*Rare Ethereal Idea* (Pirate's Booty Exclusive) Name: Siren's Song Limit: 1 Effect: +2 Clank, Drops a Bonus LVL1 Compass on the Pirate Ship. You could start with an Easy Difficulty compass, because I think Hermits would definitely see the value in the possibility of getting a 2nd artifact worth 6-14 embers, but it involves enough risk that going for it will be a tough decision. You'll have to go for the compass on the ship to begin with, and then on your way out decide if you have the time to go find the extra artifact as it could be the difference between getting out with 50 embers or dying with 56-64 (with the goal of getting out with them). I think it fits the theme of Pirate's Booty because Sirens were said to lure sailors to their doom by enticing them. It's also JUST enough risk reward that even the Greedy Ninja himself would see its value.
@@amediumhorse I personally think it has great balance because they have to get to the ship within 5 minutes of it playing or choose to camp it, it has huge potential for reward, and it still adds 2 clank even if they don't use it BUT if they DO use it, it's +5 clank because an added 3 for the additional artifact pickup. So they'd have to be really sure they have the time to go do it and still be able to get out, but the reward could be huge. If it were implemented and the Hermit's still didn't see the value in the Pirate's Booty card Tango could always up it to a higher value LVL1 compass (maybe between the range of 10-18). As I always emphasize though. These are _just_ ideas. It is 100% *Tango's game* and suggestions are just suggestions. 😊
We also have to understand a lot goes in to making a new card like that. He'd now have to add in another line to the pirate ship that drops compasses, determine what odds he wants for each compass, it's another hopper to keep filled, the card needs art done for it as well as a voice call out recording, it needs to be added in to the resource pack, etc. Totally understandable not to do it. Just thought it would be a neat way to make the Hermit's consider Pirate's Booty a little more if such a powerful ethereal card was an exclusive rare drop from it. Could even be used by someone like Cub (the only one with Pirate's Booty so far) as some hefty trade bait either with someone who is still running Medium/Hard or for someone like Pearl who is running mostly Deepfrost but wants to get the lower value artifacts for her pure collection because she could get those artifakes without having to burn a shard on a guaranteed lower ember run.
Haven’t seen a time stamp comment yet sooo I’ll try my best: 3:04 - Tanned Etho 5:35 - phase results 10:47 - new card 14:31 - shard distribution 22:20 - hermits questions and concerns 35:20 - new ravager (plus some good future names) 52:14 - Cub’s run 1:29:36 - Tango starts watching Cleo’s first run 1:42:51 - Tango starts watching Cleo’s second run 1:48:37 - Cleo’s third run 1:53:23 - Another new ravager name 1:58:32 -Joe’s first run 2:04:42 - laser beams in the dungeon 2:09:53 - Joe’s second run (Tango starts watching at - 2:14:43 ) 2:22:19 - Joe’s third run 2:45:40 - 5am Pearl appears 2:47:22 - Pearl’s first run 3:11:19 - Pearl’s second run 3:44:50 - Pearl’s third run 4:07:15 - Pearl pulled an Etho (…twice 4:08:11 )
Yes. Because not finding keys never has anything to do with the player camping 3 treasure spots and refusing to check the other 11. We have never once watched multiple times where Tango showed a key despawning on stream because a player sat their ass in a corner and refused to leave and look elsewhere.
A suggestion to tweak Pirate's Booty - the ethereal card would only dispense when the player reaches the 2nd floor. This way it still has that urgency to run to the boat within five minutes, and it also requires the player to remember to grab the card if Pirate's Booty was played when they were on a different floor. Currently, I think the ethereal card has a high chance of rotting. If Pirate's Booty is played on floors 3 and 4 the player is sneaking, so the card would rot before they can go back up to the 2nd floor. If like when Cub was running, Pirate's Booty plays early on floor 1 and you get terrible key luck, then the card rots. I think the concept is there. Lots of good like the location, I think Willie is a great guard. The possibility to get a ethereal card is cool, more incentive to make it a successful run. It just needs a little tweaking somewhere.
I think it's current value is at less than a treasure hunter, unless you're specifically doing hard level 2 loot runs. (If you're going level 4, it's only available ~1/4 time, so worth ~2coins, not including extra chance of Willie guarding & wrangling & killing you) If it only deposited a card when you entered level 2 from 1 or 3, if you weren't already on level 2, it makes it a great card. I think adding another guaranteed roll at decent loot with it - eg a roll at a key, crown, shard, another ethereal card, ember, rusty kit, pumpkin, pork chop might also make it adequate.
@TangoTek2, in reference to 1:29:11, I threw the numbers in a spreadsheet, and the total comes to 1621. That assumes the first 8 droppers are 64's, and the last two are 32's, which is consistent with what the statistics should be. I can also tell you that while I don't know which of those droppers are associated with which levels, this might be some interesting trivia, which could tell you how many people have run which difficulties. Again, I don't know which droppers go to which difficulties though, and it's not a linear spread. Dropper #1: 147 Dropper #2: 135 Dropper #3: 256 Dropper #4: 246 Dropper #5: 190 Dropper #6: 235 Dropper #7: 149 Dropper #8: 222 Dropper #9: 19 Dropper #10: 22 That would be after Cleo got her compass in the concurrent run.
I remember a pearl run where she had multiple compasses due to some bug, so the real number is a little bit less. Don't know if that happened some other time
You actually have 64 extra counted since there are 2 burning dark compass stacks in the 3rd to last dropper. With this in mind, I counted 1557, meaning I otherwise got the same answer as you
The next question is working out how many test runs were made. Do you think Tango and Zed tested the game more than 100 times before launch? I'm thinking it might have been close to 100, but I don't think it was more. That would give us a minimum and a maximum, which means we'd have a number accurate to less than 10% deviation. Additional assumptions could be made to narrow it down further, but I think I'd be satisfied with the minimum and maximum and say it's been run at least 1457 times, and no more than 1621 times. (not accounting for the times it's been run since these numbers were accurate)
Edit: see @Acella.'s reply: 1557 should be the max then. I got 1621 also. Confirmed. However, this includes test runs so we can see it as a maximum range: the real number is lower.
I think Tango is underestimating the exponential difficulty increase of going deeper into the dungeon. It isn't a linear increase. The reason this is important is because the rewards are linear. This makes the risk of The Burning Dark seem out of balance with the reward.
Not just that, but like the % of times a card is useful. Take pirates booty, for example. Let's run some generous hypothetical math and say that if you do a full run down to even floor 3, and then back up from floor 3, let's say that at least 50% of your cards are played on floor 3, 25% are played on floor 1, and 25% are played on floor 2. You now have a 25% chance to even make use of pirates booty per run, and that's if you ignore any other factor. (And I'm probably being generous with the numbers here. Would like to actually see the numbers on this, as in go over a successful floor 3 run and record how many cards were played on each floor going down and then going back up) Now consider that this is essentially a card that has a hypothetical 25% chance for you to get 2 crowns worth of loot per run. So for 4 shards, you *may* get 2 crowns. Or more. Or less. Now he's saying that he also has the idea to make an ephemeral card that is unique to pirate's booty. So now on top of that hypothetical 25% chance to even get the ephemeral card, you have an additional 1 out of however many ephemeral cards are there chance to get the cool unique card that by all accounts *better be better than the other ephemeral cards.* Let's say there will be 9 different ephemeral cards you could get form pirates booty. Your number for the hypothetical % chance to get the cool new ephemeral card is a little under a 3% chance per run. That is, if you do ONE HUNDRED runs, you may get the cool new unique ephemeral card maybe three times. Or more. Or less. This is worse RNG than a lot of actual gacha games. Let's not forget that the math I just did only applies to successful runs. If you hypothetically lose about 50% of your runs, then half all these numbers.
Definitely. It already seems like the effectiveness of a good deck is approaching a reasonable limit, especially as at this point in the game hermits are more incentivized to buy tomes rather than cards, so decks aren’t improving significantly as is. Then to expect hermits, who’s decks are already running out after 5 levels (1 twice, 2 twice, and 3 once) on level 3 runs, to increase to running 7 levels with decks that were already running empty by the end of runs? Without expanding deck sizes, buffing existing cards, or reducing the rate at which stumbles and hazard gets added, it seems hard to imagine the reasonable limit of a current deck in the current can take anybody through a level 4 run 50% of the time. All of that said, I do trust that Tango will find a good balance. None of this is meant to be a criticism of Tango at all, but rather a commentary on how the game seems a bit out of balance at the most difficult setting. On the off-chance that he’s actually reading this, I don’t want him to be given the impression that we’re disappointed in him in ANY way. DO2 is one of the greatest creations in all of Minecraft history.
Also yes, in terms of raw calculated run difficulty, assuming floor X is harder than floor X-1 by a hypothetical difficulty value of 1: A floor 2 artifact run is 4 times as difficult as just staying on floor 1. A floor 3 artifact run is 9 times as difficult as just staying on floor 1. A floor 4 run is a whopping 16 times as difficult as just staying on floor 1. Literally almost twice as hard as a floor 3 run. This isn't even counting the difficulty rampup of clank and hazard. Anyone who completes a floor 4 run should be able to buy whatever the hell they want, period.
@@Elliottklassenthis brings me back to etho and tango’s ongoing discussion about having a full 40 card deck or having a smaller deck with just your best cards. With the comments you guys made, this makes me believe in etho’s value deck rather than tango’s efficiency deck.
An idea for the fun silly runs after the final run. Swap the card call out audio with clips from Hermits. Hypno did some good Reckless Charges and of course Etho’s Loot ‘n Scoot Baby.
