JasXSL / GoThongs

An SL game with thongs and lechery!
http://jasx.org/#index/9
MIT License
8 stars 9 forks source link

Challenge dungeon overhaul feedback mega thread! #274

Closed Tonaie closed 4 years ago

Tonaie commented 4 years ago

1.11.4 Experimental is available:

You will be able to play alone later. But this can only be added in live release.

Post all feedback and bugs about these dungeons in this thread.

Boss mechanics

Gurgleboggle

Generic

DPS

Healer

Tank

Machines of war

Generic

DPS

Healer

Tank

Gnoll Fort

Generic

DPS

Healer

Tank

Goblins & Gems

Generic

DPS

Healer

Tank

Slave mines

Generic

DPS

Healer

Tank

Xlad

Generic

DPS

Healer

Tank

UnknownOneMS commented 4 years ago

Going to list over some of the things that I saw in Gurgle, and Machines of War, last night while I was playing it with a friend. I'll come back to this thread once I do more challenge dungeons with randoms.

General Bugs:

-Animesh monsters in challenge dungeons aren't removed from the game upon being defeated. They stay lying on the ground in their defeat animations, upon death. Not sure if this is a bug, or just some kind of issue with the animesh monsters.

Gurgle:

-Goblin Mage with Massive Pulse would still spawn, even when a DPS class wasn't around. Tried it out on Brutal, and normal mode. Same thing happened to us, both times. -Warrior using Smash ability could hit an animesh Goblin Shaman from more than 3 meters, or further away. Might have to do something with the hitboxs being enlarged for animesh monsters sometimes.

Machines of War:

-Puzzle floor area for the 3rd puzzle isn't highlighted for which tilts have been turned green to show which ones are safe for the player to travel across against. -Alter monster in the center field of the boss for Machines of War still becomes active, even without a DPS class in the party. Might become an issue down the road, if this keeps happening for some reason why.

General Feedback:

-Gurgle feels a lot more fun to play in. The monsters and boss keep the player on their toes. And encourages good team play if you want to win against the boss. Since, bosses are becoming animesh now. I would suggest encouraging allowing some bosses to on purposely have sex with the player (usually the tank players), if they fail to perform an active migration to keep themselves safe. Similarly to how Gurgle spanks the tank player if they aren't using active migration when he tries to spank them.

-Mage Goblins with their Massive Pulse ability is a nice feature to keep the team on their toes, and to help focus down that enemy, due to its AoE attack. Personally, when using Star Dreamer, Starcaller, placing a Prism Bell on the mage goblin, and increasing the damage done to him for all of my party is a nice little touch to help encourage team play a lot more.

-Gurg's new spanking animation is nice, and would like to personally see more punishment poses like these in the future. Yes, that even means the boss having sex with the player (usually a tank), if they fail to perform their active migration before getting grabbed by the boss.

-Machines of War feels a lot more safer and fun to play in. The boss fight has been changed, and it feels lively, and nice to see that the tether bug has been resolved too. The idea of Legbots having the overcharge effect on them, and dispelling them to stop them is a very good idea. But it's still going to encourage there only being one healer in the party at all times. Since, if there's 4 healers, with 4 legbots active around in the playing field. All I can say is just...ouch.

-The alter bot with its massive shock deals a lot of damage. I don't remember seeing the "Massive Shock" become active, during the boss fight, while the party was just a tank, and healer. I think only once near the end of the level, it was active with using "Massive Shock", without a DPS class in the party. Might just be me alone though.

Tonaie commented 4 years ago

-Animesh monsters in challenge dungeons aren't removed from the game upon being defeated. They stay lying on the ground in their defeat animations, upon death. Not sure if this is a bug, or just some kind of issue with the animesh monsters.

This is by design because the sliding through ground was buggy. Monster corpses will instead stay out for 1 minute. I hope this does not cause problems or I will change it back to where they just disappear.

