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Author Topic: Pusher/Pointman Tutorial  (Read 37823 times)
Avarice
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« Reply #30 on: May 04, 2008, 10:10:31 PM »

This gives the game a certain depth that (I feel) Mono doesn't have. If puzzle character scoring was as cut-and-dry as Mono's, I don't think the puzzle characters would be anywhere near as fun to play as they are now.

qft.  If the learning curve were 1 day, it'd be boring in 5.  Having a depth like this gives it far more replay value imo.

Since this has a sticky, I'll probably just contribute directly to it.  Expect some more in-depth strategy info to supplement the vids as soon as I get bored of SoaSE!
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Melodia
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« Reply #31 on: May 05, 2008, 03:34:52 AM »


qft.  If the learning curve were 1 day, it'd be boring in 5.  Having a depth like this gives it far more replay value imo.

Did I suddenly move into a forum that wasn't about a game where you could play any piece of music (or any audio at all) you wanted for a different experience each time?

-Lala-
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kEn_sct
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« Reply #32 on: May 05, 2008, 05:07:10 AM »


qft.  If the learning curve were 1 day, it'd be boring in 5.  Having a depth like this gives it far more replay value imo.

Did I suddenly move into a forum that wasn't about a game where you could play any piece of music (or any audio at all) you wanted for a different experience each time?

-Lala-

by replay he means the games re playability not a single song.  if scoring wasn't complex it would be dull  with everyone having the same score.

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Red21
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« Reply #33 on: May 05, 2008, 11:51:01 AM »

If there were no chaining/syncing bonuses their would still be a lot of strategy to the game, because there will always be more blocks than anyone can ever pick up without overfilling very quickly.

Without these bonuses, there remain a lot of strategic choices - do you avoid the numerous but low value cold colours or the rare but valuable hots? do you always leave a lane free to drop whites in? do you just collect blocks randomly then use a paint power up to get one massive combo? There still remain a lot of different ways to play the game.

I have no problems with learning curves. I just don't like the way that these bonuses are hidden from the player and applied under the hood, or how counter intuitive the strategy is. The fact that you have to sit down with a calculator or go online to watch a video just to work out how to play the game cannot be good.

I don't think the coloured modes should be easy, but they should be elegant and intuitive. Tetris is not complicated but it can still be very challenging.

I mean, surely if whites and power ups were meant to be avoided then why even put them in the game in the first place? I can't bring myself to play the game like this because to me it feels like an exploit, not a fun strategy.
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Melodia
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« Reply #34 on: May 05, 2008, 01:26:01 PM »

I mostly agree with the above post -- in fact it's why I play Vegas, because you CAN just do a 'collect everything and go to town' for the most part, though I've been testing avoiding purples lately and I think it works out slightly better...

-Lala-
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kEn_sct
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« Reply #35 on: May 05, 2008, 02:10:35 PM »

If there were no chaining/syncing bonuses their would still be a lot of strategy to the game, because there will always be more blocks than anyone can ever pick up without overfilling very quickly.

Without these bonuses, there remain a lot of strategic choices - do you avoid the numerous but low value cold colours or the rare but valuable hots? do you always leave a lane free to drop whites in? do you just collect blocks randomly then use a paint power up to get one massive combo? There still remain a lot of different ways to play the game.

I have no problems with learning curves. I just don't like the way that these bonuses are hidden from the player and applied under the hood, or how counter intuitive the strategy is. The fact that you have to sit down with a calculator or go online to watch a video just to work out how to play the game cannot be good.

I don't think the coloured modes should be easy, but they should be elegant and intuitive. Tetris is not complicated but it can still be very challenging.

I mean, surely if whites and power ups were meant to be avoided then why even put them in the game in the first place? I can't bring myself to play the game like this because to me it feels like an exploit, not a fun strategy.

whites are only meant to be avoided for pusher... and if there was no chain bonus it would be so easy for everyone to get the same score. it takes skill to keep your chain by improvising random colour on the spot which u may have to sort out later.  chain forces you to keep picking up blocks just like guitar hero forces you to try and get every note to get a top score.
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CrackTheSky
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« Reply #36 on: May 05, 2008, 06:41:45 PM »

If there were no chaining/syncing bonuses their would still be a lot of strategy to the game, because there will always be more blocks than anyone can ever pick up without overfilling very quickly.