For the total run count, you previously showed all the compass droppers in your stream with Etho's 54 minute run, and in that stream you said that the total run count was 950 or 960 (932 at the start of the phase and then some more runs up to that point in the stream). Adding up the difference between the compasses yields 508 runs since then, so the total count when you checked the compass droppers in this episode should be between 1458 and 1468, or about 1463 if you want to split the difference. Unfortunately it's not a fully accurate count but I think it's reasonably close between your run count estimation and the rare run or two with multiple compass drops. I think that's probably the closest you'd get unless there's another stream where you happen to check both the counter and the compass droppers, but I couldn't find such a stream. As someone pointed out in the replies, this is an underestimation because the minimum amount of runs based on the nuggets that did make it into the barrel would be 1471. So the estimate in the older stream of 950 to 960 runs must have been low. So it might be fine to just go with 1471 and assume your original estimate was off by just a bit. It's at least way closer than the 1600 or so runs people were getting that included all the test runs. Here's the timestamped video where I got the original counts: Compass droppers: ruclips.net/video/sX43LG3803g/видео.html Estimated run count: ruclips.net/video/sX43LG3803g/видео.html
1:26:36 - there's (9*64)-5=571 nuggets. + the 900 runs on the sign gives 1471 runs minimum, and that would be if Cubs first run of phase 8 was the very last nugget. So I think your number is low, but I think you are on the right track with finding the difference between compases.
Might also be feasible to approximate it by adding all of the shards given to players for each phase, subtracting those still in their box. I'm sure we saw an accurate run count in a recent stream, which if it was shown during the stream for a transition to a new phase then it's not necessary to go back too far.
god I love Cleo, she doesn't appear all too often - life and stuff, don't hold it against her - but when she does turn up "when you're on low health, don't go near the ravagers!" "THANKS THAT'S THE FIRST TIME SOMEBODY HAS EVER TOLD ME THAT, THANK YOU"
Tango great work on this game inside a game. The amount of thought and mental gymnastics this has taken you on is probably unfathomable. Thank you for all your hard work and the content that this has created, not only for yourself, but all the hermits
Hey Tango, loving the video's, and the burning dark *chef's kiss*. Perfect eerie/horror vibe down there :D Anyway, not sure how accurate it may be, but a possible solve for finding out the runs may be to go back to the last known date/time of the run counter being accurate. From there, assess how many shards each hermit still had at the time, (using their video's, or if they kept track themselves), and add that to the total shards you then gave them at the end of the phase/s. You could then compare those shard numbers to current shards in circulation, taking away the number of shards still be used, to get the total shards used to that point since the last accurate run counter reading. Then it would be just the simple task of adding the last accurate reading and shard count together to get the runs :) Plus the shards used for the crossover event...
Hey Tango, since Decked Out 3 is totally confirmed, a cool level door would be to have it made of lava and then give the players a short bit of Fire resistance to get through. I feel like this would have been a super cool way to get down into the burning dark, almost like they have to decend into flames of hell to get to the last level. Hope you enjoy your break!
Potential card idea like pirates booty called Heart of the dungeon Effect: drops 1 frost shard somewhere in the black mines Cost:50 frost embers While a very powerful card I think it could stay balanced as hermits would have to explore around for it staying in the black mines longer which is a risky choice, could also maybe move the location to level 4 as well to make it harder to get to
1:19:30 Tango, move the portrait exit into the lava pit room. This way they can get out if water is trapping ravager. Or make one lava out a drop through into water that empties into library.
A potential balance issue with Pirate Booty is something I have not heard so far. The people who can afford and acquire the card, already have full decks. So getting extra ethereal cards is just getting a thing you can't use, or have to take out something they paid a lot for out of their deck, to be able to use an ethereal card they already are not buying.
One possible method of using the lava traps is to have a higher likelihood hood of turning on each hazard that goes through but only keep them on for a short period of time. This makes hazard block important so it doesn’t turn on while you are in the tunnel. It hopefully should be off for long enough for the wardens to wander away from the dispensers. I’ll try to mention this next stream in a dono.
Tango, about the lava trap distracting the Wardens: Maybe you could add random pauses even if activated? Also this would make it even more dangerous. Edit: During the pauses maybe activate somewhere else some pistions to lead them awaya?
Pirate Booty upgrade: Have a second ethereal card be dropped 15 mins after the first card, enough time that has the potential to give two ethereal cards, making it an amazing card, but also the opportunity to get at least one on the way up/down. So that it doesn’t feel like a waste of space very often. After watching more of the stream: Adding a stronger card obviously makes it a lot stronger and can be done in tandem with my idea. And the point about two cards taking up more room in the deck of a max 40 card player: 1. They won’t collect two cards every run. 2. They don’t have to use the cards straight away, so they might average out. 3. Most ethereals are more powerful than commons, so will easily be prioritised.
I don’t know if this addresses the core issues with the card. Ethereal cards are just not very valuable, and the chance to leave the dungeon with them is low. I honestly think I’d rather run a common card (hate to say it)
@@connorbrooks7501 They ARE valuable cards but are limited to 1 run... The limitation is what makes them less desirable If you removed that limitation, say with a card that gives you a different ethereal every run, then they are all fantastic cards. Even MoC is easily as good if not better than most of the uncommons because it gives no downsides The biggest issue with the card IMO is just how often are we expecting them to leave with the card? At the moment it feels like they'll get it in 1/3 of the runs they win, and that's just not great for a rare card where you're already going down to at least level 3 in order to even start using Pirate's Booty, meaning you only win 40% of your runs anyways I think it should give you 3 ethereals
I'm noticing a bug with the Clank Block indicator on the map. It looks to me like the last two pips are synced to each other - for example, at 3:27:47, an Evasion hits while Pearl is at 10, but then it goes to full rather than to 14. Then, 30 seconds later, a Stumble knocks off 3. Perhaps it's worth looking into?
@Tango you need to make name suggestion chest where hermits can submit their nametags and whenever you need new name just press button and get random one from the pool
If you checked the run count at the last phase end, you could just figure out how many runs the hermits did, then add it to the total. They all record their runs, so you should be able to get the total that way.
So, based on some semi-rough math, I think the dungeon has been run 1621 times as of 1:29:13. I did this by multiplying 64 by 8 and then by the number of droppers minus 1. Because the last two are filled with stacks of 32 instead of 64, this would be the same as doing (64*8*8)+(32*8*2). That gets us to the total number of compasses at the start of the game assuming Tango has never refilled them: 4608. We can then subtract every compass in the droppers from this number. As tango pointed out, this includes all test runs before the game launched and any tests while he was maintaining it. Dropper counts: Dropper 1: 53, 52, 46, 49, 45, 42, 36, 42 Dropper 2: 45, 53, 37, 52, 52, 45, 46, 47 Dropper 3: 33, 33, 31, 32, 41, 25, 32, 29 Dropper 4: 33, 33, 24, 34, 36, 31, 37, 38 Dropper 5: 36, 42, 46, 37, 38, 43, 39, 41 Dropper 6: 39, 30, 39, 27, 34, 37, 38, 33 Dropper 7: 48, 45, 49, 41, 51, 42, 43, 44 Dropper 8: 38, 36, 44, 45, 39, 35, 26, 27 Dropper 9: 28, 31, 29, 30, 29, 29, 31, 30 Dropper 10: 28, 28, 31, 29, 31, 28, 28, 31
It's sad that so many hermits stopped playing so early, even way before level 4 opened. I don't get it, this game keeps getting better and better. I would probably suck at it, but i feel like i would use up all my shards regardless.
Dude I just realised how much Grian will just straight up lead Timmy(solidarity) to their death like that one lake that freezes over and telling him about ‘secrets’ that are just nothing and waste his time
ok i got a solve for pirates booty that would make it an outstanding card instead of a ethereal it drops a level 1 compass so you can have a chance of getting a second artifact on your way out
Tango, about the Raveger-water-death-trap in the crypt. Maybe you can add blocks for the the players to jump further into the water so there is a chance to get only hit once? E.g. on the right side of the doorway, so players can lose there aggro and then jump.
1:24:26 You could do a comparison vs the number of shards given out in the phases, the number of shards sold (Shard, random key, random item), and the number of shards remaining in peoples inventories.
Love how everyone is complaining that it’s 1 am, meanwhile it’s 12 pm here and I have the whole day to chill and watch vods haha. But then I did stay up till 2 am last night to watch half of this live. Didn’t know Pearl did some runs too, I’m so excited!
I know that the specifics on the new card (pirates booty) may not be exactly where you want (excitement-wise if not power wise) but I really do love the idea of the card, and im super happy knowing that maybe with a tweak or two it will be a super fetch card that hermits will want to pick up (especially changing ethos opinion on it, or at least making him excited for it) ive seen tons of fun options people talked about, you adding one or a few unique ethereal cards that are powerful and unique to it, not limiting it (making getting at least 1 ethereal more consistent if you make it out, making it so it spawns only when the player hits floor 2 even if the card is drawn on a different floor so it isnt wasted when drawn right at the start or when draw in floor 4, personally I like the idea of throwing extra loot with the card, like a crown minimum with maybe a guaranteed key for floor 3? I think that adds to the "treasure" idea while making it very tempted to wait for it on floor 2, inadvertently raising clank and hazard if etho/cub waits for it, and knowing ethos greed a guaranteed key and crown and card might be enough haha regardless of what changes it gets, if any (right now I think its a fun and cool card, decently strong, just a bit weak for people going to floor 4 since you will be so far and sneaking so much) I think it is a success, altho I seem to be in the minority of people who liked the og card, and just wanted it to get a percentage boost to like 35/40% faster so you could churn through a 40 card deck quite quickly and get to key cards more consistently while less "waiting around" at the end of a run (for etho/cub) when there are 5+ cards left
Pirate's Booty is a cool card. Adding another Uncommon/Rare Ethereal would increase its value (maybe a "Clarity" card, compared to "Moment of Clarity" :P ). Additionally, having "Pirate's Booty" drop 4-7 treasure into the dungeon would make it immediately valuable too.
Tango, maybe for pirates booty, have a loot table? Like it could be an ethereal card or a few embers or crowns, like rusty but more variable and maybe only one item type?