-Goblin Mage with Massive Pulse would still spawn, even when a DPS class wasn't around. Tried it out on Brutal, and normal mode. Same thing happened to us, both times.

This is by design. With no DPS it will have significantly reduced HP. You will still have to focus it down but should be able to do that before it gets more than one or two casts off.

-Warrior using Smash ability could hit an animesh Goblin Shaman from more than 3 meters, or further away. Might have to do something with the hitboxs being enlarged for animesh monsters sometimes.

Many bosses will have extended hitboxes to make the high mobility needed in the fights easier.

-Puzzle floor area for the 3rd puzzle isn't highlighted for which tilts have been turned green to show which ones are safe for the player to travel across against.

On the pad or the tiles? The pad should show but not the tiles. That is the challenge so you must communicate what tile you hit.

-Alter monster in the center field of the boss for Machines of War still becomes active, even without a DPS class in the party. Might become an issue down the road, if this keeps happening for some reason why.

This is by design. But with no DPS it should not cast the interruptable attack and only do passive damage.

The idea of Legbots having the overcharge effect on them, and dispelling them to stop them is a very good idea.

The legbots do not have the overcharge effect it is only a recycled visual. The only threat they pose is if they reach a healer in which case it will grapple them.

Razgriz1032 commented 4 years ago

Bug for Gurgleboggle, we defeated the boss, but even after he died he started his tank spank move and then grabbed the tank, spanked them to death, and then the fight started over.

UnknownOneMS commented 4 years ago

Placing down here my review notes for Crystals and Goblins so far. I'm making another post for Gnoll Fort, because there are some bugs and issues with that one.

Crystals and Goblins:

-Main level is the same as it was, but animesh. Nothing else needs to be said.

-The boss fight is a cluster fuck of bad game design that NEEDS a nerf to some of the elements of what happens in the boss fight. This was very clear when playing on Brutal mode, and I'm going to be comparing this to the other levels, and challenge dungeons that were recently updated with their new boss fights.

  1. GemCluster is very random, and it forces the players to know more about enemy placement, unless they understand WHERE it will spawn. Give the players a head up cue to see WHERE the Gem will spawn in their minions, and give the players at least 3-5 seconds of time to know that one is spawning, and they NEED to go kill it, in order to stop it.

Furthermore, the damage on the GemCluster on brutal mode is UNFAIR. It's similar to bullshit levels of unfair to castlevania 3 (the USA release one), where increasing damage alone, and making it an AoE attack that KEEPS attacking the players, no matter where they are in the map, or game, is just unfair, and does not reward the player for knowing what they are doing. This goes same and true for the Shroom in the Gnoll Fort, but I'll get to that one once I get to Gnoll fort.

The damage done from the GemCluster is unfair. It does not make it clear to players that by dealing damage to them at all times, no matter where it is, that it makes it a horrible boss fight! And it will be the same reason why, people avoided playing Slave Mines, for it how brutally hard it was to beat that dungeon, due to how unfair, and unreasonable it was to fight against that boss in the PVP area.

Nerf down the damage from being 10-20 or so, and lower it down to 5-7. And furthermore, ONLY allow the players to take damage from the GemCluster, within 5 meters range of the monsters. If they do NOT kill the GemCluster, add in a debuff that stacks every 3 seconds, to deal damage to the player OVERTIME, like 1 damage, per 3 seconds, but it can stack up to 3-4 times max. Encouraging players to kill the GemClusters and make sure that they work well as a team.

As it stands now, this boss fight is unfair levels of bullshit. Similarly to my own experiences with the Touhou Genso Wanderer -Reloaded- and their bullshit levels of boss design. How is it bullshit? Place a fuck ton of monsters all the player, allow the bosses to do AoE damages without making it reasonable, and the ONLY WAY to handle these bosses is by spamming your fucking healing items, and allowing your partner (an AI partner) to tank and deal the damage to the boss, in an unfair, unbalanced way!

