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About Kokomala

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  1. There are mods that are highly sought after (primed etc) There are strong mods that often appear in loadouts (streamline, intensify etc) There are situational mods that are dependent on your build (corrupted mods, adaptation etc) goals. There are average mods that are fairly standard use (redirection, stretch, vitality) There are weak mods which rarely see use in regular play. The weak mods either have very niche uses, or are there as a teaching mechanic both for how modding works, but also how mods interact with the game's mechanics and stats. And if you've already learnt modding, then it's an alternative source of endo. You can have content that caters towards the lesser used mods, but you can't have every mod in the game being equally valuable. Mods in this game are mechanically similar to a collectible card game. As such, it's no surprise that there's a sizable chunk of mods (cards) that aren't very useful.
  2. There was a devstream (or interview) a while back where dedicated servers were discussed a bit. P2P made sense back at the start where they had to get a stable product out quickly. It was a decision that was made regarding the sustainability of the game. P2P was cheaper and easier to implement. Is dedicated servers better? Yes, however there is a significant amount of risk involved as there is a huge amount of networking code that would need to be done, not to mention all the testing involved. So effectively it's on the side whilst the focus on other things.
  3. Thank you for Fortuna. It's really fun. My questions: Regarding mining, how has the success rate changed with the new mining mechanics and what are your thoughts on the mining resource income rate with these changes? Are there any improvements in the works for Cetus Bounties, specifically the Fortuna mechanic of bonus rewards/rep for completing the bounty under a defined condition (time limit etc)? Can we have a Fortuna color palette? Pretty please. Has Fortuna met your expectations and how has it's release compared to Cetus/PoE; such as bugs, economy, grind, quality of life, and player uptake. What has the player base surprised you so far in Fortuna? Have you considered hooking riven disposition to automatically adjust to a players own used weapon statistics?
  4. The missions are endless, by their nature you can't speed run but you can decide how long you want to go. People wanted high level content and incentive to stay longer in endless, this addresses both. If you want to efficiently farm for the mods, you'll stay in for 1-3 C rotations (30-50mins), with time to spare to do other things. If you don't have the time to do a rotation C run, then having the limit of 1 alert per hour isn't going to matter. And if you're an endurance runner, then the 1 alert per hour and alert rewards are largely irrelevant because what you're focusing on is largely bragging rights (aka how far can you go).
  5. It's finish every mission node. If you check your in game stats, it will tell you how many nodes you've completed vs how many nodes there are.
  6. It's still an alert that spawns on the hour, for an hour, with an extraction reward on completion. Once you've extracted at rotation a, why do you expect to immediately be able to repeat it again without waiting an hour for the next mission rotation? I highly doubt they would let you earn 6 reward tokens per hour. The arbiter vendor costs would be drastically higher if that were the case.
  7. My questions: Frost Umbra when? Pleeeeeeaaaaaassssseeee <3 He's frozen and buried under a tonne of ice on Pluto and Alad V is looking for him. You know you want to. Can riven disposition be properly looked at? We've got meta weapons that are fairly decent baseline, but are broken with high riven dispositions. Damage type rework - why is slash damage (specifically the slash bleed proc dealing finisher damage) still the best damage type against all enemies regardless of armour type. Group and host improvements, what benifits did the recent upgrades do (sans capacity upgrade for switch release)
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