For the Pirates booty card, I would say it's value is pretty much exactly 2 crowns. Ethereals worth 2 crowns, but it's at a known location so is slightly higher value, but it's less flexible and you can't use it to then buy shards like you could with other crowns, and also the utility value of it would depend on luck as to how much you value each different Etereal. It's presently a bit like the Permanent card that gives 8 embers on floor 3 entrance (cant remember its name) because its a 5 minute cooldown to get to a location although it's entirely possible you get it down on Level 4, or whilst key searching on Level 3, in which case you're unlikely to get it. I don't think people seem to value the 5-mins-to-level-3 card at present anyway because it's only really possible with either supreme key luck or buying keys, alongside it being fairly tight if you get delayed by ravagers etc. Like in Pearl's first run here she had Keys to get down to Level 3 going in, yet it still seems to have taken more than 5 minutes to get down there. Edit: Wait no, deepfrost isn't permanent. I could've sworn it was. Ooops. Guess it's even more similar to deepfrost then. Similar kind of thing could happen even if you were on Level 2 and the card triggered, although unlikely. I think if it triggerred when you got onto Level 2 then that makes it quite a good card, although you have to potentially go out of your way on the way back up if thats when it goes off, and you could still easily miss it if it triggered about when you came down. Or you could die after getting it. Think if that were the case it's value could be similar to Etho trying to go out of his way for Rusty kit, and potentially quite good for Higher Level runs since can save crowns to buy more runs to get more Porkchop powers so you don't have to delay for berries so much.
1:28:45 I got 1621 runs (assuming they all only had 8 stacks in there). I don't know if I'm perfectly accurate but it at least *felt* like I was zoned in and not making mistakes while doing it. And I think there was at least one time that someone didn't get a compass, so it would be 1622 then. Edit: just realized this would include test runs too. At least you know the minimum and maximum number it could be now... Edit2: someone mentioned the third to last dropper had two compass stacks for level 4. Assuming those were 32s instead of 64, that would make the max number now 1557.
Doubt this will be seen but I wanted to put it out there. Was listening to the VOD during an 8 hour drive I had today and thought of the possible special ethereal card that could drop on the ship from Pirate's Booty and my idea is this: It's called "Willie's Lost Eye" and when put in your deck it could give the player one ender pearl to use in the run if they run into a hairy situation. I will admit I brain farted and confused an Ender Pearl for an Ender Eye but the pearl could pass as an eye anyway in my opinion. Been watching since late Season 6 and love the content. Amazing work Tango!!
Etho is just an old goodtimeswithscar. His hair is white, his youthful expression mellowed into a content stare. Skin paled. More Minecraft experience. Etho really is just older scar
@1:20:14 waiting to see how long tango will take to remove that water trap, that is no fun. there should be one path with no hazard from the bottom to the exit, it dont need to be short nor devoid of vex/ravager, the combo ravager+water be a guarantee los is bad
TL;DR: There is in theory very little reason to ever run a level 4 dungeon. The loss in win percentage does not translate to worthy reward on successful runs. I'll use the Cub run where he got the Mug and completed the dungeon with 60 embers. This means for actual ranking, it would only be worth 6 tombs, 40 for a 5 pack and 10 for a single. Which means there was no reason to do that level of run versus a high frost build deck on level 3. This game's point system, tomes, is heavily relient on completion percentage, and no so much on what level you run; this was slightly mitigate with the implementation of treasure and frost limits per floor, but in it's current state there is no incentivized reason to run level 4. If we got off the mathmatical presumption that you can farm for a miniumum of 10 frost embers on a level 3 run, with a high run of 20, with the worst relic being 36 tomes, and the best being 52, you have a theorical max of 72. On the best runs you can buy 8 tomes, on your worst run (46) you can, get this, buy 5. Now with Level 4, Cub only got 6 embers, and with the best Artifact being 60 embers he would have in best case left the dungeon with 66 embers, still only 6 tombs. You see the issue? The current Theoretical Ceiling for embers is less than that of Level 3. I don't have access to the actual spreadsheet for run success percentage, but I can make guesses, Etho has stated his run success rate is 80%, which is amazing, it is why he is always theoretically first. In Phase 7, based on live stream runs, we can assume he has a 0% success rate for The Burning Dark. This is not good. He went from 80% on Level 3 to 0% on Level 4. What does this tell me as a game designer? "Level 4 is too hard." Your arguably best player in the entire game has a 0% completion rate for your highest level. This tells me it a system issue, not a player issue. We should never see a fall off of that degree for completion percentage between Levels. How do we fix it? A.) Raise the amount Clank & Hazard that can be accumulated. B.) Raise the amount of Card Deck Limit to 50. C.) Bring them Players to the Top of Level 3 instead of bottom. D.) Raise the Value of the Artifacts on Level 4, 56, 62, and 68. Explaination for the above: A.) By raising the amount of times Clank and Hazard can be activated it would raise the success rate because the main killer of runs is Clank, and since the runtime rises so much with level 4 the chance of max clank even with an amazing clank block deck is too frequent. B.) On level 4 runs Players are running out of cards, this means the limit is too low, because the runtime of the dungeon is too long. Raising the deck limit would mitigate the issues present with level 4's expodentional rise in difficulity. C.) By bringing the players to the top of level 3, it would lower the rise in difficulity by a large degree because it would remove one of levels from the run which is good because level 3 is a high killer on it's own and in it's current form you have to sneak back up to the top. By having the bubble column bring the player to level 2 instead it will raise the run completion and remove what can feel unrewarding of having a warden camping your exit, as they hear you exit level 4, something you have no control over as the player. D.) In it's current form running level 4 doesn't offer enough in rewards to facilitate the rise in risk of failure. On a perfect run they should be leaving the dungeon with 77 embers, which would allow for the buying the max points in that run of 9. Don't get me wrong here, I love Decked Out 2, it is absolutely amazing to watch, but it can obviously be better, plain and simple. Hopefully we see some form of improvement with the drastic fall across the board of successful runs.
@@TangoTek2It has nothing to do with learning the entire level of the dungeon. The value of level 3, is too high to be offset by the risk of level 4. If you disagree that is fine, but based on the present knowledge there is no reason to run level 4. Let's say I get 8 shards a Phase Focusing solely on Level 3 runs: If I can get at least 5 tome a run, with a high-value run being 8, let's say 1 in 8 runs. With getting a free run after every 3 runs I can run it ~11 times a Phase. This means my perfect phase with perfect high runs would be 88 tomes. But in a more realistic world, my phase total would be something more around 40 tomes a Phase with an 80% success rate. Now let's do the Same for Level 4: The floor of tomes being 6, with the high value being 9, which we will still say is 1 in 8 runs. This means in a perfect world they max out at 99 tomes for the Phase, with present knowledge. As a player, we have no reason to believe we can gain tomes while in the dungeon. If we say we can have a 60% success rate on level 4, the average would be around 35 tomes. If you have different stats to include/present please do, I'd be happy to be proven wrong. But I stand by my statement of, the reward of level 4 does not offset the risk. Glad to know you read the comments, and that you took the time to reply, it makes it feel like it wasn't a waste to write it all. Hopefully, with time, I'm proven wrong, but with the drastic fall in tomes submitted, it does show a downward trend.
@@Bronzeapollo708 This makes so much sense now. His response wasn't meant to be mad at you for ''suggesting'' rather it is meant to say exactly how it is worded. Case in point Pearls run in which she got 20 embers and 15 crowns from opening the level 4 door.
I love the idea of some really powerful ethereal cards from Pirate Booty. Like, if you've had a run good enough to buy that card, then you play it, make it to the ship, and make it out with the card, I feel it should be pretty beefy - maybe the diamond armor as an 'ethereal/permanent' card but without the clank drawback, or '5 minutes of resistance beacon from when the ethereal card plays' sort of level. Making those public knowledge would be sure to get Etho to try for it!
4:03:16 I really feel that. Don’t let yourself down by those commentaries tho. It’s just not possible to monitor a game in minecraft and as a single dev your resources are also limited
An accurate (if annoying) way of calculating the number of non-test runs would be to get a timestamp from the last time you accurately counted the number of runs completed, then tally that up with further timestamps via the replay mod each time a player has entered the dungeon since
Unfortunately replay isn't always recording. There are a lot of runs that don't get recorded in real time relative to everything else, so it wouldn't end up being as accurate as we'd like.
I know it probably isn't what you want, but I think the lava hallways probably need to be fully zoned against wardens even entering in the first place. Additionally, it would make the most sense to have level four have 4 wardens, 1 in each quarter. The hallways are also too narrow given how item/artifact drops work, and there should be glass panes blocking Wardens from getting near twisting vines. Too much work I know. Just something to keep in mind if there is ever a Deck Out 3.
Oooh very excited to be able to watch this when I wake up tomorrow morning, and then hopefully the guests stream right after! Ik people are probably hoping for boat boys mentorship, but I sort of want a pixelmon reunion with Etho & Hbomb. (Also bc I think that’s the closest Hbomb is going to be able to get to collecting him for MCC)
Tango, about the pirate's booty. If you change to drop 2 cards, you could make the second card drop after 1-2 min, this way it would also make the time spane wider (for at least one).
Instead of string, another idear is to use a trapdoor instead of the bottom sign on top of the vines, to detect a player leaving the lowest level. And then just reset the trapdoor when resetting the dungeon so the player have to open the trapdoor everytime they have to leave.
Beast 25 Water death is a refund. “Hazard is supposed to block paths, not remove all of them”. Maybe a honor/safety switch on the hazard doors to open if this happens ?!?! It’s wrong that they lose because of that ravager. Hazard should leave at least one completely safe route open
This game is so fun to watch but I am sad that the difficulty has been increasingly scaled to the top three ish players. Maybe he’s starting to see now that it actually may be too challenging to be worth the risk of going to level 4 but that sucks because everyone wants to see the level and the secrets… when Tango watched successful runs where top players got lucky with mob AI or other things he was frustrated because things didn’t work the way he intended them to but he didn’t seem to care as much that the other runs aren’t so lucky… he’s obviously a genius game designer and I trust his choices but it is sad that most players sort of gave up on even attempting harder runs. If even Etho is now saying it’s not worth it to do deep frost I wonder if Tango will rethink some things to make it a bit more doable. Then again he has all the win rate data so maybe he’s seeing things from a different perspective. Still so amazing and I’m so grateful to Tango for the incredible piece of entertainment he created in this masterpiece of a game!