A boss fight is suppose, by design, be a test of the player, and their skills for what they do. If there is nothing cuing the players to know what to do for the boss fight, they will NOT understand what happens, to begin with.

Gurgle and Gnoll Fort show how the boss fights work, PERFECTLY! There's enough time, and visual cues to teach the players how the boss fight works, OUTSIDE OF THE BOSS FIGHT.

  1. Gnoll throws spear at the players, but warns fellow Gnolls to stay out of the way. Cause, getting hit by the spear will ALMOST nearly KO a single gnoll.

  2. The shroom near the end of the gnoll fort map, allows the healers to know to dispel the shroom, so it doesn't keep dealing damage. By the way, don't make it an AoE of attack that deals damage to EVERYONE, regardless of range! There must be a limited range that makes sense, and it is reasonable for other players to make sure that they are careful! In general, AoE attacks without limited range from monsters is bullshit! You must make sure that it is reasonable for why they deal damage, how they deal, and what can be done to make sure that they are targeting one player, and they deal the strong amount of damage towards that player. If it has to be AoE, lower down the damage to 3-5 damage to the player! And ONLY add in stacks if they players don't do something to deal with!

Punish the players for not being able to know their game sense, and reward players for dealing with the minions by giving them a small buff. That way, it helps encourage the team, and fellow players, to know, "If I kill this minion, and take him out, it'll help me and my team out."

  1. The debuff of, " +25% dmg taken", whenever the boss uses pulse is very reasonable, and unfair to the players. Increasing, or stacking damage, just to just make the boss fight, which is already unfair, and unbalanced, with the GemCluster enemies, make this boss fight even more unfair.

Don't increase the damage up by +25% for all players. Make it so that they have reduced mana regen, or they take damage overtime, and it helps make sure that they dispelling the debuff off from one single target makes it more balanced, and fair for the whole team.

End Thoughts and Feelings:

As it stands, the Crystals and Goblins boss battle is on the same levels of bullshit that makes me NOT want to play that level, just because it has unfair game design that is bullshit, on many levels! The first half of the stage, should actually be designed to focus purely on how the boss fight works, while making it an interesting idea for why some things happen.

I've played through, and have nearly (currently) completed, Touhou Genso Wanderer Reloaded, and it's bullshit boss fight designs.

AoE attacks that are everywhere, unreasonable, and is just unfair to fight against! The only way to win against the bosses in that game is by spamming healing attacks, and allowing your AI partner to do all the work FOR YOU! Which doesn't reward good gameplay, or makes it fun, or better for other players that want to play the game.

The challenge dungeon for Crystals & Goblins needs to be overhauled, and changed, so it's REASONABLE for why the boss fight should be balanced out, and fair, to TEST the player's knowledge, and skills, to teach them how to have better GAME SENSE in a boss fight!

Reward the players for being able to have good game sense, and punish the player lightly, but only stack it, if they refuse to learn how to the boss fight works.

DPS classes need to interrupt enemies, and the adds that join the fight.

Tanks need to have active migration ready for the boss, that tries to deal something brutal, or deadly dangerous to them. If they fail to active migration the boss attack towards the tank, punish the player in a lewd, but damaging way that helps encourage the player to NOT get hit again! But still allow the healers to heal the tank, so there's a chance for them to save the tank from their mistake, and encourage them to be more careful, next time!

Healers must dispel the enemy, or object that is causing harm, or damage to the party. It must be a reasonable debuff that makes sense. And encourages the players to deal with it, or else, it'll damage the players, and hurt them, if they don't act upon it.

I know I may have seemed brutally honest, and downright rude at times about the issues with this dungeon, but this is just my own experience as a game for knowing why it's unfair. And I've played through unfair games in the past that never rewarded me with anything that made me feel happy to overcome the challenge.

A good boss fight is one that tests the skills and knowledge of the player for what they that they can do in the boss fight. A bad boss fight is one that makes it a cluster fuck of annoying bullshit that isn't even fair, or balanced, to begin with.

There's a huge difference between, "hard fair", and, "bullshit levels of hard". If something is bullshit levels of hard, it's not fun to play against, and people avoid it. if something is hard fair that rewards the player for knowing better about how to deal with the boss, it becomes a better time, overall, for everyone in the game.

Give the player a slap on the wrist for not playing well. Don't whack them across the wrist with a ruler, saying to try again. Boss fights MUST be fair, and balanced, that encourages good game play.

UnknownOneMS commented 4 years ago

I'm placing down my review notes, and thoughts (and feelings) about how the design for Gnoll Fort is right now. Overall, it has some good things, but a few changes are needed.

1st Stage:

Gnoll who yells out to fellow Gnolls that he is going to throw a spear, never actually throws a spear for some reason. And I'm using the latest HUD that was sent out too (v1.11.5) before switching to v1.117 but haven't tried yet with this one). I don't know why that happens, but it might be need to be looked at.

2nd half of the stage, after the 2nd door gate is knocked down, needs a few more players in that area. One more gnoll beside the Gnoll Shaman, another Lotus monster near the other Lotus monster will be reasonable seeing as how the trees were removed to not blind the player anymore, and gnolls are missing at the tent site before the 3rd door. That too needs a bit more. Place like...2-3 gnolls near the camp site, near the 3rd gate door. But, make the 3rd gnoll have the "active migration" ability, if there's a tank in the party. That way, they will use that ability, if there is an active tank in the party.

Last half of the map is good. Only the shroom needs a new debuff, besides dealing damage overtime. Cause, it's very annoying, and doesn't encourage good gameplay.

-The shroom that you have to deal with in the boss fight is somewhat of a cluster fuck...not as bad as the current Crystals and Goblins boss fight design, but it's somewhat up there.

Instead of dealing damage to the players, place a stacking debuff onto the players, and the healers must heal back up the shroom to 100% HP, in order to not only remove the debuff, but also encourages the healers to make sure that they can also dispel the debuff off from the players that are effected it. Try to make it so that the shroom targets only ONE player, and that player needs to be dispelled if they don't heal the shroom.

OR, make it so that once the shroom is fully healed, it dispels all debuffs off from the player, and gives them a small HP recovery. That way, it helps the team and players to keep going in the boss fight.

-Whenever the spear is being used, and aimed at a player. Please make sure it says something as the following, "The Gnoll leader is aiming a spear at PLAYER'S NAME HERE AND MUST HIDE BEHIND A GNOLL SHAMAN TO AVOID TAKING DAMAGE FROM IT!"

Just so that way, it helps encourage the players to notice it in both the overhead text, AND the nearby chat too. The more ways that a player notices it, the better, and easier it for players to handle the boss. Same goes for the adds/minions that join the fight in the Crystals & Goblins boss fight.

-The boss with its current active migration ability isn't really reasonable, or fair to the players.

Instead of the boss just waving at the players, saying hello to them. Either do one of two things.

  1. Stun the player for not being able to perform active migration on time. This way, if they get stunned, and the spear is going for them. They take more damage, and it punishes the player for not being careful. A smarter choice for better game design that helps make the boss fight more reasonable.

  2. Lewdly (yes, I'm actually serious) have the boss do something lewd (go FULL of levels of lewd, being sex, cause it fits in with the Gnoll lore of those monsters) to the player tank, that still deals damage to them. Then, add a small debuff, like haste reduced down by -30% to show it that's what will happen if the player doesn't perform active migration, but still allow the healers to dispel it off the tank. That way, they can use up their heals if so needs be it.

-Shamans are fine as they are. They perfectly balanced to encourage the DPS players to interrupt them. So, there's check marks there.

End Thoughts and Feelings:

So far, the Gnoll Fort boss is pretty reasonable, but still equally annoying with some of the glaring issues that I pointed out. Making the reasonable changes that I suggested can help balanced out the boss fight more.

