End of the season after shot is Etho breaking in to let him out, but the piston that gives him the damage at the start of the run ends up giving him his last tick of damage and dies, season ends xD
I love that Pearl's first move is to get on top of a high place and map the entire 4th floor and discover a huge secret. She's so good, I definitely have high hopes for her on the burning dark
Watching her deal with the wardens the past few weeks I’m surprised how she’s not more of a favourite, she’s amazing. And her egg hunting skills are definitively unmatched
I know, right? I can't wait to see the world download and dig around in some of the redstone. I'm an noob, but I am slowly picking up some things about that area of the game.
First Cubby Run! 22:42 First Cubby Run, Attempt #2 36:00 First Pearl Run 1:03:02 First Etho Run 1:26:41 First Etho Run, Attempt #2 1:33:45 First Gem Run 1:49:20 First Jevin Run 2:04:42 DO2 Closed for Warden Party 2:21:44
i think it's made by a line of horizontal observers pointing into each other and vertical observers pointing into the dispensers. a clock pulses the bottom observer row periodically and it spreads to all the dispensers in order because of the observer delay
I Think what habend was, the redstone torch just turned on when the game ended so it immediately turned off again, giving the observer only 1 update. This could be fixed by putting 2tick repeater after the torch
The irony behind Cub dying to Skill-Issue withing the first 2 minutes of the opening run is like god-tier there which just adds even more to the Irony.
I start loosing memory of what irony is when the only phrasing I see it in is “the irony” “oh the irony” it just stops feeling like a word, I need to see it used in a sentence without “the” in front of it
(1:59.55) While it may technically be the same amount of Stumble cards once the run is complete, the placement of that clank is detrimental to the progress of the runs. Originally when you turned off Treasure at max clank, max clank was usually at the end/completion of the run. The goal was to prevent farming at the end of the run. With Stumble cards now playing throughout the run it is helping the players to reach max clank much sooner. Before the run has even really started. If that is what you want, two possible solutions are to keep Treasure going after Max Clank but off once Max Clank is reached and the item is retrieved or perhaps have keys available at the doors to exit floors 2 & 3, once Max Clank has been reached.
I don't think Tango intends for players to want to go further down into the dungeon when they reach max clank. Much like the board game, high clank is what tells you that you only have a brief amount of time left until the dungeon kills you. Players will need to adapt to trying to not set off any shriekers going down - very different from their prior strategies. I agree, however, that this change affects many of the other tweaks like the anti-farming treasure limit, zero treasure at max clank, and the +2 clank stumbles. I think Tango is aware that a lot of balancing will need to be done - but I think this change could be for the better, once balanced properly.
@@Muskar2Only problem is that going down and failing is no worse than going back up early; it's even encouraged as the game shames you for leaving without an artifact.
@@DiamondWolfX Are you saying that players are encouraged to push themselves to max clank? Because that's not true. Max clank before you get to your artifact should tell you that your deck isn't good enough for the current difficulty (or that you're playing too recklessly), not that you have endure max clank to succeed. Ideally players should try to time to be at max clank right before getting out.
I feel the biggest difference now with clank is that a lot of players were getting out before all stumbles were played or at max clank already, so in actuality more stumbles are having a meaningful effect with their earlier play. This means that currently in every run the players are having less “room/buffer” for mistakes before max clank.
I love the burning dark so much, it really feels like a better home for the warden than the ancient city. it really feels like they evolved for that environment, what with the lava/fire immunity, and relying on hearing instead of sight makes sense when you’re stuck in a maze.
The fast moving light from that lava chase was so eerie before I knew what it was coming from! Now that I know what it's from it is going to really add to the ambiance of level four! I'm just 50 minutes into the video, can't wait to see what other surprises are in store!
While it wasn't how you had intended for DO to play, the Hermits have had 6+ weeks to learn how to play the game with most of the Stumble cards coming at the end. They have learned to move around the dungeon and have built their decks around this premise. Moving the Stumbles into the run is a big change. It may be worth extra shards to help them acclimate themselves to the new norm.
I have a mix of emotions, Pure joy because more DO2 and the BURNING DARK. But sad because I still need to watch like 10 hours of vods before I start watching this. Appreciate all the work Tango.
With regards to the lava trap issue, there could be two causes. 1 - something in the red stone is causing the observer chains to be triggered an extra time when it turns on/off. This seems more likely as the whole trap was inverted. 2 - there is an issue with the chunks being unloaded, but this seems less likely as if that were the cause, I would expect only a few of the dispensers to be flipped. Regardless, if this were the issue, a solution would be to install chunk loaders along the trapped sections, that turn on when the game is active, and turn off a few mins after the game ends using a pulse extender. EDIT: Found the fault. It’s an edge case with the pulse extender clock. If the game turns off at the right moment, it all becomes out of sync. The fix is as simple as replacing the torch in front of the observer with a 3-tick repeater. :)
Decided to hold off watching this until my tiny human was home from school since you’re his favorite Hermit. He read the death by the first warden and knew the theme of the names immediately. Proud mom moment as he’s only 6. Extra cool points to you Tango as this little one was beyond elated.
The flowing lava creates a spotlight lighting affect that reminds me of the scenes of hell in Hellraiser. I don't think Tango meant for that, but it adds so much atmosphere. Love it!
Tango has such a knack for putting strange and unfamiliar things into minecraft... just seeing the flicker and hearing the sound of the lava go by before seeing it and wondering just WHAT is over there
@@rudrodeepchatterjee Etho not only loves Rusty but every time he encounters Rusty, Etho also makes up stories about how he's befriended Rusty and wants to free them.
Ive felt bad for tango all day. So much work and effort, but a mistake with the wardens, and an intentional change to stumble cards and theres all the hate in the world. Maybe it needs fixed maybe not, but he came to a conclusion that it needed changed off of 4 runs, and a ton of backlash. Just not fair for someone as good as him
while I get it, when you are a game dev you have to deal with the community around your game, the thankful people, the ones who will say its great no matter what, the ones who will hate it no matter what but dont stop playing, the loud, you have to guess what the quiet part wants, and all this takes tons of mental effort, tons of effort to change the game, and lots of communication. I know its a lot on tangos shoulder, its not like he decided to release an indie game, but his minecraft "mini"(that doesnt feel right with the scope of the game)game has blossomed into a key part of the community and current video making. Im grateful for it all, even if I dislike a mechanics implementation or think a card is too weak or strong, or think the shard distribution feels like an artificial cap on the fun of the game (but I also understand that this is because of the score/challenge section, and after this is done the game would technically just be free-play, kind of like a campaign vs freeroam) but yeah, im grateful for the metric fktons of work tango and the team put in, im super happy that I have a bunch of fun videos from such fun people, im glad this gave me an excuse to branch out and watch some of the other people on the server that I normally ignored, overall, despite any issues, this game has been a HUGE boon to the server, the players, and the watchers, and I cant really say thanks enough to tango (altho I guess a donation would help that) despite any nit-picking or anyone else bringing the mood down via rudeness
If you make a “developer switch” that turns on pistons that are spammed in level 3 and 4 so you can build there, it would protect you and distract the wardens.
@@ender0998while this is true, their hearing still has the normal cooldown of a standard sculk sensor. the pistons wouldn't make it impossible to get blasted by a warden, but they'd definitely help by lowering the chance that it hears you in the short chance it has between piston fires. plus, pistons could be used to draw wardens to parts of the dungeon that don't need to be modified!
@@ender0998 What about 3 or 4 different modes for that "developer switch" So if you want to work on lvl 3, middle, you switch it so pistons activate in the upper and down section of lvl 3. This obviously doesn't make you guaranteed to not die, but would certainly guide the wardens far away from you
A developer switch would really only be effective if you could draw the wardens away entirely, which involves creating an area that can't be accessed except during the developer switch being active. Which would mean you also need a more complex system to redeploy the wardens. I would honestly love if Mojang would also add a calibrated Skulk Shrieker that allows spawning of wardens(even when placed by a player) within a reduced area around the Shrieker that is activated either by one specific sound or by redstone signal. Perhaps the trade off being Wardens spawned this way don't stick around as long and aggro much faster. Would be helpful for those trying to develop games and traps like this.
The clank block is being consumed more by stumbles because they play more regularly. Before, stumbles could consume it pretty fast - but many stumbles played back to back, late, so clank block went from high to low, and then from 0 to 0, late in the run. Now, stumbles keep the clank block meter low by playing frequently. The net effect may be similar, but the "depth" of the bar will be significantly shallower in general. This has a knock-on effect that since it's much harder to generate a large "buffer" of clank block, it's more common for stumbles to actually increase your clank level: if you have a sequence like: sneak, shrieker, stumble, sneak, that'll produce +2 -1 -2 +2 -- generating 1 clank to the heartbeat and leaving you with +2 clank block. If things were clumped like before, you'd have +2 -1 +2 -2 - leaving you with +1 clank block and no change to the heartbeat. So, the new system will make clank rise faster in general unless you have a high percentage of clank-block-producing cards in your deck.