Hypno had a bit of a rant about this yesterday, and he's right. Tango is too focussed on managing the dungeon for Etho, Cub and to a lesser extent Pearl.
@@escapeartist1258 yeah yesterday I think. Should be in his vod, although it's only open to subscribers. He was a bit frustrated at a couple of deaths and said Tango was ignoring his suggestions for changes!
It just mathematically isn't worth running level 4. Wrote an analysis of it in this comment section and all Tango replied with was a sarcastic, "Wow, that's quite impressive that you learned everything about level 4 before any of the Hermits have." So yeah he has no desire to improve the win rate of level 4. Even though now Etho and Hypno have said it is not worth running.
Tango, if you do a straight up count the run number is 1589 at the point where you discover the empty dropper. This is with droppers 1-7 having 8 slots filled with 64 compasses. Dropper 8 having 7 slots filled with 64 compasses (level 3), 1 slot with 32 (level 4). And droppers 9 and 10 having having 8 slots of 32. If anyone knows there was a VOD in which Etho (I believe) commented on a level 3 run that he always gets the same spot. After this Tango checks the compass levels. I cannot find this spot yet, but if anyone knows when it is we can cross reference the numbers from that time to this time and get the exact run calculation
I did the math and left a comment about it here, it ended up being a difference of 508 runs between the two and in the older stream Tango said the run count was 950 or 960, which would put the run count when he checked the compasses in this stream at about 1463. Here's the timestamped video: ruclips.net/video/sX43LG3803g/видео.html
Hey Tango! I counted up the number of compasses left (2,987) vs. how many were put in originally (4,608). The dungeon has been run 1,621 times, from the 1:27:00 min mark. Hope this helps
Hello Tango, I have a suggestion. no one is going through the depth charge area other than gem on her no key run. A suggestion would be to add pressure plates in the reward barrel room which is hooked up to pistons, opening the iron bars for players to access level 2 without a key. This ensures that hermits already in level 2 can’t access the barrel unless they realise that to reach it, it would require them to go from level 1. To make it a bit more obvious, you could add a sign hinting on how hermits playing can reach the barrel. Hope you would put this idea into consideration.😊
@TangoTek2 I hope you see this An idea for ethereal card drops for pirate's booty card: 1. Key Chain (drops all 3 keys at the start of the level 1) (also a permanent card) (15% chance to drop only if you play a pirate's booty card) 2. Secret Whisperer (drops a secret message about level 4 at the first of the level 3) (10% chance to drop only if you play a pirate's booty card) 3. Fortune Teller (a fun card that tells you the odds of you surviving the dungeon) (common to drop only if you play a pirate's booty card) 4. Pants on Fire (removes 3 stumble card from your deck (cancels out 3) instead you getting lava trap on safe spots of the dungeon (like the safe spot that connects right wing ice tunnel to crypt to bypass river of soul and the entrance to spider path from level 3 entrance side) (34% chance to drop only if you play a pirate's booty card) 5. Sniper Duel (removes all stumble cards out of your deck (cancels out all) instead in each level you get 4 ceiling sniper skeleton with power 3 bow appearing after card played, they can shoot player down from top easily) (20% chance to drop only if you play a pirate's booty card) All of them can play at anytime except Key Chain that is permanent card, so you may get sniper duel at the end and get you killed or get it at first and have no stumble. all of them are gambling high risk high reward cards Love your game
Ethereal card idea: A card that guarantees an extra card in the ember shop. Similar to ‘eyes on the prize’ but it has no card limit, meaning you could theoretically get every card available in the ember shop if you’re going for something specific
So, my thoughts on the Ravager issue at 1:21:00 : Maybe move the water further into the ice room so it still pushes the player away from the Evoker, but if a Ravager gets stuck in there then the player doesn't auto-lose? Also, if the Ravager doesn't get fully stuck in the room, then they can loop it around in the back corner too. The only problem I can see is maybe just the powdered snow that hides the Evoker...
A solution for the lava trap distracting the wardens could be to wool the sides of that dispenser road. It will not stop the wardens from being distracted if they're on the lava road as it goes off, but it could help stop wardens from being tempted to go near it if they're at the sides of that lava road.
I'm not too well versed in the possibilities of technical Minecraft and the limitations within the Decked Out redstone but with the recent changes to some cards, I remembered Gem's idea when Etho had the option to purchase Cold Snap and a rework that came to mind would be to make the card guarantee the doubling of a certain amount of ember chances (In my mind, 7-10 seems to be fair to put it about on par with Deepfrost which, to my understanding, averages to 9 ember chances in the 4 possible states in which it could play. An example is if Frost Focus and Swagger play in succession after Cold Snap, one would get a total of 21-24 ember chances instead of the expected 14) after it played. Think of it like a guaranteed Reckless Charge with the retained hazard penalty as long as you have enough ember generating cards to take advantage of the effect. This would maybe qualify it more as a rare and justify its spot as the 5th most expensive card although again, I have no clue if this is at all possible to implement given redstone, space and time restraints. I've been thoroughly enjoying the viewing experience of the game and can't help but theory craft at times so I apologize for the lengthy comment. Infinite thanks Mr. T!
Instead of pushing the water stream on level 1 back, I'd say push it forward a few blocks. That should push the ravager back enough to allow players to jump to the stairway, or push the ravager back into the stairway and the player can use the "secret" bypass
Not sure how much of a fix it is, but with the ravager stuck in the corner you could extend the secret passage behind the painting to come out somewhere in the crypt but its either an extension of the fire parkour or it could have an evoker permanently visible
I think pirate booty should only drop the card if you’re in level 2, like it can activate in the burning dark and when you open the door to level 2 it’ll drop the card. And the also have an independent timer for maybe 2 minutes until the card gets automatically picked up (if that’s possible). Because I really don’t think such a high cost card that provides the same value as 2 crowns should have a high chance ti go to waste.
Re: Lava trap: Would making it just not be active when the player isn't on floor 4 help? That is, note if it gets activated while the player's on other floors, and then send a pulse when they enter floor 4 to tell the noted ones to turn on, and a pulse when they leave to tell all of those to turn off?
I think the value of the card might be a little low(maybe), but I could see either adding +4 treasure or maybe a black mines key drop in addition to the card? Love watching the hermits getting a trident to the face.
If you ever make a Decked Out 3 or even right now, I would suggest (if I was the one who made it) to make like a "Maintainance Path" either just a physical path you walk that goes through every thing you need to check (can just be a line of wool or whatever) or just a document with a set path of things that need maintainance and checking up that you can walk in the same order each time. Maybe you already have that but if you don't that would maybe resolve a bunch of stress?
Tango! You can put the Pirate's Booty in a barrel as was suggested, and take it out of a barrel after a specific time limit to "despawn" it! You would be able to re-use the cards instead of losing them forever, every time.
*Rare Ethereal Idea* (Pirate's Booty Exclusive)
Name: Siren's Song
Limit: 1
Effect: +2 Clank, Drops a Bonus LVL1 Compass on the Pirate Ship.
You could start with an Easy Difficulty compass, because I think Hermits would definitely see the value in the possibility of getting a 2nd artifact worth 6-14 embers, but it involves enough risk that going for it will be a tough decision.
You'll have to go for the compass on the ship to begin with, and then on your way out decide if you have the time to go find the extra artifact as it could be the difference between getting out with 50 embers or dying with 56-64 (with the goal of getting out with them).
I think it fits the theme of Pirate's Booty because Sirens were said to lure sailors to their doom by enticing them. It's also JUST enough risk reward that even the Greedy Ninja himself would see its value.
Omg this
@@amediumhorse I personally think it has great balance because they have to get to the ship within 5 minutes of it playing or choose to camp it, it has huge potential for reward, and it still adds 2 clank even if they don't use it BUT if they DO use it, it's +5 clank because an added 3 for the additional artifact pickup. So they'd have to be really sure they have the time to go do it and still be able to get out, but the reward could be huge. If it were implemented and the Hermit's still didn't see the value in the Pirate's Booty card Tango could always up it to a higher value LVL1 compass (maybe between the range of 10-18).
As I always emphasize though. These are _just_ ideas. It is 100% *Tango's game* and suggestions are just suggestions. 😊
@@liamengram6326this is such a long reply to such a short comment, wow
We also have to understand a lot goes in to making a new card like that. He'd now have to add in another line to the pirate ship that drops compasses, determine what odds he wants for each compass, it's another hopper to keep filled, the card needs art done for it as well as a voice call out recording, it needs to be added in to the resource pack, etc.
Totally understandable not to do it. Just thought it would be a neat way to make the Hermit's consider Pirate's Booty a little more if such a powerful ethereal card was an exclusive rare drop from it. Could even be used by someone like Cub (the only one with Pirate's Booty so far) as some hefty trade bait either with someone who is still running Medium/Hard or for someone like Pearl who is running mostly Deepfrost but wants to get the lower value artifacts for her pure collection because she could get those artifakes without having to burn a shard on a guaranteed lower ember run.
I love this, but I think it shouldn't be a pirate ship exclusive. Rather, it should be a Legendary upgrade to Pirate's Booty.
Haven’t seen a time stamp comment yet sooo I’ll try my best:
3:04 - Tanned Etho
5:35 - phase results
10:47 - new card
14:31 - shard distribution
22:20 - hermits questions and concerns
35:20 - new ravager (plus some good future names)
52:14 - Cub’s run
1:29:36 - Tango starts watching Cleo’s first run
1:42:51 - Tango starts watching Cleo’s second run
1:48:37 - Cleo’s third run
1:53:23 - Another new ravager name
1:58:32 -Joe’s first run
2:04:42 - laser beams in the dungeon
2:09:53 - Joe’s second run (Tango starts watching at - 2:14:43 )
2:22:19 - Joe’s third run
2:45:40 - 5am Pearl appears
2:47:22 - Pearl’s first run
3:11:19 - Pearl’s second run
3:44:50 - Pearl’s third run
4:07:15 - Pearl pulled an Etho (…twice 4:08:11 )
Took ya long enough but THANKS
thanks :)
Best one yet
Thank you
W person
Yeah ok, I’ll watch a 4 hr tango vod at 1 am sure
EST moment
Us late nighters suffer together
Dude same. I just made a massive breakfast at 1 am and Imma lock in the this vod lol
Priorities people priorities.