Furthermore, don't be afraid to make the players get lewd with the boss! This is a sex game after all, and who gives a shit about being lewd-ed anyways. It's more fun and exciting to see something interesting happening in the boss fight. Plus, if the tank fails to perform active migration on the boss. They still take damage from the boss, but the other players can basically have a good show to watch for a few seconds (especially for those who have a good eye like me).

The shroom is equally annoying with its AoE damage that has no limit range to it, and it's something that needs to be fixed up by placing debuffs on the players. And rewarding the healers for healing back up the shroom fully to reward them with a small buff that helps them out during the heat of the battle.

While boss fights are suppose to challenging, they must be fun, and reward the players for learning their patterns. How to overcome the challenge, and to have an understanding for how things can be done to test the player's skills, and knowledge of their class, while also testing their game sense.

Punishing players who have low game sense, to encourage them to learn to get better. Cause, our brains do pick up on it, overtime, in due time after all. But rewarding players who have great game sense, good skill level with their respected class, while focusing on trying to overcome a heated battle that rewards the player at the end of the day.

A boss fight should be something that people look forward towards, because it's a test of their skills, abilities, game sense, and being able to overcome what is thrown at them (in a reasonable sense of way), in order to help encourage good gameplay.

Overall, besides what needs to be fixed and changed. The changes to Gnoll Fort are pretty nice.

Tonaie commented 4 years ago

I will do the following changes:

I will add boss mechanics to the first post to help players having a hard time figuring the fights out.

UnknownOneMS commented 4 years ago

Recently played through Slave Mines on Casual mode. Didn't want to rage again after my last experience with Goblins & Crystals. I saw a few glaring issues in terms of over-management, and how things are a little too chaotic in the boss battle. Not as bad as Goblins & Crystals, but there are a few glaring issues that need to be fixed a little bit for balancing.

-Mind control/Convert felt like it was too short of a cast time, even playing as a DPS class for me. I feel as if though that interesting the casting time by a small bit, just to give the DPS classes a bit more window of a chance to stop the converting ability. Mainly because, there was a lot going on in the fight. Mainly, cause the crusher tentacles would stun me at times, making it harder for me to focus on what was going on during the battle.

-Mind leech didn't appear to be active a lot, when having a healer in my party. I didn't see the class icon turn purple either too. If Mind leech is used while there's a healer in the party, the best thing to do is make sure that whoever gets hit by the debuff, it is shown by the player's class icon turning purple.

Although, this debuff is very beneficial towards classes that use arousal as a status boost.

Overall, this boss fight isn't as bad as what was going on in the Crystals & Goblins dungeon. Just a few minor issues, but otherwise, it doesn't feel too hard just yet. I'll need to play this on brutal mode later with some expert players to see how hard it really is, on brutal mode. Will come back in due time, but this dungeon is a lot better than before. Much better, than having to deal with the PVP stuff.

Thank you for these changes.

P.S. Thank you for removing the "Capture" ability from the old Recordkeeper. That shit was annoying at times, honestly.

UnknownOneMS commented 4 years ago

Replayed through Gurgle a few times with randoms, and once more last night with one of my friends. There are issues that I didn’t notice last time, until playing the round this with my friend. We started on Brutal mode, then had to lower it down to hard, until it was set to normal mode.

Our team was just me and him. A healer, and tank, until I switched to DPS. But even then, the design of the boss felt too punishing, and my friend was very close to not wanting to play the challenge dungeon anymore.

Some of these issues have to deal with how the boss handles a few of his attacks.

-Acid floor: Whenever Gurgle throws out the bottles that create the damaging acid that hurts a player if they stand in it. It deals around 40%-50% damage to the user’s HP on brutal mode, but around 20%-30% HP on hard mode.

The old design of the infuse essence was given enough time for players to see it that the boss will target a player and place the infuse on them. Players had 2 ways to deal with this.

  1. Have a healer dispel the debuff.

  2. Keep distance away from the party by only allowing the infuse to spread around select areas of the map, so the party has more breathing space.