Maybe a clearer way to say it is like this: when the stumbles are mostly played at the end of the deck, the chance that the clank block accrued by the cards played previously exceeds the -2 from the stumble is high. Conversely, when played regularly, this chance is greatly reduced. Thus, stumbles will more frequently "hit" the heartbeat when the play, and since they _also_ regularly play sooner in the run, the heartbeat rises more frequently and sooner (a double-whammy of sorts)
Tbh it wasn't a big surprise. In one of the last phases he really stepped up his game and finished 1st place along with Etho, and Etho himself said that after that phase he focuses on getting all the cards instead of winning. So Cub just had to do as well as he did that phase and still focus on winning, which he did (and if he enjoys it, good for him!).
@@sallomon2357 Not exactly. It was in Phase 4 that Cub and Etho tied for 1st place. In Phase 5, Cub won outright....and it wasn't even close. It was only then that Etho claimed that he wasn't interested in winning and only wanted to "collect all the cards". So, now are you suggesting that the only reason Cub won Phase 6 is because Etho "wasn't even trying"?
@@sanautin I didn't mean that it was the only reason, just one of the trends. But sorry for any unintended spite against Cub, I have nothing against him. Plus I haven't caught up with Tango's vods so I probably missed some Cub highlights from these two phases. Watching Etho's Phase 5 episode in full only, like, yesterday also probably made my vision skewed on the leaderboard. I was just so excited for this vod when I saw it that I decided to ignore the few previous ones 😅
@@sanautin (I'm not arguing anything with this, just clearing up misinformation - etho did actually claim he wasn't interested in winning before cub won phase 5 - the video came *out* after phase 5 but he said that right at the start of the phase) cub is SO good though!
I hope Etho fights back for the points. I know in his video he said his goal changed to getting all cards maximum, but that was when he was miles ahead. I would love to see a good titlefight.
@@jayveedesilos4314 100% cub bought a lot of shards. Tango said Cub had something like 17 runs but he was only given 9 or 10 shards last phase. Etho probably at this point only logs on to play Decked Out and so wouldn't get much chance to buy shards. Initially Etho was the one buying all the shards.
Doesn’t the new stumble system further nerf the card that doubles frost embers for three cards? Since the stumble is every fourth card, it would then be guaranteed that the card would only double a maximum of two cards (if either of those gave frost embers).
I mean it's also a massive nerf of Swagger. Swagger now instantly adds 4 clank and prevents good cards being drawn for an extra minute. And this matters a lot more when you risk getting to max clank even if you didn't hit a single shrieker going down. Swagger also added 4 clank before, but it was typically after all most of your clank block cards were drawn. This is closer to the intended effect of the card, but it's in the other extreme than before.
Although, Stumbles in the front nerfing Swagger may seem like a bad deal, this change buffs Quickstep and Brilliance significantly, as they allow you to get more out of the space between Stumbles, or at the very least get the Stumbles gone faster, so good cards can be played that matter. Before, the quickdraw cards accelerated you reaching the Stumble pile at the back, which was a huge turn-off, but now... these cards have way more appeal in my eyes.
@@humourlessjester3584 probably would be basically the same as the trick vs treat options yeah. And also instead if skeleton/pumpkin ravagers, they could be elves. Could make the wardens Santa too if he wanted or Rusty
@@ibpants I don't know how that didn't cross my mind they should absolutely be reindeer. I think reindeer ravagers, elf wardens and Santa Rusty would be fun. Something about the big spooky wardens becoming elfs is just great
This was posted SO FAST! I'm so thankful because I couldn't watch the stream in good quality, twitch was hateful today. Level 4 looks amazing, of course. I said before that DO was like a love letter to Etho, but really it's a gift to everyone who watches minecraft content. Mr "notabuilder" TangoTek has merged amazing building with crazy magic redstone, fun gameplay, beautiful sound design, easter eggs, secrets...it's everything. I did adventure maps and CTM maps galore years ago and I wish they were 1% as cool as Decked Out 2.
I liked where stumbles were at the end. Even if it wasn't intentional, it makes the Vex a challenge on the way back UP for taking too long. You wouldn't want them to be a challenge on the way down. That's unfun. Also I love lvl 4.
If they're a challenge on the way down, that should mean you either have an unbalanced deck or that you're pushing further than you should. Both of which aren't things I think are the case in some of these runs where they just draw 8 stumbles (i.e. 16/20 clank) before they draw a clank block card and thus have to permasneak before they draw good clank block.
The ancient city ruins in a giant cave is such an awesome aesthetic for the burning dark, I love it so much. The tower, the maze, the lava trap, just everything
I think the new stumble system might be skipping every fourth card played in a players deck. You can see in Cub's second run at 36:17 he has 38 cards. the fourth card plays at 38:00 and is a stumble, but his card count still drops by one. Since stumbles are no longer being added to the deck and are just playing automatically, he should still have 35 cards in his deck. There was also a bit of a pause between the card playing and the stumble being announced. Maybe I'm wrong, but it sure looks like some cards are being skipped.
I can't believe Cub managed to come back that hard in the second half of phase 6! I really thought Gem was gonna snag first place. Really glad to see her proving herself as a serious competitor regardless. She's had a strong understanding of the game from day one and has been fighting hard this whole time. I want to see her in the top two!
Stumbles being drawn almost right after being added is a huge change. If it could be randomly shuffled in that would be the best, but if thats not I prefer it at the bottom of the deck, the old way. This way just seems so punishing and means more time on max clank. Max clank is fun at the end, but there needs to be a healthy middle game.
It definitely needs some tweaking. I agree shuffling into the deck would be optimal, but that's not easy with redstone. I think some ways to add more balance could be a longer time before the first stumble (maybe 5 min), longer time between stumbles (3 min), or stumbles going back to 1 clank. We'll see what he decides as more people do runs.
Tango! I thought that you outdid yourself in decked out 2 in general… after seeing the Burning Dark finally Tango you OUTDID yourself! Truly amazing!!! So exciting to watch and the other Hermits are loving every second! Hats off to you sir!!
Hi Tango, here's the problem with the Brilliance card in my opinion. It does nothing by itself, so quickdraw 2 cards is in fact just quickdraw 1 card. Not to mention it takes up 1 extra card slot doing that. It is way worse than cards like Quickstep and definitely not worth 66 embers. Because of that I would still debate its worthiness even if it's quickdraw 3 cards.
I'd argue that the current stumble mechanism makes Quickdraw more powerful bc you can get more cards out between the stumbles. I do agree that with how Quickstep works, brilliance is kinda on a similar level tho
Burning Dark is incredible!!! So beautiful and cannot wait to see how they exit. (commenting just after Pearls first run, in case someone actually does make it out later, which would be crazy).
For the lava trap, we would need to see more redstone, but if I'm not mistaken there's a slim 1 or 2 tick window, where turning game off at the right moment 1-ticks the torch after pulse extending. In that case, adding a repeater between "game running" torch and pulse extender (in place of 3 redstone dust pieces, clearly visible at 2:33:30) should suffice. I tested this fix on single player world extensively, so I'm fairly certain it will work in theory, but I'm unsure if server lag might change this behaviour at all (it shouldn't).
Tango, holy frig the Burning Dark is one of the coolest things I've seen in survival Minecarft. It's so alien. Thank you for making us wait until it was unlocked. It absolutely blew me away, seeing you freecam into the burning dark then flying back out into the redstone. The fact that this alien planet of a level is actually connected to the rest of Decked Out, and all under your base is incredible! Hat's off to you my friend. This is the coolest thing I've seen in this game.
1:08:31 I’ve been waiting for MONTHS for the Drip Leaf easy mode parkour blocks to drop out from under someone while they were trying to jump across them. 😂
The Burning Dark is easily the coolest-looking floor of the dungeon yet, Tango, which is quite the tall task already; well done!! I cannot wait for more Hermits to start mapping out the area and learning about all of the puzzles and unique features; Pearl's spike-top viewing of the area was epic.
I think the Stumble change is the correct one, since historically Clank Block was just getting so much higher than was expected, but I suspect we'll need to see some further balancing so you don't have situations where Max Clank is hitting so often on a good deck on the way down *or* people just have to load up Clank Block and can't also play other fun cards at a reasonable level. I suspect either Stumble going to one clank, or maybe (if it's possible) staggering Stumbles so the first plays after 4 minutes, then 3:30, then 3:00 etc. Whatever the case, I'm interested to see if Tango decides to balance this or if people just adapt their decks to adjust to the change. Also, needless to say the Burning Dark is unbelievable, and an absolute work of art.
