Solution for straw quest should be either making quest location impossible to spawn in green/yellow zone or make a separate objectives similar to stone quest to limit the impact of its existence on your early game.
@@darekztvnu5789 Yeah it being only red zones would work, also just better geometry in those camps, it’s brutal taking one of those on as your first green
@@torpor8652 Haha we lost the recording so will have to do it again but I remembered the doc we had on chapter 2 was just BIRDS as the first discussion point
@@jacersaygo7341 More enemy interaction past chapter 1 would be cool as well, give each chapter a specific enemy that can damage others. Idea - the elite crabs back launchers can be used to do big stagger damage on other crabs or something like that
I literally talked about it with Syphro on stream that leashing some camps in coop is an impossible task. Often someone grabs enemies by small mistake and you end up really behind on tempo cuz you fight a camp twice as big in open areas.
@alzer2262 in multiplayer it is especially rough, and when you get to 4 players... good luck 😅 you almost need voice comms cuz if people go in from 2 or more entrances, you're screwed. I wish I could do voice comms on stream, tbh
@@alzer2262 it’s also enemies backing up out of a camp into another group and knowing when you need to be on the other side of them to keep them in. I see that happening a lot
@@positive4ce yep, that happens a ton. Specifically big spiders. Just gotta dash to the other side of them to make them back up into the camp, but doing that at night time, you run the risk of having them charge you afterwards, where they'll probably hit you cuz you don't have your dash or you dodge them and the charge sends them out into more enemies, regardless 😅 can be tricky to handle properly
@SyphroPlays positive4ce did something cool with comms on stream a special voice channel where everyone but him was muted so we could at least hear him without stream delay, and you can somewhat make calls where to go.
My idea for the keys i proposed to the devs was to have 3 or 4 total keys shown on the map, but only 1 was the real key. Maybe they took that to heart and implemented it?
Straw House is trash. Multiplayer needs a better countdown timer since in Singleplayer you have multiple pauses to think about your build or what to prioritize in your run. Should've been something like the Fountains that add time and the addition scales with players - also maybe get a reroll with that which would lessen the crazy power of certain items. Still want 2-3 Banishes to get rid of an Item or Talent so as to winnow down the rng that naturally increases when you level up a character. Some people responded to this idea in how the game is supposed to be rng in which case... why do you get re-rolls? You are given control right off the bat but that control lessens when you level up a character which is unrewarding while rewarding - better build cohesion, more rng bs to deal with. The ranged spiders and ghouls don't scale well because they aren't designed well. The devs created an enemy that is supposed to do a bit of damage but the attack is too reliable in hitting - increasing difficulty makes that design flaw more noticeable. The melee munchers you can at least distance from unless you are melee in which case... again... bad problem and faulty design. Chafe enemies are good in a game when they deal tiny bits of chip damage - if you increase that damage then they are no longer chafe enemies. edit: I agree that the Mother Ghoul mini boss bite is also too quick. The game has some good telegraphs but also some really bad if not nonexistent telegraphs which isn't good when you have an end game boss tied to the 3rd difficulty which makes those "questionable" telegraphs very frustrating to deal with. edit 2: Barrier existed in Act 2 Cyclops. I think it's fine IF the time that you have represents having to kill all enemies on those boss dungeons.
@@slimpwarrior I assume you're talking about when you clear a camp associated with a straw or wood quest before talking to the pig, then talk to him to start the quest, and all of a sudden, those associated camps have the enemies again. At least for the wood quest, this is because it would be extremely hard to collect all of the materials if those tree enemies didn't respawn. As for straw, I have half a mind to say that the enemies SHOULDN'T respawn, but I assume they make them do it anyways because that's how the wood quest works, and they want it to be consistent. That's just speculation, though.
@@slimpwarrior Yeah wood makes sense for resources, enemies not respawning at straw could fix a good amount of the issues with straw appearing in green camps
Thanks for having me! It was really nice to have a collected, structured discussion (shoutout to frebr33ze for that doc)
@@SyphroPlays Fun to have you on, let’s get chapter 2 out soon!
@positive4ce I agree! Sicknesses have been kicking our butts lol
Love the ravens watch content! Keep up the great work!!! Loving the game so far
@@aries148 Thank you!
Solution for straw quest should be either making quest location impossible to spawn in green/yellow zone or make a separate objectives similar to stone quest to limit the impact of its existence on your early game.