2x speed gets you done at 3
I freaking loved Joes name suggestions for a new ravager. "Lack of keys" was my favorite
"at least it wasn't a berry bush" was mine lmao
Yeah he just started firing gold like a machine gun midas
Joe really has a way with words. I remember his first video I watched - where he built a port for XB's city (base swap).
I am still giggling at "gems fists"
Yes. Because not finding keys never has anything to do with the player camping 3 treasure spots and refusing to check the other 11. We have never once watched multiple times where Tango showed a key despawning on stream because a player sat their ass in a corner and refused to leave and look elsewhere.
If no runs were missed by the counter, the minimum is 1471 (900 + the 571 iron in the barrel), and based on the compasses, the maximum is 1621.
A suggestion to tweak Pirate's Booty - the ethereal card would only dispense when the player reaches the 2nd floor.
This way it still has that urgency to run to the boat within five minutes, and it also requires the player to remember to grab the card if Pirate's Booty was played when they were on a different floor.
Currently, I think the ethereal card has a high chance of rotting.
If Pirate's Booty is played on floors 3 and 4 the player is sneaking, so the card would rot before they can go back up to the 2nd floor. If like when Cub was running, Pirate's Booty plays early on floor 1 and you get terrible key luck, then the card rots.
I think the concept is there. Lots of good like the location, I think Willie is a great guard. The possibility to get a ethereal card is cool, more incentive to make it a successful run. It just needs a little tweaking somewhere.
I think it should be permanent and then have a minute or two delay so it isn't just another speedrun
I also think it should drop only when at lv2. I just don't see it being of interest to many Hermits as it is.
Either @alexandriekitty725's suggestion or just give the card 4 or so treasure drop to live up to the name of "Pirate's Booty".
I think it's current value is at less than a treasure hunter, unless you're specifically doing hard level 2 loot runs. (If you're going level 4, it's only available ~1/4 time, so worth ~2coins, not including extra chance of Willie guarding & wrangling & killing you)
If it only deposited a card when you entered level 2 from 1 or 3, if you weren't already on level 2, it makes it a great card.
I think adding another guaranteed roll at decent loot with it - eg a roll at a key, crown, shard, another ethereal card, ember, rusty kit, pumpkin, pork chop might also make it adequate.
So what did haste did before the new card came in? The wiki and spreadsheet doesn’t have it
I don't know what I would do without the VOD.
Right? Because Arizona doesn't do time changes, I always miss the first hour of streams now. VOD's my beloved!
You'd miss it.
Decked out spoiled us .. The content and the sheer length of the videos and vods .. This will go down as the greatest Content generator in HC History
Tango is a madman
@TangoTek2, in reference to 1:29:11, I threw the numbers in a spreadsheet, and the total comes to 1621. That assumes the first 8 droppers are 64's, and the last two are 32's, which is consistent with what the statistics should be.
I can also tell you that while I don't know which of those droppers are associated with which levels, this might be some interesting trivia, which could tell you how many people have run which difficulties. Again, I don't know which droppers go to which difficulties though, and it's not a linear spread.
Dropper #1: 147
Dropper #2: 135
Dropper #3: 256
Dropper #4: 246
Dropper #5: 190
Dropper #6: 235
Dropper #7: 149
Dropper #8: 222
Dropper #9: 19
Dropper #10: 22
That would be after Cleo got her compass in the concurrent run.
I remember a pearl run where she had multiple compasses due to some bug, so the real number is a little bit less. Don't know if that happened some other time
You actually have 64 extra counted since there are 2 burning dark compass stacks in the 3rd to last dropper. With this in mind, I counted 1557, meaning I otherwise got the same answer as you
The next question is working out how many test runs were made. Do you think Tango and Zed tested the game more than 100 times before launch? I'm thinking it might have been close to 100, but I don't think it was more.
That would give us a minimum and a maximum, which means we'd have a number accurate to less than 10% deviation.
Additional assumptions could be made to narrow it down further, but I think I'd be satisfied with the minimum and maximum and say it's been run at least 1457 times, and no more than 1621 times. (not accounting for the times it's been run since these numbers were accurate)
I got the same result as well with my own calculation
Edit: see @Acella.'s reply: 1557 should be the max then.
I got 1621 also. Confirmed. However, this includes test runs so we can see it as a maximum range: the real number is lower.
I think Tango is underestimating the exponential difficulty increase of going deeper into the dungeon. It isn't a linear increase. The reason this is important is because the rewards are linear. This makes the risk of The Burning Dark seem out of balance with the reward.
Especially since you also have to get out again
Not just that, but like the % of times a card is useful.
Take pirates booty, for example. Let's run some generous hypothetical math and say that if you do a full run down to even floor 3, and then back up from floor 3, let's say that at least 50% of your cards are played on floor 3, 25% are played on floor 1, and 25% are played on floor 2.
You now have a 25% chance to even make use of pirates booty per run, and that's if you ignore any other factor. (And I'm probably being generous with the numbers here. Would like to actually see the numbers on this, as in go over a successful floor 3 run and record how many cards were played on each floor going down and then going back up)
Now consider that this is essentially a card that has a hypothetical 25% chance for you to get 2 crowns worth of loot per run. So for 4 shards, you *may* get 2 crowns. Or more. Or less.
Now he's saying that he also has the idea to make an ephemeral card that is unique to pirate's booty.
So now on top of that hypothetical 25% chance to even get the ephemeral card, you have an additional 1 out of however many ephemeral cards are there chance to get the cool unique card that by all accounts *better be better than the other ephemeral cards.*
Let's say there will be 9 different ephemeral cards you could get form pirates booty. Your number for the hypothetical % chance to get the cool new ephemeral card is a little under a 3% chance per run. That is, if you do ONE HUNDRED runs, you may get the cool new unique ephemeral card maybe three times. Or more. Or less.
This is worse RNG than a lot of actual gacha games.
Let's not forget that the math I just did only applies to successful runs. If you hypothetically lose about 50% of your runs, then half all these numbers.
Definitely. It already seems like the effectiveness of a good deck is approaching a reasonable limit, especially as at this point in the game hermits are more incentivized to buy tomes rather than cards, so decks aren’t improving significantly as is. Then to expect hermits, who’s decks are already running out after 5 levels (1 twice, 2 twice, and 3 once) on level 3 runs, to increase to running 7 levels with decks that were already running empty by the end of runs? Without expanding deck sizes, buffing existing cards, or reducing the rate at which stumbles and hazard gets added, it seems hard to imagine the reasonable limit of a current deck in the current can take anybody through a level 4 run 50% of the time.
All of that said, I do trust that Tango will find a good balance. None of this is meant to be a criticism of Tango at all, but rather a commentary on how the game seems a bit out of balance at the most difficult setting. On the off-chance that he’s actually reading this, I don’t want him to be given the impression that we’re disappointed in him in ANY way. DO2 is one of the greatest creations in all of Minecraft history.
Also yes, in terms of raw calculated run difficulty, assuming floor X is harder than floor X-1 by a hypothetical difficulty value of 1:
A floor 2 artifact run is 4 times as difficult as just staying on floor 1.
A floor 3 artifact run is 9 times as difficult as just staying on floor 1.
A floor 4 run is a whopping 16 times as difficult as just staying on floor 1. Literally almost twice as hard as a floor 3 run.
This isn't even counting the difficulty rampup of clank and hazard.
Anyone who completes a floor 4 run should be able to buy whatever the hell they want, period.
@@Elliottklassenthis brings me back to etho and tango’s ongoing discussion about having a full 40 card deck or having a smaller deck with just your best cards. With the comments you guys made, this makes me believe in etho’s value deck rather than tango’s efficiency deck.
is anyone else impressed by the way he knows his way through the whole place. it just shows how much work was put into this project. AMAZING!!!
An idea for the fun silly runs after the final run. Swap the card call out audio with clips from Hermits. Hypno did some good Reckless Charges and of course Etho’s Loot ‘n Scoot Baby.
Loot'n Scoot'n
Shinobi Scar is so good. I'd love to see all the hermits cosplay as etho for a run to see what happens lol.
For the total run count, you previously showed all the compass droppers in your stream with Etho's 54 minute run, and in that stream you said that the total run count was 950 or 960 (932 at the start of the phase and then some more runs up to that point in the stream). Adding up the difference between the compasses yields 508 runs since then, so the total count when you checked the compass droppers in this episode should be between 1458 and 1468, or about 1463 if you want to split the difference.
Unfortunately it's not a fully accurate count but I think it's reasonably close between your run count estimation and the rare run or two with multiple compass drops. I think that's probably the closest you'd get unless there's another stream where you happen to check both the counter and the compass droppers, but I couldn't find such a stream. As someone pointed out in the replies, this is an underestimation because the minimum amount of runs based on the nuggets that did make it into the barrel would be 1471. So the estimate in the older stream of 950 to 960 runs must have been low. So it might be fine to just go with 1471 and assume your original estimate was off by just a bit. It's at least way closer than the 1600 or so runs people were getting that included all the test runs.
Here's the timestamped video where I got the original counts:
Compass droppers: ruclips.net/video/sX43LG3803g/видео.html
Estimated run count: ruclips.net/video/sX43LG3803g/видео.html
Good idea to find the last time he checked the droppers
1:26:36 - there's (9*64)-5=571 nuggets. + the 900 runs on the sign gives 1471 runs minimum, and that would be if Cubs first run of phase 8 was the very last nugget. So I think your number is low, but I think you are on the right track with finding the difference between compases.
@@starblaiz1986Good point, I thought of that but miscalculated the minimum run number somehow. I edited my post to mention this.
Might also be feasible to approximate it by adding all of the shards given to players for each phase, subtracting those still in their box. I'm sure we saw an accurate run count in a recent stream, which if it was shown during the stream for a transition to a new phase then it's not necessary to go back too far.
+
Pearl's 10am no sleep crazy is so wholesome. Her and Tango's interactions are the best. clank blaawk!
