Can This Fix PROJECT: PLAYTIME? (Poppy Playtime)

preview_player
Показать описание
#mobpartnersincrime #projectplaytime #poppyplaytime3
▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼ ▼
FOLLOW NIZED ON SOCIALS BELOW⬇️

BIG thank you to @SirSmirkz for helping with gameplay footage!
Thank you to @MLSpence3D for the Miss Delight render!

PART 1 ⬇️

---------------------
Рекомендации по теме
Комментарии
Автор

Well if the game gets revived they could add it to consoles

williamafton
Автор

Hi! As an experienced player (I have played for more than 820 hours) I wanted to give my opinion on some of the changes you said

3. Leadership: It should only work when you are not being chased, that should solve the problem.
4. Not being able to drop a specialist: Why?? If I see a player while I'm carrying one, I want to drop them and hit the other one. That change would make the game worse, in my opinion.
6. Vent nerf: Yeah we need it
8. Roll timer: When the game released, it took 5 seconds, I think that would be OK
9. Endgame feature 2.0: Not needed in my opinion, I don't like the change that you suggested, but buffing the monster a little bit might be good
10/11. Longer train call and both hands: I like it
12. Small call radius: Making that you have to use both hands should solve that, it's not necessary.

Thank you for reading :D

Btw, new subscriber (I though I was subscribed but it seems I wasn't)

HollowDani
Автор

Phase 2 was the most fun.
If an update is coming, I want dash handle back.

フラホ無いとしんどいよな松本ファブ
Автор

As a competitive player, here's another take on this.

1: I feel like one of the reasons this happens is because people want to have someone that doesn't just walk in a straight line to play with. Also, changing your region changes who you queue with.
2: This used to exist. Idk why they removed it ):
3: Complaint is valid, but maybe if it couldn't stack with other people's/if it were a capped rate?
4: Not sure how to feel about this. It's useful being able to drop them if you need to take care of something else right away.
5: No Escape helped with this (literally every monster I played with used it), but they combined it and Total Lockdown which kinda defeats the purpose.
6: Boxy can launch through, and Mommy could originally web (now she just Bhops), so this is only really a problem with Huggy. I'd prefer if he weren't slowed down by the vents like in Chapter 1.
7: I already don't look at the sabotage timer, so this doesn't really affect me lol
8: Eh, I wouldn't mind.
9: God no. The point of the game is to prevent the Specialists from getting to this point, so basically rewarding the Monster for allowing them to isn't a good idea. If it were a sabotage, and it did something other than make survivors 1 hit that'd be pretty cool.
10: That's ok I guess, but I miss the old train mechanic. If there were a penalty for letting your teammates die, that could be interesting.

Makamakazi
Автор

It’s rare to actually get into a match nowadays

Subtogremlin
Автор

With nerfing vents there has to be 2 things done:

1) Fixing Mommy jump tech and Boxy charge jump tech so they can’t pass vents so easily, cuz rn even vents rarely help against these 2 (only Huggy feels the most miserably)

2) Nerfing „No Escape” sabotage. Players choose vents cuz it is safer than going to doors cuz of this specific sabotage. It gives too much value for a very long time and cooldown seems too fast as well. Like for example, make this sabotage active for 15 seconds and have a 50 second cooldown to prevent a guarantee kill for the monster with those 45 seconds of use💀

just_ultimatum
Автор

I have an idea for a puzzle, basically it would be just like whack a Wuggy. In while I do know that it’s already in the game. This version will actually hurt you, or make the monster faster when you fail it(the second option could be when you fail a puzzle anytime though)

FireKingKai
Автор

As a guy with 700 hours played, there's just one complain about one of these changes you said: the hide monster's name is weird, and if the monster is my friend, how i will know if im matching with him?

PedrikiHacker
Автор

I also support your suggestions and those of the last video and it's a pleasure to be able to appear in the video in some games, good video bro!!

extremedash
Автор

We still need some monsters like catnap, dogday, and the teacher idk about pj or bunzo tho

ILOVEBATIM
Автор

man every youtuber be releasing a podcast 😭

ProbablyGunter
Автор

all we need is remove speedboost, add dash handles back OR powerwalker perk from phase 1, lobbys and huggy pit

wddd
Автор

and huggy should be faster while in vents (faster that walking speed)

Deeray
Автор

you forgot 2 things: ADD THE WUGGY PITS BACK AND ADD THE TUTORIALS BACK

barry-px
Автор

I really want project playtime in console but is probably revive when they end the main story and im forward for it

unarmingnewt
Автор

this channnel is very good i dont know why its not very poppular

MobEntertainment-thjo
Автор

GIVE US HOST SYSTEM BACK ATLEAST GIVE US OLD PHASE 2 SYSTEMS BACK!!!

Elictryz
Автор

Hello! So iv been playing since phase one! And I wanted to say what I like about these suggestions!


1#: the vent is so overpowdered it’s ridiculous! They NEED to nerf it!

2#: the door camping is kinda useless, I mean it might be useful but I haven’t seen any on abuse it yet..

3# hiding a monsters name? Oh well that just seems useless! I mean who stream snipes in this game??

4#: monster is unable to drop a specialist? Well yes I seen tons of monster doing this, but I don’t think it will really help tbh, you SHOULD be able to drop a specialists!

Your first part has better suggestions! But this is just my opinion! Anyway great video! And also thanks for reading this!

xclan
Автор

Hey, pretty good ideas! Might be takin some notes

HyperDashYT
Автор

Yes catnap is go to be in project playtime

NeilVasquez-lt