Honestly that's a pretty good idea to stack the stumbles in at set intervals. Maybe not the most in the spirit of randomness, but I actually prefer some level of mana-weaving for consistency.
I think he could adjust the shuffling of stumbles if he thinks it's too much. But I think its current iteration of stumbles being shuffled first is better. It really nerfs decks with massive clank blockers like before.
@@humourlessjester3584 I feel like it's the opposite. It makes decks with massive clank block almost a necessity, just to get the clank block before the stumble cards.
I don't think massive clank blockers are affected by it; it's big decks and/or weak cards that are made worse by it due to the reduced consistency; before the change you would just run as many cards as possible because they always queued up at the end. It's better than the previous system, just needs a nerf to balance it.
The thing with the stumble is that it’s now a guaranteed every 4th card to be a stumble with 30s every card draw and stumble being added every 2 minutes. You need clank block for the 3 cards that are drawn before the stumble, which is pretty RNG and you’re pretty much guaranteed to draw 3-4 stumbles in a row if you draw swagger. I don’t think this is necessarily the intended mechanic and a true shuffle for stumble would let you build up the clank block, but I’m assuming it’s annoying or tedious to redstone it. Having a guaranteed stumble every 4th card compared to a 1/total amount of cards left chance is very different and the latter is more manageable.
holy sht this floor is CRAZY cool even with just this little peek via cubs "first run" quick edit: Im a HUGE sucker for that lava ripple, such a cool idea, such a skilltest, also love the lighting passing by through holes in the walls
Anyone pick up how the door we saw when Pearl was climbing the vine is basically a sacrifice for the masters key? I don’t believe it’s level 5 necessarily but the fact you possibly sacrifice a 60 ember artifact to open that door gives me the chills. Because what’s so good that you give up the best artifact in the dungeon for it. Time stamp: 1:17:51 I’d like to also add the door is made out of basalt…
From wikipedia: The word laser is an anacronym that originated as an acronym for light amplification by stimulated emission of radiation. aka... Nope, no z. I never remember the entire thing, but as a kid, remembering that it was an acronym helped me remember that it was definitely not a z.
Don’t say final… Tango has decked out 3 ahead of him. It’ll be a loooong time until it lands, but I can just imagine the possibilities he has with the new trial chambers!!! Either way… I’ll follow Tango till the end.
Tango, the deep dark is (as expected) AMAZING!!! Thank you for all the hard work you put into it. Pearl... I love how you and I had the warden names dawn on us at the same time... and you are too smart for your own good... well Tango's own good... I have long played by the motto "Alternate Paths"... I was grinning ear to ear as you found the observation points.
First impression is that the change to Stumble is a big overcorrection, but I'm 1000% willing to wait for a bigger sample to say that with certainty. The Burning Dark is exceptionally cool though; that doesn't need a bigger sample.
The Burning Dark music feels a lot like one of the tracks from the OST for Outer Wilds: Echoes of the Eye 👀 which is absolutely inspired if it is from there/based on it! Edit 2: make sure to read all the comments below, it sounds similar to OW but there's more to it than that Edit: omg and the wardens are named after the pacman ghosts (cubby died to pinky and jevin died to inky)! (Related theory: I wonder if the Burning Dark is based on the pacman level layout 👀👀 I'm on to you tango...)
@@Syvacra THAT'S IT! I remembered it being one I first heard in the [redacted] but forgot it's the one when you [redacted] and walk away from it! (Also spoilers dude, you're in this community, you know our laws)
Tango, I hear you talking constantly about how the players would get the same amount of clank anyway if they are in the dungeon long enough, I agree with that as a blanket statement. However, they also don't have the same amount of time to build up clank block to counteract the stumble cards that are being played. This means the players will build up effective clank that otherwise would have been mitigated, giving more room for player skill. The addition of stumble cards closer to the start is a good idea, it means players will be less likely to spend lots of time looting, but the current rate makes clank block cards kind of useless if the player will have to deal with max clank anyway. It means players will either have to run huge amounts of clank block and limit every other card, or no clank block to run all the other cards. Ohh also! Level 4 is sweet! I can't wait to see more of it!
As my profile pic will attest, I love the choice of ambient music on level 4! If you know, you know... CORRECTION: As Tango explained in the next stream ( ruclips.net/video/zrAHEaGKLjQ/видео.html ), I was mistaken! Apologies for that, especially to Tango's audio guy!
Absolutely terrific design for level 4. A thought for level 3 and 4 Redstone maintenance, setting up a few noise machines around the levels on the outside that you could trigger when having to work on the dungeon, drawing wardens away from the areas you need to work.
1:59:50 Yeah, but now a ton of clank plays before the clank block cards can be played, so they get to max clank with half their deck unplayed. I know you want to assess further, but I think it's clear that somethings gotta change. Either only 1 clank per stumble, or stumbles less frequently or a priority for clank block (though that would be very difficult to implement). Alternatively maybe variable speed for stumble draws, where they draw faster the more doors you have opened, so clank block has a bit of time to build up, but it becomes more difficult to keep clank low over time.
I legit squeeled when I got the notification! SUPERDUPER EXCITED!!!! Amazing work and best wishes to you all (especially you Mr. Tek of the Tango Variety)
Tango is right, is the same amount of stumble-clank as before, the difference is now the clank is played BEFORE the clank block, whereas previously it was played AFTER the clank block was queued.
I kind of wish they could fully see how hauntingly beautiful it is down there. The light swirling around the map is SO GOOD. Be proud, Tango!!! You definitely nailed the feel of the ancient city with a twist.
Decked Out 2 is so much bigger than the first one, which was amazing. Seeing the hermits first reactions to your custom ancient city was the most fun I've had so far, and that's saying a lot of fun. if this could be transfered as a stand alone to Bedrock Edition, I'd buy the map, even though I most likely would never get very far. It's beautiful! And scary.
If you want to tone down the stumble, you could make them alternate between the front and the back of the deck. That way they eat into clank block, but there is also the risk at the end when you stay too long that you get stumbled to death.
That’s what I was thinking. If one is too easy, and one is too hard, by not go in between? Split the difference into both. Not sure how redstone difficult it would be though, if the system is only built for one or the other. Otherwise might just have to make stumble take 30 seconds - 1 minute longer to play each time while keeping it at the front. (Edit: Typos. iPhone update 17 is in beta and the keyboard doesn’t act quiet like it used to 😅)
I think another option would be to make it so that a stumble sometimes does nothing (maybe 1/3 or 1/4 of the time). Previously, the clank was the only negative part of a stumble. Now, there is also an opportunity cost where the stumble takes up a card draw that would have otherwise done something good for the hermit. That opportunity cost is not insignificant and I think it is a big reason for Cub accruing so little clank block on his second run.
I had similar thoughts. Alternating. OR... Instead of alternating, it could be chance based where the stumble goes - top or bottom. 25%/75%, or 50%/50%. Or like some others have said, throw in a chance to do nothing in there too. 25%/50%/25%. Tango's probably thought of all this already, and maybe has already ruled it out. But we can't help but want to help anyway, Tango, sorry. 💜
I feel like stumbles are really rough now, probably too much. If you get unlucky enough to not get clank block early on, you're basically screwed with this new system. Ideally the stumble plays should increase as the game progresses, so only a few at the start and then more and more the closer your deck comes to running out. All the stumbles at the end was definitely broken, but having so many at the start is kind of a bad system too. At this rate basically any successful deck will just be loads of clank block, hazard, and loot with nothing else. Alternatively, stumbles could just add 1 clank instead of 2.
Fix for the lava trap on lv 4: 2:34:50 if you have exactly half of the droppers up and half of them down, it won’t matter if it desyncs, and might still be quite doable. The gap would be a bit smaller yeah, but it won’t break bc if it flips it’ll just switch phase.