I'm super excited about all the guests coming to play DO. That's gonna be a blast. I especially can't wait to watch Skizz.
I've been out of the loop for a couple weeks... who are the guests getting to come play?
@@benjiray1995Martyn, Joel, Lizzie, Skizz, Hbomb, and Jimmy Solidarity
@@-FutureTaken-the only complaint I have about it is that Pixlriffs isn't on that list.
"WHAT'S A WILLIE"
They will finally know.
where can i watch the vod?
god I love Cleo, she doesn't appear all too often - life and stuff, don't hold it against her - but when she does turn up
"when you're on low health, don't go near the ravagers!" "THANKS THAT'S THE FIRST TIME SOMEBODY HAS EVER TOLD ME THAT, THANK YOU"
Tango great work on this game inside a game. The amount of thought and mental gymnastics this has taken you on is probably unfathomable. Thank you for all your hard work and the content that this has created, not only for yourself, but all the hermits
Hey Tango, loving the video's, and the burning dark *chef's kiss*. Perfect eerie/horror vibe down there :D
Anyway, not sure how accurate it may be, but a possible solve for finding out the runs may be to go back to the last known date/time of the run counter being accurate. From there, assess how many shards each hermit still had at the time, (using their video's, or if they kept track themselves), and add that to the total shards you then gave them at the end of the phase/s.
You could then compare those shard numbers to current shards in circulation, taking away the number of shards still be used, to get the total shards used to that point since the last accurate run counter reading. Then it would be just the simple task of adding the last accurate reading and shard count together to get the runs :)
Plus the shards used for the crossover event...
3:20:49 The way Pearl keeps finding all these paths and secrets is so entertaining lol. 3:22:39 she says and does the most unexpected things 😂
Hey Tango, since Decked Out 3 is totally confirmed, a cool level door would be to have it made of lava and then give the players a short bit of Fire resistance to get through. I feel like this would have been a super cool way to get down into the burning dark, almost like they have to decend into flames of hell to get to the last level.
Hope you enjoy your break!
Potential card idea like pirates booty called
Heart of the dungeon
Effect: drops 1 frost shard somewhere in the black mines
Cost:50 frost embers
While a very powerful card I think it could stay balanced as hermits would have to explore around for it staying in the black mines longer which is a risky choice, could also maybe move the location to level 4 as well to make it harder to get to
1:19:30 Tango, move the portrait exit into the lava pit room. This way they can get out if water is trapping ravager. Or make one lava out a drop through into water that empties into library.
You’ve always said when discussing hazard that there will always be a path out.
I literally just finished Wednesday’s stream video.. keeping up with you is quite literally a full time job.. that I love
Coworker! 🙏
When it finishes sniffing, a warden adds 35 anger to the nearest mob or player within 6 blocks horizontally and 20 blocks vertically
A potential balance issue with Pirate Booty is something I have not heard so far. The people who can afford and acquire the card, already have full decks. So getting extra ethereal cards is just getting a thing you can't use, or have to take out something they paid a lot for out of their deck, to be able to use an ethereal card they already are not buying.
One possible method of using the lava traps is to have a higher likelihood hood of turning on each hazard that goes through but only keep them on for a short period of time. This makes hazard block important so it doesn’t turn on while you are in the tunnel. It hopefully should be off for long enough for the wardens to wander away from the dispensers. I’ll try to mention this next stream in a dono.
I love that the first thought after “someone’s trolling” is “where’s Scar?” 😂
Tango, about the lava trap distracting the Wardens: Maybe you could add random pauses even if activated? Also this would make it even more dangerous.
Edit: During the pauses maybe activate somewhere else some pistions to lead them awaya?
Pirate Booty upgrade: Have a second ethereal card be dropped 15 mins after the first card, enough time that has the potential to give two ethereal cards, making it an amazing card, but also the opportunity to get at least one on the way up/down. So that it doesn’t feel like a waste of space very often.
After watching more of the stream: Adding a stronger card obviously makes it a lot stronger and can be done in tandem with my idea. And the point about two cards taking up more room in the deck of a max 40 card player: 1. They won’t collect two cards every run. 2. They don’t have to use the cards straight away, so they might average out. 3. Most ethereals are more powerful than commons, so will easily be prioritised.
I don’t know if this addresses the core issues with the card. Ethereal cards are just not very valuable, and the chance to leave the dungeon with them is low. I honestly think I’d rather run a common card (hate to say it)
@@connorbrooks7501 They ARE valuable cards but are limited to 1 run... The limitation is what makes them less desirable
If you removed that limitation, say with a card that gives you a different ethereal every run, then they are all fantastic cards. Even MoC is easily as good if not better than most of the uncommons because it gives no downsides
The biggest issue with the card IMO is just how often are we expecting them to leave with the card? At the moment it feels like they'll get it in 1/3 of the runs they win, and that's just not great for a rare card where you're already going down to at least level 3 in order to even start using Pirate's Booty, meaning you only win 40% of your runs anyways
I think it should give you 3 ethereals
I'm noticing a bug with the Clank Block indicator on the map. It looks to me like the last two pips are synced to each other - for example, at 3:27:47, an Evasion hits while Pearl is at 10, but then it goes to full rather than to 14. Then, 30 seconds later, a Stumble knocks off 3. Perhaps it's worth looking into?
Love how Grian just hops on, gets the shards and instantly leaves lol
@Tango you need to make name suggestion chest where hermits can submit their nametags and whenever you need new name just press button and get random one from the pool
If you checked the run count at the last phase end, you could just figure out how many runs the hermits did, then add it to the total. They all record their runs, so you should be able to get the total that way.
So, based on some semi-rough math, I think the dungeon has been run 1621 times as of 1:29:13. I did this by multiplying 64 by 8 and then by the number of droppers minus 1. Because the last two are filled with stacks of 32 instead of 64, this would be the same as doing (64*8*8)+(32*8*2). That gets us to the total number of compasses at the start of the game assuming Tango has never refilled them: 4608. We can then subtract every compass in the droppers from this number. As tango pointed out, this includes all test runs before the game launched and any tests while he was maintaining it.
Dropper counts:
Dropper 1: 53, 52, 46, 49, 45, 42, 36, 42
Dropper 2: 45, 53, 37, 52, 52, 45, 46, 47
Dropper 3: 33, 33, 31, 32, 41, 25, 32, 29
Dropper 4: 33, 33, 24, 34, 36, 31, 37, 38
Dropper 5: 36, 42, 46, 37, 38, 43, 39, 41
Dropper 6: 39, 30, 39, 27, 34, 37, 38, 33
Dropper 7: 48, 45, 49, 41, 51, 42, 43, 44
Dropper 8: 38, 36, 44, 45, 39, 35, 26, 27
Dropper 9: 28, 31, 29, 30, 29, 29, 31, 30
Dropper 10: 28, 28, 31, 29, 31, 28, 28, 31
i still like the idea of pirates booty having a chance to drop a unique ethereal card on the ship .... then you could have "willy's big booty"
Imagine getting Pirate's Booty, going out of your way to get to the pirate ship, and getting a Stumble from the drop
9th ethereal: Guaran-key - Drops keys to level 1 and 2 at the start of the run
It's sad that so many hermits stopped playing so early, even way before level 4 opened. I don't get it, this game keeps getting better and better. I would probably suck at it, but i feel like i would use up all my shards regardless.
Cause there are so many side series going on too. Not just do but hermitcraft episodes have been lacking for weeks now
Yep, and the ones that complain the most about not being able to make content or are getting bored Are the ones not playing…
Other hermits are busy plus the game probably gets boring after a while.
Tango thanks for lighting up my day a little every time with your wonderful vibe.
Dude I just realised how much Grian will just straight up lead Timmy(solidarity) to their death like that one lake that freezes over and telling him about ‘secrets’ that are just nothing and waste his time
Grian logging in, grabbing his shards, tossing them in his ender chest, and then instantly logging out 🤣🤣🤣
You should let cub and etho do a run together. They're definitely break the game but it'll be a sight to see!
ok i got a solve for pirates booty that would make it an outstanding card instead of a ethereal it drops a level 1 compass so you can have a chance of getting a second artifact on your way out
Dude that's gotta be a destructible door im seeing in the burning dark
The fact tat ethos is still top of leaderboard while just getting cards and getting shrepped is insaneeee
Hope Cleo's around tomorrow. Want to see Skizz call her Cleebert again.
Tango, about the Raveger-water-death-trap in the crypt. Maybe you can add blocks for the the players to jump further into the water so there is a chance to get only hit once? E.g. on the right side of the doorway, so players can lose there aggro and then jump.
1:24:26 You could do a comparison vs the number of shards given out in the phases, the number of shards sold (Shard, random key, random item), and the number of shards remaining in peoples inventories.
3:06:10 time to get your buddy Xisma to do some minecraft mythbuster testing maybe? :P
Love how everyone is complaining that it’s 1 am, meanwhile it’s 12 pm here and I have the whole day to chill and watch vods haha. But then I did stay up till 2 am last night to watch half of this live. Didn’t know Pearl did some runs too, I’m so excited!
4pm here. Nice time to chill :) this will be a good saturday.
Same over here
The rare Pirate's Booty-exclusive Ethereal card should be "Washed Up"
I know that the specifics on the new card (pirates booty) may not be exactly where you want (excitement-wise if not power wise) but I really do love the idea of the card, and im super happy knowing that maybe with a tweak or two it will be a super fetch card that hermits will want to pick up (especially changing ethos opinion on it, or at least making him excited for it)
ive seen tons of fun options people talked about, you adding one or a few unique ethereal cards that are powerful and unique to it, not limiting it (making getting at least 1 ethereal more consistent if you make it out, making it so it spawns only when the player hits floor 2 even if the card is drawn on a different floor so it isnt wasted when drawn right at the start or when draw in floor 4, personally I like the idea of throwing extra loot with the card, like a crown minimum with maybe a guaranteed key for floor 3? I think that adds to the "treasure" idea while making it very tempted to wait for it on floor 2, inadvertently raising clank and hazard if etho/cub waits for it, and knowing ethos greed a guaranteed key and crown and card might be enough haha
regardless of what changes it gets, if any (right now I think its a fun and cool card, decently strong, just a bit weak for people going to floor 4 since you will be so far and sneaking so much) I think it is a success, altho I seem to be in the minority of people who liked the og card, and just wanted it to get a percentage boost to like 35/40% faster so you could churn through a 40 card deck quite quickly and get to key cards more consistently while less "waiting around" at the end of a run (for etho/cub) when there are 5+ cards left
Just what I need to get me in the mood for tonight's Guests Out stream
Pirate's Booty is a cool card. Adding another Uncommon/Rare Ethereal would increase its value (maybe a "Clarity" card, compared to "Moment of Clarity" :P ). Additionally, having "Pirate's Booty" drop 4-7 treasure into the dungeon would make it immediately valuable too.
