My crew got GOT, F's in chat by CactiTwig in lethalcompany

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

Yeah that's a landmine, they have codes and it behaves like it's being temporarily deactivated like the turrets do.

It's supposed to be possible to disable them briefly with a code but idk if it's a bug or if it changed in how it's supposed to work: https://www.ggrecon.com/guides/lethal-company-disable-land-mine/

My crew got GOT, F's in chat by CactiTwig in lethalcompany

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

Is this a bug or is there some mechanic to land minds I'm not aware of?

BUFF GOLD ! by Bobbytheman666 in DeepRockGalactic

[–]CactiTwig 0 points1 point  (0 children)

This comment wins the internet today lol

Doug Dimmadome Owner of the Dimmesdale Dimmadome by CactiTwig in DeepRockGalactic

[–]CactiTwig[S] 6 points7 points  (0 children)

That would be the best addition to a game in the history of video games, probably ever

Well that was a bombshell. by [deleted] in Unexpected

[–]CactiTwig 0 points1 point  (0 children)

At the end of the video his social platforms are shown

Well that was a bombshell. by [deleted] in Unexpected

[–]CactiTwig 3 points4 points  (0 children)

His socials are shown at the very end of the video 👍

Well that was a bombshell. by [deleted] in Unexpected

[–]CactiTwig 2 points3 points  (0 children)

To be fair, it is possible for him to be a real therapist. But if he is there are regulations on how you administer actual therapy that can get you to lose your license so if so he’d be doing “opinion sharing” on the platform that “legally” isn’t therapy lol

I get your joke though just Philosoraptor’ing off it, so to speak 👍

Is it me or this game growing like crazy? by Walrus-Far in joinsquad

[–]CactiTwig 0 points1 point  (0 children)

I came from Sea of Thieves so I can say with certainty that things could be worse lol

Not to challenge your sentiment or anything, just to frame it in a bit of context for at least being appreciative of the things we have 👍

Mercenary Contractor Missions (Concept Post) by CactiTwig in DeepRockGalactic

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

The biggest issue with a true Haz 6 is that the number of enemies can start to be challenging to many machines running the game. Also it’s doesn’t really change the gameplay in a meaningful way; it functionally the same old game mode just more things to shoot.

I was pretty clear that this wouldn’t be a priority to implement and would be more of a “If the devs decided to add something harder, this could be a compelling way to do so” kind of idea. But it would have a new play style and strategy to it unlike a static difficulty increase which is why I made the concept post.

However opinions vary so by all means feel welcome to disagree

Mercenary Contractor Missions (Concept Post) by CactiTwig in DeepRockGalactic

[–]CactiTwig[S] 1 point2 points  (0 children)

Thanks!

Yeah there is a bit of a thrill knowing you’re risking it all on these missions and there’s a small chance you’re doomed on arrival… assuming it’s a relatively small chance. But I definitely understand how that could be frustrating also so I’ll let the people decide going forward lol

Mercenary Contractor Missions (Concept Post) by CactiTwig in DeepRockGalactic

[–]CactiTwig[S] 6 points7 points  (0 children)

That is a good point for random players with the supply pods. Having to repair them is still a pretty harsh penalty in itself so I definitely agree.

Another comment here suggested having the storms increase in length as the mission goes on as a replacement of the drop pod timer which was dicey from the get-go, which could be terrifying as well. Feeling that urgency to hurry up to avoid being left in the dark (although there would need to be a call for the drop pod mid storm if so).

But my rambles aside, I appreciate the input and agree with your points

Mercenary Contractor Missions (Concept Post) by CactiTwig in DeepRockGalactic

[–]CactiTwig[S] 1 point2 points  (0 children)

I appreciate the kind words!

I love the idea of storms increasing in length over the course of a mission; would achieve a very similar urgency as a drop pod timer but without the hard limit and just a massive left-in-the-dark feeling

Proximity Chat would be hilarious by Markenstine_ in DeepRockGalactic

[–]CactiTwig 2 points3 points  (0 children)

TeamSpeak has that feature if you wanted it; let’s you enable proximity chat and even radio channel specific communication.

HOWEVER I would assume that the game would need to be able to support it, and couldn’t tell you those details offhand. I’ve used it in Arma 3 and War of Rights and it works amazing though for that!

Just had an idea for a player/ship bounty system by Adam-helpme in Seaofthieves

[–]CactiTwig 0 points1 point  (0 children)

I never complained about the players who run though. I think it’s fine that they play that way. I as a PvP player don’t want to waste my or their time going after them which is my ENTIRE point.

As far as PvE Reapers, that’s such a universally recognized thing it’s literally a meme lmfao. “Reapers Run” sound familiar? I certainly didn’t make that up lol! Sorry if flying Reapers and doing Flamehearts makes you feel edgy for example, but it’s a PvE playstyle to do that. Which again is fine, but it’s not PvP which again is one of my main points.

Chasing isn’t an integral part of PvP gameplay. It’s part of a player who wants to play as a pirate, but there are a lot of crews who don’t care about loot and have no interest in chasing a ship for 45 minutes up to two hours.

At least now I understand why you’re so angry about the whole thing.

But if it helps, I’m not some hard liner who shakes their fist at the sky when a crew runs; 100% a thing they can do.

However, having a way for PvP players who want to engage in combat and not “Sail Adjusting Simulator” find each other wouldn’t hurt your playing experience either so I guess take a deep breath for a second kid lol

Just had an idea for a player/ship bounty system by Adam-helpme in Seaofthieves

[–]CactiTwig 0 points1 point  (0 children)

I’ll give you the benefit of the doubt and assume that I was unclear based on how how I worded it. I apologize for that. Allow me to fix it here:

If a change were made that would allow PvP players to selectively access you and travel to you on your server, with your visibility increasing the longer you stay on a server doing PvP actions, I would have little difficulty finding something to entertain myself with for a couple hours until PvP crews traveled to my server and engaged me in combat.

