Ice Monkey said:
It would need to be playtested i suppose, but the way I see it is that the game wouldn't be as easy as it may sound if you were just invincible to regular zombies while using the torch. Like, when you were saying how every so often you'd get hit while running around with the torch, instead, you were not hit then. The flaming zombies are still faster than regular zombies as they are now, and they can stil hurt you, but the torch ought to make you immune to regular zombies as it seems it is built to do so now.
I see what you mean, and this way the game will be alittle harder, that is true, but it would be easier than how the game works now at least.
I didnt say that i ever so often get hit while running around with the torch, at least that is not what i ment to say. What i ment so say is that sometime i can get hit while running into a group of zombies. I dont have any numbers on how oftern this have happend to me, but maybe 1 out for 20 times or so?
But to put it in another way, when this happends, it is not really anything different than like missing a jump in Super Mario Bros so you die. I dont think it is just random if you get hit or not when you run into a crowd of zombies. It depends on how you run and how you move the torch and on how thick the crowd of zombies that you run into are, at least after my experience. So i dont find this game mechanic in Burn Zombie Burn broken or anything like that.
Ice Monkey said:
I mean if you really pay attention when running around with the torch, every zombie when it gets within a certain radius of you will immediately turn tail and run. The only time you get hit by a regular zombie is when they already attacked, and the animation isnt done, and you run into them, which happens alot. So what I'm saying is, make that animation stop and make them turn tail and run like every other non-attacking regular zombie. When you really look at the way it works, for all I know it is just a bug. I mean, this should be the benefit of using the torch instead of the flamethrower. with the flamethrower you still dont get points if you blow up an exploder (like when a flaming zombie blows up that exploder), and zombies hardly run from you especially since you're lighting them up so quick. But with the possibility of getting hit by regular zombies even though you shouldnt when using the torch, I think it is just a poor mechanic that hurts the usefulness of the torch that isnt necessary.
This does not happend alot to me when i play, i guess we have a different experience with the game
I probably would have liked the game just as much if you were just suppose to shoot everything that comes towards you without lighting the zombies on fire, but i think that the torch adds a new element/strategy to the game than rather just shooting everything that comes towards you.
Ice Monkey said:
The point I was trying to make is that the chainsaw should be a little less useful, as it is right now you can just sit in a corner and hold L1 and a fire button and you mow through anything and everything. So instead, make it so it takes more skill like the bat is right now, and give it infinite ammo. Again, it would need playtesting, and the chainsaw works alright as it is now, but in my opinion the fact that it's a melee attack should be more than enough reason to choose another weapon over a chainsaw.
Think of it this way, would the baseball or cricket bat be BETTER if you had "ammo" for it but it was more powerful? I doubt it, it would be better as it is now. So in the same way, maybe the chainsaw should follow the design of the bat and be less overpowered and infinite ammo?
I think that i see what you mean, but is there a reason for why you want to make the chainsaw a harder weapon to use and get infinitve ammo instead of just having the chainsaw the way it is now?
Ice Monkey said:
I played the game a bit more and tried this tactic, and while I agree it does feel a little more fluid than you would think with just changing a locked-on target, this just cements my belief that they may as well have allowed you to shoot+aim with the right stick like all the other games like this, or at least allowed the option. I will just reiterate how infinitely annoying I think this lack of a feature is.
Sure, having free aim on the right stick like you do in Super Stardust might have worked abit better, i dont disagree to that, but i just wanted to say that the aiming in Burn Zombie Burn isnt as bad as you first made it sound like it is. It is possible to play the game without having any big problem of aiming and hitting the enemies that you want to kill, at least in my opinion
Ice Monkey said:
I guess I could be different than others, and you appear to not see what I mean but thank you for understanding. I am probably just creating a sense of pain from how annoying I think it is that while playing this game I have to 99% of the time hold down a button. BAd game design in my opinion and really hurts my enjoyment of an otherwise solid game, especially for 10 bucks.
What dont i see? I just wanted to say that if your finger hurts from holding down the L1 button, then it doesnt necessarily mean that you have a desease or anything
It could simply be that you have bigger or smaller hands than me, which might result in that it is painful to hold down the L1 button for a longer period of time.
Ice Monkey said:
After playing the game more, I do realize that you can actually get the harder weapons quicker by getting huge multipliers in the beginning, but then I noticed that after I got a million points on the drive-in level, THEY WENT BACK TO THE SHIT VERSIONS OF THE WEAPONS. I will also mention that the later levels give you better weapons earlier. I see why this was done and everything, but I still can't get over how much more fun the game gets when you get the lawnmower or gatling gun, meanwhile the uzi hates my damn guts and the shotgun can go to hell. I pretty much just run around lighting ip zombies in between chainsaw spawns, and this hurts the game a little in my opinion. Can't stand how much skill the bat takes to effectively use without getting hit either. I want to have fun earning the gold medals, not be frustrated at least 50% of the time.
