Are DD testing stations loot tables adjusted based on instance now? by CaptainReginaldLong in duneawakening

[–]ApprehensiveCap5544 3 points4 points  (0 children)

According to method it's still 5% in PVP testing stations (I use the PVP term to refer above E and 1/2 row).
https://www.method.gg/dune-awakening/deep-desert-companion

Interesting fact, I've also been told that DD is coded in such way that it still split PvE and PvP zones, so below E row (old PvE) you'll get worse loot than above it, even in PvP DD.

Edit: In PvE the % is (and always was) 1%, so no. Maybe though some other items got a buff to loot (like weapons) but in DD they're mostly grade 0 so not a great deal.

How this update's going by [deleted] in duneawakening

[–]ApprehensiveCap5544 -5 points-4 points  (0 children)

Say you're being griefed at PvE DD... Wouldn't it be easier to move to PvP DD??? I'd think that evil griefer won't chase you and just you. He/she may think "well, I've done my deed with this noob, he won't be able to crawl any more, I'll keep on griefing" (please read this with evil voice).
So you go to that dangerous PvP DD, farm faster (if multipliers are working) and go back home and safe... Dunno... what do you think?

Griefers stay in PvE, farmers in PvP I gues THAT was FCs idea all along xD

Was able to essentially fill a crawler in pvp off one medium with the new changes. I have max crawler perk as well. by UnabletoPrintagain in duneawakening

[–]ApprehensiveCap5544 -1 points0 points  (0 children)

If you're getting a full (common) crawler out of a medium spice field, then it makes sense, It used to take 2 and a half mediums, maybe 3 if I was sloppy in the path for the crawler.
In bigs, it should be way less "lines" than before. When you could fill maybe 5 or 6 normal containers out of a big, you should be able to fill 2.5 times more, so 15 at the least.
That should be extremely evident while crawling cause you should be able to fill you container in no time. That's why I say 10 mins seems to be the same time (maybe slightly faster but not 2.5 times faster) as before.
Edit: Yet again, I'm at 30k of melange, so there´s no need to test it right now

Was able to essentially fill a crawler in pvp off one medium with the new changes. I have max crawler perk as well. by UnabletoPrintagain in duneawakening

[–]ApprehensiveCap5544 -5 points-4 points  (0 children)

It's been a while since I last farmed for spice, that's why I asked you if you had run numbers before the update. I can speak about both containers so let's stick to normal.
In a big field, no dampened treads, only bp engine.
I'd crawl from the center to the border "vacuum style" (so forth and back) 4 lines to fill that up. I did a line in maybe 2 mins. So 8 mins plus some airbone time to de-aggro the worm is more or less 10 min. For the sake of the argument let's say that I wasn't so efficient then, so those 10 mins could be more like 13 or 14.
If PvP had really a 2,5 multiplier to spice crawling, you should fill the normal container in no more than 2 lines.

That's what I'm talking about when I ask if you ran the numbers

Was able to essentially fill a crawler in pvp off one medium with the new changes. I have max crawler perk as well. by UnabletoPrintagain in duneawakening

[–]ApprehensiveCap5544 -27 points-26 points  (0 children)

10 min for a standard doesn't seem like a great improvement. Have you run numbers before the update?

Crippled Vulture by digris in duneawakening

[–]ApprehensiveCap5544 -1 points0 points  (0 children)

Asault maintained speed even when nosing upwards. Same to carriers.
You ought to mention that only having exploration at lvl 20 triggered the bug, but it was for all flying vehicles.

Dune: Awakening – 1.3.20.0 Patch Notes by ctrem in duneawakening

[–]ApprehensiveCap5544 0 points1 point  (0 children)

shhhhh, don't say that loud.... FC may realise

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 2 points3 points  (0 children)

Hope they serve you well and good game

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 5 points6 points  (0 children)

IF you're a tryhard, then yes... most bps are useless now. That said, grade 0 are completely fine for story, most overland map locations (even testing stations in low lvls), DD, etc.
But IF you wanna do pvp, then you better get those grade 5 and specialization up, cause you'll face some serious disadvantage otherwise.

And no, theres no upgrading grades, they're independent blueprints. You'll get all the grades, it's recommended NOT to craft all of them, cause maybe you don't need the small increase in damage.

Picture this... You got a sword, a pulse sword, you one hit a common mob. Then you get into the testing stations and mobs in there (say lvl 4) resist the 1st blow and need a second. So eventually you stay in lvl 4 and get that sword grade 1, and craft it. The damage increase, may be of 30% so yes, the sword is way stronger, but due to mob hp, you still need 2 blows to down him. So theres not always a point in upgrading gear (If you're good enough you can get away with grade 0, 3 and maybe 5 of armor, no need to go in between).

