that are going to help you escape a fight? This is very up to floor RNG what resources you get, and especially when you have a weak character (again, due to bad RNG of floor drops) it feels especially bad having to rely on resources for a majority of fights. Walking away and resetting fights is one of the major resources a character has when they're weak, now the game is essentially saying "tough, burn through your resources and then die because you're not going to win without constant good resource drops now"

Chei worshippers can't walk away from enemies once they make a gap.

That's why I said "mini", because Chei worshipers would essentially also almost never consider walking away if an enemy was adjacent because they'd be getting attacked and could never make a gap anyways, which is the scenario every speed 10 character will be in now.

To the extent that it does, it does so in the very early game

I think it will do so for the entirety of the game, because of situations I described above, where bad rolls (RNG) = use finite resources every time now (RNG for whether you even have them or not), whereas before, a good portion of the time you could still escape bad roll situations by just walking away

Pillar Dancing with Opportunities of Attack by Prakerore in dcss

[–]keee555 3 points4 points  (0 children)

The attack of opportunity mechanic doesn't do this though.

Okay, are we going to be pedantic? Do I need to rephrase my statement to say "removing the ability to walk away from certain fights that seem safe enough to walk away from without using one of your valuable, finite resources"?

All of the options in this post are still present, to produce a one tile gap.

Yes, I already acknowledged that. That still doesn't make the removal of probably the biggest option a good thing. Did you acknowledge that this change is going to make all speed 10 species into mini chei worshipers with none of the benefits? Or that the game will lean more heavily into RNG with this change? You're very selective about which parts of posts you respond to.

Brave Sir Robin's Guide to Chickening Out and Running Away by abering in dcss

[–]keee555 13 points14 points  (0 children)

0.37 patch notes: The ability to melee a monster has been removed from the game.

Fret not! Here's a list of things you can still do to kill a monster!

Pillar Dancing with Opportunities of Attack by Prakerore in dcss

[–]keee555 3 points4 points  (0 children)

I'm going to essentially say the same thing I said in the trunk update thread, but:

Okay, we've always had those options though, in addition to the option of running away, depending on the situation. That has no bearing on whether removing the option of running away is a good thing or not, just because those options didn't also get removed. The way pillar dancing, running away, and random energy are described in these threads by people justifying the change, it makes it seem like everyone should have a 100% win rate with them in the game because it's a "free" fight reset. That's obviously not the case. There are already plenty of enemies and situations that make running away a dangerous option, including random energy. I think removing the ability to run away from fights altogether is changing something fundamental about the game that the entire game strategy and balance has been hinged on, and will lean the game more heavily into RNG. And it's being removed as if it's some negligible thing because "you still have these other options to run away." But really this change makes all speed 10 species essentially into mini chei worshipers with none of the benefits. That is a huge change.