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Crash Site Feedback/todo collection thread #957
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I don't know if the issue is resolved or the situation is different. But we used nukes recently on crashsite to clear up biters and I don't remember problems with lag. And if there is an issue with nukes, it's unlikely we would be able to do anything about it. So I'm going to cross that one off. |
Crashsite Cutscene Ideas
Sent with GitHawk |
"Respawn timer shouldn't be as long or maybe timer starts off small and increases per death or maybe based off evolution" -- Implementation is based off evolution
Based on conversation with GrilledHam: - Respawn delay is to prevent / punish early game suicide runs to clear nests. This implementation decreases the respawn time from default of 60 seconds to a minimum of 10 seconds, by 5 seconds per 10% of evolution.
Added enable (default false) to control adjustable respawn delay. When disabled, respawn is 60 seconds.
Players are consistently reporting late game to be boring. We should give them something that they can do to finish the game quicker. Open to more ideas that focus on late-game additions. |
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Thanks @MommyTigress I've added the above issues to the Issue. |
Similar to our Diggy feedback issue, we have accumulated a lot of feedback on Crash Site since the last major updates. With autofill being added scenario-wide, it might be time to add some new features and fix existing "exploits" that break the game balance a little.
Bugs, Refactoring and Balance Issues
Hail Hydra causes lag issues when nuking spawners (late-game spawner clearing)Wishlist/Suggested Ideas
Jayefuu's To Do list:
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