Re: Dev Topic #3

#141
I thought it was clever putting the key card in a room everyone's grown to avoid.
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Re: Dev Topic #3

#142
hug0905 wrote: actually, i remembered that the level 2 keycard can now be found in the room where SCP-173 shatters the glass, that room shouldn't take too long to get to.
Oh yeah, I guess that's a plus. But the endless hallways problem is still there...graaahh.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: Dev Topic #3

#143
106phobia wrote:I almost never find those office rooms that have key cards.

It's not good to make the game too easy, but it sure as hell ain't good to make it too hard.
The offices are now in the final part of the game. To get the keycard, you have to get to the one room where 173 breaks the glass.

Also, too many halls.
"... your rubber ducky has also gone AWOL, captain."

Re: Dev Topic #3

#144
Ketercheat wrote:
106phobia wrote:I almost never find those office rooms that have key cards.

It's not good to make the game too easy, but it sure as hell ain't good to make it too hard.
The offices are now in the final part of the game. To get the keycard, you have to get to the one room where 173 breaks the glass.

Also, too many halls.
What's the point of even having offices anymore if you find the keycard beforehand...the office used to be the place you could pick up other docs, such as Larry's info, as well. Goddammit.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: Dev Topic #3

#145
scpharrisee wrote:What's the point of even having offices anymore if you find the keycard beforehand...the office used to be the place you could pick up other docs, such as Larry's info, as well. Goddammit.
I thought it was cool reading Larry's document before actually encountering him. It was one of those eerie foreshadowing type of moments, making you dread the moment you meet with that grinning old corpse. And even if you still encounter him before finding his document, it's still neat to find his info shortly afterwards.

This is just a nitpick, but I think it would have been better if the office rooms were at least just a little closer to the beginning of the game. Make the character go through hell with 173 in the halls, then open up to those glorious office rooms. Just a minor nitpick.

Re: Dev Topic #3

#146
106phobia wrote:
I thought it was cool reading Larry's document before actually encountering him. It was one of those eerie foreshadowing type of moments, making you dread the moment you meet with that grinning old corpse. And even if you still encounter him before finding his document, it's still neat to find his info shortly afterwards.

This is just a nitpick, but I think it would have been better if the office rooms were at least just a little closer to the beginning of the game. Make the character go through hell with 173 in the halls, then open up to those glorious office rooms. Just a minor nitpick.
^ I second that. Having things like this, as well as 914 spazzing out and randomly giving you playing cards, isn't meaningful difficulty - it's just difficulty forced on the game to make it more challenging (mostly annoying).

The endless hallways and lack of offices is bullshit. The map "zone" system is great, but it's really flawed as of right now and I infinitely prefer the previous map algorithms.
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
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Re: Dev Topic #3

#147
106phobia wrote:
scpharrisee wrote:What's the point of even having offices anymore if you find the keycard beforehand...the office used to be the place you could pick up other docs, such as Larry's info, as well. Goddammit.
I thought it was cool reading Larry's document before actually encountering him. It was one of those eerie foreshadowing type of moments, making you dread the moment you meet with that grinning old corpse. And even if you still encounter him before finding his document, it's still neat to find his info shortly afterwards.

This is just a nitpick, but I think it would have been better if the office rooms were at least just a little closer to the beginning of the game. Make the character go through hell with 173 in the halls, then open up to those glorious office rooms. Just a minor nitpick.
- Improved map generation algorithm - now the map is divided into three "zones"
("light containment", "heavy containment" and an office/research zone). Due to
this, the layout of the facility now makes much more sense: you won't be seeing
a toilet or an office next to the containment chamber of a Keter-level SCP anymore


are you just one of those people who don't read the changelog?
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(last edited 10/09/2020)

Re: Dev Topic #3

#148
hug0905 wrote:
106phobia wrote:
scpharrisee wrote:What's the point of even having offices anymore if you find the keycard beforehand...the office used to be the place you could pick up other docs, such as Larry's info, as well. Goddammit.
I thought it was cool reading Larry's document before actually encountering him. It was one of those eerie foreshadowing type of moments, making you dread the moment you meet with that grinning old corpse. And even if you still encounter him before finding his document, it's still neat to find his info shortly afterwards.

This is just a nitpick, but I think it would have been better if the office rooms were at least just a little closer to the beginning of the game. Make the character go through hell with 173 in the halls, then open up to those glorious office rooms. Just a minor nitpick.
- Improved map generation algorithm - now the map is divided into three "zones"
("light containment", "heavy containment" and an office/research zone). Due to
this, the layout of the facility now makes much more sense: you won't be seeing
a toilet or an office next to the containment chamber of a Keter-level SCP anymore


are you just one of those people who don't read the changelog?
173 is Euclid. Not Keter. TECHNICALITIES, COMRADES. TECHNICALITIES.
SCP - Box of Horrors v0.8.0b
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Re: Dev Topic #3

#149
hug0905 wrote:- Improved map generation algorithm - now the map is divided into three "zones"
("light containment", "heavy containment" and an office/research zone). Due to
this, the layout of the facility now makes much more sense: you won't be seeing
a toilet or an office next to the containment chamber of a Keter-level SCP anymore


are you just one of those people who don't read the changelog?
I read the changelog every time there's an update. Are you just one of those people who try to be smartasses but wind up looking like annoying assholes instead?

The beginning of the game is set near 173's containment chamber, and it was already shown that there was at least one office room near it. And when did I say the offices had to be next to its chamber? I said that the player should go through a few hallways first before reaching the offices at a much earlier point in the game.

Also, 173 is Euclid. Not Keter.

Re: Dev Topic #3

#150
hug0905 wrote: - Improved map generation algorithm - now the map is divided into three "zones"
("light containment", "heavy containment" and an office/research zone). Due to
this, the layout of the facility now makes much more sense: you won't be seeing
a toilet or an office next to the containment chamber of a Keter-level SCP anymore


are you just one of those people who don't read the changelog?
173 is euclid not keter, smartass.

What he said makes sense, it would be useful to have an office near an SCP they know won't easily escape, since it would be a pain to travel many corridors just to get to his chamber, and it would make working with it much faster if their working space was close to its chamber.
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