by Lujo on Wed May 08, 2013 8:28 pm
I'll restate this more clearly - you would absolutely not believe the depth of testing this thing went through, with many possible angles in mind, and taking into account very different approaches to playing it, roguelikes, puzzle games or games in general. What you fear about persistant elements disrupting the flow of the game has been the driving force behind hundreds and hundreds of A4 pages of analysis, feedback, discussion, whining and sometimes being suicidaly abusive to push issues for over a year. And thats just from me, and I'm hardly the only one on these forums to sink too much precious lifetime into playing, testing, pondering and writing about this game.
We the testers argued for nerfs for the sake of balance in a single player game PvE game with as much vigor as you'd get in moba's. Why? Mostly to prevent a particular unlock making a particular stage of player development not work as intended.
And there is so many challenges, maps and stuff in there now that you can set your own normal mode, your own comfortable zone with the right amount of challenge and fun - and when you master it, you can find another one, and when you master it, you can find another one. One week the post-post-insane-waytoomuchtimeonyourhands-dungeon is seemingly out of everyone's reach, next week were doing trickshots in it, then we drop the game for a few weeks and getting anywhere in a lesser dungeon is impossible because of being out of shape. Persistancy be damned, playing this thing is an artform.
Really, give it a shot.
I almost got pwned by Shifty Brickwork!