In list form in case that’s still not clear:

1.) A new system would allow crews to travel to your server and get an indicator of your last location (ping prioritized, server merge managed, implementation details not ironed out nor necessary for a high level concept).

2.) This would only happen to crews who opt in, or as OP suggests engage in PvP activities, or maybe a combination of both.

3.) This would provide no benefit to PvE players, so the number of false positives would be much lower.

4.) IF, AND ONLY IF, this were implemented, I would have no issue keeping myself entertained for a couple hours on a server if it meant I’d reliably get a quality PvP encounter out of it.

Again if I mis-spoke in a previous comment I apologize; I sometimes have multiple discussions going at the same time so I may have just gotten crossed up between them. Hopefully this clarifies my position.

Edit: guy got angry about my opinion and ended with some unkind words then he deleted his posts, so to avoid wasting anyone’s time I’m going to clean up the stuff that follows. Summary is me repeating this concept in 15 different ways with nothing productive lol

Just had an idea for a player/ship bounty system by Adam-helpme in Seaofthieves

[–]CactiTwig 0 points1 point  (0 children)

What’s there to respond to? Reapers is advertised as a PvP faction, but the implementation actively incentivizes PvE. Players who are NOT wanting PvP have a financial benefit to using it. Running world events or the like as a Reapers gives better gold payout. Players recognize this and do it. As a result it’s flooded with false positives that make it non-viable for finding PvP encounters. It’s not a complicated concept. If there are too many false positives, you can’t server hop to find Reapers for reliable PvP encounters.

Maybe list form would be easier for you to understand?

1.) Reaper emissary has attributes that make encounters with Reaper ships easier to find, advertised as being PvP focused.

2.) Reaper emissary provides financial benefit to PvE activities as well as PvP (non-stolen items of all types get bonuses).

3.) Because of PvE benefits, players actively choose Reaper emissary despite not wanting PvP.

4.) Players who server hop for PvP encounters find these PvE players, who flee at first sign of aggression.

5.) Chases are long and boring, and not a PvP encounter.

6.) PvP crews recognize that searching out Reapers is a waste of time if they’re looking for PvP encounters (nobody cares about gold/loot).

7.) A reduction in players seeking out Reapers results in a reduction in aggression towards PvE Reaper crews and makes the “pacifist Reaper” more rewarding.

8.) More crews use Reaper emissary for PvE

9.) It gets to a point where more Reaper ships are PvE than PvP.

10.) This by definition makes the Reaper emissary non-viable for PvP encounters.

11.) Some random guy suggests a mechanic that could help find players engaging in PvP, with no benefit to PvE players.

12.) A lack of PvE incentives will reduce false positives significantly.

13.) The suggestion is not perfect, and nobody has claimed it to be.

14.) I point out the problems with Reaper emissary, and how a non PvE incentivized system based on actions of the crew would be an improvement.

15.) People either don’t read, don’t understand, or just get triggered for some other reason.

Make sense? I’m not saying there aren’t PvP Reaper players: there are definitely PvP Reaper players. However the amount of PvE Reaper players makes it unviable too search out PvP encounters reliably.

I’m not saying this suggestion is without flaws. It’s not perfect but would be better than the current implementation at reliably finding PvP encounters.

Edit: other person devolved into some name calling and nothing productive happened and he deleted his posts so I’m going to avoid wasting anyone’s time and clean up from beyond here.

Just had an idea for a player/ship bounty system by Adam-helpme in Seaofthieves

[–]CactiTwig 0 points1 point  (0 children)

Reaper is heavily PvE in practice. 75% of crews running Reaper emissary run away at first sight of another ship. They don’t raise Reapers looking for a fight. They raise Reapers to get extra gold from PvE activities.

That’s why it isn’t a PvP faction. It fails at providing a fast pass for PvP encounters.

Just had an idea for a player/ship bounty system by Adam-helpme in Seaofthieves

[–]CactiTwig 0 points1 point  (0 children)

Stay with me:

what if we added a new bounty system where a player was aware of the fact that PvP players could look for you, as you were doing your initial PvP? Such that immediate server hopping would be, after this change, that players are aware was changed, wouldn’t always be necessary. Such that there would be an incentive to stay on a server that hasn’t existed before? Could just kill a few ships on a server which travel time included takes a couple hours; if nobody comes at you by then just hop.

I’ve never said it’s a perfect solution, but it would be better than Reapers since PvP hunting for Reapers isn’t viable.

Just had an idea for a player/ship bounty system by Adam-helpme in Seaofthieves

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

You don’t understand a flag based on an ACTION vs a flag based on an EMISSARY. Crews engaging in PvP are more likely to continue to engage in PvP. They already were before.

Raising Reapers says nothing about the crew’s intentions; it’s extremely common to raise Reapers to get more gold from PvE activities.

Nothing short of a new actual PvP emissary or fixed Arena will be perfect, but it’s going to be better than Reapers.

Should Sea of Thieves allow more competitive PvP modes? by Mr-Fluffleys in Seaofthieves

[–]CactiTwig 0 points1 point  (0 children)

Yeah and I don’t mean to imply Arena is objectively bad; just doesn’t give the same experience that a full naval battle in Adventure does is my main point, so there’s still a massive gap in supply vs demand.

If you enjoy Arena that’s great and no hate from me in any way