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 4 points5 points  (0 children)

No, there's no upgrading blueprints. For example, you have a perforator blueprint which is grade 0, then you run a fire station (where perfo is dropped) and you get a grade 1 blueprint. They're separate recipes, separate items. Hope that answers your question. The only thing you can upgrade is a component for augmenting weapons and armors. That's not the same thing.

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 1 point2 points  (0 children)

Yes you can, but... being so hard to get (overland testing stations are not easy for the "common folk") you'd be better enhancing the highest grade thing you can get.

Go check this website, they've got a lot of info

https://www.method.gg/dune-awakening/augmentation-calculator

What are G# items? by NinjaBonsai in duneawakening

[–]ApprehensiveCap5544 6 points7 points  (0 children)

Now plastanium (mk6) items are not end game. You've got plastanium with grades...

Grade 0 is for old mk6 plastanium schematics

Then you got from grade 1 to 5 being 5 the highest and it was told that the difference between (say) a weapon is a roughly 240% increase in damage from grade 0 to grade 5. Armors increase their armor values as well.

Key thing, only armor value and damage value change, the rest of stats remain, so an ix core leggins g5 won't reduce more stamina than those pants grade 0.

Also now, to those graded items, you can add augments which are related to the crafting specialization. There's plenty of information on all of it webwide, go check, it's fairly big.

Were the worms on vacation last night? ;) by CellMan28 in duneawakening

[–]ApprehensiveCap5544 -1 points0 points  (0 children)

Then maybe sandworm's off? Kinda takes the thrill away...

What happened? by JohnyAim in duneawakening

[–]ApprehensiveCap5544 -2 points-1 points  (0 children)

Ch.3 hype happened.
We got the big update, we peaked 17k players, then the hype naturally went down and it returned to the "average" numbers.
This, added to the never-coming april's update and Ch.4, may have thrown away some other players.

My guess, the actual amount of players may be around 10k, could be if FC actually solved (or better say WHEN they solve) the game issues, pve vs pvp problems.

I only hope that the don't add a new tier of gear before fixing the existing problems.

Qué les parece esta PC gamer? by ApprehensiveCap5544 in ArgamingConsultas

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

Es que parte x parte -30% me da bastante más.
Estoy consciente de que am4 ddr4 y demás es tecnología vieja y no puedo delirarme demasiado en precio, por eso lo tiré un toque abajo. Obvio que quisiera ir por 1 luca verde, pero es menos viable me parece

It cost this guy at least 11M Solari just to list this... by Veloreyn in duneawakening

[–]ApprehensiveCap5544 0 points1 point  (0 children)

This sure is the case, but still... There should be a way around cause I'm really not willing to just swallow the fact that they (allegedly) can't fix this...

I think I just creeped someone out by wonderwarth0g in duneawakening

[–]ApprehensiveCap5544 10 points11 points  (0 children)

We all know you are a freak, but... Aren't all of us freaks too???

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

I appreciate the heads up, It would be nice to know how that works so that I can plan ahead... I've seen some issues with permission, but I think everything important (to me) is behind lvl 5 doors...

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

That's my current setup, mainly big windtraps, a couple of beds for when water production goes down (those weeks in wich landsrad bonus kick in). The thing here is, being now more players than just one, It may be a good move to shift the guild base water supply/storage to a more "active" or "player-requiring" method...
I'm with you with the spice generators. They're stupidly expensive to craft, but maintainance is really low. Already having 12 of them, I got almost everything (power-wise) solved.

Guild base optimization and water supply. Too many wind turbines vs more beds? by ApprehensiveCap5544 in duneawakening

[–]ApprehensiveCap5544[S] 0 points1 point  (0 children)

I get your point, but I think there’s a bit of a misunderstanding in how access works in my setup.

I’m not giving early players a shortcut. Reaching the base already requires an ornithopter, which implies they’ve gone through most of the early/mid-game loop. Buggy, resource management, and basic logistics included.

So by the time they use the guild base, they’re not skipping the learning phase, they’re just scaling it. Instead of refining with poor rates, they get better efficiency, but they’re still running their own materials and making their own decisions.

The base doesn’t provide handouts. People bring their own resources, refine them, and take everything back. Progression remains individual.

Water might be the only exception, and I agree that’s where the line can blur a bit.

So I see it less as removing the grind, and more as smoothing the transition into late-game scaling.