Just gonna put this here but I'm not against the idea of RNG. Luck in small, healthy amounts is good for any game, and it does add a lot of replayability to the game (An example of Good RNG would be how pressure has rare "fun rooms" which contain references to other games). My issue with how Pressure uses it though is that it is used a lot for things required to 100% the game. For example, the random room generation can completely throw off any lockerless run, and there isn't anything you can do about it. Another example would be the artifice badge, which is just ridiculously rare. As I had stated in the video, RNG shouldn't be used mainly to add difficultly to a game, but rather instead a sense of uniqueness and replayability. (The random room generation does both, as it not only adds replayability but also throws off lockerless runs, which is why I said to fix this more safe spots should be added) Although Doors does have some RNG elements, they are often somewhat more controllable than what is seen in Pressure (obviously with the exception of jeff the killer). For example, you can brute force your way to finding Jack by simply opening a closet a dozen times, and this is far easier than resetting a run every single time if a document doesn't spawn. Still, both Doors and Pressure are amazing games, and this issue isn't really that much of a priority. It would just be nice if it was toned down a little.
I honestly think it adds a nice contrast to doors, as doors requires skill to beat, but pressure requires luck and skill, lockerless runs are meant to be really hard *believe me I've tried* and are only recommended once you've beaten everything else, now, the RNG achievements are pretty annoying, but that's what drives players to play more, it's the "I really want this to happen!" mindsets that makes players come back. And honestly, after getting all the badges *besides artifice, A-60, and lockerless, all RNG* The hard containment documents are not that rare, but once you get them it's a great feeling. This is just my opinion though.
I think having little to no RNG is actually a detriment to doors. As you said, most badges are skill based and aren’t that hard to complete after a few tries at them. But once you have gotten these badges you have no other reason to continue playing. The harder doors badges that do take a while, like A-1000, are monotonous at best, having you walk through similar 1000 rooms. In pressure, you always are excited when you find a rare room with a document you don’t have and it makes you replay the game to find them all. The core gameplay loop is so fun as you said, so pressure succeeds in making you replay it and I actually find it a lot more enjoyable
@@calebryanlamxuanrulangps392 it's not that we can't enjoy them It's a respectful argument The community it (I hope) trying to come on an agreement on both's floors
@@trampolinegamer8296 yeah i do think both games are completely fine i'm just kinda tired of the constant pressure glazing like it's this godlike masterpiece. I will admit i kinda got a little too personal over this comment though my bad for that...
I can deffinetly see where you are coming from, but I personally really like it as it adds a lot of replayability. Being able to play the game and keep discovering new things is just really fun imo. I don't think Pressure is a game that you're really supposed to 100% that fast. If you are able to avoid spoilers, discovering new things on your own is really nice and adds a lot to the experience. As for wether Pressure or DOORS is better, I'd say that for right now Pressure is better. I am sure however that as DOORS continues to update it will become better. As much as I wish it would, I don't think that Pressure will last as long as DOORS. Technically the full game of Pressure is already out. Which is not the case for DOORS. Sure the game will continue to update but I feel like we've already gotten the meat and potatos of the game.
Yeah I definitely agree that RNG is good for adding replayability, but imo I feel that Pressure overuses it a smidge too much (50% of all docs are locked behind luck). That's why in the video I stated how the best course of action would be to make rare events a little more common.
@@ChezmanCheddarBalls I mean the locker less run badge wasn't really made to be beaten by skill. As it wasn't even tested to see if it was possible. They just added it to see if any players would actually be able to beat it. I do understand why you think there is a little too much RNG, but people really seem to like that aspect of the game.
Honestly pressure seems much nicer to play in my opinion, it draws in my attention more than doors ever did. I enjoy the RNG aspect because i never know whats coming next and it is very exciting when i get to see a rare room for the first time.
@@TeinookWithAFork the thing is rng based things is that when you desperately try to get the badge for example it's more like doing the same thing over and over again until you actually get the thing wich is not fun at all
@@TeinookWithAFork i 100% agree with that but you know there are people who just likes the game but are still going to do it even though they dont like doing it
Honestly, in my opinion that’s what adds charm to the game. Getting excited to finally see a rare different room, and besides much of this would not affect regulars players, only dedicated ones
Kinda agree, it takes way too long to find everything that unlocks a document. However, if you are planning to 100% a game, you must really enjoy it, no? So playing it more shouldn't be that big of an issue, plus, we can't even get the badge related to unlocking every document yet, so I bet the devs are planning to add some consistent way to get them before releasing it.
Nice video! I see where you are coming from, and I agree to an extent. Overusing RNG can be bad, but I think pressures badges are just fine considering the fact they are optional.
I don't complain about the documents, I mean most of the documents don't give you very useful information apart from lore and other things (I'm referring to the documents about urbanshade and not the documents about the enemies) So it's okay. With the achievements that you get with rare rooms or encounters, maybe you could increase the probability of the rooms or encounters appearing so that it's not so complicated Although not much so that it does not lose much replayability but at the same time it is not unfair or frustrating.
I wouldnt say this is a major flaw as the game doesn't require you verbatim to 100% the game. Doing it is completely optional; not to say that they could at least nerf some of the badges and chances. TL;DR the game wasn't meant to be easy, badge obtaining isnt necessary and I'm fence sitting here.
This is infact true. However, as I had stated in the video, there are two types of difficulty, those being skill-based and luck-based. Although RNG is good for replayability as well as other things in healthy doses, having too much isn't good. For example, a majority of the reason why the Lockerless badge is so difficult is due to how the random room generation can determine whether your run ends or not, and this lack of control can lead to players being extremely frustrated.
@@ChezmanCheddarBalls Tbf you weren't even supposed to get the lockerless badge, they didn't even playtest it. They just wanted to see if it was possible.
In my opinion, RNG is more of a benefit than a setback. I'd argue that Pressure would ABSOLUTELY fall flat if there was a lack of RNG. The reason Doors burns out after so many replays is the fact that there is a very small amount of RNG that affects gameplay. Hell, Pressure even acknowledges, and rewards players based on the difficulties they have overcome. While Doors gave no rewards based on these "challenge runs" there are still a large amount of people who play by those runs. Another example you used is the difficulty and luck of Lockerless. Yes, Lockerless is extremely hard and unpredictable to complete, but what makes the challenge special is that very unpredictability. Playing the game in a new perspective, where things can go wrong at any minute generates excitement and unpredictability. Unlike Doors, Pressure has multiple options for skilled, long-time players without interfering with the main game, which is really hard to accomplish in a Doors-type game. The developers of Pressure have even made the game fairer by implementing spots in practical areas (Anglers and Pandemonium cannot "see" through lockers anymore. And what's better is that this is all optional, and new players don't even have to play by these rules. By awarding the ultimate achievement of one hundred precenting the game to the most dedicated players, Pressure shows that they care for players who spend a large amount of time attempting their challenge. Thanks for reading.
@AverageNoob2023there’s no point in replayability if it’s just doing the same thing over and over, that’s just called filler or padding Also doors has more replayability and the replayability is more fun with modifiers
@AverageNoob2023 a lot of fun lobbies are made from the modifiers (like 12 player lobbies where winner choose the mods, the really speedy modifiers, etc…) not to mention that you can make your own challenges which many do All of that is objectively better replayability than doing the exact same run 2000 to find the ultra rare goofy goober room, and then do 2 boring challenges and a gambling challenge
considering "getting every badge" 100% ing, is VERY silly, especially considering there are limited badges. its very clearly indicated that lockerless wasn't even playtested. documents are a REWARD for your enjoyment of the game, and badges are used as a well. BADGE to show you did it! several badges in doors are for very monotonous tasks, ones that frankly are barring on ridiculous, such as a-1000, and this is a showing of doors' greatest downfall, its LACK of rng. its consistnent, and to a mind numbing degree at that, the same chases, the same encounters the same rooms. every single time. of course, not to doors fault, it had a hand in making the concept, even if it took a heavy dose of inspiration from spooky's, but its something that shows how much pressure shines in that aspect, tons of room types, easter egg rooms, gimmick rooms. it keeps it from going stale. because. door 30 seek. figure and shopkeeper 50. seek 70. greenhouse 80 figure 100. compared to. searchlights 50-80 sebastian 45-55 pandemonium ??? and topped off with the ridge. almost every run is different, while doors' only replayability comes menial tasks and (stretching it) the rooms. i get where you're coming from, im a chronic 100%er too, but thats simply not how roblox games are meant to be played.
Although I can agree that some doors badges are kinda boring 1: Some of the crucifix badges 2: A-1000 (although Lsplash has shown interest in revamping the whole sub-floor after floor 2 releases. Pressure has it's fair share of boring badges too, from artifice (which ig is kinda the point of the badge but still) to Hi again. Badges aren't really seen as this "oh do it for fun thing" anymore, they keep people to the game. If a badge is ridiculous to grind for then yeah people are gonna complain (and rightfully so). Badges should be fun, not mindless grinding for no reason. And for the room type aspect, I agree, Doors is kinda bland when it comes to rooms, but some people gain enjoyment from that. Expecting what happens next is just more enjoyable for some people. In my opinion, RNG is the only defining aspect of pressure, yes some of the monsters are unique. But overall, without it's cool rooms and easter eggs, and RNG badges, Pressure really doesn't have much.
@@Squid5671 Yeah, the RNG ruins the experience of lockerless runs. That being said, I got both Artifice and Hi Again accidentally without grinding for them at all, how "rare" are those supposed to be exactly?
sebastian being 45-55 doesnt really matter (only 10 door difference, no monsters are most likely gonna come in between those anyways), and pandemonium is just like ambush rarity so doors does have a lil luck with ambush but it being the only thing? yeah its kinda meh
I may be wrong, but some people don’t realise that the point of games isn’t to 100% them. The point of pressure (in my eyes) is to enjoy the game, the replayability, take in the secrets and to just overall have fun. While some people may enjoy fully completing the game, it’s no reason to change something because of it or change how things are earned or completed. The first time I found a rare secret I thought it was great and even if you find it again it feels great. RNG gives the game difference and hope to some new people. This is just my opinion though and people are free to have their opinion.
I'd argue that Pressure isn't a game you're supposed to win, per se - sure, you can get good at it and finish runs more often, but to me, the challenge comes in replayability. In the case of doors, it feels like the game grows stale after just a few runs due to a lack of variation, making it easy to just knowledge-check your way through runs - but almost every run of Pressure will create a sense of unease due to simply not knowing what is going on, and I think that makes it more enjoyable .
Dupe is better than good people imo. Dupe requires skill and memory to remember which door you’re on and which one is the fake. If you forget the door number, you can still listen for breathing which is plan B. However, good people is way less skill based and just requires basic hearing to find the fake, which I don’t like personally.
I forgot about Jack which is my bad, he is a pretty luck-based entity / badge to encounter. Still, besides him and jeff the killer there isn't much RNG in doors. (Timothy could also count but he is very common if you just open drawers anytime you see them as you just walk about)
@@Karmeleqq12encountered jack about 6 times. About three times in seek chase, twice in wardrobe and once in super hard mode. I've played over 300 games lol.
i don’t think the devs really want people to 100% their game and they are literally saying that they don’t expect the locker less badge to be possible and documents being rng based so people can discover new things almost every run and it’s still better than doors
no offense but if think this game is hard to 98-99%... then YOU have a problem, the only 'problem' this game gives is lockerless, (the devs added this as an unfair challenge, they even state they didn't play test it so it should give you an idea lol) and now no damage run (it was easy pre-friendly fire update) the RNG badges are simply unlocked by replayability and this game BENEFITS alot from it, unlike a certain other rooms-type game that just feels absolutely bleak and boring to go through more than 1-2 runs
Btw the pressure dev has said he heavily dislikes those who say doors is bad/bleak lol. Even pressures creator doesn’t claim you as a part of the community
@@placeholder500Personally I don't think modifiers do a good job at adding more replayability due to how most of them are essentially just making an entity artificially harder If modifiers actually had more unique ones instead of like 90% of them being "make this entity appear more often and increase it's stats" then I'd agree also the lack of room variety in every floor really isn't helping doors since it makes them much more repetitive (Which is why I'm hoping floor 2 has actual room variety)
Well there a lot of ppl who try to get things like 175% and 200% and ppl who try to push the max % record (currently 223%) and there like really hard mod combineson like Rush hour, im running ehre, silent rush and no flicker or fetal snare that spawn everywhere and ur oneshot
RNG in pressure is (most of the times) skill based, and I know it looks like it doesn't make sense. But if you are doing a normal run, there is a ton of gimicks and things you can do to avoid the creatures. In a Lockerless one there is fewer, but the game wasn't suposed to be played like that, and that's the point! It's like saying "I tried to play it upside down, on mute and with my monitor off and couldn't beat it! Damn RNG!
I agree, doors is a little more skill based than pressure. Doors test certain skills like for example: A-1000 is an endurance challenge while hotel hell is very skill based
A-1000 is a walking sim, A-1000 is one of doors’s issue because its like, really unfun and not really challenging, the only hard part is doing the same thing with 3 entities 100+ times
@@Jesty.r I respectfully disagree, you think that because you lack the endurance and mindset to walk all that way for the accomplishment, I don’t mean this in a rude or mean way, if just seen a lot of people not get it and give up because of that, it’s not necessarily hard, it challenges your endurance to last to the end. I also don’t see it as an issue since it’s very optional and you have to try to get to rooms.
@@Thebiggestmemerofalltimeits required to 100% the game. The devs agree with me, theyve said they want to revamp the rooms, and by extent A-1000, after they finish the mines. Endurance can be challenged in a much more fun and less mind-numbing way, like say Pandemonium from pressure
4:33 "having a lot of documents locked behind rng based room generation just doesn't leave a good taste in players' mouths" ok, i know your point is that 100-percenting the game is a hassle and RNG Dependant, and i respect that, that its your mindset and i should not change that opinion of yours, but remember thats just an option in most games, and i haven't seen any player that is annoyed by not having most documents, it also adds more variety, but thats out of what im talking about, the real crime in this video is actually comparing "pressure" with "doors" like, they are not even the same game, they have different developers with different intent on what their creation must be, i seen your list of videos and your content is mostly "doors" content. and im asumming you have 100% of the badges on doors, but remember, "pressure" its not supposed to be "doors but better" but its supposed to be "an reimagination of doors", i still respect your opinion, no doubt about it, but comparing it to doors its very bad, they aren't even the same game to be comparable, like doors its just "spookys jumpscare mansion but in roblox and it has only 100 doors". my final words on this comment? doors is not the same as pressure, and i still respect your opinion on the rng of pressure. finally, im done with this comment. i hope i dont have to reply with another long comment again, anyway, if you read this comment completely, i respect you :)
I understand that Doors and Pressure are very different, and I enjoy the effort the devs have put into both, but that still doesn't change the fact they have an extremely similar gameplay loop and end goals, thus making them very easy to compare. It isn't comparing apples to oranges its comparing red apples to green ones. Both games have their pros and cons (for example, I could easily say Pressure is better than Doors in the sense of replayability due to the dozens more of unique rooms which can be generated). The video itself isn't trying to say 'one game is better than the other', in my eyes they are absolutely equal. However, as stated before, some aspects of both games are better than the other, and in this video, I was highlighting how I believe Doors handles RNG better than Pressure. Hope this makes it a little more understandable but its ok, atleast to me, to compare games such as Pressure and Doors due to how they are extremely similar to one another. Still, I admire how respectful you were in your post as you don't see that a lot nowadays. Have a good day dude
@@andreypetrushev5826 "too bad im not reading all that" then you would not read a long book completely, WHICH IS MADE FOR READING. If you wanted to not read all of "that" then dont comment to my comment
Just because they might take long because of luck doesn't mean they're bad, plus if they're made too common (even to a little degree) there's really no point in trying to get them OTHER than 100%ing it, which just feels kind of stale to me. Similar to skill-based badges, which are usually chosen over the rng-based ones, they're not going to be easy, because they would just be seen as steppingstones rather than badges. The luck-based ones also add to the replayability loop along with skill.
Dude the rng adds much more replay value to the game especially with the badges you may not complete it in a short amount of time but you can always take breaks and tackle it again later This and combined with the plethora of rooms makes the game 10x more enjoyable Unlike doors who makes the game more serious and bland(still love the game btw), pressure has fun with it and puts many rare rooms and different references in the game so each run will *truly* give you a different experience every time 6:09
I agree, RNG is good in healthy amounts but I feel as if Pressure overuses it, especially for things like the Artifice badge. Additionally, for things like the Lockerless badge it can be really frustrating as often deaths are the result of uncontrollable room generation. I just feel that it needs to be toned down a little is all
@@ChezmanCheddarBalls I see that and recently the update did up the amount of non-locker hiding spots(such as vents in certain rooms) in the game, however the unique functions in certain entities, such as pandemonium, does make the badge much more rng reliant, due to their ability to go off their node and search for the player, and finding pandemonium safe spots is more difficult But I see what you mean about the Artifice badge it’s really annoying
@@ewrik_ floor 2 is just gonna resuscitate doors for a bit to up to like 50-100k, after a few weeks/months all of it will go away and doors will die yet again, although the pressure devs are going into a hiatus for a really long time so you doors glazers will probably be really happy that your big daddy lsplash adds a few hours of boring content thats been delayed for over a year and passes the objectively game for a bit and makes a shit ton of money off of gullible children
@@dummy581 Hotel+ did over 250k while being a way smaller update floor 2 will 100% beat that and pressure peak 50k is nothing compared to doors peak 270k lol pressure just gonna die
doors ytber sweating when pressure comes up on the front page fr in all seriousness, both games good and will probably remain better than 90% of the pile of trash on this platform.
Pressure and doors are games that players comeback to when a new update happens, after playing a few days or weeks then leave. Leaving the games with a fraction of the original player count.
I believe the game actually nails the rng just right. Lockerless wouldnt be such an achievement if safe spots would be insanely common but if the player has enough skill, a safe space can be found in the most insane places. For example i once avoided pandemonium in an open hallway in a T shaped room by nudging myself just right against a locker. The other badges such as artifice and hello again shouldnt be a problem either if your are planning to sink a lot of time in the game, but they can be a bit annoying if you specifically want to go for them straight away. They shouldnt be too bad if you are also working on everything else in the game at the same time. I think grinding for them does make you play more which is better for the game, and its kept entertaining by either having to gamble for the party starter in the more common gambling room or just buying it in the more rare Before Dawn room. If people like the game, just playing it should be fun enough while the thought of getting the rng badges just lurks in the background as an extra motivator
My opinion? Skill issue You didn't consider one thing, RNG is not bad, ofc this is just an opinion but if everything was common and very skill based it wouldn't be so fun and not everyone 100% the games I see this in a lot of critics for some reason
The issue is that some things are way too rare first time I got artifice was after 22 wins and 162ish death if ur just playing trying to get one rng thing the game just become unfun
I do think there are ways to increase the balance of the game 1, make the harder badge give off a better reward (useful items that will be given at the start of the run, etc) 2, make the documents less location-based and more RNG based (it feels more intriguing to Wonder what entity you'll encounter or are they even a threat) 3, make an endless mode with checkpoints (maybe every hundred rooms there will be a checkpoint where the player can start at a certain room, however a run without using the checkpoint once will give off a more better payoff)
Remove the RNG means the game is just a one and done session with no need to replay it at all. Honestly if it was less RNg based I would have went off pressure so quickly which happened with doors to me. I think pressure leaning Into the RNG benefits it being different from doors
Honestly this guy have talked about the rng of pressure but not of the repetitive as hell gameplay of Doors. I mean, Doors makes always roblox history, but the problem are the same damn wodden room, with same design (except special rooms like garden, door 100. But doesn't count cuz u always find them). I think Doors is always good but it need to add some rooms types, like sewers and high containment in pressure
A Hotel is a pretty limited setting, though I could see the Mines getting more room types. And honestly, I don’t really care for many of the room types in Pressure. I like the industrial ones with the huge doors because it’s where you can find p.AI.nter, which is pretty cool. The underwater rooms are pretty cool, they made me never want to go into the water ever again which is awesome. Other than that, they don’t really matter that much.
@@kayaywhy999 cause they're the same exact genre? i've played both and i can definetely say which one is more enjoyable and more appealing..? can i not? lmfao if you're mad someone states an opinion that is very close to being a fact then the problem here resides in your head
@@kayaywhy999 oh and if you think that the issue with the pressure community is how doors and pressure are compared then you clearly havent seen anything, the people behind the game are absolute cunts, disrespectful and unprofessional when it comes to handling certain topics or just simply doing the thing they've signed up for
@@hknil8966 that's not a valid excuse for being an 🍑 🕳️ Also I doubt that you passed elementary school so let me teach you the difference between fact and opinion. You can have your opinion all you want but don't expect everyone to agree with it, especially if you're just gonna be an obnoxious piece of shite about it and insult someone first once they disagree with you. You haven't even given a reason for your opinion being correct, so please, I'm all ears. Give me your reasons and I'll shut up
Good news: in the first big update, a lot of rooms will have new safe spots Bad news: more threats will be added (hence lockerless itself being made easier)
Pressure's lockerless badge was made to be difficult to do, which is why it's more of an extra badge rather than a100%-er... they didn't even playtest it
What..? If you mean the trenchbleeder document you don’t have to get that at the end of the game. There’s a room that isn’t even super rare that also has a trenchbleeder in it
@@bulletbro4745 ok first of all the badges in pressure motivates players to replay the game to achieve them, compared to doors it doesnt have any of them which suck and who tf asks u to lockerless the game anyways it's just there for people who want challenge. secondly if u want to do a lockerless run in doors it'd be easier bc doors entities doesnt use pathfinding like pandemonium so if u want 0 challenge just go to the kids game and do that why is this chezman guy even talking about it anyways the point of every "horror" game like this is to be as challenging as possible which makes players replay more often. unlike doors they just add modifiers and the only thing u get are knobs when u complete like a 200%+ run which is boring af so doors suck. thirdly the artifice badge got nerfed u can encounter gambling room every 2 runs or even 1 run so bringing it up as a point is useless i literally got it in 6 chests.
Also my friend with every badge but the artifice badge hasn’t been able to get it for many runs so you’re straight up lying when you said 1 or 2 runs. I like pressure more, it’s definitely the better game, but you’re overglazing the shit out of it.
I think an easy way to fix one of the rng issues, (that being the documents) is that there could be a document in Sebastain's shop (other than Sebastain's own document) which would cost like 1300 and would give you a random document you haven't unlocked yet, this would allow for a slow, tedious method that could eliminate a lot of luck from the equation.
When I saw this video not watching it all, I thought it was just rage bait. However, the blood of Mi- AHEM. Turns out this video was talking about how shit the RNG is for 100%ing the game. Perhaps I just thought wrong.
I feel 100%ing is kinda pointless if it's easy. Lockerless is supposed to be a grindy challenge, and it wouldn't feel like a proper achievement to people who manage it if the badge was simple. The RNG significantly increases replayability and makes the game more intractable, and if the only downside is that people need to actually put in effort for the challenging achievements, then I'd say it isn't much of a downside.
I will not attack anyone for their opinion, BUT. I just cant understand why both pressure and doors fans live off of badmouthing the other game. Like, just because people think pressure does xyz better doesn't make doors trash, and just because doors was first and has less RNG than pressure doesn't make it the best game ever and dorsnt make pressure just "a cheap ripoff". Goddamn. Personally, i like doors better. I played pressure and it didnt appeal to me that much. But i won't attack people for having different opinions than me. (No hate to the video btw)
i feel as if it'd be good if doors kind of inspired itself by pressure and added rare rooms (with no achievements) as well. Like for example, a very destroyed room with rain pouring inside or just some weird creepy room type thing.
@@ThebiggestmemerofalltimeOH MY GOD!?!?? SOMEONE HAS AN *OPINION* ON THE INTERNET????? 😮😮😮 I NEVER EXPECTED!!!!! WHAT IS THIS BLASPHEMY?!?!!? 😱😱😱😱😱😱😱😱😱😱
i love you for making this video bro the pressure fans in the comments are being delusional the video wasnt even saying pressure sucks it was just pointing out a valid flaw
"Valid flaw" dude you aren't supposed to get every badge. In reality a few of the badges are meant to be unfair, and intended for the average joe not to get it. This video is just dumb in general ignores the major flaw of Pressure. Which is how much potential they didn't use for the normal monsters (ones without a set path.)
@@Rogue5490 No it's not valid, he could've complained about the gameplay with some rooms getting angler when there's not enough lockers for every player. But instead complained about the badges that are supposed to be unfair being unfair.
@@ink535 it is valid it doesnt effect everyone who plays the game, but a lot of people, including most of my friends, like to 100% the games they play you can criticize developers for making unfair badges, and it doesnt make your criticism less valid just because they arent supposed to be fun to get
The doors did a well job, But the reason pressure has RNG is...Look let me explain like this and before anyone of you say something. This topic can change from person to person so let's please everyone respect each others thoughts. Roblox pressure has ''RNG'' or ''Luck'' based events cus this gives the players a clear thing to focus on. Expample : when you complete every single badge on roblox doors. You will just try to beat the game cus there is mostly no RNG and you will do the same things. In roblox pressure there is RNG so rare events and rare things will happen throught the playthrough. This what makes an roblox game also important. 'replayability'. Yes, roblox doors has replayability too but i think pressure executed this idea a little bit better. About the RNG badge though, yeah thats the point they're so rare Cus the rarer it is and harder for it is to do so = The more people want it and try to get it more which keeps the game alive. Im not saying pressure RNG is a bad thing or roblox doors is bad. But they both have stuff to keep their players happy. Roblox doors uses Stuff like 'The rooms' and funny moments to keep their game alive and so much more. While pressure does RNG and keep their players happy by doin random stuff with luck based events, funny moments and A random gameplay throught the playtime. Thats all ı have to say tell me your opinions too.
scary - Pressure (the ambient sounds, the paranoia from wall dwellers and the entities are scarier imo) entities - Equal (angler is rush but better and with more variants, and the original pressure entities are amazing, love painter and sebastian is iconic. However figure and seek are absolute classics and i love them so ill leave it as equal) atmosphere - Pressure (much greater ambience sounds and designs) room amount - Equal (if you count the rooms from doors, then doors has way more. But the actual game, pressure has more rooms. So ill leave it equal) popularity - Doors (way more visits and well known) Revelancy - Pressure (doors its past its peak) badges - Pressure (i have nearly all badges in both games, and i think pressure badges are funner to get) Replayability - Pressure (way more room types, feels like a different game everytime i play) Difficulty - Pressure (i beat doors everytime i play it, but i still have some trouble with pressure sometimes) Overall- Pressure Winner - Pressure low-mid diff 8-3 debate me if disagree and provide proof
Yall heres why both are good. Entities - Equal - both figure and amhush are great and searchlights made me shit my pants but both good Popularity - Equal - as I've seen, doors is coming back from the dead due to floor 2 and pressure is turning into a trend Atmosphere - Equal - doors has cool rooms and so does pressure (with a pinch of rng tho) Easter eggs - Equal - pretty sure rooms is a playable easter egg in doors and pressure has secrets and lore scattered everywhere Both are good and awesome and feel free to ask why you think why one of them are better. Just dont resort to being a dumbass and say rude stuff.
lockerless in pressure is being expanded on to make it slightly less rng based - just for an example, the trench tunnels (pipe floor, large windows) didn't have floor vents before the update. also the devs acknowledge that the game is pure rng [taken from FAQ channel in pressure's discord] Q: Is this it? Is development on the game done since theres only one chapter/floor? A: #### no!!! The beauty of this type of game that not a lot of people have realized, is that its all pure rng. And when I say pure RNG, i mean that. We will be allowed to add, WHATEVER we want to this one "floor/chapter", and it will not interfere with the previous gameplay structure whatsoever, as there was none to begin with. More monsters, rooms, items and mechanics are planned, and will be coming soon! We got some things to wrap up first however, before we can fully commit to new content. in addition, theres SO many badges in pressure requiring rng that getting ONE every like 3 runs isn't too hard, its only truly hard for rng when you specifically want that one badge
The pressure glazing in the comments is crazy, this man made a video in the most polite way possible and you all can’t stop yapping about how pressure is “better than doors” like its just constructive criticism, relax.
the point of having rng room is to make the game feel much more rewarding when getting a badge like lockerless and getting the documents. Like if every door was the same those badges would be much to easy
But making it luck based is better because it motivates you to play the game more to experience these events and makes you more likely to experience other events while trying to get another thing. So in my opinion i like the rng badges because it doesnt require only skill and you have to play more to experience them.
@@yanisgribissa2057theres people who do it in 3 runs, most of the people that take 90+ runs to do it just dont know all the Safe Spots. Although im not denying some people just are really unlucky and get 90+ attempts even though they know the spots
Alr to the people who are putting down dumb comments need to shut up,with the “skill issue” and “replay-ability” it is understandable that RG is not the whole game and is not a big part of the game, but it should still be understood to the fact that he’s putting down a decent point.To the person who is just putting out his opinion nobody likes that person.
Another thing I wanna call out is that well yes,RNG is not bad. There shouldn’t be a whole badge or 90% of it is RNG. That’s just stupid and also to the people who are saying well if there is no RNG I would’ve just left that makes zero sense there is still a replayability without RNG and I’m not saying there isn’t a flaw to his point here there still should be some RNG parts to badges cause that’s what makes the game fun well some of it at least most of the game is skill and well yes RG is good to some things. It can also be bad. Stop riding the hate train.
I really only made this post to people who just hate and actually don’t be diplomatic and see both sides. Pressure is the better game right now, but that doesn’t mean when someone is trying to call something out that you can just defend your favorite game and I ain’t safe I literally have no life in that game. He is not trying to be mean to the game, he literally said in the video this can be improved upon. to the brain dead people who just hate shut up don’t glaze the replayability without RNG there is still replayability
The thing about the documents is weird. You’re going to be playing casual runs, 8 player runs, lockerless runs, lightless runs, walking database runs, death runs, and speedruns all throughout playing the game, and lots of these runs will fail. You still will probably have over a dozen full runs of the game to get all the documents.
tbh i like when RNG plays a big roll but still can be dealt with, per exemple, if you are unlucky during a lockerless run, you are fucked, but in some games, you can have very bad rng and still win if you are skillful enough
100%ing the game is supposed to take you a long time. Doors does this by giving you badges like jeff the killer and A-1000, which is insanely difficult and A-1000 is horribly executed as LSPLASH themselves have said theyre not a fan of there being such a difficult badge with such a minimal reward. Pressure on the other hand, as how you said it, relies on luck for 100%ing the game, which i partially disagree with as the uniforms will definitely take a while and you will most likely get all of the documents before all of the suits. The lockerless achievement i do agree with though, but i believe the devs have already done enough to tone down the difficulty. Just like Doors' A-1000, lockerless is supposed to take you a very long and stressful time. The difference between A-1000 and lockerless is that A-1000 relies on skill, headphones (though A-90 will definitely tear your eardrums apart /hj) and fast reaction time, im pretty sure lockerless has been done by more people than A-1000, as it relies on luck and decision-making. You can find a lockerless guide on YT to make your journey way easier, but for A-1000a guide will only tell how to avoid the three entities, which considering their difficulty might not even help you if you dont have the required headphones and fast reaction time. So in conclusion, i think Pressure does a decent job at being difficult yet still easy enough for 100%ing the game, while for Doors there is a massive difficulty imbalance between the ~10 most difficult badges (the crucifix badges compared to A-1000 is a good example). The Pressure devs also mentioned they might remove Pandemonium from lockerless runs, so that proves my point even better. Some people might being up the Artifice badge, to which i say, sure, it relies on luck, but there are rarer rooms than it. The badge entirely relies on luck and you having at least 250 research for you to get the room and buy the party special. However, i heard the devs made the gambling room more common (which im 90% sure is another way to get Artifice), so that destroys a bit of the complaint's point. I myself couldve gotten Artifice about 3 times in my ~150 Pressure runs, so you just have to play the game and hope for the best. Who knows, maybe your failed lockerless runs might have contained the Artifice-giving rooms later on. I have been typing this comment for more than the video's duration already.. so i think its about time to stop ranting. My final point is that 100%ing Doors is way more difficult than Pressure, because for Pressure you just need time, luck and dedication, while for Doors' A-1000 the three entities there are just shitting on you the entire time.
@@Rogue5490sorry if you’re complaining a badge is not fun to get but also saying getting badges are the most fun way to play the game, it kinda just seems like you’re trying to find fun in the wrong places. No hate if you don’t agree or anything it’s your opinion
One of the hardest badges in doors, a-1000, is only difficult because you have to do something a lot of times. The hard badges of pressure are hard because you need to have more knowledge and skill of the game.
How am I supposed to get the badge where you get hit by 5 Good People in a single run? I played like 15 runs and I still wasn’t able to find enough Medkits or Good People before I died. They should do less damage.
Doors has some badges like Jack and Glitch which are really random specially Glitch which is completly random, there some minor badges that have a little RNG in it but are still easy to get like two Ambush badges or Lost in Translation (even if this one released after the video) mostly because Ambush or a Candle aren't a guaranteed in a run but are frequent enough where you won't suffer to encounter these Even with that, both games are really fun and really good.
I agree with this, definitely. My friend has every badge except for the party special one, and it really frustrates him. However, I don’t want doors kids to go onto this video and blab about how doors is so much better. They’re both really good, and while I prefer pressure, it doesn’t mean doors is a bad game either,
I do agree that some things are too rng based in pressure but that's what makes it special when you actually obtain them like artifice it might be in rare rooms but when you actually get it you have more excitement in the game and doors don't have any form of badge for a no hide challenge where pressure does adding some point of doing a no hide challenge in pressure or trying to avoid damage or just not using a light source which are what makes pressure so interesting. one more thing I find interesting is since some rooms are rarer than others the game doesn't become as consistent as doors with room generation
I agree, this is a perfect example of GOOD RNG. I absolutely love how rare rooms spawn in pressure, it adds a really cool layer or replayability to the game, the only issue is if they are required to 100% the game, which for the most part they aren't.
The lockerless badge could easily be fixed to be more skilled by removing the solo requirement (everyone would need to do lockerless so the badge doesn’t become too easy)
I just personally think doors is way too inconsistent with its difficulty. The main doors up until the green house are extremly easy. Screech is a non issue cause of how loud it is. But once you get to the greenhouse it’s just a brutal gauntlet and it’s so boring to go through the first 90 rooms again if you die. And pressure has much better “red herring” sounds. I find it constantly creeping me out and making me stressed cause I don’t know if the sound means anything. Idk. I just think pressure is a better game
In fact, pressure devs doubled the chance of getting the gambling room(the most common way to get the badge) when they released the badge tho it is still luck based as you need to get lucky on the 1% chance of getting it
The thing is, pressure is meant to be a hard game the rng in pressure is to give it difficulty and replayability where as doors is a way easier game I’ve beat doors at least 5 times and when I replayed it, it just felt repetitive and it got boring after a bit, but when I replay pressure its fun and engaging finding new room types, Easter eggs and documents, I personally think this is not pressures biggest flaw but instead it’s greatest feature, you are not meant to 100% pressure easily which is what makes it fun.
honestly ive never played pressure, just like 3 times and every single room on that 3 runs that i played were completely different, and the room generation really makes the game replayable, i play doors and im really tired of seeing the same rooms every single time, the devs really need to make more rooms, like in every update they make add like idk 20 rooms for every chapter/floor of the game because when u beat the game like 2 times you already passed through all the rooms on that chapter, its boring but somehow i enjoy doors idk why, but one thing is pressure even if i didnt beat it yet it seems like more enjoyable than doors because every run its like a different game, pressure does things better than doors, and doors really needs to upgrade the core of the game because as i 100% doors i already have seen every single room of the game
They buffed a-60 chances, keep in mind you aren't supposed to 100% the game, that was not the point. Most people just complete the base game. The other badges are just extra in case you want more of a challenge.
Let’s keep in mind that deep down, the main point of both Pressure and Doors is to base themselves on learning from your mistakes and deaths, you’re not meant to win your first run, you are meant to die a fair amount of times for you to learn That being said, what in the world are you learning/getting familiarized with when you die in the ridge for the billionth time due to poor ass room generation that’s out of your control…? Lockerless is the only real problem I see with this game, the rest of the stuff are things you’ll get if you just keep playing.
rare rooms are my favorite thing. you feel good when you find one because its rare. also trying to DO all the skill based badges ur probably gonna find quite a few documents
The no locker is actually more skill based cuz you need to know how every Angler variation works for example Angler is blind so you can hide behind pipes or in corners and other variants are (I think not blind) so you need to know that you can only Hinde in safe rooms and you need to know that your body needs full cover to outsmart pandemonium but you still need a bit luck and if u try it a few times it’s actually gonna work Ye that’s it I hope it helped a bit if u see this don’t hate me cuz idk if he said that too cuz I didn’t watch the whole video at this moment
IT IS NOT MORE SKILL BASED I know someone who didn't know a lot get it first try And someone who basicly knew everything get it after over 100 runs it's just rng
This is the issue: You can be the most skilled pressure player out there, reach ridge, be stacked on items. All it takes is ONE bad room, ONE bad entity spawn time, ONE pandemonium to completely screw you over regardless of the skillful acts you have done throughout the run. The skill might keep you alive some times, sure, but it’s luck what truly determines if you’ll live through it all or not.
In my opinion the game being « not fair » isnt a problem cuz if i die, i can just start again, no big deal. And as for the badges, well tbh idk why it being rng based is bad, doors has that too, just less rng based.
Thing with rng in pressure is that most of rng based documents and badges can be earned on accident, during other badge huntings Like if you try to do WDPTMTP badge, or "this badge sucks" you will most likely get ALL other documents and badges during process (with exception for challenge badges, like we die in the dark or extra careful) So it's not that much of a problem, and I don't think it need to be fixed lol
i think the rng is good. having a challenge that you know you probably wont be able to beat on your first, tenth, or 50th try is kind of a good thing because it adds replayability. (lockerless challenge). also, the documents being hard and rare to find makes it very interesting because it adds an element of adventure. I dont think the game should change. Its pretty awesome right now.
Just gonna put this here but I'm not against the idea of RNG. Luck in small, healthy amounts is good for any game, and it does add a lot of replayability to the game (An example of Good RNG would be how pressure has rare "fun rooms" which contain references to other games). My issue with how Pressure uses it though is that it is used a lot for things required to 100% the game. For example, the random room generation can completely throw off any lockerless run, and there isn't anything you can do about it. Another example would be the artifice badge, which is just ridiculously rare. As I had stated in the video, RNG shouldn't be used mainly to add difficultly to a game, but rather instead a sense of uniqueness and replayability. (The random room generation does both, as it not only adds replayability but also throws off lockerless runs, which is why I said to fix this more safe spots should be added)
Although Doors does have some RNG elements, they are often somewhat more controllable than what is seen in Pressure (obviously with the exception of jeff the killer). For example, you can brute force your way to finding Jack by simply opening a closet a dozen times, and this is far easier than resetting a run every single time if a document doesn't spawn.
Still, both Doors and Pressure are amazing games, and this issue isn't really that much of a priority. It would just be nice if it was toned down a little.
I honestly think it adds a nice contrast to doors, as doors requires skill to beat, but pressure requires luck and skill, lockerless runs are meant to be really hard *believe me I've tried* and are only recommended once you've beaten everything else, now, the RNG achievements are pretty annoying, but that's what drives players to play more, it's the "I really want this to happen!" mindsets that makes players come back. And honestly, after getting all the badges *besides artifice, A-60, and lockerless, all RNG* The hard containment documents are not that rare, but once you get them it's a great feeling. This is just my opinion though.
bro i never found jack in a closet in my entire life, i have 155death and 8 wins, i only found him 2times in a room not in a closet
Dragon Scales
they didn't playtest it for a reason
(the lockerless badge)
I think having little to no RNG is actually a detriment to doors. As you said, most badges are skill based and aren’t that hard to complete after a few tries at them. But once you have gotten these badges you have no other reason to continue playing. The harder doors badges that do take a while, like A-1000, are monotonous at best, having you walk through similar 1000 rooms. In pressure, you always are excited when you find a rare room with a document you don’t have and it makes you replay the game to find them all. The core gameplay loop is so fun as you said, so pressure succeeds in making you replay it and I actually find it a lot more enjoyable
Me when the game is slightly better when after the 600 attempts 1 silly and wacky rooms show up. Very crazy.... 😮
@@theman9280 But i like silly and wacky rooms 🥺
@@theman9280
Me when someone can't just enjoy both games:
@@calebryanlamxuanrulangps392 it's not that we can't enjoy them
It's a respectful argument
The community it (I hope) trying to come on an agreement on both's floors
@@trampolinegamer8296 yeah i do think both games are completely fine i'm just kinda tired of the constant pressure glazing like it's this godlike masterpiece.
I will admit i kinda got a little too personal over this comment though my bad for that...
I can deffinetly see where you are coming from, but I personally really like it as it adds a lot of replayability. Being able to play the game and keep discovering new things is just really fun imo. I don't think Pressure is a game that you're really supposed to 100% that fast. If you are able to avoid spoilers, discovering new things on your own is really nice and adds a lot to the experience.
As for wether Pressure or DOORS is better, I'd say that for right now Pressure is better. I am sure however that as DOORS continues to update it will become better. As much as I wish it would, I don't think that Pressure will last as long as DOORS. Technically the full game of Pressure is already out. Which is not the case for DOORS. Sure the game will continue to update but I feel like we've already gotten the meat and potatos of the game.
Yeah I definitely agree that RNG is good for adding replayability, but imo I feel that Pressure overuses it a smidge too much (50% of all docs are locked behind luck). That's why in the video I stated how the best course of action would be to make rare events a little more common.
@@ChezmanCheddarBalls I mean the locker less run badge wasn't really made to be beaten by skill. As it wasn't even tested to see if it was possible. They just added it to see if any players would actually be able to beat it. I do understand why you think there is a little too much RNG, but people really seem to like that aspect of the game.
@@ChezmanCheddarBallsit's because the game is ONLY one floor instead of having multiple floors unlike doors
It's whole gimmick is RNG
@@arandomalt4158i mean theyre making more floors after taking a break, dunno what OP meant by “no more updates” (see zeal talking about it)
@@inferniiiazeal said pressure won’t get more floors. There will just be more entities, room types, grand encounters.
Honestly pressure seems much nicer to play in my opinion, it draws in my attention more than doors ever did. I enjoy the RNG aspect because i never know whats coming next and it is very exciting when i get to see a rare room for the first time.
He didn't say that rng was bad like that the problem is having things require for 100% that you have a big chance to not get in 200 runs
@@ewrik_ yes, making the game able to be played more so you can get those rooms you so desperately want
@@TeinookWithAFork the thing is rng based things is that when you desperately try to get the badge for example it's more like doing the same thing over and over again until you actually get the thing wich is not fun at all
@@galette4714 well then, no one is telling you you have to 100% the game. Quit playing if you don't find it fun
@@TeinookWithAFork i 100% agree with that but you know there are people who just likes the game but are still going to do it even though they dont like doing it
Honestly, in my opinion that’s what adds charm to the game. Getting excited to finally see a rare different room, and besides much of this would not affect regulars players, only dedicated ones
Pressure is the only game that i play much often as i do i beat the game 10 times
#FuckPressure
Kinda agree, it takes way too long to find everything that unlocks a document.
However, if you are planning to 100% a game, you must really enjoy it, no? So playing it more shouldn't be that big of an issue, plus, we can't even get the badge related to unlocking every document yet, so I bet the devs are planning to add some consistent way to get them before releasing it.
Nice video! I see where you are coming from, and I agree to an extent. Overusing RNG can be bad, but I think pressures badges are just fine considering the fact they are optional.
I don't complain about the documents, I mean most of the documents don't give you very useful information apart from lore and other things (I'm referring to the documents about urbanshade and not the documents about the enemies) So it's okay. With the achievements that you get with rare rooms or encounters, maybe you could increase the probability of the rooms or encounters appearing so that it's not so complicated Although not much so that it does not lose much replayability but at the same time it is not unfair or frustrating.
I love the documents so much, I hope doors adds them. Kind of like the 2 work together to add new features to each other
I wouldnt say this is a major flaw as the game doesn't require you verbatim to 100% the game. Doing it is completely optional; not to say that they could at least nerf some of the badges and chances. TL;DR the game wasn't meant to be easy, badge obtaining isnt necessary and I'm fence sitting here.
This is infact true. However, as I had stated in the video, there are two types of difficulty, those being skill-based and luck-based. Although RNG is good for replayability as well as other things in healthy doses, having too much isn't good. For example, a majority of the reason why the Lockerless badge is so difficult is due to how the random room generation can determine whether your run ends or not, and this lack of control can lead to players being extremely frustrated.
@@ChezmanCheddarBalls Tbf you weren't even supposed to get the lockerless badge, they didn't even playtest it. They just wanted to see if it was possible.
@@ink535 i view lockerless as a bonus to get 110% of the game
@@Matkinius Exactly.
@@ChezmanCheddarBalls I dont think you havent understood yet, THE BADGE WASNT PLAYTEST, they werent sure that it was possible.
In my opinion, RNG is more of a benefit than a setback. I'd argue that Pressure would ABSOLUTELY fall flat if there was a lack of RNG. The reason Doors burns out after so many replays is the fact that there is a very small amount of RNG that affects gameplay. Hell, Pressure even acknowledges, and rewards players based on the difficulties they have overcome. While Doors gave no rewards based on these "challenge runs" there are still a large amount of people who play by those runs. Another example you used is the difficulty and luck of Lockerless. Yes, Lockerless is extremely hard and unpredictable to complete, but what makes the challenge special is that very unpredictability. Playing the game in a new perspective, where things can go wrong at any minute generates excitement and unpredictability. Unlike Doors, Pressure has multiple options for skilled, long-time players without interfering with the main game, which is really hard to accomplish in a Doors-type game. The developers of Pressure have even made the game fairer by implementing spots in practical areas (Anglers and Pandemonium cannot "see" through lockers anymore. And what's better is that this is all optional, and new players don't even have to play by these rules. By awarding the ultimate achievement of one hundred precenting the game to the most dedicated players, Pressure shows that they care for players who spend a large amount of time attempting their challenge. Thanks for reading.
With this flaw theres a good thing: replayability
@AverageNoob2023there’s no point in replayability if it’s just doing the same thing over and over, that’s just called filler or padding
Also doors has more replayability and the replayability is more fun with modifiers
@AverageNoob2023 a lot of fun lobbies are made from the modifiers (like 12 player lobbies where winner choose the mods, the really speedy modifiers, etc…) not to mention that you can make your own challenges which many do
All of that is objectively better replayability than doing the exact same run 2000 to find the ultra rare goofy goober room, and then do 2 boring challenges and a gambling challenge
@AverageNoob2023 never let this man make a game
@AverageNoob2023 Bro is sooo wrong
Ngl, walls better
considering "getting every badge" 100% ing, is VERY silly, especially considering there are limited badges. its very clearly indicated that lockerless wasn't even playtested. documents are a REWARD for your enjoyment of the game, and badges are used as a well. BADGE to show you did it! several badges in doors are for very monotonous tasks, ones that frankly are barring on ridiculous, such as a-1000, and this is a showing of doors' greatest downfall, its LACK of rng. its consistnent, and to a mind numbing degree at that, the same chases, the same encounters the same rooms. every single time. of course, not to doors fault, it had a hand in making the concept, even if it took a heavy dose of inspiration from spooky's, but its something that shows how much pressure shines in that aspect, tons of room types, easter egg rooms, gimmick rooms. it keeps it from going stale. because. door 30 seek. figure and shopkeeper 50. seek 70. greenhouse 80 figure 100. compared to. searchlights 50-80 sebastian 45-55 pandemonium ??? and topped off with the ridge. almost every run is different, while doors' only replayability comes menial tasks and (stretching it) the rooms. i get where you're coming from, im a chronic 100%er too, but thats simply not how roblox games are meant to be played.
as he said limited badge shouldn't count torward 100%ing a game and prssure will get a badge in the futur for having all documents
Although I can agree that some doors badges are kinda boring
1: Some of the crucifix badges
2: A-1000 (although Lsplash has shown interest in revamping the whole sub-floor after floor 2 releases.
Pressure has it's fair share of boring badges too, from artifice (which ig is kinda the point of the badge but still)
to Hi again.
Badges aren't really seen as this "oh do it for fun thing" anymore, they keep people to the game. If a badge is ridiculous to grind for then yeah people are gonna complain (and rightfully so). Badges should be fun, not mindless grinding for no reason.
And for the room type aspect, I agree, Doors is kinda bland when it comes to rooms, but some people gain enjoyment from that. Expecting what happens next is just more enjoyable for some people.
In my opinion, RNG is the only defining aspect of pressure, yes some of the monsters are unique. But overall, without it's cool rooms and easter eggs, and RNG badges, Pressure really doesn't have much.
@@Squid5671 Yeah, the RNG ruins the experience of lockerless runs. That being said, I got both Artifice and Hi Again accidentally without grinding for them at all, how "rare" are those supposed to be exactly?
sebastian being 45-55 doesnt really matter (only 10 door difference, no monsters are most likely gonna come in between those anyways), and pandemonium is just like ambush rarity so doors does have a lil luck with ambush but it being the only thing? yeah its kinda meh
@@boxcarz multi monster IS 0.2% and artifice is 1% from gambling room and guaranteed from chest room, no one knows The Chance for those Rooms tho
I may be wrong, but some people don’t realise that the point of games isn’t to 100% them. The point of pressure (in my eyes) is to enjoy the game, the replayability, take in the secrets and to just overall have fun. While some people may enjoy fully completing the game, it’s no reason to change something because of it or change how things are earned or completed. The first time I found a rare secret I thought it was great and even if you find it again it feels great. RNG gives the game difference and hope to some new people. This is just my opinion though and people are free to have their opinion.
I'd argue that Pressure isn't a game you're supposed to win, per se - sure, you can get good at it and finish runs more often, but to me, the challenge comes in replayability. In the case of doors, it feels like the game grows stale after just a few runs due to a lack of variation, making it easy to just knowledge-check your way through runs - but almost every run of Pressure will create a sense of unease due to simply not knowing what is going on, and I think that makes it more enjoyable .
Dupe is better than good people imo. Dupe requires skill and memory to remember which door you’re on and which one is the fake. If you forget the door number, you can still listen for breathing which is plan B. However, good people is way less skill based and just requires basic hearing to find the fake, which I don’t like personally.
Not just that one you can do a glitch 2: you can hear him
Bro you can hear dupe 😂
Sparks come out of good people doors. Also, you can literally hear Dupe.
@@TheAverageDexterthe commenter mentioned that.
I don't think you understand doors and pressure that much
I feel like you should of said about Jack considering he is quite luck based. Isn't as bad a pressure luck though
oh yeah i completely forgot about him mb
@@ChezmanCheddarBalls but you can just keep going into a locker to guarantee you get it
In theory you can farm him
In the Hotel you can literally just interact with the same closet a bunch of times
i dont care if doors is better this game will always be in my heart and you cant change that
He only said doors was better in terms of 100%
Waiter, Waiter, Pandemonium on door 30 please!!
@@arock3222 legit dont care i care about both games
Doors and Pressure
@@Jesty.r Pandemonium: waiter, waiter, more players doing lockerless run please!!!
Waiter, Waiter, Sewers on my lockerless run please!
I forgot about Jack which is my bad, he is a pretty luck-based entity / badge to encounter. Still, besides him and jeff the killer there isn't much RNG in doors. (Timothy could also count but he is very common if you just open drawers anytime you see them as you just walk about)
Dude i played 100+ doors games and I still haven't met Jack
@@Karmeleqq12encountered jack about 6 times. About three times in seek chase, twice in wardrobe and once in super hard mode. I've played over 300 games lol.
if you look for him by using every locker u can get him pretty easily
@@Karmeleqq12just spam entering a closet evntually youll gettem
Crucifying halt can be pretty rng because he pretty rarely spawn
i don’t think the devs really want people to 100% their game and they are literally saying that they don’t expect the locker less badge to be possible and documents being rng based so people can discover new things almost every run
and it’s still better than doors
@AverageNoob2023yall commit hate crimes if someone doesn’t say the fish guy is hot tf you mean forcing
@AverageNoob2023how tf is he forcing this is legit true
disagree with the last part but okay
Agreed.
just put the fries in teh bag how much did they pay you
Doors: skill (issue)
Pressure: LETS GO GAMBLING
no offense but if think this game is hard to 98-99%... then YOU have a problem, the only 'problem' this game gives is lockerless, (the devs added this as an unfair challenge, they even state they didn't play test it so it should give you an idea lol) and now no damage run (it was easy pre-friendly fire update)
the RNG badges are simply unlocked by replayability and this game BENEFITS alot from it, unlike a certain other rooms-type game that just feels absolutely bleak and boring to go through more than 1-2 runs
Pressure has lower replay ability then doors due to doors having modifiers and the such. Stop meat riding pressure bro.
Btw the pressure dev has said he heavily dislikes those who say doors is bad/bleak lol. Even pressures creator doesn’t claim you as a part of the community
@@placeholder500 bro got cooked💀
@@placeholder500Personally I don't think modifiers do a good job at adding more replayability due to how most of them are essentially just making an entity artificially harder
If modifiers actually had more unique ones instead of like 90% of them being "make this entity appear more often and increase it's stats" then I'd agree
also the lack of room variety in every floor really isn't helping doors since it makes them much more repetitive (Which is why I'm hoping floor 2 has actual room variety)
Well there a lot of ppl who try to get things like 175% and 200% and ppl who try to push the max % record (currently 223%) and there like really hard mod combineson like
Rush hour, im running ehre, silent rush and no flicker
or
fetal snare that spawn everywhere and ur oneshot
RNG in pressure is (most of the times) skill based, and I know it looks like it doesn't make sense. But if you are doing a normal run, there is a ton of gimicks and things you can do to avoid the creatures. In a Lockerless one there is fewer, but the game wasn't suposed to be played like that, and that's the point!
It's like saying "I tried to play it upside down, on mute and with my monitor off and couldn't beat it! Damn RNG!
I agree, doors is a little more skill based than pressure. Doors test certain skills like for example: A-1000 is an endurance challenge while hotel hell is very skill based
A-1000 is a walking sim, A-1000 is one of doors’s issue because its like, really unfun and not really challenging, the only hard part is doing the same thing with 3 entities 100+ times
@@Jesty.r I respectfully disagree, you think that because you lack the endurance and mindset to walk all that way for the accomplishment, I don’t mean this in a rude or mean way, if just seen a lot of people not get it and give up because of that, it’s not necessarily hard, it challenges your endurance to last to the end. I also don’t see it as an issue since it’s very optional and you have to try to get to rooms.
@@Thebiggestmemerofalltimeits required to 100% the game. The devs agree with me, theyve said they want to revamp the rooms, and by extent A-1000, after they finish the mines. Endurance can be challenged in a much more fun and less mind-numbing way, like say Pandemonium from pressure
@@Jesty.r As long as they reward us people that got A-1000 early with something for spending 2-4 hours of our lifes in there I'd love a rooms revamp.
@@TheVoidBusterthey said that when the rooms is revamped, everyone who has the tablet in the rift will have the tablet replaced with the new reward
in my opinion pressure's rng makes the game much better because it adds replayability and challenge to the game
4:33 "having a lot of documents locked behind rng based room generation just doesn't leave a good taste in players' mouths" ok, i know your point is that 100-percenting the game is a hassle and RNG Dependant, and i respect that, that its your mindset and i should not change that opinion of yours, but remember thats just an option in most games, and i haven't seen any player that is annoyed by not having most documents, it also adds more variety, but thats out of what im talking about, the real crime in this video is actually comparing "pressure" with "doors" like, they are not even the same game, they have different developers with different intent on what their creation must be, i seen your list of videos and your content is mostly "doors" content. and im asumming you have 100% of the badges on doors, but remember, "pressure" its not supposed to be "doors but better" but its supposed to be "an reimagination of doors", i still respect your opinion, no doubt about it, but comparing it to doors its very bad, they aren't even the same game to be comparable, like doors its just "spookys jumpscare mansion but in roblox and it has only 100 doors". my final words on this comment? doors is not the same as pressure, and i still respect your opinion on the rng of pressure. finally, im done with this comment. i hope i dont have to reply with another long comment again, anyway, if you read this comment completely, i respect you :)
I understand that Doors and Pressure are very different, and I enjoy the effort the devs have put into both, but that still doesn't change the fact they have an extremely similar gameplay loop and end goals, thus making them very easy to compare. It isn't comparing apples to oranges its comparing red apples to green ones. Both games have their pros and cons (for example, I could easily say Pressure is better than Doors in the sense of replayability due to the dozens more of unique rooms which can be generated). The video itself isn't trying to say 'one game is better than the other', in my eyes they are absolutely equal. However, as stated before, some aspects of both games are better than the other, and in this video, I was highlighting how I believe Doors handles RNG better than Pressure.
Hope this makes it a little more understandable but its ok, atleast to me, to compare games such as Pressure and Doors due to how they are extremely similar to one another. Still, I admire how respectful you were in your post as you don't see that a lot nowadays. Have a good day dude
wow that's alot of words... to bad I'm not reading it
@@andreypetrushev5826 "too bad im not reading all that" then you would not read a long book completely, WHICH IS MADE FOR READING. If you wanted to not read all of "that" then dont comment to my comment
@@Angelo-cf5jw dude its a joke? why do you gotta take it so seriosly 😭
@@andreypetrushev5826 so it was a joke? its not funny but ok im sorry for taking it seriously
Just because they might take long because of luck doesn't mean they're bad, plus if they're made too common (even to a little degree) there's really no point in trying to get them OTHER than 100%ing it, which just feels kind of stale to me. Similar to skill-based badges, which are usually chosen over the rng-based ones, they're not going to be easy, because they would just be seen as steppingstones rather than badges. The luck-based ones also add to the replayability loop along with skill.
Did you know that you can like both games whoaaa
thats fr crazy
the rng makes it fun, having everything givin to u is boring af. ppl who complain abt luck in games just love having thier hand held
And how is having to play the same game over and over fun? It gets boring at some point.
Dude the rng adds much more replay value to the game especially with the badges you may not complete it in a short amount of time but you can always take breaks and tackle it again later
This and combined with the plethora of rooms makes the game 10x more enjoyable
Unlike doors who makes the game more serious and bland(still love the game btw), pressure has fun with it and puts many rare rooms and different references in the game so each run will *truly* give you a different experience every time 6:09
I agree, RNG is good in healthy amounts but I feel as if Pressure overuses it, especially for things like the Artifice badge. Additionally, for things like the Lockerless badge it can be really frustrating as often deaths are the result of uncontrollable room generation. I just feel that it needs to be toned down a little is all
@@ChezmanCheddarBalls I see that and recently the update did up the amount of non-locker hiding spots(such as vents in certain rooms) in the game, however the unique functions in certain entities, such as pandemonium, does make the badge much more rng reliant, due to their ability to go off their node and search for the player, and finding pandemonium safe spots is more difficult
But I see what you mean about the Artifice badge it’s really annoying
Artifice is way too rare I got it after getting lockerless and this badge sucks
@@ewrik_ i died to angler when i got the room man
@@enderexiusnova5213 ok did u get the badge ?
A lot of the badges in pressure are SUPPOSED to be HARD AND LUCK BASED.
no idea why people can’t seem to comprehend another game beating doors in its own genre it’s honestly quite hilarious
Wait till floor 2
@@ewrik_ floor 2 is just gonna resuscitate doors for a bit to up to like 50-100k, after a few weeks/months all of it will go away and doors will die yet again, although the pressure devs are going into a hiatus for a really long time so you doors glazers will probably be really happy that your big daddy lsplash adds a few hours of boring content thats been delayed for over a year and passes the objectively game for a bit and makes a shit ton of money off of gullible children
@@dummy581 Hotel+ did over 250k while being a way smaller update floor 2 will 100% beat that and pressure peak 50k is nothing compared to doors peak 270k lol pressure just gonna die
@@dummy581 and the owner of pressure litterally said that true pressure fan know that doors is better in his discord
@@ewrik_ Because everyone hyped it up just to realise the most interesting parts where the revamped door 100 and the rooms.
1:36 you are expendable, you are not expected to return
doors ytber sweating when pressure comes up on the front page fr
in all seriousness, both games good
and will probably remain better than 90% of the pile of trash on this platform.
Pressure and doors are games that players comeback to when a new update happens, after playing a few days or weeks then leave. Leaving the games with a fraction of the original player count.
it wouldnt be special if every run it apeared 5 rare rooms, 2 rare entities and 9 documents
It wouldn’t be special if it never appeared.
I believe the game actually nails the rng just right. Lockerless wouldnt be such an achievement if safe spots would be insanely common but if the player has enough skill, a safe space can be found in the most insane places. For example i once avoided pandemonium in an open hallway in a T shaped room by nudging myself just right against a locker. The other badges such as artifice and hello again shouldnt be a problem either if your are planning to sink a lot of time in the game, but they can be a bit annoying if you specifically want to go for them straight away. They shouldnt be too bad if you are also working on everything else in the game at the same time. I think grinding for them does make you play more which is better for the game, and its kept entertaining by either having to gamble for the party starter in the more common gambling room or just buying it in the more rare Before Dawn room. If people like the game, just playing it should be fun enough while the thought of getting the rng badges just lurks in the background as an extra motivator
I once avoided pandemonium by hiding behind a server
you can get unlucky, its not complete skill
My opinion? Skill issue
You didn't consider one thing, RNG is not bad, ofc this is just an opinion but if everything was common and very skill based it wouldn't be so fun and not everyone 100% the games
I see this in a lot of critics for some reason
me when pressure has 856+ room generations fr
Imagine calling luck a skill issue 💀
The issue is that some things are way too rare first time I got artifice was after 22 wins and 162ish death if ur just playing trying to get one rng thing the game just become unfun
“Skill issue” on rng related problems is wild 😭
@AverageNoob2023 "easier game" : hotel hell badge
I do think there are ways to increase the balance of the game
1, make the harder badge give off a better reward (useful items that will be given at the start of the run, etc)
2, make the documents less location-based and more RNG based (it feels more intriguing to Wonder what entity you'll encounter or are they even a threat)
3, make an endless mode with checkpoints (maybe every hundred rooms there will be a checkpoint where the player can start at a certain room, however a run without using the checkpoint once will give off a more better payoff)
rng is a clear problem and people are just glazing the replayability in the comments
Remove the RNG means the game is just a one and done session with no need to replay it at all. Honestly if it was less RNg based I would have went off pressure so quickly which happened with doors to me. I think pressure leaning Into the RNG benefits it being different from doors
Maybe I just don’t want to get tired of the game after beating it 3 times
Honestly this guy have talked about the rng of pressure but not of the repetitive as hell gameplay of Doors.
I mean, Doors makes always roblox history, but the problem are the same damn wodden room, with same design (except special rooms like garden, door 100. But doesn't count cuz u always find them).
I think Doors is always good but it need to add some rooms types, like sewers and high containment in pressure
A Hotel is a pretty limited setting, though I could see the Mines getting more room types. And honestly, I don’t really care for many of the room types in Pressure. I like the industrial ones with the huge doors because it’s where you can find p.AI.nter, which is pretty cool. The underwater rooms are pretty cool, they made me never want to go into the water ever again which is awesome. Other than that, they don’t really matter that much.
Can we stop this war?
Pressure = doors,
They are both good
ofc they're both good but at the end of the day which game is absolutely bleak? doors.
@@hknil8966 You're the main problem with the pressure community. Like why can't you just let two games coexist without always making comparisons?
@@kayaywhy999 cause they're the same exact genre? i've played both and i can definetely say which one is more enjoyable and more appealing..? can i not? lmfao
if you're mad someone states an opinion that is very close to being a fact then the problem here resides in your head
@@kayaywhy999 oh and if you think that the issue with the pressure community is how doors and pressure are compared then you clearly havent seen anything, the people behind the game are absolute cunts, disrespectful and unprofessional when it comes to handling certain topics or just simply doing the thing they've signed up for
@@hknil8966 that's not a valid excuse for being an 🍑 🕳️ Also I doubt that you passed elementary school so let me teach you the difference between fact and opinion. You can have your opinion all you want but don't expect everyone to agree with it, especially if you're just gonna be an obnoxious piece of shite about it and insult someone first once they disagree with you. You haven't even given a reason for your opinion being correct, so please, I'm all ears. Give me your reasons and I'll shut up
I agree, im glad you talked about this. I gave up on the lockerless badge because it was not fun dying to RNG constantly
Good news: in the first big update, a lot of rooms will have new safe spots
Bad news: more threats will be added (hence lockerless itself being made easier)
Pressure's lockerless badge was made to be difficult to do, which is why it's more of an extra badge rather than a100%-er...
they didn't even playtest it
The comment section for this vid is a shitshow lmao, btw i agree with the vid
Imagine reaching the end and see a trenchbleeder get crushed by a trenchbleeder for a document or try finishing the game that's a hard choice
What..? If you mean the trenchbleeder document you don’t have to get that at the end of the game. There’s a room that isn’t even super rare that also has a trenchbleeder in it
pressure was about to kick doors off the king of "horror" chair and this guy shows up
Wdym? It talks about badges.. not the horror aspect. Pressure is still undeniably scarier.
@@bulletbro4745 ok first of all the badges in pressure motivates players to replay the game to achieve them, compared to doors it doesnt have any of them which suck and who tf asks u to lockerless the game anyways it's just there for people who want challenge. secondly if u want to do a lockerless run in doors it'd be easier bc doors entities doesnt use pathfinding like pandemonium so if u want 0 challenge just go to the kids game and do that why is this chezman guy even talking about it anyways the point of every "horror" game like this is to be as challenging as possible which makes players replay more often. unlike doors they just add modifiers and the only thing u get are knobs when u complete like a 200%+ run which is boring af so doors suck. thirdly the artifice badge got nerfed u can encounter gambling room every 2 runs or even 1 run so bringing it up as a point is useless i literally got it in 6 chests.
@@KhanhNguyen-xj6pe wtf??? where did this response come from??? i didn’t talk about any of those at all???
Also my friend with every badge but the artifice badge hasn’t been able to get it for many runs so you’re straight up lying when you said 1 or 2 runs. I like pressure more, it’s definitely the better game, but you’re overglazing the shit out of it.
@@bulletbro4745 u mentioned badges wdym u didnt bruh
I think an easy way to fix one of the rng issues, (that being the documents) is that there could be a document in Sebastain's shop (other than Sebastain's own document) which would cost like 1300 and would give you a random document you haven't unlocked yet, this would allow for a slow, tedious method that could eliminate a lot of luck from the equation.
When I saw this video not watching it all, I thought it was just rage bait. However, the blood of Mi- AHEM. Turns out this video was talking about how shit the RNG is for 100%ing the game. Perhaps I just thought wrong.
I feel 100%ing is kinda pointless if it's easy. Lockerless is supposed to be a grindy challenge, and it wouldn't feel like a proper achievement to people who manage it if the badge was simple. The RNG significantly increases replayability and makes the game more intractable, and if the only downside is that people need to actually put in effort for the challenging achievements, then I'd say it isn't much of a downside.
I will not attack anyone for their opinion, BUT. I just cant understand why both pressure and doors fans live off of badmouthing the other game. Like, just because people think pressure does xyz better doesn't make doors trash, and just because doors was first and has less RNG than pressure doesn't make it the best game ever and dorsnt make pressure just "a cheap ripoff". Goddamn.
Personally, i like doors better. I played pressure and it didnt appeal to me that much. But i won't attack people for having different opinions than me.
(No hate to the video btw)
False. Pressure is the best.
Ermm actually have you played floor 2 of doors?
@@LikeButton- ...
I CANT BEAT FLOOR 1 OK-
@@BlockyFromIDFB how can you beat pressure and not doors. doors floor one is literally so much easier then pressure
i feel as if it'd be good if doors kind of inspired itself by pressure and added rare rooms (with no achievements) as well. Like for example, a very destroyed room with rain pouring inside or just some weird creepy room type thing.
Who is hyped for floor 2?
We all do🎉
Not me, sorry;-;
@@johnvanoverveld3383 aww why not? Are you just not a doors fan because if you aren’t I guess that’s fair
@@johnvanoverveld3383 we got mf with no personal opinion right here
@@ThebiggestmemerofalltimeOH MY GOD!?!?? SOMEONE HAS AN *OPINION* ON THE INTERNET????? 😮😮😮 I NEVER EXPECTED!!!!! WHAT IS THIS BLASPHEMY?!?!!? 😱😱😱😱😱😱😱😱😱😱
My opinon is pressure and Doors are good and i dont give a hell who even says that one of them sucks cuz they Have the term SKILL ISSUE
i love you for making this video bro
the pressure fans in the comments are being delusional
the video wasnt even saying pressure sucks it was just pointing out a valid flaw
Fr
"Valid flaw" dude you aren't supposed to get every badge. In reality a few of the badges are meant to be unfair, and intended for the average joe not to get it. This video is just dumb in general ignores the major flaw of Pressure. Which is how much potential they didn't use for the normal monsters (ones without a set path.)
@@ink535its still valid even if it isnt the biggest flaw
@@Rogue5490 No it's not valid, he could've complained about the gameplay with some rooms getting angler when there's not enough lockers for every player. But instead complained about the badges that are supposed to be unfair being unfair.
@@ink535 it is valid
it doesnt effect everyone who plays the game, but a lot of people, including most of my friends, like to 100% the games they play
you can criticize developers for making unfair badges, and it doesnt make your criticism less valid just because they arent supposed to be fun to get
The doors did a well job, But the reason pressure has RNG is...Look let me explain like this and before anyone of you say something. This topic can change from person to person so let's please everyone respect each others thoughts. Roblox pressure has ''RNG'' or ''Luck'' based events cus this gives the players a clear thing to focus on. Expample : when you complete every single badge on roblox doors. You will just try to beat the game cus there is mostly no RNG and you will do the same things. In roblox pressure there is RNG so rare events and rare things will happen throught the playthrough. This what makes an roblox game also important. 'replayability'. Yes, roblox doors has replayability too but i think pressure executed this idea a little bit better. About the RNG badge though, yeah thats the point they're so rare Cus the rarer it is and harder for it is to do so = The more people want it and try to get it more which keeps the game alive. Im not saying pressure RNG is a bad thing or roblox doors is bad. But they both have stuff to keep their players happy. Roblox doors uses Stuff like 'The rooms' and funny moments to keep their game alive and so much more. While pressure does RNG and keep their players happy by doin random stuff with luck based events, funny moments and A random gameplay throught the playtime. Thats all ı have to say tell me your opinions too.
Honestly Doors is better in my opinion. No hate
🗿
🗿
🗿
Thanks for the no hate
I respect this opinion
scary - Pressure
(the ambient sounds, the paranoia from wall dwellers and the entities are scarier imo)
entities - Equal
(angler is rush but better and with more variants, and the original pressure entities are amazing, love painter and sebastian is iconic. However figure and seek are absolute classics and i love them so ill leave it as equal)
atmosphere - Pressure
(much greater ambience sounds and designs)
room amount - Equal
(if you count the rooms from doors, then doors has way more. But the actual game, pressure has more rooms. So ill leave it equal)
popularity - Doors
(way more visits and well known)
Revelancy - Pressure
(doors its past its peak)
badges - Pressure
(i have nearly all badges in both games, and i think pressure badges are funner to get)
Replayability - Pressure
(way more room types, feels like a different game everytime i play)
Difficulty - Pressure
(i beat doors everytime i play it, but i still have some trouble with pressure sometimes)
Overall- Pressure
Winner - Pressure low-mid diff
8-3
debate me if disagree and provide proof
Yall heres why both are good.
Entities - Equal - both figure and amhush are great and searchlights made me shit my pants but both good
Popularity - Equal - as I've seen, doors is coming back from the dead due to floor 2 and pressure is turning into a trend
Atmosphere - Equal - doors has cool rooms and so does pressure (with a pinch of rng tho)
Easter eggs - Equal - pretty sure rooms is a playable easter egg in doors and pressure has secrets and lore scattered everywhere
Both are good and awesome and feel free to ask why you think why one of them are better. Just dont resort to being a dumbass and say rude stuff.
lockerless in pressure is being expanded on to make it slightly less rng based - just for an example, the trench tunnels (pipe floor, large windows) didn't have floor vents before the update. also the devs acknowledge that the game is pure rng
[taken from FAQ channel in pressure's discord]
Q: Is this it? Is development on the game done since theres only one chapter/floor?
A: #### no!!!
The beauty of this type of game that not a lot of people have realized, is that its all pure rng. And when I say pure RNG, i mean that.
We will be allowed to add, WHATEVER we want to this one "floor/chapter", and it will not interfere with the previous gameplay structure whatsoever, as there was none to begin with.
More monsters, rooms, items and mechanics are planned, and will be coming soon!
We got some things to wrap up first however, before we can fully commit to new content.
in addition, theres SO many badges in pressure requiring rng that getting ONE every like 3 runs isn't too hard, its only truly hard for rng when you specifically want that one badge
The pressure glazing in the comments is crazy, this man made a video in the most polite way possible and you all can’t stop yapping about how pressure is “better than doors” like its just constructive criticism, relax.
"door's is better" "pressure is better" like bro shut up both game is amazing. i bet most people who glaze one game never even played the other
Crazy how Pressure did what Doors aimed to do so much better that people are trying to do mental gymnastics to try and find a reason doors is better
there deffinitly aspect where doors did a way better job than pressure
Doors is WAY better then pressure, cope bro
Both games are good with strengths and weaknesses.
the point of having rng room is to make the game feel much more rewarding when getting a badge like lockerless and getting the documents. Like if every door was the same those badges would be much to easy
But making it luck based is better because it motivates you to play the game more to experience these events and makes you more likely to experience other events while trying to get another thing. So in my opinion i like the rng badges because it doesnt require only skill and you have to play more to experience them.
It doesn't, for some people that like rng sure, but most don't want to spend 20+ hours trying to get "lucky" and beat lockerless.
@@yegboiproductions5795 I don't think some people want to spend HOURS just trying to get a badge
@@iamstuf4024yeah, that would be boring
@@yanisgribissa2057theres people who do it in 3 runs, most of the people that take 90+ runs to do it just dont know all the Safe Spots. Although im not denying some people just are really unlucky and get 90+ attempts even though they know the spots
@@Jesty.r it would still be more stressful than fun tho.
Alr to the people who are putting down dumb comments need to shut up,with the “skill issue” and “replay-ability” it is understandable that RG is not the whole game and is not a big part of the game, but it should still be understood to the fact that he’s putting down a decent point.To the person who is just putting out his opinion nobody likes that person.
Another thing I wanna call out is that well yes,RNG is not bad. There shouldn’t be a whole badge or 90% of it is RNG. That’s just stupid and also to the people who are saying well if there is no RNG I would’ve just left that makes zero sense there is still a replayability without RNG and I’m not saying there isn’t a flaw to his point here there still should be some RNG parts to badges cause that’s what makes the game fun well some of it at least most of the game is skill and well yes RG is good to some things. It can also be bad. Stop riding the hate train.
I really only made this post to people who just hate and actually don’t be diplomatic and see both sides. Pressure is the better game right now, but that doesn’t mean when someone is trying to call something out that you can just defend your favorite game and I ain’t safe I literally have no life in that game. He is not trying to be mean to the game, he literally said in the video this can be improved upon. to the brain dead people who just hate shut up don’t glaze the replayability without RNG there is still replayability
Rooms is better than pressure and doors
based
Honestly, this take here is straight-up facts. 🔥
Nah pressure looks better
@@Patrik-g1i *LOUD INCORRECT BUZZER*
@@poisonedmaple6874 *NUH-UH THAT'S WHY ITS SO LOUD, STOP LYING* 🤥
(I agree its just a joke, but still I like pressure)
The thing about the documents is weird. You’re going to be playing casual runs, 8 player runs, lockerless runs, lightless runs, walking database runs, death runs, and speedruns all throughout playing the game, and lots of these runs will fail. You still will probably have over a dozen full runs of the game to get all the documents.
no hate just get better luck
That's the main problem of the game LMFAO 💀
Thats rly true bro LMFAO☠☠☠
@@johnvanoverveld3383 и да, люди просто забудут про давление, когда выйдет Doors Floor 2
@@fedorkrivoshchekov8235 meh, hype will die out in 1 month after its release.
you cant "just get better luck" wtf
tbh i like when RNG plays a big roll but still can be dealt with, per exemple, if you are unlucky during a lockerless run, you are fucked, but in some games, you can have very bad rng and still win if you are skillful enough
I can tell that your luck wack from this one video
100%ing the game is supposed to take you a long time. Doors does this by giving you badges like jeff the killer and A-1000, which is insanely difficult and A-1000 is horribly executed as LSPLASH themselves have said theyre not a fan of there being such a difficult badge with such a minimal reward. Pressure on the other hand, as how you said it, relies on luck for 100%ing the game, which i partially disagree with as the uniforms will definitely take a while and you will most likely get all of the documents before all of the suits. The lockerless achievement i do agree with though, but i believe the devs have already done enough to tone down the difficulty. Just like Doors' A-1000, lockerless is supposed to take you a very long and stressful time. The difference between A-1000 and lockerless is that A-1000 relies on skill, headphones (though A-90 will definitely tear your eardrums apart /hj) and fast reaction time, im pretty sure lockerless has been done by more people than A-1000, as it relies on luck and decision-making. You can find a lockerless guide on YT to make your journey way easier, but for A-1000a guide will only tell how to avoid the three entities, which considering their difficulty might not even help you if you dont have the required headphones and fast reaction time. So in conclusion, i think Pressure does a decent job at being difficult yet still easy enough for 100%ing the game, while for Doors there is a massive difficulty imbalance between the ~10 most difficult badges (the crucifix badges compared to A-1000 is a good example). The Pressure devs also mentioned they might remove Pandemonium from lockerless runs, so that proves my point even better.
Some people might being up the Artifice badge, to which i say, sure, it relies on luck, but there are rarer rooms than it. The badge entirely relies on luck and you having at least 250 research for you to get the room and buy the party special. However, i heard the devs made the gambling room more common (which im 90% sure is another way to get Artifice), so that destroys a bit of the complaint's point. I myself couldve gotten Artifice about 3 times in my ~150 Pressure runs, so you just have to play the game and hope for the best. Who knows, maybe your failed lockerless runs might have contained the Artifice-giving rooms later on.
I have been typing this comment for more than the video's duration already.. so i think its about time to stop ranting. My final point is that 100%ing Doors is way more difficult than Pressure, because for Pressure you just need time, luck and dedication, while for Doors' A-1000 the three entities there are just shitting on you the entire time.
woaahhh whaattt rare things are rare??? awful game,....
The rare things isn’t a problem, the problem is that there required for 100%
@@thecupcakehey1608why tryna sweat your ass off for your own "haha i 100% the game" and not just enjoy whatever you got your run?
@@fakepretender aiming to 100% the game isnt about being the best, its about having the most amount of fun possible from the games you play
@@Rogue5490 and then they use this "100%" point to say that things should be more straight forward for 100%ers
@@Rogue5490sorry if you’re complaining a badge is not fun to get but also saying getting badges are the most fun way to play the game, it kinda just seems like you’re trying to find fun in the wrong places.
No hate if you don’t agree or anything it’s your opinion
no fucking way you are using the new wynncraft rekindled canyon of the colossus boss theme i love wynncraft to my FUCKIN SOUL
i really agree. alot of this game is just sols rng but with gameplay
@AverageNoob2023I think he's talking about lockerless.
Thats just not true at all dude
@@Jesty.r maybe the artifice badge kinda is.
@@yanisgribissa2057saying the entire game is a gambling sim because of a few badges is really, how should I put this, silly
@@Jesty.r true.
i dont even care whats better, im just ready for the new update of doors tbh.
AND YOU STILL CLICKED ON THE VIDEO!!
@@ink535 my brother was on my account so yahh
@@CartoonBookie1456 You sound so suspicious.
@@ink535 he was on my computer idiot
One of the hardest badges in doors, a-1000, is only difficult because you have to do something a lot of times. The hard badges of pressure are hard because you need to have more knowledge and skill of the game.
How am I supposed to get the badge where you get hit by 5 Good People in a single run? I played like 15 runs and I still wasn’t able to find enough Medkits or Good People before I died. They should do less damage.
@@HungryWardenbuy medkits from pre shop
or luck
@@Nollippi-pz4ht yeah and then you have to just get lucky. Besides, most of the time I don’t encounter enough before Searchlights.
You raise a good point ( I haven't watched 3 seconds of it )
Even still it is physically impossible if all of the special and documents, it would feel too saturated with too much documents
Doors has some badges like Jack and Glitch which are really random specially Glitch which is completly random, there some minor badges that have a little RNG in it but are still easy to get like two Ambush badges or Lost in Translation (even if this one released after the video) mostly because Ambush or a Candle aren't a guaranteed in a run but are frequent enough where you won't suffer to encounter these
Even with that, both games are really fun and really good.
Me personally I don't think anyone is trying to 100% Pressure, but, whatever.
A lot of ppl trust me
I agree with this, definitely. My friend has every badge except for the party special one, and it really frustrates him. However, I don’t want doors kids to go onto this video and blab about how doors is so much better. They’re both really good, and while I prefer pressure, it doesn’t mean doors is a bad game either,
I do agree that some things are too rng based in pressure but that's what makes it special when you actually obtain them like artifice it might be in rare rooms but when you actually get it you have more excitement in the game and doors don't have any form of badge for a no hide challenge where pressure does adding some point of doing a no hide challenge in pressure or trying to avoid damage or just not using a light source which are what makes pressure so interesting. one more thing I find interesting is since some rooms are rarer than others the game doesn't become as consistent as doors with room generation
Either way the biggest flaw of pressure is also a small flaw so it doesn’t matter that much
As an avid player of Spookys Jump Scare Mansion, I'm just happy theres games like it with a *BIT MORE* things to do
Ngl doors would be better if they added cooler rooms that are RNG based like pressure
I agree, this is a perfect example of GOOD RNG. I absolutely love how rare rooms spawn in pressure, it adds a really cool layer or replayability to the game, the only issue is if they are required to 100% the game, which for the most part they aren't.
in the trailer for floor 2 it look like there a similar mecanic
The lockerless badge could easily be fixed to be more skilled by removing the solo requirement (everyone would need to do lockerless so the badge doesn’t become too easy)
How would this make it easier if everyone in the server still has to do it though? Genuinely curious because I may be missing something
@@Crazayman4ever not really easier but i think lockerless would be more fun and enjoyable with friends.
I just personally think doors is way too inconsistent with its difficulty. The main doors up until the green house are extremly easy. Screech is a non issue cause of how loud it is. But once you get to the greenhouse it’s just a brutal gauntlet and it’s so boring to go through the first 90 rooms again if you die. And pressure has much better “red herring” sounds. I find it constantly creeping me out and making me stressed cause I don’t know if the sound means anything. Idk. I just think pressure is a better game
na the greenhouse is still pretty easy compared to the ridge from pressure. after attempting lockerless i can safely say the ridge is fucked
In fact, pressure devs doubled the chance of getting the gambling room(the most common way to get the badge) when they released the badge tho it is still luck based as you need to get lucky on the 1% chance of getting it
The thing is, pressure is meant to be a hard game the rng in pressure is to give it difficulty and replayability where as doors is a way easier game I’ve beat doors at least 5 times and when I replayed it, it just felt repetitive and it got boring after a bit, but when I replay pressure its fun and engaging finding new room types, Easter eggs and documents, I personally think this is not pressures biggest flaw but instead it’s greatest feature, you are not meant to 100% pressure easily which is what makes it fun.
Haven't played Pressure yet (as of sept 4, 2024) but this actually seems like a charming change!! I'll surely get into it :>
honestly ive never played pressure, just like 3 times and every single room on that 3 runs that i played were completely different, and the room generation really makes the game replayable, i play doors and im really tired of seeing the same rooms every single time, the devs really need to make more rooms, like in every update they make add like idk 20 rooms for every chapter/floor of the game because when u beat the game like 2 times you already passed through all the rooms on that chapter, its boring but somehow i enjoy doors idk why, but one thing is pressure even if i didnt beat it yet it seems like more enjoyable than doors because every run its like a different game, pressure does things better than doors, and doors really needs to upgrade the core of the game because as i 100% doors i already have seen every single room of the game
I agree this so badly...After 100+ runs i still can't find A-60 and Christmas tree document...this is SO annoying
They buffed a-60 chances, keep in mind you aren't supposed to 100% the game, that was not the point. Most people just complete the base game. The other badges are just extra in case you want more of a challenge.
I think pressure cares about awarding people with badges for encountering certain things, not so its implausible for people trying to 100% it
doors was inspired by rooms
No o love pressure for being different, in doors you know each room is a hotel but pressure each room is different
Each room is an underwater facility, with little deviation from this. DOORS floor 2 recently dropped, so… your point is no longer valid.
Let’s keep in mind that deep down, the main point of both Pressure and Doors is to base themselves on learning from your mistakes and deaths, you’re not meant to win your first run, you are meant to die a fair amount of times for you to learn
That being said, what in the world are you learning/getting familiarized with when you die in the ridge for the billionth time due to poor ass room generation that’s out of your control…? Lockerless is the only real problem I see with this game, the rest of the stuff are things you’ll get if you just keep playing.
rare rooms are my favorite thing. you feel good when you find one because its rare. also trying to DO all the skill based badges ur probably gonna find quite a few documents
The no locker is actually more skill based cuz you need to know how every Angler variation works for example Angler is blind so you can hide behind pipes or in corners and other variants are (I think not blind) so you need to know that you can only Hinde in safe rooms and you need to know that your body needs full cover to outsmart pandemonium but you still need a bit luck and if u try it a few times it’s actually gonna work Ye that’s it I hope it helped a bit if u see this don’t hate me cuz idk if he said that too cuz I didn’t watch the whole video at this moment
The longest comment I ever wrote 👍😊
IT IS NOT MORE SKILL BASED
I know someone who didn't know a lot get it first try
And someone who basicly knew everything get it after over 100 runs it's just rng
This is the issue:
You can be the most skilled pressure player out there, reach ridge, be stacked on items.
All it takes is ONE bad room, ONE bad entity spawn time, ONE pandemonium to completely screw you over regardless of the skillful acts you have done throughout the run.
The skill might keep you alive some times, sure, but it’s luck what truly determines if you’ll live through it all or not.
The only non-blind variant is pandemonium. And it’s said in its document that that’s not actually an angler variant
@@Crazayman4ever ok ?
6:15 there is many safe spots but occasionally you won't know unless you try hiding in a closet near a wall or a bookshelf (it usually works).
In my opinion the game being « not fair » isnt a problem cuz if i die, i can just start again, no big deal. And as for the badges, well tbh idk why it being rng based is bad, doors has that too, just less rng based.
THEY ALL COPIED ROOMS
and rooms "copied" spooky's jumpscare mansion
Thing with rng in pressure is that most of rng based documents and badges can be earned on accident, during other badge huntings
Like if you try to do WDPTMTP badge, or "this badge sucks" you will most likely get ALL other documents and badges during process (with exception for challenge badges, like we die in the dark or extra careful)
So it's not that much of a problem, and I don't think it need to be fixed lol
i think the rng is good. having a challenge that you know you probably wont be able to beat on your first, tenth, or 50th try is kind of a good thing because it adds replayability. (lockerless challenge). also, the documents being hard and rare to find makes it very interesting because it adds an element of adventure. I dont think the game should change. Its pretty awesome right now.
also, if there was no rng, the game would be completed so fast and then people would just give up the game.