Probably, Or it is just you triggered it later than I did.
People accidentally doing this in multiplayer is frustrating.
Then donât play multiplayer
What.
Multiplayer teaming issue.
Trust issue?
What.
This was to the latter comment, Why would a single unfair attack should force people to leave multi?
I know right
What.
This was to the latter comment, Why would a single unfair attack should force people to leave multi?
Uh, because of ââenemy projectile chaosââ?
That doesnât make sense, Multiplayer are chaos games.
Anyway letâs not go off topic further.
That doesnât make sense, Multiplayer are chaos games.
Good luck playing with 19 other players against the Yolk-Star.
Anyway letâs not go off topic further.
People accidentally doing this in multiplayer is frustrating.
Thatâs because multiplayer in general is very chaotic and thereâs basically no way to survive anything once there are too many players.
I have kind of a weird idea here. So i find klaus is quite a boring enemy, the idea of it to slow the player is cool tho but it just has too much health and there is no sign of we are destroying it ( actually it has but so insignificant) killing it is not so fun and satisfie, so i think the effect when its flask is destroyed should be bigger, some random colorful chemistry explosion or even a screen shake would be nice (chickenaut is great because of this)
Should engines in Pot Luck and Budget Constrain be randomized as well? They do add maneuverability, which could matter with bombers and massive environments.
Can you revert it?
I tend to an idea that itâs better to just let it be deleted, because this 2002 graphic is too old, and the game is also in development, so it will be very tiring for iA to have to fix many game bugs and graphic bugs at the same time
because this 2002 graphic is too old
but thatâs the purpose of this feature
Wdym itâs old? It was added less than a year ago ._Â . Itâs anything but old. Itâs gorgeous, and has a lot of potential, especially with some modding.
Barriers and spawners are two separate objects, there is no need to be consistent.
Problem is though, since theyâre both the only metalic objects in this game with green lights, they are easily misunderstood with one another at first.
I initially thought the portal was destructible when I first saw it on CI5 (because like metal barriers - they had lights that are green), so I shot a lot at the portal only to realize it was not destructible. Then I shot the chickens all 3 waves of it and the portal vanished.
It was easier to learn that the portal is not destructible if that was the first wave you encountered with the portal in CIU, but itâs clearly not the case due to randomized levels, which is why I brought it up.
PS: Also maybe make the portal grid be a bit yellow/orange-ish color, to make sure all players who saw it at first knows itâs dangerous to go there
I donât see any problems with current spawners. Yes, at first glance from someone who never played CI they are a little confusing⌠just like literally any other wave. Itâs not different for chillers, for example. I kept avoiding being shot by the ball, then someone said to me that they donât kill you and I still avoid them at any cost for some reason. You arenât going to have any problems with spawners after the first encounter.
And yellow doesnât really correlate with âdangerousâ here because we have keys and boron railgun.
because this 2002 graphic is too old,
Uhm, this is the purpose, The Graphics were made to be like this to represent games back in CI2 days, it was fantastic until someone ruined it and some peopleâs temper on this.