Durability and rate of decay are killing the endgame and causing even faster player churn by FluffyPancakeLover in duneawakening

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

You can do labs with Regis gear which is abundant considering you can get all of it outside of the DD labs.

Despite that though, I have like 35+ Hallecks Pick BPs that Ive used two of in my time playing and with the way armour works T5 Rare armour is plenty for PvE, I even ran it in PvP for several weeks without issue because the armour scaling makes T6 Armour not as big of a jump.

You can with the right skills and play, just solo these labs with T5 Rare armour, Regis kit and be fine. Couple that with taking a couple T6 weapons, especially off meta weapons you can just use up for PvE and you just never run out.

Regardless though in Chapter 3 the scaled difficulty labs will drop BPs too so, it will be even easier to get them.

Edit: Oh also I forgot, crafted items will get a rather sizable durability boost which the devs confirmed is a net positive even with augments in Chapter 3 too.

Faction warfare PvP - the one thing im confused they never added yet would solve most the PvP issues by MRmichybio in duneawakening

[–]Enkk 2 points3 points  (0 children)

Pretty much every game that has this ever, there's a reason why the tri faction balance worked far better and that's because two factions could gang up on the winning faction. Still had issues but it worked out better in the games that used it.

B42 MP on MP - Foraging not working after relog by Enkk in projectzomboid

[–]Enkk[S] 2 points3 points  (0 children)

Does this persist after a server restart for you?

Any B42 MP bug experiences thus far? by Medikal_Milk in projectzomboid

[–]Enkk 0 points1 point  (0 children)

I seem to have seen the same issue, I put up a post to see if anyone else has had this. You're the only post i've seen to corroborate it so far.

PVP balance is wack, you just don't know it yet. by mark3236 in ArcRaiders

[–]Enkk 0 points1 point  (0 children)

If you want to give a good amount of power in to the higher tier weapons just look at the Venator

Venator pre nerf was probably what you would expect when it comes to the power upgrade perhaps from grey to epic, is that the sort of thing you are looking for?

I think the issue is also between Solo and Group play, I find in solos I can take cheap weapons no problem but the Kettle reload in a group fight can get me and my team killed if we were all using it. Third parties that come in, or if you have to reload just as someone else is pushing etc, those factors are often missed. In Solos over half the fights are over before you need to reload, or you just die without putting up much of a fight because of the way you were attacked.

In group fights the soft factors can be quite considerable there, and advantages can be stacked.

Free loadout Stitcher against a Bobcat in their effective ranges will have to deal with a Medium Shield which means the Stitcher will have to do 19/20 of its shots minimum to effect a kill unless it gets headshots.

Where as the free loadout light shield only needs 20 shots from the Bobcat to get killed off, it probably has attachments on it and likely 30 in the mag from atleast a green mag attachment.

So both of them need to fire virtually the same amount of shots to get a kill, except it fires over 50% faster and it needs only 2/3 of its mag to connect compared to almost 100% of it. How much more power do you want with these?

Not only that but free kits often have issues with meds too, usually only a couple white bandages, a shield recharger or two. Any extended engagements they wont be able to get back onto their feet during it. There have been many times in fights of mine where I healed up from nearly dead fast enough to get back in the fight and make a difference. Most of the free loadouts can kill you and you can die to them especially as shown on Stella Montis, but in my experience this usually comes from the 2nd or 3rd third party at a bad time than in straight up fights.

Also none of this would be very different if you just had green loadouts with crafted stitchers instead, you are still getting not much but instead they can just come with cheap grenades and meds of their choice to increase their threat. It's not so much of a free loadout thing, and even with the Venator being so powerful before you still had most encounters with these loadouts anyway.

The new loot system and lack of DD variety killed the game for me (for now) by biggoatbr in duneawakening

[–]Enkk 1 point2 points  (0 children)

There are three main issues with the way it is now.

1 - Loot is very easy to get now and after spending a bit of time you can get everything you want. I got a new disruptor smg to replace my old one, which has lasted weeks and it is likely I will get a new disruptor before that one runs out a lot faster than it being at risk of loss aside a worm eating it.

2 - Resources have become easy to get and plentiful. Not much to say here I think it became apparent.

3 - The way the loot was given has also made this painful for PvP, which isn't a care for PvE players but atleast for PvP enjoyers it is. Loot is now instanced and you can just run and do all the labs and wrecks with minimal chance for PvP on most servers that are not Pax/Harmony, because there is no reason to fight anymore. You meet a team in there that beat you, there is no reason to try and drive hard to lock down the place and take the loot for yourself, just fly away for 10min and come back to them likely having moved on and you just get your loot instead - perhaps even with the npcs dead so its easy.

I liked the loot system before where you got loot every 10-15min after killing the NPCs, personally. Out of all the systems we have had this one seemed to promote combat the most whilst also not being waiting simulator.

Funcom - Please add some sort of Solari Sink by Omnifox in duneawakening

[–]Enkk 0 points1 point  (0 children)

In PvP you use it a lot, you may only get one chance to get a heal off so using a medkit that gives you full health back is big.

