ironcarbide
ironcarbide
About
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- ironcarbide
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Mario Maker figured this out years ago. It may be tedious to replay your level when you tweak something, but it shouldn't be too bad if you've designed it and you know the intended route.
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@Pennywise said:
Duos should not have unlimited revives, it makes the base building feel unrewarding because for duos it is a push W simulator. It undermines the effort put into building a base and the entire game becomes meaningless. I am sure many players gave the devs this feedback during beta.
This is how it could work: each player has one life, and upon death, you get sent to the end of the maze in a tomb. Now the other player has to make it to the end to revive you but there is a catch, in order to get you out of the tomb the player that is alive has to sacrifice some Genmat. If both players die, the level resets as it does for solos.
This is more along the lines of what my issue was, yeah. It's totally valid to say the extra kills are great if your main concern is grinding out resources and prestige points, but I think from a gameplay perspective it is just not fun or healthy to have such a dominant strategy.
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Came to report the same thing, perk would not activate whatsoever. Playing on Steam
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Came to report the same bug; if i switch back to Charlotte I can see that his character model is stuck in the ground from below the torso. Happened on 3-4 different maps so far. Running the PS4 version FYI