Tango, maybe for pirates booty, have a loot table? Like it could be an ethereal card or a few embers or crowns, like rusty but more variable and maybe only one item type?
For the Pirates booty card, I would say it's value is pretty much exactly 2 crowns.
Ethereals worth 2 crowns, but it's at a known location so is slightly higher value, but it's less flexible and you can't use it to then buy shards like you could with other crowns, and also the utility value of it would depend on luck as to how much you value each different Etereal.
It's presently a bit like the Permanent card that gives 8 embers on floor 3 entrance (cant remember its name) because its a 5 minute cooldown to get to a location although it's entirely possible you get it down on Level 4, or whilst key searching on Level 3, in which case you're unlikely to get it.
I don't think people seem to value the 5-mins-to-level-3 card at present anyway because it's only really possible with either supreme key luck or buying keys, alongside it being fairly tight if you get delayed by ravagers etc. Like in Pearl's first run here she had Keys to get down to Level 3 going in, yet it still seems to have taken more than 5 minutes to get down there. Edit: Wait no, deepfrost isn't permanent. I could've sworn it was. Ooops. Guess it's even more similar to deepfrost then.
Similar kind of thing could happen even if you were on Level 2 and the card triggered, although unlikely. I think if it triggerred when you got onto Level 2 then that makes it quite a good card, although you have to potentially go out of your way on the way back up if thats when it goes off, and you could still easily miss it if it triggered about when you came down. Or you could die after getting it.
Think if that were the case it's value could be similar to Etho trying to go out of his way for Rusty kit, and potentially quite good for Higher Level runs since can save crowns to buy more runs to get more Porkchop powers so you don't have to delay for berries so much.
I think you were thinking about the card Speedrunner (not Deepfrost)?
@@autumnwhistles-yc5xb Pretty sure That's the one yeah. oops.
1:28:45 I got 1621 runs (assuming they all only had 8 stacks in there). I don't know if I'm perfectly accurate but it at least *felt* like I was zoned in and not making mistakes while doing it.
And I think there was at least one time that someone didn't get a compass, so it would be 1622 then.
Edit: just realized this would include test runs too. At least you know the minimum and maximum number it could be now...
Edit2: someone mentioned the third to last dropper had two compass stacks for level 4. Assuming those were 32s instead of 64, that would make the max number now 1557.
Doubt this will be seen but I wanted to put it out there. Was listening to the VOD during an 8 hour drive I had today and thought of the possible special ethereal card that could drop on the ship from Pirate's Booty and my idea is this: It's called "Willie's Lost Eye" and when put in your deck it could give the player one ender pearl to use in the run if they run into a hairy situation. I will admit I brain farted and confused an Ender Pearl for an Ender Eye but the pearl could pass as an eye anyway in my opinion. Been watching since late Season 6 and love the content. Amazing work Tango!!
Etho is just an old goodtimeswithscar. His hair is white, his youthful expression mellowed into a content stare. Skin paled. More Minecraft experience. Etho really is just older scar
@1:20:14 waiting to see how long tango will take to remove that water trap, that is no fun.
there should be one path with no hazard from the bottom to the exit, it dont need to be short nor devoid of vex/ravager, the combo ravager+water be a guarantee los is bad
TL;DR: There is in theory very little reason to ever run a level 4 dungeon. The loss in win percentage does not translate to worthy reward on successful runs.
I'll use the Cub run where he got the Mug and completed the dungeon with 60 embers. This means for actual ranking, it would only be worth 6 tombs, 40 for a 5 pack and 10 for a single. Which means there was no reason to do that level of run versus a high frost build deck on level 3. This game's point system, tomes, is heavily relient on completion percentage, and no so much on what level you run; this was slightly mitigate with the implementation of treasure and frost limits per floor, but in it's current state there is no incentivized reason to run level 4.
If we got off the mathmatical presumption that you can farm for a miniumum of 10 frost embers on a level 3 run, with a high run of 20, with the worst relic being 36 tomes, and the best being 52, you have a theorical max of 72. On the best runs you can buy 8 tomes, on your worst run (46) you can, get this, buy 5.
Now with Level 4, Cub only got 6 embers, and with the best Artifact being 60 embers he would have in best case left the dungeon with 66 embers, still only 6 tombs. You see the issue? The current Theoretical Ceiling for embers is less than that of Level 3.
I don't have access to the actual spreadsheet for run success percentage, but I can make guesses, Etho has stated his run success rate is 80%, which is amazing, it is why he is always theoretically first. In Phase 7, based on live stream runs, we can assume he has a 0% success rate for The Burning Dark. This is not good. He went from 80% on Level 3 to 0% on Level 4. What does this tell me as a game designer? "Level 4 is too hard."
Your arguably best player in the entire game has a 0% completion rate for your highest level. This tells me it a system issue, not a player issue. We should never see a fall off of that degree for completion percentage between Levels.
How do we fix it?
A.) Raise the amount Clank & Hazard that can be accumulated.
B.) Raise the amount of Card Deck Limit to 50.
C.) Bring them Players to the Top of Level 3 instead of bottom.
D.) Raise the Value of the Artifacts on Level 4, 56, 62, and 68.
Explaination for the above:
A.) By raising the amount of times Clank and Hazard can be activated it would raise the success rate because the main killer of runs is Clank, and since the runtime rises so much with level 4 the chance of max clank even with an amazing clank block deck is too frequent.
B.) On level 4 runs Players are running out of cards, this means the limit is too low, because the runtime of the dungeon is too long. Raising the deck limit would mitigate the issues present with level 4's expodentional rise in difficulity.
C.) By bringing the players to the top of level 3, it would lower the rise in difficulity by a large degree because it would remove one of levels from the run which is good because level 3 is a high killer on it's own and in it's current form you have to sneak back up to the top. By having the bubble column bring the player to level 2 instead it will raise the run completion and remove what can feel unrewarding of having a warden camping your exit, as they hear you exit level 4, something you have no control over as the player.
D.) In it's current form running level 4 doesn't offer enough in rewards to facilitate the rise in risk of failure. On a perfect run they should be leaving the dungeon with 77 embers, which would allow for the buying the max points in that run of 9.
Don't get me wrong here, I love Decked Out 2, it is absolutely amazing to watch, but it can obviously be better, plain and simple. Hopefully we see some form of improvement with the drastic fall across the board of successful runs.
Wow, that's quite impressive that you learned everything about level 4 before any of the Hermits have.
@@TangoTek2It has nothing to do with learning the entire level of the dungeon. The value of level 3, is too high to be offset by the risk of level 4. If you disagree that is fine, but based on the present knowledge there is no reason to run level 4.
Let's say I get 8 shards a Phase Focusing solely on Level 3 runs:
If I can get at least 5 tome a run, with a high-value run being 8, let's say 1 in 8 runs. With getting a free run after every 3 runs I can run it ~11 times a Phase. This means my perfect phase with perfect high runs would be 88 tomes.
But in a more realistic world, my phase total would be something more around 40 tomes a Phase with an 80% success rate.
Now let's do the Same for Level 4:
The floor of tomes being 6, with the high value being 9, which we will still say is 1 in 8 runs. This means in a perfect world they max out at 99 tomes for the Phase, with present knowledge. As a player, we have no reason to believe we can gain tomes while in the dungeon.
If we say we can have a 60% success rate on level 4, the average would be around 35 tomes.
If you have different stats to include/present please do, I'd be happy to be proven wrong. But I stand by my statement of, the reward of level 4 does not offset the risk.
Glad to know you read the comments, and that you took the time to reply, it makes it feel like it wasn't a waste to write it all. Hopefully, with time, I'm proven wrong, but with the drastic fall in tomes submitted, it does show a downward trend.
@@Bronzeapollo708 This makes so much sense now. His response wasn't meant to be mad at you for ''suggesting'' rather it is meant to say exactly how it is worded. Case in point Pearls run in which she got 20 embers and 15 crowns from opening the level 4 door.
Oh no, I see the disappointment in Tango's face when Pearl isn't excited about the new card. Remember Tango it's a personal preference
I love the idea of some really powerful ethereal cards from Pirate Booty. Like, if you've had a run good enough to buy that card, then you play it, make it to the ship, and make it out with the card, I feel it should be pretty beefy - maybe the diamond armor as an 'ethereal/permanent' card but without the clank drawback, or '5 minutes of resistance beacon from when the ethereal card plays' sort of level. Making those public knowledge would be sure to get Etho to try for it!
4:03:16 I really feel that. Don’t let yourself down by those commentaries tho. It’s just not possible to monitor a game in minecraft and as a single dev your resources are also limited
An accurate (if annoying) way of calculating the number of non-test runs would be to get a timestamp from the last time you accurately counted the number of runs completed, then tally that up with further timestamps via the replay mod each time a player has entered the dungeon since
Unfortunately replay isn't always recording. There are a lot of runs that don't get recorded in real time relative to everything else, so it wouldn't end up being as accurate as we'd like.
I know it probably isn't what you want, but I think the lava hallways probably need to be fully zoned against wardens even entering in the first place. Additionally, it would make the most sense to have level four have 4 wardens, 1 in each quarter. The hallways are also too narrow given how item/artifact drops work, and there should be glass panes blocking Wardens from getting near twisting vines.