Without these bonuses, there remain a lot of strategic choices - do you avoid the numerous but low value cold colours or the rare but valuable hots? do you always leave a lane free to drop whites in? do you just collect blocks randomly then use a paint power up to get one massive combo? There still remain a lot of different ways to play the game.

I have no problems with learning curves. I just don't like the way that these bonuses are hidden from the player and applied under the hood, or how counter intuitive the strategy is. The fact that you have to sit down with a calculator or go online to watch a video just to work out how to play the game cannot be good.

I don't think the coloured modes should be easy, but they should be elegant and intuitive. Tetris is not complicated but it can still be very challenging.

I mean, surely if whites and power ups were meant to be avoided then why even put them in the game in the first place? I can't bring myself to play the game like this because to me it feels like an exploit, not a fun strategy.

whites are only meant to be avoided for pusher... and if there was no chain bonus it would be so easy for everyone to get the same score. it takes skill to keep your chain by improvising random colour on the spot which u may have to sort out later.  chain forces you to keep picking up blocks just like guitar hero forces you to try and get every note to get a top score.

Yeah, what kEn said. Chaining is not something that's easy to do (at least not with Pusher) - you have to be CONSTANTLY picking up blocks, meaning you have to make sure that every block you pick up, you'll be able to match. It takes a decent amount of skill to get the hang of successfully chaining, and the payoff to learning how to do it is a higher score.

BTW, chaining bonuses apply in Mono modes, too.
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Rytrik
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« Reply #37 on: May 11, 2008, 08:10:48 AM »

It's obvious that in order to get the maximum score with mono you have to miss certain strategically chosen blocks?

Truth. On numerous songs there have been blocks that have had to be dodged so that you won't start a combo too early. Generally this is when you have double blocks on each of the side lanes and the next group of blocks, with those, will land you an 11 or 21 combo only with those.

I think i'll have to start playing on pusher and points soon :p Though I do love my ninja mono!
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iTry
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« Reply #38 on: May 17, 2008, 12:26:29 AM »

Hey, I've watched your pusher elite video but I still don't understand chaining. What is it? What bonus does it give you? Is it effective? Sorry about this, you probably explained it very well but I'm really bad at AS.
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yellow_h3x
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« Reply #39 on: May 17, 2008, 12:58:06 AM »

Basically, you have to hit a block every second or something like that. I think...
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kEn_sct
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« Reply #40 on: May 17, 2008, 04:30:13 AM »

Hey, I've watched your pusher elite video but I still don't understand chaining. What is it? What bonus does it give you? Is it effective? Sorry about this, you probably explained it very well but I'm really bad at AS.

u have a meter at bottom of screen now for chain bigger it is the better and if its not there u dont have one.  Chaining can give u up to 300% extra of score.  Basically keep picking up blocks as if you leave it to  long (same time as a match would clear) the chain will break and u have to build it up again.
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iTry
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« Reply #41 on: May 17, 2008, 05:53:39 AM »

I don't seem to have a meter at the bottom but I know that getting a bigger chain gives me a bigger bonus. But when the blocks match and dissapear is there a way to keep a chain? Could I also add you in Steam please?

Thanks
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Lavos^
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« Reply #42 on: May 17, 2008, 07:20:53 AM »

You keep the chain by always hitting blocks to keep the match going.

Watch the videos again he explains it.
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yellow_h3x
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« Reply #43 on: May 17, 2008, 07:23:26 AM »

I don't seem to have a meter at the bottom
It's the little silvery line, right above the track name/artist.
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Mattybee
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« Reply #44 on: May 17, 2008, 09:56:56 PM »

To be honest, I think the +% bonus for board clear and whatnot makes Pusher way too good compared to the others for score. There's no balance at all - a skilled Pusher beats pretty much everything else.
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