Alter-Fox wrote: ↑Fri Feb 01, 2019 9:11 am
I've been on this DBB a long time, and I think what Alex may not realize is that no other player has taken insane cold starts for the challenge nearly as far as he takes them for fun on a regular basis. When I say he is the best, at least at the singleplayer game (and among people who talk about it online), I am not exaggerating. I'd say he's better at this game than anyone else by a fairly wide margin too.
So while I would never call his advice bad, I definitely mean what I said when I said that if we take his perspective and nobody else's, we're going to end up with a game that only one person can understand. We need to open this up to more people before we go farther than the five level demo.
I still think I am far from being the best one when singleplayer is concerned (of course MP too, I only played once for fun); I think Sirius is much better, Marvin of course is absolutely stunning with his speedruns (although it is D1), Calmarius did great runs and was more serious than me in the matter of Insane cold starts, think there are some other great players here but some don't record it probably. Anyway, I am not insisting on making beginning D1.5 harder than beginning of D1 and D2 in general; but there is no point in making it significantly easier, too. Of course I would like to see more challenge as the mission progresses, to become on-par with other missions I played at some point -or even better in challenge aspect - but probably it can be achieved by other means than those do. But this is far away future, we are now discussing the beginning and it should not be harder than L1-4 of D2 and probably a bit easier as it is only D1 part. Probably smth in between D1 and D2 as the mission name suggests... Hope we all agree on this. Also I don't ignore the level's aesthetics and see only fighting space in every map, and also want it to be better than challenging but often very generic D2 CS levels. However some of them like 7, 10, 16 and 21-24 still have the vibe IMO. Not perfect in every part but memorable for the whole concept including texturing and geometry. In D1 24,25 were very good examples of concept levels that I liked a lot. Even though 25 was quite easy.
Xfing's initial population was quite right in the difficulty aspect IMO; as well as selected robot types. There were some problems also. I do fully agree that you should not have too much of the same in any level - which happened in level 2 - although general difficulty and placement was ok. In this case, yes, one should keep some meaningful encounters (especially in key areas - I still believe getting each key should be an achievement and have at least one memorable fight) - and drop some others which only distract and annoy the player. In other words, I agree that in level 2 and possible 3 one has to free some areas, but without reducing the difficulty too much. Unfortunately I did not tested rebalanced levels 1-3 so it is hard to elaborate, I will just focus on 4 and 5 now. And on the issue of holding the fire button from the beginning of the level to the end until your hands and brain gets numb. If you want I will look on the starting levels once more.
First of all, making enemies more sparse to some extent should be done in L2,3, relatively to initial population. Anyway key points that contain relatively dangerous bots (ITSC, ITD, Canary) should be kept, maybe key areas reinforced a bit as you remove opposition from the remaining part.
Thats true, it is good to have some empty (or nearly empty) corridors and enemies that frighten you from afar, just not make it a rule.
L4. I think that being a Martian level, and a very compact one, tense atmospere with "finger on the trigger" is ok for this map. You don't have much to look at, anyway, unlike levels 2,3 and 5. Initial population worked rather well, the level was not harder than the previous one, the things I would change is make matcens near the red key one-shot (unless Xfing insists it should be a deliberate death trap). Removing the 4 hornets, some robots at the beginning, one at the energy center, and two advanced lifters at yellow key are the changes that I don't like. I'd probably add some resistance in yellow key area - that medium hulk is completely harmless, you blow it up with lava, 2 drones guarding the key? Probably should be spiders or Smelters, probably one snipe mode, you can blow it by lava anyway. It is better to do smth a bit harder near the yellow key than this red key infinite matcens trap. I'd find more satisfying to have one shot matcens there and clear the whole red key area, then just run away from it with a high chance of being blocked. Area behind the red door lacks tension compared to yellow and blue key areas. The reactor room also, old population at least justified having a cloak but I'd prefer forcing the player to enter and clear the reactor room in order to open the reactor - so he would have the real need to use the cloak. Smth like making a fly through trigger in a far away part of the reactor room, or having a shootable trigger in the corner, that cannot be seen from the entrance
L5. I found that we have a bit too much similar mosquito fights (energy center, blue key, area to the right of the start where Alter Fox added the supervisor. The later was a good idea; improved this one particular area a lot - although one should check how often the supervisor will make those mechs snipe mode - in my only run I was lucky and just circled at the entrance with fire button pressed until everything was dead.
This level was significantly easier than L2-L4 except one dangerous area with Lou guards around the red key. Removing it made the level nearly empty for me. The boss fight was not very satisfying, on any difficulty up to Ace one invulnerability is enough to kill it easily, one additional cloak (but not in the boss room, it is too obvious a place) is ok for those who play on Insane, and probably one more to aid in clearing the boss room. In fact it took me one cloak and invuln taken at the same moment to kill the boss on 1-st attempt on Insane... And invulnerability elapsed right when the boss was done. Probably one should restore the Lou guards but arrange things in a way that one cloak could be used to take care of at least 2 of them on the way to the red key, also medium hulks can be added around blue and yellow keys (later is real mosquito fight, there should be smth more substantial guarding the key; blue key area - you can snipe all enemies from the doors, if one will add one or two medium hulks shooting at the grated catwalk it will suggest the player to use another cloak to get past them - and probably to partially handle the blue key room itself - it will not increase difficulty but will improve the gameplay. And probably you need to cut down the Vulcan ammo in L5 a bit, but this depends on how much Lou guards will you leave in the level. I'd remove the supervisor from the boss room, too, I said earlier about it.
I too like the way Xfing manages things, and think final decision is his - a ship can have only one captain, like Russians say. And it will be interesting what Sirius will say about the difficulty issue, how D1.5 compares to the start of D1 and D2 both in terms of difficulty, robot cast and impression/atmospere.