Too much work I know. Just something to keep in mind if there is ever a Deck Out 3.
Oooh very excited to be able to watch this when I wake up tomorrow morning, and then hopefully the guests stream right after!
Ik people are probably hoping for boat boys mentorship, but I sort of want a pixelmon reunion with Etho & Hbomb. (Also bc I think that’s the closest Hbomb is going to be able to get to collecting him for MCC)
25 has been my favorite number. You were a real one Beast #25. May you be able to munch many hermits in retirement.
Tango, about the pirate's booty. If you change to drop 2 cards, you could make the second card drop after 1-2 min, this way it would also make the time spane wider (for at least one).
Instead of string, another idear is to use a trapdoor instead of the bottom sign on top of the vines, to detect a player leaving the lowest level. And then just reset the trapdoor when resetting the dungeon so the player have to open the trapdoor everytime they have to leave.
Beast 25 Water death is a refund. “Hazard is supposed to block paths, not remove all of them”. Maybe a honor/safety switch on the hazard doors to open if this happens ?!?!
It’s wrong that they lose because of that ravager. Hazard should leave at least one completely safe route open
This game is so fun to watch but I am sad that the difficulty has been increasingly scaled to the top three ish players. Maybe he’s starting to see now that it actually may be too challenging to be worth the risk of going to level 4 but that sucks because everyone wants to see the level and the secrets… when Tango watched successful runs where top players got lucky with mob AI or other things he was frustrated because things didn’t work the way he intended them to but he didn’t seem to care as much that the other runs aren’t so lucky… he’s obviously a genius game designer and I trust his choices but it is sad that most players sort of gave up on even attempting harder runs. If even Etho is now saying it’s not worth it to do deep frost I wonder if Tango will rethink some things to make it a bit more doable. Then again he has all the win rate data so maybe he’s seeing things from a different perspective. Still so amazing and I’m so grateful to Tango for the incredible piece of entertainment he created in this masterpiece of a game!
Hypno had a bit of a rant about this yesterday, and he's right. Tango is too focussed on managing the dungeon for Etho, Cub and to a lesser extent Pearl.
@@COYSMike Did Hypno talk about it in a stream or something? Would be curious to hear the rant.
@@escapeartist1258 yeah yesterday I think. Should be in his vod, although it's only open to subscribers. He was a bit frustrated at a couple of deaths and said Tango was ignoring his suggestions for changes!
It just mathematically isn't worth running level 4. Wrote an analysis of it in this comment section and all Tango replied with was a sarcastic, "Wow, that's quite impressive that you learned everything about level 4 before any of the Hermits have."
So yeah he has no desire to improve the win rate of level 4. Even though now Etho and Hypno have said it is not worth running.
Tango, if you do a straight up count the run number is 1589 at the point where you discover the empty dropper. This is with droppers 1-7 having 8 slots filled with 64 compasses. Dropper 8 having 7 slots filled with 64 compasses (level 3), 1 slot with 32 (level 4). And droppers 9 and 10 having having 8 slots of 32. If anyone knows there was a VOD in which Etho (I believe) commented on a level 3 run that he always gets the same spot. After this Tango checks the compass levels. I cannot find this spot yet, but if anyone knows when it is we can cross reference the numbers from that time to this time and get the exact run calculation
Wish I could remember what stream that was! Time to go looking! 👀
I did the math and left a comment about it here, it ended up being a difference of 508 runs between the two and in the older stream Tango said the run count was 950 or 960, which would put the run count when he checked the compasses in this stream at about 1463. Here's the timestamped video: ruclips.net/video/sX43LG3803g/видео.html
@@OceanBagel Awesome thank you for the timestamp. I get the same number as you do. And although it might not be perfect it should be very close
Hey Tango! I counted up the number of compasses left (2,987) vs. how many were put in originally (4,608).
The dungeon has been run 1,621 times, from the 1:27:00 min mark. Hope this helps
When did you grab this count? Just curious
He checks all the 10 droppers a little after my timestamp. The first eight used to all have 64, the final 2 had 32.
Hello Tango, I have a suggestion. no one is going through the depth charge area other than gem on her no key run. A suggestion would be to add pressure plates in the reward barrel room which is hooked up to pistons, opening the iron bars for players to access level 2 without a key. This ensures that hermits already in level 2 can’t access the barrel unless they realise that to reach it, it would require them to go from level 1. To make it a bit more obvious, you could add a sign hinting on how hermits playing can reach the barrel. Hope you would put this idea into consideration.😊
@TangoTek2 I hope you see this
An idea for ethereal card drops for pirate's booty card:
1. Key Chain (drops all 3 keys at the start of the level 1) (also a permanent card) (15% chance to drop only if you play a pirate's booty card)
2. Secret Whisperer (drops a secret message about level 4 at the first of the level 3) (10% chance to drop only if you play a pirate's booty card)
3. Fortune Teller (a fun card that tells you the odds of you surviving the dungeon) (common to drop only if you play a pirate's booty card)
4. Pants on Fire (removes 3 stumble card from your deck (cancels out 3) instead you getting lava trap on safe spots of the dungeon (like the safe spot that connects right wing ice tunnel to crypt to bypass river of soul and the entrance to spider path from level 3 entrance side) (34% chance to drop only if you play a pirate's booty card)
5. Sniper Duel (removes all stumble cards out of your deck (cancels out all) instead in each level you get 4 ceiling sniper skeleton with power 3 bow appearing after card played, they can shoot player down from top easily) (20% chance to drop only if you play a pirate's booty card)
All of them can play at anytime except Key Chain that is permanent card, so you may get sniper duel at the end and get you killed or get it at first and have no stumble. all of them are gambling high risk high reward cards
Love your game
At this point, Tango should have just had a permanent Decked Out group for the voice chat rather than having to make it every time
Ethereal card idea: A card that guarantees an extra card in the ember shop. Similar to ‘eyes on the prize’ but it has no card limit, meaning you could theoretically get every card available in the ember shop if you’re going for something specific
I really want to see an Etho and Skizz duo run😂
23:30 the elusive Grian appearance without saying a word 😂
1:21:00 I think Etho has made it out that way before, but yeah that does suck for Cub.
4:02:43 honestly, had no idea tango had game and software dev experience but knowing he does fully didn't surprise me lol
1:46:00 this conversation with Cleo makes me wish Decked Out 2 had loading screen tips
What if Pirates Booty dropped a Rusty Repair Kit in addition to the random ethereal?
So, my thoughts on the Ravager issue at 1:21:00 : Maybe move the water further into the ice room so it still pushes the player away from the Evoker, but if a Ravager gets stuck in there then the player doesn't auto-lose? Also, if the Ravager doesn't get fully stuck in the room, then they can loop it around in the back corner too. The only problem I can see is maybe just the powdered snow that hides the Evoker...
I doubt I have it 100% correct but I calculated 1,621 runs from the compasses dispensed. Timestamp reference: 1:28:50
got the same
A solution for the lava trap distracting the wardens could be to wool the sides of that dispenser road. It will not stop the wardens from being distracted if they're on the lava road as it goes off, but it could help stop wardens from being tempted to go near it if they're at the sides of that lava road.
I'm not too well versed in the possibilities of technical Minecraft and the limitations within the Decked Out redstone but with the recent changes to some cards, I remembered Gem's idea when Etho had the option to purchase Cold Snap and a rework that came to mind would be to make the card guarantee the doubling of a certain amount of ember chances (In my mind, 7-10 seems to be fair to put it about on par with Deepfrost which, to my understanding, averages to 9 ember chances in the 4 possible states in which it could play. An example is if Frost Focus and Swagger play in succession after Cold Snap, one would get a total of 21-24 ember chances instead of the expected 14) after it played. Think of it like a guaranteed Reckless Charge with the retained hazard penalty as long as you have enough ember generating cards to take advantage of the effect. This would maybe qualify it more as a rare and justify its spot as the 5th most expensive card although again, I have no clue if this is at all possible to implement given redstone, space and time restraints. I've been thoroughly enjoying the viewing experience of the game and can't help but theory craft at times so I apologize for the lengthy comment. Infinite thanks Mr. T!
Instead of pushing the water stream on level 1 back, I'd say push it forward a few blocks. That should push the ravager back enough to allow players to jump to the stairway, or push the ravager back into the stairway and the player can use the "secret" bypass
Not sure how much of a fix it is, but with the ravager stuck in the corner you could extend the secret passage behind the painting to come out somewhere in the crypt but its either an extension of the fire parkour or it could have an evoker permanently visible
I think pirate booty should only drop the card if you’re in level 2, like it can activate in the burning dark and when you open the door to level 2 it’ll drop the card. And the also have an independent timer for maybe 2 minutes until the card gets automatically picked up (if that’s possible). Because I really don’t think such a high cost card that provides the same value as 2 crowns should have a high chance ti go to waste.
Re: Lava trap: Would making it just not be active when the player isn't on floor 4 help? That is, note if it gets activated while the player's on other floors, and then send a pulse when they enter floor 4 to tell the noted ones to turn on, and a pulse when they leave to tell all of those to turn off?
That conner crypt ravager should have been fixed "A Long Time Ago"
I think the value of the card might be a little low(maybe), but I could see either adding +4 treasure or maybe a black mines key drop in addition to the card? Love watching the hermits getting a trident to the face.
If you ever make a Decked Out 3 or even right now, I would suggest (if I was the one who made it) to make like a "Maintainance Path" either just a physical path you walk that goes through every thing you need to check (can just be a line of wool or whatever) or just a document with a set path of things that need maintainance and checking up that you can walk in the same order each time. Maybe you already have that but if you don't that would maybe resolve a bunch of stress?
run count = all shards distributed - the remaining shards hermits holds. won't be accurate still though.
1557 max run count, because the last 2 compass stacks in barrel 8 were also 32 starters, so not the 1621 others are stating. (-64)
Tango! You can put the Pirate's Booty in a barrel as was suggested, and take it out of a barrel after a specific time limit to "despawn" it! You would be able to re-use the cards instead of losing them forever, every time.
Early enough that people haven’t posted the run time stamps yet