When people expect literal lightspeed travel then anything short of instant teleportation won't placate them, (see Necramech/Kdrive) and then you screw over players who don't really want to play like squirrels on energy drinks. It already feels unsustainable with the power creep it might bring in the future. It messing with the player expectation making everything feel like it needs to be played at lightspeed is something that has negative consequences, especially in a playerbase that already has an obsession with rushing through content.īalancing movement speeds to placate a small group of people who obsess over speedrunning an isolated part of the game, other players or areas be damned, feels short sighted. ![]() While I'm sure it'd be cool to have huge maps with small isolated islands or ledges that require care to navigate it could lock you into keeping the dash as-is (which could negatively affect areas of the game that wasn't these floating islands maps). If everyone has these super fast instant teleports then you either have to spend resources making maps that people can just bypass in no time at all, or you have to start making maps where they're created with the super ranged dash (or any other teleport) in mind. I feel like giving players such strong movement tools that can end up being as fast or even faster than going into the menu for a literal Fast Travel, then it might bring issues with map design in the future. While Void Sling took some getting used to, I actually started to prefer launch Sling to Void Dash since it actually forced me to slow down and think about how I should use it (in the Void Angel fight specifically), and now after the buffs it actually feels way too fast like you have to be hyped on 30 monster energy drinks to properly aim it and be able to react to if you want to end the dash early.īoth these original movement changes I personally feel are times where the changes/nerfs have been justified and would've (and actually did) make the gameplay feel better, and both times DE walked the changes back to a middle ground where neither party is really happy. I feel it exacerbated the impatient speedrunning toxicity in missions as well, since everyone expected you to just mash spacebar and teleport to extraction. Then with Void Dash/Sling, while VD was obviously an extremely quick movement tool it always felt too strong with how it might as well have been a long range teleport. I personally do not like having to use an instant teleport as part of the movement rotation due to the mild motion sickness/disorientation it can cause. Impatient players still cried wolf, Itzal still is predominantly used in Eidolons because the loot isnt affected by regular vacuum, and now every archwing makes you feel like Nightcrawler if his powers had a mind of their own. Then the two previously mentioned small but loud groups of people lost their minds and DE walked back the changes and instead added blink to every archwing which I feel didn't really solve anything. Mainly because of how it can screw with map design and the player expectation/experience.įirst the proposed Itzal blink nerf, something that made sense both from an Archwing diversity standpoint and because of the power of having a long range spammable instant teleport was obviously busted. Some of the visual aspects are also fairly lacklustre with large black empty space taking up parts of the screen.Ultimately I don't think super long range spammable instant teleports are good for the health of the game for a multitude of reasons. The only single player content is playing against bots of roughly equal ability, something which becomes tiresome quickly. This focus on keeping players together is SpeedRunners' greatest strength as a party game, but does limit its lifespan. ![]() All players share the same screen with the winner being the last one remaining, resulting in constant tension and short matches. ![]() The games revolves around up to four players racing through a 2D platformer-style world, using jumps, boosts and grappling hooks to traverse the level. With a simple yet tense gameplay style, widely recognisable characters based on popular YouTubers and a comic-inspired art style, SpeedRunners may well be one of the best casual party games to get everyone engaged instantly. ![]() Play either online or locally against friends in action-packed gameplay where keeping up with the pack is the only way to win. SpeedRunners is a multiplayer platforming racing game.
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