I dont know what triggers the selection of the weapons that you can pick up through out the game, maybe it is the multiplyer as you say. The lawnmover and the gatling gun are indeed cool weapons, i think so as well, but they are also pretty powerful weapons. If you got these weapons very early in the game, and if these weapons were avalible all the time, then the game would be eaiser. By the way, there is a challenge mode in the game that allows you to use the lawnmover all the time
The lawnmover is probably the most powerful weapon in the whole game. It is more easy to use than the chainsaw, at least in my opinion, since it seems that you dont have to go so close to the enemy to kill them compared to how close you must go with the chainsaw.
You dont like the shotgun? That is probably one of my favorite weapons in the game. i think it is cool to have like 50 zombies comming towards you and kill all of them with 5-6 shotgun shots
Besides the dynamite, i think the bat gives you the most points pr. kill. It is something like 70 points pr. kill i think. I think that this is a good balance, the weapon is harder to use than the other weapons, but you also get more points for using the bat
The gold medals are hard to get, at least i think so, but at least the game gives you a challenge
Ice Monkey said:
I dont even want to mention how disappointing it is that when you get a gun like the brain sucker that is fun but doesnt even hurt any damned enemies except the one it just sucked the brain out of, or the hilarious dance gun removes your ability to raise your combo (the torch or flamethrower) until you deplete its ammo, and all of these problems could likely be solved by allowing you to hold even just one more weapon.
The brain sucker weapon is there to get zombies into groups. This is a strategy you can use to get some points. I think it is a nice weapon that can give variation to the game
It doesnt seem that the brain sucker weapons is made to do big damage.
Ice Monkey said:
I continue to be infinitely puzzled how they can build such a clunky way of achieving the right stick aim thing without just throwing it in there for the hell of it. It's like they can release a fully featured game with trophies and such, not a whole lot of bells and whistles but its pretty fun for an indie game, but this one primitive and obvious aspect is beyond them. :-/ Here's how I think the discussion went.
Developer 1: Hey look lets do zombie stardust HD.
Developer 2: Sweet! Ok now should we do right stick aim/shoot? I got it, based on the direction the right stick is pushed, the gun points to that direction and shoots. Map a circle, draw a 3d model pointed in that direction for each gun. 16 points on the edges of said circle.
Developer 1: Nah, thats too complicated. Let's just build an algorithm that chooses the nearest enemy based on distance from you, have it change every single time an enemy becomes nearer than the one you're locked onto, and make the right stick serve no purpose in the game except to target whatever enemy is closest in whatever distance is pointed to. Easy Peazy, bro.
I also wonder why they didnt allow an option to use the right stick to aim freely, but to be fair, i am sure there is a reason for why they made the game like it is now. I dont know what the reason is, but i am sure there is an explanation for it. Maybe they thought the game worked better like the way it is now? Who knows.
Ice Monkey said:
Developer 1 (from above): Now that we spent five years creating the perfect lock on algorithm, there's no way in hell I'm letting players use the right stick aim. I lost my wife and three kids due to overtime spent making that lock on system, so tough noogies.
I wouldnt mind to have the option to use the right stick to have free aim, but i dont think the aiming system isnt really that bad as you explain it here
I know that you probably are exagarting to make your point, but still, i think the current aim works fine, at least in my opinion
Ice Monkey said:
true, but it sucks because I can accomplish possibly more running into them while locked on, and spend more time trying to avoid their annoying zombie asses.
Ok, but you think it would be easier to avoid getting hit when trying to light the zombies on fire with the torch if you had 100% free aim on the right stick?
Ice Monkey said:
What I mean is that when running into the zombies, the lock on is constantly finding the nearest target, and thus lighting every one of them on fire. Great, but boring, and less satisfaction than spinning around while running into them.
Hm.. first the game is too hard since you get hit many times by the zombies while trying to light them on fire, but now it is too easy since the computer does the work for you?
And you can spin around now, it is just to hold down the L1 button
Ice Monkey said:
The game is fun, ill give it that. But there just seem to be a few things that I feel like any tester worth his salt or even the developers themselves would be able to point out and at least make the developer aware of them, and although I may never be privy to the information, I'd be so relieved to at least know these issues were brought up and were decided to be left out for difficulty purposes or something. It's like with RE5, the developer is like you cant move and shoot because we tried it, the game wasnt tense at all anymore and was too actiony for our tastes. OK, developer, I understand, it's up to you and I'll do my best to enjoy it as it is.
Ye, i think it should be interesting to know why they left out the possibilty to aim freely with the right stick. I dont know if we will ever know it, but it is possible to contact the developers and it wouldnt hurt to ask i guess. Here are the contact information:
http://www.doublesixgames.com/?page_id=59
If you decide to contact them, and if they reply, please let me know what they reply