Right now, the new way it’s used is very random, and unpredictable, most of the time. If the infuse on the ground still deals a lot of damage with this new design, it’s too punishing.

I’d suggest lowering down the damage numbers by a small bit, and lowering down the zone size of the infuse acid so it doesn’t take up much space, and doesn’t become too much of a cluster fuck. It’d also be nice if there was a heads up warning, like the boss showing it that he’s going to be casting, and/or using the infuse soon. That way, it gives more window of opportunity for the players to get ready for something that they know that they are prepared for.

-The burning infuse goo debuff that appears on a random player immediately deals damage upon being placed on an player, and the damage is stacked up way too high. Dealing around 30%-40% damage to the player. Making it too punishing, and it doesn’t make sense for why it has to be designed this way.

Lower down the damage numbers, and also make be so that the damage doesn’t start immediately on the player. Punish the healer(s) for not dispelling the debuff, by allowing the debuff to stack over on top of the player by increasing how damage they take from the infuse goo by something like this.

Deals 5 damage every 3 seconds. Increases the stack of the damage by 10% every 3 seconds it’s left alone.

That way, it encourages the healer(s) to not leave it alone. And it’s a dangerous thing that much be dispelled.

-This is more so from my friend’s point of view, but I still thought it was important to mention it.

He complained a bit about trying to manage between the tanking the boss, dealing with the Mage goblin, the infuse potions that were being thrown around, and the problem with dealing with the infuse goo was too overwhelming, and it lead to a lot of unfair deaths to him. It didn’t feel fun, but more like a chore that he didn’t enjoy.

This is going to be an issue if this happens to be another Slave Mines PVP issue. If players start avoiding Gurgle, because it feels like a cluster fuck of a mess to deal with. It isn’t a fun or fair time for the players out there that will be fighting up against these bosses.

A returning issue and problem with these newly designed challenge dungeons is that, they have too much going on, and too little of time to teach how the player is suppose to be fighting in against a challenge dungeon boss by knowing how to defeat the boss through their mechanics being learnt throughout the first stage.

Secondly, most of these enemies don’t have any time to allow the users to breath in the battle. Using large damage numbers isn’t balance or fair. It just becomes an annoying mess that makes people avoid games if they aren’t properly balanced out.

A challenge dungeon is suppose to challenge the player for being able to overcome the mechanics of the boss fight without feeling like they were cheated out for whatever reason. Hence why, a challenge dungeon needs to be fair on all difficulties. Casual, normal, hard, very hard, and brutal mode.

It should only punish the player for not knowing how to manage their class role properly, and why exactly if the player fails to play their role during the boss fight. That is the only thing that should be punishing enough to give a player a light slap on the wrist.

While playing through these challenge dungeons, I’ve also noticed some glaring issues with the Tentacle not having an interrupt effect (regardless of it getting an overhaul or not, it still needs an interrupt effect, and if there’s one it isn’t working properly), and the fact that one of the starting classes, Warrior, for the tank spec isn’t designed well to play well in these newly designed challenge dungeons, and I’ve actually talked with some members of the community for a few months now about the warrior tank spec, and how it isn’t fun to play for most of the players that I’ve spoken with.

Otherwise, I hope these challenge dungeons get balanced out more as the issues, bugs; and exploits are fixed in over due time.

Also, I will be making a new post shortly about giving Warrior some quality of life changes and buffs that are needed for the class. Since, it feels very inconsistent to play as.

Khalhys commented 4 years ago

Targeting the mushroom to heal it is too tedious, as I have to actively go out of mouselook and click on it, which is annoying.

Unfortunately, the new mechanic for things so far is looking down to my expectations, as they are only possible on Casual, and the reward is underwhelming.

Tonaie commented 4 years ago

Upcoming changes:

Generic

Gurgle

Gnolls

Slave mines

Tonaie commented 4 years ago

Active issues: