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PublikDomain

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Everything posted by PublikDomain

  1. The mode isn't boring, the way you're saying to play it is. So I do exactly what you suggest: I don't play it that way. I roam and follow the spawns and I have fun, which I'm very much encouraged to do. After all, what do you think is being encouraged by having the Life Support towers spawn all over the place?
  2. And twiddling your thumbs because there's nothing to do is boring. Roaming is more enjoyable for many people, and it's only a worse outcome for the people staying in one place. Anyone roaming gets their loot plus your loot. You just get your loot. Yes, the optional objectives encourages players to exercise their personal agency and split up. I wonder why that could be... 🤔
  3. Aside from wait-for-the-timer missions (Defense, MD) and race-for-the-exit missions (Exterminate, Capture), many parts of the game encourage the exact opposite. Survival encourages roaming as players spread out and follow spawns. Interception is by design four players standing far apart from each other. Excavation encourages splitting up and defending multiple excavators at once. The entirety of the Zariman and Entrati Labs encourage players to split up and look for medallions or hunt for enemies like the Angel or the Whisper, not to mention modes like Cascade which ask the squad to handle multiple objectives at once. The open world zones are expansive and have side activities like hunting and fishing and mining, and Duviri is crammed full of little events to do. Spy missions encourage splitting up to raid multiple vaults. Modes like Sabotage encourage splitting up to find caches. Defection encourages splitting up to protect different survivor groups. Jupiter has the hidden labs, as do many new tilesets like the Entrati Labs. Railjack splits people up by design. The lack of overall balance encourages splitting up so people aren't stomping on each others toes since there aren't enough enemies to go around. Rare containers, sculptures, and so on and so forth. Players sticking together aren't rewarded in many cases. If anything, right now it's the players that roam that are most rewarded. I can run off and roam in Survival and get my loot, and then drop by whatever tile the rest of the squad is idling to scoop up all of their loot too. They, on the other hand, lose out on all of mine. The same is true even for modes like Capture or Exterminate. If I run off and produce loot off of the critical path, my squad probably isn't going to pass through. And "working together" doesn't need to mean "sticking together". Squads can work together even without being near each other. Which squad is cooperating more, a squad delegating tasks to execute in parallel split up over a 20km³ Railjack map, or a squad nipping at each others heels as they run in a line towards Extraction after one of them clicked on the Capture target? Proximity isn't cooperation.
  4. Boo! Hiss! Leave them and add a toggle for those that want to avoid these kinds of cosmetics (most of which are already permanent). This is one of the highest-liked suggestions in the entire Art & Animation Feedback subforum. Do it already. I kid, but seriously - people have been asking for permanent Lepus Headgear for over a decade. Ears-for-the-rich is a start, ears-for-everyone is the goal. The same applies to the few remaining temporary cosmetics as well: the Dog Days Ephemera, the Dullahan Mask, and the Movember Mustaches (which are for raising money for cancer, among other men's health issues). All of the other silly cosmetics are already permanent, even new ones like the Ostarus Headgear. All the while, you leave anyone who feels that candy canes and bird wings are a little bit much with no option but to have their immersion ruined. Letting people decide for themselves how goofy they want the game to be would be a massive QoL.
  5. And then hit ESC one too many times and accidentally stand up and then have to sit back down and go back into the menu. Gosh, that menu is such a pain.
  6. Hmm, yeah that's not very clear. DE? Following a script? lol
  7. Didn't he say kinda the opposite? It disables the auto-fire toggle and fire rate modding for that weapon and gives damage and punchthrough. Fire rate modding isn't all that common - especially on SARs - and the build multipliers that you can get from that can be achieved in other ways, so if you're already using a macro/scroll wheel/etc for your Latron or whatever then this new mod isn't going to stop you from doing that.
  8. That's the part that confuses me. If it's worth the slot, won't people use it and still use their macro/scroll wheel/etc to make it even better?
  9. Pets already do kill things for you and pick up loot, sans the "competent" part. And anyone else remember when Fetch was first added and pets would vacuum up items from their position as they ran around and everyone cried because they didn't understand what this meant and now Fetch is just Vacuum but with a different picture?
  10. A nice thought, but Invalid Target :( You can mind control Necramechs though.
  11. I got to try Nyx this week. Surprisingly good! Chaos Orb's wide and persistent CC is useful, Psychic Bolts would be good with enough Strength for armor stripping, and I was able to tank the Fragmented One fight using Assimilate. I found after the mission started that I'd subsumed her 1 away so I didn't get a chance to test it, but I feel like it wouldn't have been very useful. However, you still need a good weapon to get kills.
  12. Right. For a real example, my Yareli looks like this: You could say that she has a 5-slot pool which has 2 Azures, 1 Amber, and 2 Emeralds. The two Emeralds add one of each of the Toxin effects for my pure-Toxin Gorgon: But owo, but what's that? A pure-Cold config?? Even before the upcoming Cold changes??? Can I use that config on my Yareli? Yes - but now 2/5ths of my Shards do #*!%all. So I'm discouraged from using items which make those Shards useless, and encouraged to not change anything on my build. I'm likewise discouraged from trying out a Blast build with the new Blast Shards because if it turns out I don't like it I've had to remove my Emeralds, remove my Topaz, and then add my 2 Emeralds back in where they were. If my Yareli's pool could be expanded to hold more then I could also add in, say, 2 Crimsons for 7 total. Then in my configs I just click-click-click and I can choose any combination of five: Config A could have my two Emeralds for my Toxin build, Config B could have two Crimsons for my Cold build. If I decide I want my Config A's Emeralds to both be the healing-on-Toxin effect, I can just select it from my mod screen instead of having to trek down to Helminth. Edit: I could even swap my colors around to optimize my Fashionframe like @(XBOX)Graysmog mentions. And then if I decide I'm not using the Crimsons enough or I want to pull them to fuse I can pay the fee to remove them from my Yareli's pool entirely, and when it's time for Yareli Prime to come out I can maybe pay a lump fee to just clear out the whole pool at once.
  13. To clarify, I feel that there's a difference between the removal of Shards and the swapping of Shards. A one-time removal fee to get some resources back before upgrading a frame to its Prime is fine and is far more generous than we have in other systems like Potatoes or Forma or adapters. But having this as the only way to change Shards takes a big, steamy dump all over our configs and our build flexibility and our ability to experiment. This part is what is bad and should change for all the same reasons it was changed for things like Arcanes. If it needs a Shard-specific implementation then that's fine. I just want to be able to change my configs again. If we're being prescriptive, I think that Shards should be installed into a frame's pool and then you should be able to equip any combination of Shards out of that pool for free directly from the config screen. Stick it right next to Arcanes and let it work with configs. Pulling Shards out of the pool to put on other frames can then be what costs resources, resources which shouldn't always be Bile. Regarding content death, well, there's another type of content death that occurs when content is so onerous and annoying that people choose to stop engaging with it once they have their minimum. I've got all 15 of the Taus I need for the three frames I regularly play. I already have no incentive to ever get more, because it's not like I'm ever going to be changing them out when I have to pay every time I do. I haven't run an Archon Hunt in months, I hadn't run a Kahl mission for months prior to that, and I've never bought a Shard from Bird. The only place I'm still getting them is from the EDA, and I'm not playing EDA for the Shards. Shards are already a dead reward.
  14. If you're solo I guess the loot's already universal.
  15. Arcanes are just mods with a different coat of paint. Shards are just mods with yet another different coat of paint. And Arcanes used to have a removal cost just like Shards. Guess why that was removed? 🤔
  16. "And you want us to be able to experiment with the game's massive amount of customization without having to pay a fee every time you want to try something different?" Yes, lol. Experimentation should never be discouraged. Adding a fee discourages experimentation. Do you need to pay a fee to unequip mods? Nope. Do you need to pay a fee to reorder mod slot polarities? Nope. Do you need to pay a fee to swap Arcanes? Nope. Do you need to pay a fee to remove Helminth ability Infusions? Nope. So why should you need to pay a fee to swap Shards?
  17. I'd rather see Landing Crafts and Air Support formally split for good. Functionally, all Landing Crafts are already skins because the Air Support can be chosen separately. So having both a Landing Craft and a Livery is pointless, because both are skins. You're picking a skin for your skin. All it actually does is act as pretend-configs, so... just give us configs. And instead of tying their own hands by enforcing a rule that all Landing Crafts need to have their own Air Support, DE could then just add Air Supports as separate items whenever they want to. With it formally split off they could make as many new Landing Crafts and Air Supports they want whenever they want without having to tape the two together. With it split they could even move Air Support selection to your Vehicles loadout where it belongs instead of burying it in an appearance menu.
  18. All the removal cost does is stile experimentation. It's an idiot tax paid for trying new things. When DE adds the new Cold damage rework am I going to change my Toxin Shards and go back to my pure-Cold build? #*!% no. I already paid the idiot tax switching from my old build to be disappointed by the Toxin Shards. If I have to pay every time I want to change the element on my gun I'm just not gonna bother. They really should be treated like Arcanes. Arcanes were once permanent installations on cosmetics, which sucked, then semi-permanent installations on cosmetics with a costly removal, which still sucked, then non-permanent items like mods which can now be freely swapped and shared, which is great! It's almost like we've been over this before...
  19. Oh, so the Railjack that was neutered so hard and balanced so poorly that there's nothing left for your now-redundant teammates to do even if they wanted to participate?
  20. "Weren't earned" in what way? Because a large amount of the loot you already pick up today is going to be loot generated by your teammates killing enemies you probably never even saw. Did you "earn" any of those drops you already enjoy today? Would you advocate for only the one player that gets the kill gets the drops? You weren't there to help then you didn't earn it, after all. How does a party being able to cooperatively gather loot worsen the co-op experience? Did shared Voidplume pickups worsen the co-op experience? No, it made it better and was specifically added because individual pickups made the co-op experience worse. Now a squad can split up and multitask and everyone gets rewarded for it, instead of how it was on the Zariman's release where everyone was playing in their own little single-player bubble and it was every man for themselves. Sharing is caring, trst. Railjack? The Railjack that didn't have shared loot on release? The Railjack that got shared loot because of how much not having it sucked? That Railjack? Not having shared loot in Railjack was balls and everyone knows it.
  21. Ruin what, though? You're not losing any drops (though you are losing drops by not having this feature), and it's not like you were going to fail whatever mission you're playing anyways. So someone goes AFK. Ok? Ignore them. They weren't going to contribute anyways, and if it bugs you that much just abandon them and let them figure things out on their own. Meanwhile you'll have benefited massively from the two good apples in your squad who weren't leeching (and they'll benefit massively from you), and you'll benefit from (and benefit) the thousands of other good apples you'll come across before running into another bad one.
  22. As always, the phrase "cutting off one's nose to spite one's face" describes this mindset perfectly: turning your nose up at QoL improvements that would benefit you and everyone around you at all times just to so the hypothetical leech that might show up doesn't get anything either. If leeching would be a problem then DE could add better anti-AFK and anti-leeching tools. This would be another massive QoL improvement all on its own.
  23. And we already have squad loot in Railjack and for things like Medallions. Universal Loot for the rest of the game would be a massive QoL improvement.
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