The people commenting supportively and posting thoughts about the recent changes politely are your genuine fans, Tango. They understand what you’re working toward and are invested in yours success. Then there’s fans who are less eloquent but still care so they post comments. And then there’s other viewers who aren’t so invested in your mission but might follow other hermits and be upset on their behalf and voice it in a variety of ways, some incredibly rude and disrespectful. And then there’s those who are the “crabs in a bucket”, the “Cain to your Able”, the “rando-internet trolls”, “the children who don’t know any better”, who just tear down others so they feel a sense of superiority. If the last group seems more prevalent, it’s not because they are the majority, they are the loud obnoxious minority. When things go well, people don’t say anything usually. It’s evolutionarily wired in our brains to focus on what’s wrong because for nature, what’s wrong kills. You don’t have to pay attention to what going fine, because you already know your safe. When things go bad humans identify it and fixate on it. It’s nature. I’m confident a lot of people were like me, and understood what you were hoping to achieve in game balancing and trusted you to review and make the necessary changes to reach that perfect balance between challenge and fun. I, like many, could see you were concerned it could be an issue and knew you’d look into it. Hope this helps encourage you, to know the silent majority is with you Tango. ❤
Please like or comment so he sees because it’s not fair he got chewed out so ridiculously over a passion project he’s worked so hard on for over a year. That was just abysmal to hear people were so rude after the recent card shuffler change. There’s no grounds for it and those who were nasty deserve to feel ashamed for it.
Etho, I apologize. To fix the mind control thing on that one room, I think you have to move the zoning carpets slightly past the other end of that door-frame, rather than at the edge of the stairs. This should keep the ravagers at the top of those stairs, because the larger part of the room is to the top right when walking up the stairs, keeping the carpets on the same side of the doorframe but moving them to the opposite edge of the frame should prevent ravagers from pathfidning into that room. Hope this makes sense, I'm not great at explaining things very well lol... I'm a visual person: Present: | | < hall after door-frame before left turn to ice block hazard stairs | = < door-frame to little room after walking up the stairs _____ < present location of carpets == == < stairs == Suggestion: | | < hall after door-frame before left turn to ice block hazard stairs ----- < suggestion for the new location of those carpets | = < door-frame to little room after walking up the stairs == == < stairs == Cheers! I apologize, Etho :( If it doesn't work, then I apologize, Tango :(
If you're still having issues with the trap desyncing after any minor adjustments, you should add a sticky piston to the dispenser trigger torch, effectively creating a T flip-flop that tracks the state of the lava. Upon game reset, read this state and toggle the trap if necessary. Also, LOVE the sounds in the Burning Dark. The sounds are like the best part of this game
It’s always fun watching Tango experiment with game mechanics- I learn a lot about balancing gameplay, especially since he explains as he goes! Thanks for sharing your work, Tango!
I think just turning the dial back a notch or two when it comes to the stumble “issue” is all that needs to be done. Overall I feel that the change does moves things in the right direction, it just might be about 10-15% too high.
A suggestion for detecting when the lava trap fails: Add a comparator to one of the lava dispensers, and output the signal strength from a full lava bucket into an and-gate. The and-gate is combined with the 'Dungeon off' signal, so that the lava trap triggers an extra time when the dungeon is shut off, only if the inverted signal from the lava bucket dispenser is still. This will reset the trap so it's always in the off-state when the level starts. Alternatively you can add an observer to a block next to the lava, so it detects if the lava is flowing, which it only will if the lava trap de-syncs. This way you can detect if the trap fails/de-syncs throughout the run, and automatically get it back into sync when needed.
Hey Tango! Really love level 4! If stumbles keep being an issue maybe make a separate draw pile that has a chance to be drawn from when a card is played. That way you dont have to reshuffle the deck to have stumbles played earlier. Just an idea. Keep up the great work on the game!
From the introduction video of Decked Out 2 I thought this would be a boring level because it was originally grayscaled and hidden in the video, but now seeing it in color it looks super magical and blew my mind when I first saw it. Amazing work Tango!
I love the new blue door and the fact that the named mobs in the dungeon is like the hermits pets 😂 and poor Tango is questioned if one is gone 😂 Except Willy he's just Cub's special sniper boi 😂
Tango i just finished wathching cub´s video so that i could watch yours (i didnt want to get spoiled for level 4 haha) and i just wanted to thank you for the amazingness of decked out, all of your hard work certainly paid off with this amazing creation!!!
Do you really think it's fair, responsible, or... intelligent to knowingly sample a minimum data point and use it for a conclusive argument about the whole?
@@TangoTek2I think the big issue is it took people a lot longer than you anticipated to get substantial floor embers. Even with 30, if you have swagger, reckless charge, or one of the other rares that grants them, you would have a pretty good chance of making up the 12+ ember difference.
Amazing job Tango! Decked Out is the coolest thing I've seen in Minecraft. And level 4 looks so awesome!!! You are the best. Continue being you, Tango. Thank you for everything you do!!
Ok but, if Decked Out 2 doesn’t end with Etho freeing Rusty, I riot. 😂
The Master's Key artifact should give you the choice of either taking the 60 embers or sacrificing it in order to free Rusty lol
Freedom for Rusty
Gotta free our boy rusty! 😂❤
WE ALL RIOT! ETHO WILL RIDE RUSTY TO VICTORYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!!!!11
End of the season after shot is Etho breaking in to let him out, but the piston that gives him the damage at the start of the run ends up giving him his last tick of damage and dies, season ends xD
Find someone who loves you like Etho loves Rusty.
So true
Awww
I love that Pearl's first move is to get on top of a high place and map the entire 4th floor and discover a huge secret. She's so good, I definitely have high hopes for her on the burning dark
Watching her deal with the wardens the past few weeks I’m surprised how she’s not more of a favourite, she’s amazing. And her egg hunting skills are definitively unmatched
The lava trap has to be the coolest thing in the dungeon by far, amazing work Tango.
I know, right? I can't wait to see the world download and dig around in some of the redstone. I'm an noob, but I am slowly picking up some things about that area of the game.
This aged well 😂
i hope he figures out a way to keep the trap, its so cool to watch @@salommy
The light effect it creates too??? So spooky!!!!
I think it it the opposite of COOL
First Cubby Run! 22:42
First Cubby Run, Attempt #2 36:00
First Pearl Run 1:03:02
First Etho Run 1:26:41
First Etho Run, Attempt #2 1:33:45
First Gem Run 1:49:20
First Jevin Run 2:04:42
DO2 Closed for Warden Party 2:21:44
Its been a minute man chill appreciate it tho
Thank you ❤❤
Damn vid is on 1min chil out😂
Legend
That was mighty fast! Awesome!
The 'running' lava trap is amazing!! Would love a redstone deepdive on level 4 now that it has been revealed.
It's a _fantastic_ counter to perma sneak strategies. You want to go this way? Ok, run or you'll be burned to death then!
I second this
i think it's made by a line of horizontal observers pointing into each other and vertical observers pointing into the dispensers. a clock pulses the bottom observer row periodically and it spreads to all the dispensers in order because of the observer delay
@@slimecubeboingTBH it's nothing new. But it was used for redstone lamp floor lighting. This use case is new.
I Think what habend was, the redstone torch just turned on when the game ended so it immediately turned off again, giving the observer only 1 update. This could be fixed by putting 2tick repeater after the torch
1:27:10
Etho: Let's not be careless
Dungeon: RECKLESS CHARGE!
The irony behind Cub dying to Skill-Issue withing the first 2 minutes of the opening run is like god-tier there which just adds even more to the Irony.
How is it irony
@@agathahearthThe irony of people not knowing what irony means.
@@ZNotFound it's irony because he was the winner of the phase...
I start loosing memory of what irony is when the only phrasing I see it in is “the irony” “oh the irony” it just stops feeling like a word, I need to see it used in a sentence without “the” in front of it
@@ZNotFoundPhrasing was pretty weird though ngl. He said the irony of "x“ which adds even more to the irony. Without actually naming 2 points😂
(1:59.55) While it may technically be the same amount of Stumble cards once the run is complete, the placement of that clank is detrimental to the progress of the runs. Originally when you turned off Treasure at max clank, max clank was usually at the end/completion of the run. The goal was to prevent farming at the end of the run. With Stumble cards now playing throughout the run it is helping the players to reach max clank much sooner. Before the run has even really started. If that is what you want, two possible solutions are to keep Treasure going after Max Clank but off once Max Clank is reached and the item is retrieved or perhaps have keys available at the doors to exit floors 2 & 3, once Max Clank has been reached.
I don't think Tango intends for players to want to go further down into the dungeon when they reach max clank. Much like the board game, high clank is what tells you that you only have a brief amount of time left until the dungeon kills you. Players will need to adapt to trying to not set off any shriekers going down - very different from their prior strategies.
I agree, however, that this change affects many of the other tweaks like the anti-farming treasure limit, zero treasure at max clank, and the +2 clank stumbles. I think Tango is aware that a lot of balancing will need to be done - but I think this change could be for the better, once balanced properly.
@@Muskar2Only problem is that going down and failing is no worse than going back up early; it's even encouraged as the game shames you for leaving without an artifact.
