View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007268 | Valley 1 | Suggestion - Balancing Issues | Apr 27, 2012 2:37 am | Jun 20, 2012 2:04 pm | |
Reporter | CodexArcanum | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.001 | ||||
Fixed in Version | 1.103 (Official Hotfix) | ||||
Summary | 0007268: Explosions are too powerful | ||||
Description | Perhaps this is just whining on my part, but I really feel like certain explosive effects are just far too powerful. I've died instantly from full health (around 400 to 500 HP) on two occasions from being at dead center of an explosion. Once I was stuck in a crawler and fought my way out, and once I accidentally pegged a mossy barrel in the junkyard that was right under me. The massive force of getting hit by "6x Shrapnel" is just too much. I get that these should be harmful, maybe even deadly, but the sheer speed of it all just puts me completely off. I had died before even realizing what had happened. I feel like this would be better if the damage from each shrapnel burst didn't stack, or if they didn't combine to do so much total damage. Perhaps a damage scaling effect like in Guilty Gear, where being hit repeatedly by the exact same attack does less damage each time. Or maybe if the shrapnel burst was preceded by a few frames by an invisible attack at the center with very small range and very high knockback, and solid (but not instant death) damage. Being thrown clear of an explosion and trying to survive with just 10-20 health sounds like a challenge. Instant death before I even know what's happening just feels cruel. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
parent of | 0008339 | resolved | Chris_McElligottPark | Shrapnel Damage |
has duplicate | 0007988 | closed | Explosive barrels do too much damage | |
has duplicate | 0008491 | closed | Seeded mossy barrels deal too much damage | |
has duplicate | 0008587 | closed | Lethal Shipping Container |
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Totally agree - Same reason creepers are so scary in minecraft. There just isnt any warning for instantly dieing in avww, outside of 'try to remember never to stand within 10 feet of a mossy barrel' |
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Creepers in Minecraft are a pretty good example of how to improve this I think. A creeper is often the cause of many early deaths (though death in MC isn't usually quite as painful as AVWW once you learn to put your valuables in a safe chest), but you quickly learn how to deal with Creepers. You can build your shelters so that they don't have unlit roofs or overhangs that would allow a dive bombing. You play cautiously. And you listen! Because that hissing sound they make right before blasting is often just enough warning to get some distance so you don't take full damage. Maybe if there were some warning before you pop a barrel (hissing gas release with a "spray" effect for 1-2 seconds before it bursts?) that would be enough. |
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Crawlers definitely give plenty warning before they go off so I don't have much of a problem with the sheer amount of damage that explosion does. I'm all for a second or two of reaction time on the barrels though. It would also be a fun mechanic to pull an enemy or two into it, pop it with a melee, and walk out action hero style as they blow up. |
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Can we have a keybind for popping some sunglasses on and strutting? |
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I was just hitting stuff to get minerals and I died instantly. See my screnshot. How am I supposed to know this would happen? How should I recognize them? I died from them and don't even know what the barrels look like! It's bound to happen again with explosion of this magnitude. This is really hurting my fun, seriously. |
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Got another insta-death. 630 damage in one shot, nothing I saw and double my max life!!! |
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Thanks! * The base shrapnel damage has been adjusted for the following entities as follows: ** Mossy Barrel from 22 to 8. ** Urban Crawler from 22 to 8. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 27, 2012 2:37 am | CodexArcanum | New Issue | |
Apr 27, 2012 4:20 am | Lancefighter | Note Added: 0022801 | |
Apr 27, 2012 9:06 am | tigersfan | Internal Weight | => Feature Suggestion |
Apr 27, 2012 9:06 am | tigersfan | Status | new => considering |
Apr 27, 2012 6:23 pm | CodexArcanum | Note Added: 0022879 | |
Apr 27, 2012 7:06 pm | Omosh | Note Added: 0022883 | |
Apr 27, 2012 7:39 pm | martyn_van_buren | Note Added: 0022884 | |
May 23, 2012 5:46 pm | jruderman | Relationship added | has duplicate 0007988 |
May 31, 2012 9:26 am | TechSY730 | Relationship added | parent of 0008339 |
Jun 9, 2012 11:27 am | Ghost Matter | Note Added: 0025722 | |
Jun 9, 2012 11:28 am | Ghost Matter | File Added: 2012-06-09_00001.jpg | |
Jun 9, 2012 5:07 pm | tigersfan | Relationship added | has duplicate 0008491 |
Jun 13, 2012 6:05 pm | Ghost Matter | Note Added: 0025829 | |
Jun 17, 2012 10:16 am | AlexxKay | Relationship added | has duplicate 0008587 |
Jun 20, 2012 2:04 pm | Chris_McElligottPark | Note Added: 0025986 | |
Jun 20, 2012 2:04 pm | Chris_McElligottPark | Status | considering => resolved |
Jun 20, 2012 2:04 pm | Chris_McElligottPark | Fixed in Version | => 1.103 (Official Hotfix) |
Jun 20, 2012 2:04 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 20, 2012 2:04 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |