SCP-914

#1
Here's what happens in an usual gameplay of SCP: Containment Breach:

*ermahgerd l0k a gayus mayusk tr0l0l0l* The guy keeps moving until...
*oh l0l0l0l a k3ycrd n n4vig4t0r tr0l0l0l* Then...
*ERMAHGERD SCP-914 Z0MG 1 GOTTA PUT STUF 1N R1GHT N40*
*walks out; fux yus tr0l0l0l i r op*

Not meant to insult anyone playing SCP: Containment Breach. Just using an example with someone that needs more school.

What I mean is that SCP-914 (and keycards) are WAY too easy to find. They need to be rarer like the nuclear warhead control room and SCP-106's containment room. SCP-914 shouldn't be so easy to find as it is now, because within 2 minutes of starting to play, I can guarantee that SCP-914 can be found.

This is just a request to make SCP-914 (and optionally the offices with keycards) rarer, at least on the Keter difficulty.

Re: SCP-914

#2
I have had multiple seeds where i had to pass through the maintenance tunnels to get to 914 (dead end routes), so i always chose to go searching for 106s containment room first.
What fun is there in making sense?
Now, if you will excuse me i have some chaos to wreak.
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Re: SCP-914

#4
I agree with SFK. Maybe if 914 was damaged and the player had to collect pieces of it to repair it to access higher item upgrades?
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Re: SCP-914

#5
Glitch wrote:I agree with SFK. Maybe if 914 was damaged and the player had to collect pieces of it to repair it to access higher item upgrades?
Thats just a cheap way of making you play more.
Sure, 914 isn't taht hard to find, but that means nothing. Even if you go there, you will still be an easy prey to the SCPs.
Its not like it games the game a lot easier.
-Resident Bacon Fanatic-

Re: SCP-914

#6
spartan322 wrote:
Glitch wrote:I agree with SFK. Maybe if 914 was damaged and the player had to collect pieces of it to repair it to access higher item upgrades?
Thats just a cheap way of making you play more.
Sure, 914 isn't taht hard to find, but that means nothing. Even if you go there, you will still be an easy prey to the SCPs.
Its not like it games the game a lot easier.
That means refining the S-NAV, which can detect SCPs. So, easy prey? I doubt it.

Re: SCP-914

#7
I find it too easy as well to just dump my keycard into 914 and hit the 'fine' setting 3 times to easily get a level 5 keycard; I had the idea that perhaps there is a 20% chance you can gamble your keycard for a next-level keycard and this is already pre-set at the start of the game to avoid players saving and reloading to try again when they fail to get it in the output.

Rather, instead in the future when there are more rooms, dead bodies and the like -- there can be keycards on those bodies or in those rooms and the player must spend much more time searching for those resources and using whatever level keycard he can at the moment to survive and make progress.

Re: SCP-914

#8
SFK363 wrote:
spartan322 wrote:
Glitch wrote:I agree with SFK. Maybe if 914 was damaged and the player had to collect pieces of it to repair it to access higher item upgrades?
Thats just a cheap way of making you play more.
Sure, 914 isn't taht hard to find, but that means nothing. Even if you go there, you will still be an easy prey to the SCPs.
Its not like it games the game a lot easier.
That means refining the S-NAV, which can detect SCPs. So, easy prey? I doubt it.
Ok, but the S-nav is still confusing.
Also, doesn't matter if you can see them, you are still a goddam easy prey.
-Resident Bacon Fanatic-

Re: SCP-914

#10
I've heard this issue with 914 several times, but I feel its position is close to perfect in the plot line of rooms in Containment Breach, mainly as I think that its a valuable asset that should be introduced early into the game, rather than later.

914 is the only way to obtain a high level security card, excluding the offices, and gives the player an early chance to use to enter otherwise undesirable locations, like 106's containment chamber, or the elevated doctor's office. It would be more helpful to a player to obtain the keycard at an early point of the game, rather than receiving it after passing doors that were unable to have been opened previously, and having to back track to look in the maze of a facility for one certain door.

Likewise, it's more helpful to obtain items of high importance and test out 914's physics and functions at the beginning of the game, rather than later when you're either being gunned down by MTFs or trying to deactivate a nuclear warhead that will destroy the topsoil of the site.
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