@@DiamondWolfX Are you saying that players are encouraged to push themselves to max clank? Because that's not true. Max clank before you get to your artifact should tell you that your deck isn't good enough for the current difficulty (or that you're playing too recklessly), not that you have endure max clank to succeed. Ideally players should try to time to be at max clank right before getting out.
shut up
I feel the biggest difference now with clank is that a lot of players were getting out before all stumbles were played or at max clank already, so in actuality more stumbles are having a meaningful effect with their earlier play. This means that currently in every run the players are having less “room/buffer” for mistakes before max clank.
I love the burning dark so much, it really feels like a better home for the warden than the ancient city. it really feels like they evolved for that environment, what with the lava/fire immunity, and relying on hearing instead of sight makes sense when you’re stuck in a maze.
I'd imagine that's where they came from through the ancient city portals.
@@humourlessjester3584now I really want Tango to do some armor stand block magic and make a replica of the Ancient City Portal in Level 4.
@@rudrodeepchatterjeethere is one near the warden statues
@@knulllord654 is there? I need to check the VOD again.
@@rudrodeepchatterjee Pearls run when she says oh look at the warden statues they are sooo cute
Best. Minecraft game. Ever.
exactly, it needs more attention
Mojang can be jelly
Best. Game. Ever. I like watching this more than any game I play.
More like most underrated minecraft game ever
@coolzicefreeze5657 if it was in bedrock marketplace it would be $$$
The fast moving light from that lava chase was so eerie before I knew what it was coming from! Now that I know what it's from it is going to really add to the ambiance of level four! I'm just 50 minutes into the video, can't wait to see what other surprises are in store!
While it wasn't how you had intended for DO to play, the Hermits have had 6+ weeks to learn how to play the game with most of the Stumble cards coming at the end. They have learned to move around the dungeon and have built their decks around this premise. Moving the Stumbles into the run is a big change. It may be worth extra shards to help them acclimate themselves to the new norm.
I have a mix of emotions,
Pure joy because more DO2 and the BURNING DARK.
But sad because I still need to watch like 10 hours of vods before I start watching this.
Appreciate all the work Tango.
I mean, each vod is pretty independent though? Other than people gaining cards and the final points nothing carries over run to run...
@@Imperial_SquidBut the inside jokes ;( you will miss them
From the bottom of our hearts Tango, decked out 2 has gone beyond our WILDEST expectations!
With regards to the lava trap issue, there could be two causes. 1 - something in the red stone is causing the observer chains to be triggered an extra time when it turns on/off. This seems more likely as the whole trap was inverted. 2 - there is an issue with the chunks being unloaded, but this seems less likely as if that were the cause, I would expect only a few of the dispensers to be flipped. Regardless, if this were the issue, a solution would be to install chunk loaders along the trapped sections, that turn on when the game is active, and turn off a few mins after the game ends using a pulse extender.
EDIT: Found the fault. It’s an edge case with the pulse extender clock. If the game turns off at the right moment, it all becomes out of sync. The fix is as simple as replacing the torch in front of the observer with a 3-tick repeater. :)
Thank you for posting these VODs. My work means I'm *never* able to see your streams, so these are always a treat I look forward to
Add to that timezones and sleep schedules …
Decided to hold off watching this until my tiny human was home from school since you’re his favorite Hermit. He read the death by the first warden and knew the theme of the names immediately. Proud mom moment as he’s only 6. Extra cool points to you Tango as this little one was beyond elated.
I love the labyrinth warden combo. It's actually warden safe and accentuates their strengths.
The flowing lava creates a spotlight lighting affect that reminds me of the scenes of hell in Hellraiser. I don't think Tango meant for that, but it adds so much atmosphere. Love it!
Tango has such a knack for putting strange and unfamiliar things into minecraft... just seeing the flicker and hearing the sound of the lava go by before seeing it and wondering just WHAT is over there
Until I saw the lava, my impression was that of a rotating search light.
I feel like Tango should give Rusty to Etho after DO. 😂
Is there an ongoing joke about Etho and Rusty? I haven't kept track with HC VODs and stuff recently.
@@rudrodeepchatterjee Etho just loves Rusty hahha
@@rudrodeepchatterjee Etho not only loves Rusty but every time he encounters Rusty, Etho also makes up stories about how he's befriended Rusty and wants to free them.
Ive felt bad for tango all day. So much work and effort, but a mistake with the wardens, and an intentional change to stumble cards and theres all the hate in the world. Maybe it needs fixed maybe not, but he came to a conclusion that it needed changed off of 4 runs, and a ton of backlash. Just not fair for someone as good as him
Thank you.
Welcome to the unforgiving world of live service game design, where practically everything you do will be berated online.
while I get it, when you are a game dev you have to deal with the community around your game, the thankful people, the ones who will say its great no matter what, the ones who will hate it no matter what but dont stop playing, the loud, you have to guess what the quiet part wants, and all this takes tons of mental effort, tons of effort to change the game, and lots of communication. I know its a lot on tangos shoulder, its not like he decided to release an indie game, but his minecraft "mini"(that doesnt feel right with the scope of the game)game has blossomed into a key part of the community and current video making.
Im grateful for it all, even if I dislike a mechanics implementation or think a card is too weak or strong, or think the shard distribution feels like an artificial cap on the fun of the game (but I also understand that this is because of the score/challenge section, and after this is done the game would technically just be free-play, kind of like a campaign vs freeroam) but yeah, im grateful for the metric fktons of work tango and the team put in, im super happy that I have a bunch of fun videos from such fun people, im glad this gave me an excuse to branch out and watch some of the other people on the server that I normally ignored, overall, despite any issues, this game has been a HUGE boon to the server, the players, and the watchers, and I cant really say thanks enough to tango (altho I guess a donation would help that) despite any nit-picking or anyone else bringing the mood down via rudeness
If you make a “developer switch” that turns on pistons that are spammed in level 3 and 4 so you can build there, it would protect you and distract the wardens.
Player noise overrides the piston noises. Wardens will go after tango regardless.
@@ender0998while this is true, their hearing still has the normal cooldown of a standard sculk sensor. the pistons wouldn't make it impossible to get blasted by a warden, but they'd definitely help by lowering the chance that it hears you in the short chance it has between piston fires. plus, pistons could be used to draw wardens to parts of the dungeon that don't need to be modified!
@@ender0998 What about 3 or 4 different modes for that "developer switch"
So if you want to work on lvl 3, middle, you switch it so pistons activate in the upper and down section of lvl 3. This obviously doesn't make you guaranteed to not die, but would certainly guide the wardens far away from you
A developer switch would really only be effective if you could draw the wardens away entirely, which involves creating an area that can't be accessed except during the developer switch being active. Which would mean you also need a more complex system to redeploy the wardens.
I would honestly love if Mojang would also add a calibrated Skulk Shrieker that allows spawning of wardens(even when placed by a player) within a reduced area around the Shrieker that is activated either by one specific sound or by redstone signal. Perhaps the trade off being Wardens spawned this way don't stick around as long and aggro much faster. Would be helpful for those trying to develop games and traps like this.
The clank block is being consumed more by stumbles because they play more regularly. Before, stumbles could consume it pretty fast - but many stumbles played back to back, late, so clank block went from high to low, and then from 0 to 0, late in the run. Now, stumbles keep the clank block meter low by playing frequently. The net effect may be similar, but the "depth" of the bar will be significantly shallower in general. This has a knock-on effect that since it's much harder to generate a large "buffer" of clank block, it's more common for stumbles to actually increase your clank level: if you have a sequence like: sneak, shrieker, stumble, sneak, that'll produce +2 -1 -2 +2 -- generating 1 clank to the heartbeat and leaving you with +2 clank block. If things were clumped like before, you'd have +2 -1 +2 -2 - leaving you with +1 clank block and no change to the heartbeat. So, the new system will make clank rise faster in general unless you have a high percentage of clank-block-producing cards in your deck.
Maybe a clearer way to say it is like this: when the stumbles are mostly played at the end of the deck, the chance that the clank block accrued by the cards played previously exceeds the -2 from the stumble is high. Conversely, when played regularly, this chance is greatly reduced. Thus, stumbles will more frequently "hit" the heartbeat when the play, and since they _also_ regularly play sooner in the run, the heartbeat rises more frequently and sooner (a double-whammy of sorts)
Was I the only one that didn't hear an evasion play?
The Burning Dark is gorgeous!
And congrats to Cub for winning Phase 6! What a beast!!
Tbh it wasn't a big surprise. In one of the last phases he really stepped up his game and finished 1st place along with Etho, and Etho himself said that after that phase he focuses on getting all the cards instead of winning. So Cub just had to do as well as he did that phase and still focus on winning, which he did (and if he enjoys it, good for him!).
@@sallomon2357 Not exactly. It was in Phase 4 that Cub and Etho tied for 1st place. In Phase 5, Cub won outright....and it wasn't even close. It was only then that Etho claimed that he wasn't interested in winning and only wanted to "collect all the cards".
So, now are you suggesting that the only reason Cub won Phase 6 is because Etho "wasn't even trying"?
@@sanautin I didn't mean that it was the only reason, just one of the trends. But sorry for any unintended spite against Cub, I have nothing against him. Plus I haven't caught up with Tango's vods so I probably missed some Cub highlights from these two phases. Watching Etho's Phase 5 episode in full only, like, yesterday also probably made my vision skewed on the leaderboard. I was just so excited for this vod when I saw it that I decided to ignore the few previous ones 😅
I thought this WAS phase 6. Guess I'm behind
@@sanautin (I'm not arguing anything with this, just clearing up misinformation - etho did actually claim he wasn't interested in winning before cub won phase 5 - the video came *out* after phase 5 but he said that right at the start of the phase)
cub is SO good though!
I can’t wait to see the burning dark from the player’s perspective. So amazing looking!!!!
you mean can't wait to not see anything? (because blindness haha)
@@cvilla1944 Got a point but still would be cool to "see" their perspective. LOL
I hope Etho fights back for the points. I know in his video he said his goal changed to getting all cards maximum, but that was when he was miles ahead. I would love to see a good titlefight.
No one was really competing until cub so i think he got bored, now he might be pushing it a bit more
@@paxielle Indeed, but now it is hopefully not the case for Cub that Etho stopped competing. And hopefully more will join the battle for first.
@@lmr4403 I meam 36 tomes is ALOT
Cub was also online waiting for the shop to reset. Etho probably has a ton of crown but cannot convert it to shard
@@jayveedesilos4314 100% cub bought a lot of shards. Tango said Cub had something like 17 runs but he was only given 9 or 10 shards last phase. Etho probably at this point only logs on to play Decked Out and so wouldn't get much chance to buy shards. Initially Etho was the one buying all the shards.
The pure pride on Tango's face when people are exploring... so deserved
Doesn’t the new stumble system further nerf the card that doubles frost embers for three cards? Since the stumble is every fourth card, it would then be guaranteed that the card would only double a maximum of two cards (if either of those gave frost embers).
It’s an average of every 4 by probability not set in stone
Yeah, absolutely. Stumbles every 2 cards doesn’t seem fair, sometimes you get more than 1 in a row
Tango said on his twitter that he might tweak the stumble thing more and that he needs some time w it
I mean it's also a massive nerf of Swagger. Swagger now instantly adds 4 clank and prevents good cards being drawn for an extra minute. And this matters a lot more when you risk getting to max clank even if you didn't hit a single shrieker going down. Swagger also added 4 clank before, but it was typically after all most of your clank block cards were drawn.
This is closer to the intended effect of the card, but it's in the other extreme than before.
Although, Stumbles in the front nerfing Swagger may seem like a bad deal, this change buffs Quickstep and Brilliance significantly, as they allow you to get more out of the space between Stumbles, or at the very least get the Stumbles gone faster, so good cards can be played that matter. Before, the quickdraw cards accelerated you reaching the Stumble pile at the back, which was a huge turn-off, but now... these cards have way more appeal in my eyes.
Etho keeping up with the tradition of having a potion of night vision during Phase result to emphasize how dark Tango’s dungeon is 😂
Tango should turn the Trick or Treat hut into Santas workshop for xmas..its be so perfect and would fit in well with the ice and snow!
Do you get presents or coal? If coal drops it means you got more clank lol.
@@humourlessjester3584 probably would be basically the same as the trick vs treat options yeah. And also instead if skeleton/pumpkin ravagers, they could be elves. Could make the wardens Santa too if he wanted or Rusty
@@thatbeesproutgotta be reindeer, surely.
@@ibpants I don't know how that didn't cross my mind they should absolutely be reindeer. I think reindeer ravagers, elf wardens and Santa Rusty would be fun. Something about the big spooky wardens becoming elfs is just great
if it gets added it should be one that‘s torn, bloody and creepy
This was posted SO FAST! I'm so thankful because I couldn't watch the stream in good quality, twitch was hateful today. Level 4 looks amazing, of course.
I said before that DO was like a love letter to Etho, but really it's a gift to everyone who watches minecraft content.
Mr "notabuilder" TangoTek has merged amazing building with crazy magic redstone, fun gameplay, beautiful sound design, easter eggs, secrets...it's everything. I did adventure maps and CTM maps galore years ago and I wish they were 1% as cool as Decked Out 2.
Why not both? A love letter to Etho _is_ a gift to Minecraft content fans
I am stuck between making your like count 70 and not liking. Help me decide.
The count has already changed so...do whatever, lol@@knulllord654
I liked where stumbles were at the end. Even if it wasn't intentional, it makes the Vex a challenge on the way back UP for taking too long. You wouldn't want them to be a challenge on the way down. That's unfun. Also I love lvl 4.
If they're a challenge on the way down, that should mean you either have an unbalanced deck or that you're pushing further than you should. Both of which aren't things I think are the case in some of these runs where they just draw 8 stumbles (i.e. 16/20 clank) before they draw a clank block card and thus have to permasneak before they draw good clank block.
Surely I am not the only one that heard no evasions play. Right. Right?
Surely I am not the only one that heard no evasions play. Right. Right?
@@christianseibold3369 How the F is this hate posting?
The ancient city ruins in a giant cave is such an awesome aesthetic for the burning dark, I love it so much. The tower, the maze, the lava trap, just everything
I think the new stumble system might be skipping every fourth card played in a players deck. You can see in Cub's second run at 36:17 he has 38 cards. the fourth card plays at 38:00 and is a stumble, but his card count still drops by one. Since stumbles are no longer being added to the deck and are just playing automatically, he should still have 35 cards in his deck. There was also a bit of a pause between the card playing and the stumble being announced. Maybe I'm wrong, but it sure looks like some cards are being skipped.
I think stumbles do still fill up the card counter but I could be wrong
I can't believe Cub managed to come back that hard in the second half of phase 6! I really thought Gem was gonna snag first place. Really glad to see her proving herself as a serious competitor regardless. She's had a strong understanding of the game from day one and has been fighting hard this whole time. I want to see her in the top two!
Stumbles being drawn almost right after being added is a huge change. If it could be randomly shuffled in that would be the best, but if thats not I prefer it at the bottom of the deck, the old way. This way just seems so punishing and means more time on max clank. Max clank is fun at the end, but there needs to be a healthy middle game.
It definitely needs some tweaking. I agree shuffling into the deck would be optimal, but that's not easy with redstone. I think some ways to add more balance could be a longer time before the first stumble (maybe 5 min), longer time between stumbles (3 min), or stumbles going back to 1 clank. We'll see what he decides as more people do runs.
Tango! I thought that you outdid yourself in decked out 2 in general… after seeing the Burning Dark finally Tango you OUTDID yourself! Truly amazing!!! So exciting to watch and the other Hermits are loving every second!
Hats off to you sir!!
Hi Tango, here's the problem with the Brilliance card in my opinion.
It does nothing by itself, so quickdraw 2 cards is in fact just quickdraw 1 card. Not to mention it takes up 1 extra card slot doing that. It is way worse than cards like Quickstep and definitely not worth 66 embers. Because of that I would still debate its worthiness even if it's quickdraw 3 cards.
Also, with the current Stumble, it's usually giving you a bad effect quicker.
I'd argue that the current stumble mechanism makes Quickdraw more powerful bc you can get more cards out between the stumbles. I do agree that with how Quickstep works, brilliance is kinda on a similar level tho
Etho dying twice before even level 3 is such an Etho moment.
Burning Dark is incredible!!! So beautiful and cannot wait to see how they exit. (commenting just after Pearls first run, in case someone actually does make it out later, which would be crazy).
Dude... The quick lava blades down the dispensers are sooooo cool
For the lava trap, we would need to see more redstone, but if I'm not mistaken there's a slim 1 or 2 tick window, where turning game off at the right moment 1-ticks the torch after pulse extending.
In that case, adding a repeater between "game running" torch and pulse extender (in place of 3 redstone dust pieces, clearly visible at 2:33:30) should suffice.
I tested this fix on single player world extensively, so I'm fairly certain it will work in theory, but I'm unsure if server lag might change this behaviour at all (it shouldn't).
AWESOME work tango! Level 4 must've took a really long time and we all respect the time you put into decked out 2!
Tango, holy frig the Burning Dark is one of the coolest things I've seen in survival Minecarft. It's so alien. Thank you for making us wait until it was unlocked.
It absolutely blew me away, seeing you freecam into the burning dark then flying back out into the redstone. The fact that this alien planet of a level is actually connected to the rest of Decked Out, and all under your base is incredible!
Hat's off to you my friend. This is the coolest thing I've seen in this game.
Tango: “Gem’s pro.*
Gem: “Where’s the guuuys?” *walks into a berry bush*
1:08:31
I’ve been waiting for MONTHS for the Drip Leaf easy mode parkour blocks to drop out from under someone while they were trying to jump across them. 😂
The Burning Dark is easily the coolest-looking floor of the dungeon yet, Tango, which is quite the tall task already; well done!!
I cannot wait for more Hermits to start mapping out the area and learning about all of the puzzles and unique features; Pearl's spike-top viewing of the area was epic.
I think the Stumble change is the correct one, since historically Clank Block was just getting so much higher than was expected, but I suspect we'll need to see some further balancing so you don't have situations where Max Clank is hitting so often on a good deck on the way down *or* people just have to load up Clank Block and can't also play other fun cards at a reasonable level. I suspect either Stumble going to one clank, or maybe (if it's possible) staggering Stumbles so the first plays after 4 minutes, then 3:30, then 3:00 etc.
Whatever the case, I'm interested to see if Tango decides to balance this or if people just adapt their decks to adjust to the change.
Also, needless to say the Burning Dark is unbelievable, and an absolute work of art.
Honestly that's a pretty good idea to stack the stumbles in at set intervals. Maybe not the most in the spirit of randomness, but I actually prefer some level of mana-weaving for consistency.
Did the evasions play?
also - Tango's smile watching the Hermits play The Burning Dark
2:05:57 - timestamp for the "Dispenser Failed" subtitle message, if you still need to debug it tango!
To say I panicked (in a hype way) and threw myself to my laptop to watch this VOD is an understatement.
I honestly felt like the clank was too much The last two phases let alone now with the stumble's Shuffled in
I do too. Tango seems to suffer from that dev issue of "the game may only be beaten in the way I wanted it to be beaten"
I think he could adjust the shuffling of stumbles if he thinks it's too much. But I think its current iteration of stumbles being shuffled first is better. It really nerfs decks with massive clank blockers like before.
@@humourlessjester3584 I feel like it's the opposite. It makes decks with massive clank block almost a necessity, just to get the clank block before the stumble cards.
I don't think massive clank blockers are affected by it; it's big decks and/or weak cards that are made worse by it due to the reduced consistency; before the change you would just run as many cards as possible because they always queued up at the end. It's better than the previous system, just needs a nerf to balance it.
totally agree.
1:00:07 - I think this is the first time I've seen a hermit get in on the "Decked Out is a berry farm" joke...
The thing with the stumble is that it’s now a guaranteed every 4th card to be a stumble with 30s every card draw and stumble being added every 2 minutes.
You need clank block for the 3 cards that are drawn before the stumble, which is pretty RNG and you’re pretty much guaranteed to draw 3-4 stumbles in a row if you draw swagger. I don’t think this is necessarily the intended mechanic and a true shuffle for stumble would let you build up the clank block, but I’m assuming it’s annoying or tedious to redstone it. Having a guaranteed stumble every 4th card compared to a 1/total amount of cards left chance is very different and the latter is more manageable.
Just finished watching the first Lv 4 bit and it looks awesome! :D I love how the dynamic lighting adds to the atmosphere.
Doc's laugh was amazing! I've never heard him laugh like that lol
holy sht this floor is CRAZY cool even with just this little peek via cubs "first run"
quick edit: Im a HUGE sucker for that lava ripple, such a cool idea, such a skilltest, also love the lighting passing by through holes in the walls
Was the "original balance" for Clank Block vs Stumbles calculated before you made Stumbles create two Clank instead of one?
With better clank block now, single clank stumbles would have little effect cuz hermits sneak most of the time.
Maybe 2.5 mins instead of 2 mins would help
Anyone pick up how the door we saw when Pearl was climbing the vine is basically a sacrifice for the masters key? I don’t believe it’s level 5 necessarily but the fact you possibly sacrifice a 60 ember artifact to open that door gives me the chills. Because what’s so good that you give up the best artifact in the dungeon for it.
Time stamp: 1:17:51
I’d like to also add the door is made out of basalt…
Seeing the Warden's stand ominosly on the lava traps as a player rounds the corners is so scary. Great job Tango!
From wikipedia: The word laser is an anacronym that originated as an acronym for light amplification by stimulated emission of radiation.
aka... Nope, no z. I never remember the entire thing, but as a kid, remembering that it was an acronym helped me remember that it was definitely not a z.
Tango’s final symphony is finished, in perfect harmony and immortal glory!
Don’t say final… Tango has decked out 3 ahead of him. It’ll be a loooong time until it lands, but I can just imagine the possibilities he has with the new trial chambers!!! Either way… I’ll follow Tango till the end.
@@JoelNitsch"Do you want me to die?" - Tango in a stream about DO3
@@nuuhnoelle "That is a sacrifice we are prepared to make." /Lord Farquard
Its over. Minecraft is over. Gaming is over.
Tango, the deep dark is (as expected) AMAZING!!! Thank you for all the hard work you put into it.
Pearl... I love how you and I had the warden names dawn on us at the same time... and you are too smart for your own good... well Tango's own good... I have long played by the motto "Alternate Paths"... I was grinning ear to ear as you found the observation points.
First impression is that the change to Stumble is a big overcorrection, but I'm 1000% willing to wait for a bigger sample to say that with certainty. The Burning Dark is exceptionally cool though; that doesn't need a bigger sample.
I need a 1-hour loop of the Burning Dark soundscape. It's so beautiful, and so is the entire level! :D
I didn’t think this could get more impressive but you’ve gone and done it. Seriously, I’m so lucky to be watching this. Great work Tango!
The Burning Dark music feels a lot like one of the tracks from the OST for Outer Wilds: Echoes of the Eye 👀 which is absolutely inspired if it is from there/based on it!
Edit 2: make sure to read all the comments below, it sounds similar to OW but there's more to it than that
Edit: omg and the wardens are named after the pacman ghosts (cubby died to pinky and jevin died to inky)!
(Related theory: I wonder if the Burning Dark is based on the pacman level layout 👀👀 I'm on to you tango...)
Pretty sure it is from Outer Wilds! It sounds like the ambient sounds/music when you're in "that" world ;)
@@Syvacra THAT'S IT! I remembered it being one I first heard in the [redacted] but forgot it's the one when you [redacted] and walk away from it!
(Also spoilers dude, you're in this community, you know our laws)
i was thinking the same thing! it sound *just* like the glitch world
It sounds the exact same to me when played side by side, chances are it is the same song.
@@Imperial_Squid Wait which track? I am confused haha. Very happy to see other outer wilds fans here though! :D
Tango, I hear you talking constantly about how the players would get the same amount of clank anyway if they are in the dungeon long enough, I agree with that as a blanket statement. However, they also don't have the same amount of time to build up clank block to counteract the stumble cards that are being played. This means the players will build up effective clank that otherwise would have been mitigated, giving more room for player skill. The addition of stumble cards closer to the start is a good idea, it means players will be less likely to spend lots of time looting, but the current rate makes clank block cards kind of useless if the player will have to deal with max clank anyway. It means players will either have to run huge amounts of clank block and limit every other card, or no clank block to run all the other cards.
Ohh also! Level 4 is sweet! I can't wait to see more of it!
As my profile pic will attest, I love the choice of ambient music on level 4! If you know, you know...
CORRECTION: As Tango explained in the next stream ( ruclips.net/video/zrAHEaGKLjQ/видео.html ), I was mistaken! Apologies for that, especially to Tango's audio guy!
Absolutely terrific design for level 4. A thought for level 3 and 4 Redstone maintenance, setting up a few noise machines around the levels on the outside that you could trigger when having to work on the dungeon, drawing wardens away from the areas you need to work.
Or he could just use sniwballs
1:59:50 Yeah, but now a ton of clank plays before the clank block cards can be played, so they get to max clank with half their deck unplayed. I know you want to assess further, but I think it's clear that somethings gotta change. Either only 1 clank per stumble, or stumbles less frequently or a priority for clank block (though that would be very difficult to implement).
Alternatively maybe variable speed for stumble draws, where they draw faster the more doors you have opened, so clank block has a bit of time to build up, but it becomes more difficult to keep clank low over time.
I legit squeeled when I got the notification! SUPERDUPER EXCITED!!!! Amazing work and best wishes to you all (especially you Mr. Tek of the Tango Variety)
Tango is right, is the same amount of stumble-clank as before, the difference is now the clank is played BEFORE the clank block, whereas previously it was played AFTER the clank block was queued.
Level 4 is BEAUTIFUL. You've outdone yourself sir.
That level is stunning and crazy cool! Your smile watching them run was amazing. You should be so proud!!
I kind of wish they could fully see how hauntingly beautiful it is down there. The light swirling around the map is SO GOOD. Be proud, Tango!!! You definitely nailed the feel of the ancient city with a twist.
And of course, as soon as I type that, Pearl gets a full look 😂
Tango!! It looks incredible! You can no longer say you are not a builder. I gasped during Pearl's run! Stunning!
Wow! What an introduction. Loved the reactions so far and cant wait for more hermits to venture down into the burning dark
not going to lie it’s kinda sad not seeing iskall and grain and keralis around anymore, i loved watching them play
I think papa K will play again
Decked Out 2 is so much bigger than the first one, which was amazing. Seeing the hermits first reactions to your custom ancient city was the most fun I've had so far, and that's saying a lot of fun. if this could be transfered as a stand alone to Bedrock Edition, I'd buy the map, even though I most likely would never get very far. It's beautiful! And scary.
If you want to tone down the stumble, you could make them alternate between the front and the back of the deck. That way they eat into clank block, but there is also the risk at the end when you stay too long that you get stumbled to death.
That’s what I was thinking. If one is too easy, and one is too hard, by not go in between? Split the difference into both. Not sure how redstone difficult it would be though, if the system is only built for one or the other. Otherwise might just have to make stumble take 30 seconds - 1 minute longer to play each time while keeping it at the front.
(Edit: Typos. iPhone update 17 is in beta and the keyboard doesn’t act quiet like it used to 😅)
I think another option would be to make it so that a stumble sometimes does nothing (maybe 1/3 or 1/4 of the time). Previously, the clank was the only negative part of a stumble. Now, there is also an opportunity cost where the stumble takes up a card draw that would have otherwise done something good for the hermit. That opportunity cost is not insignificant and I think it is a big reason for Cub accruing so little clank block on his second run.
I had similar thoughts. Alternating. OR... Instead of alternating, it could be chance based where the stumble goes - top or bottom. 25%/75%, or 50%/50%. Or like some others have said, throw in a chance to do nothing in there too. 25%/50%/25%. Tango's probably thought of all this already, and maybe has already ruled it out. But we can't help but want to help anyway, Tango, sorry. 💜
I didn't hear an evasion card being played.
I feel like stumbles are really rough now, probably too much. If you get unlucky enough to not get clank block early on, you're basically screwed with this new system. Ideally the stumble plays should increase as the game progresses, so only a few at the start and then more and more the closer your deck comes to running out. All the stumbles at the end was definitely broken, but having so many at the start is kind of a bad system too. At this rate basically any successful deck will just be loads of clank block, hazard, and loot with nothing else.
Alternatively, stumbles could just add 1 clank instead of 2.
Fix for the lava trap on lv 4: 2:34:50 if you have exactly half of the droppers up and half of them down, it won’t matter if it desyncs, and might still be quite doable. The gap would be a bit smaller yeah, but it won’t break bc if it flips it’ll just switch phase.
The people commenting supportively and posting thoughts about the recent changes politely are your genuine fans, Tango. They understand what you’re working toward and are invested in yours success.
Then there’s fans who are less eloquent but still care so they post comments.
And then there’s other viewers who aren’t so invested in your mission but might follow other hermits and be upset on their behalf and voice it in a variety of ways, some incredibly rude and disrespectful.
And then there’s those who are the “crabs in a bucket”, the “Cain to your Able”, the “rando-internet trolls”, “the children who don’t know any better”, who just tear down others so they feel a sense of superiority.
If the last group seems more prevalent, it’s not because they are the majority, they are the loud obnoxious minority. When things go well, people don’t say anything usually. It’s evolutionarily wired in our brains to focus on what’s wrong because for nature, what’s wrong kills. You don’t have to pay attention to what going fine, because you already know your safe. When things go bad humans identify it and fixate on it. It’s nature.
I’m confident a lot of people were like me, and understood what you were hoping to achieve in game balancing and trusted you to review and make the necessary changes to reach that perfect balance between challenge and fun. I, like many, could see you were concerned it could be an issue and knew you’d look into it.
Hope this helps encourage you, to know the silent majority is with you Tango. ❤
Please like or comment so he sees because it’s not fair he got chewed out so ridiculously over a passion project he’s worked so hard on for over a year. That was just abysmal to hear people were so rude after the recent card shuffler change. There’s no grounds for it and those who were nasty deserve to feel ashamed for it.
Etho, I apologize. To fix the mind control thing on that one room, I think you have to move the zoning carpets slightly past the other end of that door-frame, rather than at the edge of the stairs.
This should keep the ravagers at the top of those stairs, because the larger part of the room is to the top right when walking up the stairs, keeping the carpets on the same side of the doorframe but moving them to the opposite edge of the frame should prevent ravagers from pathfidning into that room. Hope this makes sense, I'm not great at explaining things very well lol...
I'm a visual person:
Present:
| | < hall after door-frame before left turn to ice block hazard stairs
| = < door-frame to little room after walking up the stairs
_____ < present location of carpets
==
== < stairs
==
Suggestion:
| | < hall after door-frame before left turn to ice block hazard stairs
----- < suggestion for the new location of those carpets
| = < door-frame to little room after walking up the stairs
==
== < stairs
==
Cheers! I apologize, Etho :(
If it doesn't work, then I apologize, Tango :(
If you're still having issues with the trap desyncing after any minor adjustments, you should add a sticky piston to the dispenser trigger torch, effectively creating a T flip-flop that tracks the state of the lava. Upon game reset, read this state and toggle the trap if necessary.
Also, LOVE the sounds in the Burning Dark. The sounds are like the best part of this game
It’s always fun watching Tango experiment with game mechanics- I learn a lot about balancing gameplay, especially since he explains as he goes! Thanks for sharing your work, Tango!
I think just turning the dial back a notch or two when it comes to the stumble “issue” is all that needs to be done. Overall I feel that the change does moves things in the right direction, it just might be about 10-15% too high.
A suggestion for detecting when the lava trap fails:
Add a comparator to one of the lava dispensers, and output the signal strength from a full lava bucket into an and-gate.
The and-gate is combined with the 'Dungeon off' signal, so that the lava trap triggers an extra time when the dungeon is shut off, only if the inverted signal from the lava bucket dispenser is still.
This will reset the trap so it's always in the off-state when the level starts.
Alternatively you can add an observer to a block next to the lava, so it detects if the lava is flowing, which it only will if the lava trap de-syncs.
This way you can detect if the trap fails/de-syncs throughout the run, and automatically get it back into sync when needed.
Hey Tango! Really love level 4! If stumbles keep being an issue maybe make a separate draw pile that has a chance to be drawn from when a card is played. That way you dont have to reshuffle the deck to have stumbles played earlier. Just an idea. Keep up the great work on the game!
From the introduction video of Decked Out 2 I thought this would be a boring level because it was originally grayscaled and hidden in the video, but now seeing it in color it looks super magical and blew my mind when I first saw it. Amazing work Tango!
I love the new blue door and the fact that the named mobs in the dungeon is like the hermits pets 😂 and poor Tango is questioned if one is gone 😂
Except Willy he's just Cub's special sniper boi 😂
Willie is the reason "Beware of Dog" signs exist
47:40 yooo the outer wilds music is crazy. most people wont get this. incredible addition
Yes, Tango ive been waiting for this. These last few weeks have been great, and now you have stepped up again! Great content maker and You Tuber 👏 👌
Tango i just finished wathching cub´s video so that i could watch yours (i didnt want to get spoiled for level 4 haha) and i just wanted to thank you for the amazingness of decked out, all of your hard work certainly paid off with this amazing creation!!!
Tango: Puts 30 ember artifacts in Deadly runs
Also Tango: "I thought people would have Rare cards by now"
Do you really think it's fair, responsible, or... intelligent to knowingly sample a minimum data point and use it for a conclusive argument about the whole?
@@TangoTek2talk your sh*t my man
@@TangoTek2There are 2 kinds of people: those who extrapolate from bad data points.
@@IamKingboftheworld and... those who don't presumably? is there a joke I'm missing from leaving out the second half?
@@TangoTek2I think the big issue is it took people a lot longer than you anticipated to get substantial floor embers. Even with 30, if you have swagger, reckless charge, or one of the other rares that grants them, you would have a pretty good chance of making up the 12+ ember difference.
Amazing job Tango! Decked Out is the coolest thing I've seen in Minecraft. And level 4 looks so awesome!!! You are the best. Continue being you, Tango. Thank you for everything you do!!