-
-
Attack bonus from Roach Rage, mostly collect them; I don't really want to use them.
I think the attack bonus from this accessory could be increased to 25%-30%. After all, at the highest difficulty, players must maintain a minimum health level where they can only afford one mistake (for gear combinations aimed at maximizing damage). If it only offers a 15% increase compared to other pure damage builds, players might as well choose other damage types to quickly kill insects. I think this low-health playstyle needs to offer a noticeable damage boost compared to other damage methods even at the highest difficulty, making the high-risk, high-reward aspect more apparent. As for the eyepatch, I think the design is excellent, but I still feel the attack bonus could be increased to around 15%, because an extra 25% damage when hit is actually quite painful, haha.
-
The Tarantula's defensive counter-attack is so much fun to play! I think we can add this direction to the design!
As the title suggests, I hope to see more special derivative attacks on higher-level creatures. This would greatly enhance the interactive feel of combat! It would be incredibly satisfying! For example, if the player makes a dodge move at a certain moment, the insect would generate a special attack that the player must react to instantly. On a side note, I feel that the current feints of scorpions and mantises don't quite achieve a truly deceptive effect. Even if you miss, their subsequent attacks still give you ample time for a second parry. I think that to use feints to deceive the player into a perfect parry, the player's reaction time must be reduced in the next attack after the feint. For example (though unrelated to derivative skills), in the first game, the Mantis's Orchid Scyther, when it looks around, unleashes a three-hit ground slam combo. This gives new players little reaction time; you might need to practice a few times to avoid being instantly killed by the same move. This design gives you a sense of improvement, that's what I mean. It would be better to design certain attacks as points where the player must break through. I think the feints could be improved. From my first encounter with the Mantis larva, I've never been fooled by its feints and taken its next attack, the reaction time is far too ample. However, the current bugs, like the Tarantula's five-hit combo, are much slower than the Tarantula in the first game. This reduces the feeling of accumulating experience and successfully breaking through, but the defensive counterattack design of this generation of Tarantulas is really cool, I love it!
-
Bandage rework
It suddenly occurred to me, maybe I got it backwards? Higher-level bandages should be designed to heal more, but their healing will be interrupted immediately upon taking damage. Conversely, regular bandages heal less, but can withstand 1-2 attacks without interruption, making them more suitable for players who are not good at perfect parrying. High-level bandages are high-risk, high-reward, and are the choice for players who rely on perfect parrying.
-
Spicy Coaltana's combat skills
Regarding Spicy Coaltana's combat skills, I have some thoughts. I wonder if this weapon will eventually have an area-of-effect skill similar to the Mysterious Man's. If so, my idea is that the trigger mechanism could be designed as follows: It relies on "perfect" blocks to accumulate a charge gauge. However, the charge gauge should be designed so that it's not easy to fill the required number of blocks when fighting a single enemy or an enemy with low aggression (in normal combat, without intentionally stopping to wait for a block). When facing three or more enemies, or enemies with high aggression like the Tarantula, the number of blocks is easier to fill the charge gauge. When the charge gauge is full, the combat skill can be activated. The total damage of the combat skill is "shared" by surrounding enemies. This combat skill damage cannot be too powerful, otherwise other weapons will lose their luster, but it can have some damage that helps in this battle, since it only relies on "perfect" blocks, and perfect blocks especially require some skill in group battles. Alternatively, some weapons could also develop their own exclusive active skills. However, this could be a huge undertaking. Another idea is to fill the power gauge with both perfect parries and damage taken, which also sounds promising.
-
Bandage rework
Your idea is fantastic! I love it! I hope the official team sees it! However, the bandages in the first game were a bit too simple and overpowered. I think your point about "being able to withstand 1-2 attacks without interruption" is brilliant. It allows players to better judge when to use bandages, increasing the fun and strategic thinking in the game, instead of using them haphazardly like in the first game or being afraid of wasting them in the second!
-
I can sense that this sequel is going to be a big hit. So far, the experience has been great, but I still have some concerns. I hope I can do my part in supporting it. This is the first time I've spoken out for a game I like.
I suddenly had an extension idea to point 2...! I think it's super cool...! Let's assume there really are mosquito mounts in the future. The price for flying on a given day would be that you have to reduce your maximum health (e.g., by 20%) to feed the mosquitoes (fuel) in order to use the mount for a day. If you have to use it for several consecutive days, your maximum health would be reduced even more each day (20% on the first day, 30% on the second day, 50% on the third day, and so on, depending on the three difficulty levels in the game), until you give the mosquitoes a few days of rest, at which point the accumulated penalty would reset.
-
Multiple Wheels for Hotbar and Mutation Loadouts
I totally agree! I think the Mutation Wheel absolutely needs to be added. In the first game, when a teammate was down in multiplayer, you could instantly switch to a reliable friend's mutation, revive them, and then switch back to combat mutation – so convenient! The current multi-tool is definitely a plus, saving a lot of inventory space, but the lack of multiple quick access slots is really a problem.
-
I can sense that this sequel is going to be a big hit. So far, the experience has been great, but I still have some concerns. I hope I can do my part in supporting it. This is the first time I've spoken out for a game I like.
1. I suggest adding a transmogrification system or releasing more cosmetic DLC. The current three cosmetic DLC options are too few. I recommend this direction because I think their dedication to character equipment and insect modeling is vividly reflected in the in-game photo mode. Providing players with more choices, allowing them to appreciate and pay for this unique art style, is a good direction for both the company and the players. 2. The role of each insect mount is very clear. For example, acquiring the spider mount doesn't render the red soldier ant useless, and acquiring the ladybug mount ensures that the first two mounts won't become obsolete. I think this is a highlight of your current design. However, "assuming" you are secretly planning future flying mounts, I have some concerns about the spider's current role as a map-traveling mount. If future flying mounts can reach anywhere and are as fast as or even faster than spiders, it would violate your design philosophy of ensuring each mount has a purpose, which would be a real shame. I haven't come up with a specific solution yet, but I think the current division of labor is excellent, and quite rare in open-world survival games. Early-game items won't become useless or forgotten as the game progresses. (While writing this letter, I suddenly had an idea. For example, flying insects need rest. After accumulating 1-2 days of flight time, mounts should rest for 2 days in the insect's nest, and players should prepare food in a storage box near the nest. Only after resting for 2 days and providing the necessary materials can the mount be used for map exploration again.) 3. Currently, equipment relies too heavily on set bonuses. I've tried customizing, and while I've created some decent combinations, it's difficult to surpass the effects of the original sets or create unique gameplay. Unlike the previous game, where you could freely combine items to create many different playstyles and entirely new experiences, this game doesn't offer that. Perhaps the current variety of available equipment is too limited. I believe equipment effects will be adjusted in the future, but I hope the future direction will surpass the previous game, allowing players to develop their own styles. 4. Regarding the architecture, I don't know if this is a problem with Unreal Engine 5 or a deliberate design choice, but all objects, whether buildings or creatures, have a semi-transparent, konjac-like effect. At first glance, the lighting effects seem more advanced and superior, but the more you play, the more something feels off. You've created so many building materials, and there will be more in the future, yet all light sources exhibit the same semi-transparent effect. I find this strange, and (in my opinion) it will quickly become aesthetically tiring. Each building material lacks unique characteristics. At least, this wasn't the case in the first game. For example, the mushroom walls in the first game simply let light through the cracks, looking very natural; you could feel that they were mushrooms or stems. But in the second game, all the walls and objects now look like konjac… It feels like a waste of all the various building materials you've created.
ogc80999
Members
-
Joined
-
Last visited