@@darekztvnu5789 Yeah it being only red zones would work, also just better geometry in those camps, it’s brutal taking one of those on as your first green
really interesting convo, looking forward to hearing you guys' talk about birds :>
@@torpor8652 Haha we lost the recording so will have to do it again but I remembered the doc we had on chapter 2 was just BIRDS as the first discussion point
I just want those exploding scarecrows to damage enemies aswell, man...
@@jacersaygo7341 More enemy interaction past chapter 1 would be cool as well, give each chapter a specific enemy that can damage others. Idea - the elite crabs back launchers can be used to do big stagger damage on other crabs or something like that
good talk. didnt know about the pig camps in the green zone overlappen.
I literally talked about it with Syphro on stream that leashing some camps in coop is an impossible task. Often someone grabs enemies by small mistake and you end up really behind on tempo cuz you fight a camp twice as big in open areas.
@alzer2262 in multiplayer it is especially rough, and when you get to 4 players... good luck 😅 you almost need voice comms cuz if people go in from 2 or more entrances, you're screwed. I wish I could do voice comms on stream, tbh
@SyphroPlays that's how we lose most of the runs early 😒
@@alzer2262 it’s also enemies backing up out of a camp into another group and knowing when you need to be on the other side of them to keep them in. I see that happening a lot
@@positive4ce yep, that happens a ton. Specifically big spiders. Just gotta dash to the other side of them to make them back up into the camp, but doing that at night time, you run the risk of having them charge you afterwards, where they'll probably hit you cuz you don't have your dash or you dodge them and the charge sends them out into more enemies, regardless 😅 can be tricky to handle properly
@SyphroPlays positive4ce did something cool with comms on stream a special voice channel where everyone but him was muted so we could at least hear him without stream delay, and you can somewhat make calls where to go.
My idea for the keys i proposed to the devs was to have 3 or 4 total keys shown on the map, but only 1 was the real key. Maybe they took that to heart and implemented it?
@@reboot3332 Quite possibly, they’ve done a lot with community feedback in this game
@@positive4ce ua-cam.com/video/I2WZIxOjH1M/v-deo.html they already said what they were gonna do
Straw House is trash.
Multiplayer needs a better countdown timer since in Singleplayer you have multiple pauses to think about your build or what to prioritize in your run.
Should've been something like the Fountains that add time and the addition scales with players - also maybe get a reroll with that which would lessen the crazy power of certain items.
Still want 2-3 Banishes to get rid of an Item or Talent so as to winnow down the rng that naturally increases when you level up a character. Some people responded to this idea in how the game is supposed to be rng in which case... why do you get re-rolls? You are given control right off the bat but that control lessens when you level up a character which is unrewarding while rewarding - better build cohesion, more rng bs to deal with.
The ranged spiders and ghouls don't scale well because they aren't designed well. The devs created an enemy that is supposed to do a bit of damage but the attack is too reliable in hitting - increasing difficulty makes that design flaw more noticeable. The melee munchers you can at least distance from unless you are melee in which case... again... bad problem and faulty design. Chafe enemies are good in a game when they deal tiny bits of chip damage - if you increase that damage then they are no longer chafe enemies.
edit: I agree that the Mother Ghoul mini boss bite is also too quick. The game has some good telegraphs but also some really bad if not nonexistent telegraphs which isn't good when you have an end game boss tied to the 3rd difficulty which makes those "questionable" telegraphs very frustrating to deal with.
edit 2: Barrier existed in Act 2 Cyclops. I think it's fine IF the time that you have represents having to kill all enemies on those boss dungeons.
What's the need for respawning enemies after you've already cleared the zone? I'd prefer to just tp in and leave after 😅
@@slimpwarrior I assume you're talking about when you clear a camp associated with a straw or wood quest before talking to the pig, then talk to him to start the quest, and all of a sudden, those associated camps have the enemies again.
At least for the wood quest, this is because it would be extremely hard to collect all of the materials if those tree enemies didn't respawn. As for straw, I have half a mind to say that the enemies SHOULDN'T respawn, but I assume they make them do it anyways because that's how the wood quest works, and they want it to be consistent. That's just speculation, though.
@@slimpwarrior Yeah wood makes sense for resources, enemies not respawning at straw could fix a good amount of the issues with straw appearing in green camps