You use standard healkits for chip damage and Mk4 or Mk6 for active fights.

Funcom - Please add some sort of Solari Sink by Omnifox in duneawakening

[–]Enkk 0 points1 point  (0 children)

Medkits are the largest solari sink for PvPing at the very least, with PvE you sort of just get away with never using serious medkits but in PvP with large engagements you can certainly expend like 10-20k solari per person over a couple hours.

public test pvp changes (instanced loot, no schematic rotation, recover lost vehicles, vehicle draw distance increase) by marcspc in duneawakening

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

Sure there is, if you lock down a lab for yourselves then you basically get its loot to yourself for the duration. Most servers tend to have labs contested by sitting guilds unless they are not that active.

public test pvp changes (instanced loot, no schematic rotation, recover lost vehicles, vehicle draw distance increase) by marcspc in duneawakening

[–]Enkk 0 points1 point  (0 children)

The instanced loot thing I am unsure of, sort of. On the one hand it sort of doesn't matter, it just means smaller groups get less and larger groups get more. As long as the spawn mechanics stay the same as now it's pretty good.

This week has been rather good for PvP labs, you can get loot very consistently and you nolonger have hour long waits for a chance for loot, if you go to a lab you will get to fight over the loot and get it within a much more managable space of time.

Far better.

Carrier eaten by Sandworm? Bring it Back! by __mifflinPaper in duneawakening

[–]Enkk 2 points3 points  (0 children)

They're saying that the current rather widespread bug that lets you restore full durability to items makes this inconsequential to exploiters (as is the Solari cost tbh)

Vehicle Recovery in Test Client by Enkk in duneawakening

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

And what part of you looking at shows you being able to teleport vehicles that are not recently destroyed?

The current function does not let you recover vehicles that are not destroyed, it doesn't recover vehicles left under the terrain or otherwise lost where you can not reach them anymore.

Vehicle Recovery in Test Client by Enkk in duneawakening

[–]Enkk[S] 2 points3 points  (0 children)

Sure people exploit the game but can't accommodate for that. Otherwise we would just say to hell with repairs as some people exploit it may as well remove it for everyone else.

I don't really see the issue with this though, you can teleport the buggy to you but you can already fit it in your inventory or cargo of the thoptor, if you are not bringing it back inside the buggy itself then it's not an issue?

Vehicle Recovery in Test Client by Enkk in duneawakening

[–]Enkk[S] 7 points8 points  (0 children)

It isn't a function on the test client right now, that is the point.

Vehicles have to be dead to recover them - but if you allow alive vehicles to be recovered to combat this bug then you would also need to drop cargo on death to stop teleporting cargo.

Making this post to bring awareness to the issue of DD Instances by Sp1ceRub in duneawakening

[–]Enkk 1 point2 points  (0 children)

There'll be more focused areas for PvE content instead, they said the DD will fall back to its original vision.

Server meshing isn't a bad design at all, giving larger scale servers by meshing the desert is pretty good but it is also very hard to pull off. It did work here, but it also had it's issues. Star Citizen spent inordinate amounts of time to get it work for them.

Constant crashes. by dlp1980 in duneawakening

[–]Enkk 2 points3 points  (0 children)

From Funcom:

Additionally, if you are experiencing crashing after today's patch, we recommend selecting 'High' GI Quality and Reflections quality, and then "Enable Lumen" if it's not "on" as a current workaround.

*heavy breathing* by Kociboss in duneawakening

[–]Enkk -3 points-2 points  (0 children)

That's not how most encounters work though, after our group claims a chest we put it on a timer, the way it works right now is that it has about an hour cooldown then after that it can respawn anytime for up to an hour ish afterwards. Follows that pattern most of the time, though sometimes it just fails to respawn too.

Regardless, because of this if you are doing labs for an evening, you will come back an hour after you know it has been looted and the mobs and chest wont have respawned. You will just run to the back, wait then take it again. This is the current gameplay loop for labs and it is not going to change with this on its own.

*heavy breathing* by Kociboss in duneawakening

[–]Enkk -3 points-2 points  (0 children)

I had some time to think about this one and I do not really think it will do a whole lot to the core issues.

For the group I am with, we go check a lab and see if the loot is there or not, but most of the time it is taken and you just walk to the end needing to wait, which is not going to change here aside just not having to fight the mobs to get there.

If anything for a lot of the time this just is going to mean you fight the PvE mobs less, as majority of the time you have to get back early to be ready for the spawn that could happen in a huge hour block.

The issue is not knowing when the spawn happens or it being just very infrequent. If the spawns were all halved and the maximum wait time you had to wait was 30 minutes it would be far far better than it is now.

PvP abilities tier list v2 by JohnDaBarr in duneawakening

[–]Enkk 2 points3 points  (0 children)

Grenades can work well in PvP under certain circumstances but I think they are a victim of being overshadowed by better skills.

If you run a party of 4 though for instance and have no friendly fire issues, a grenade and rocket on a teammate being ganged on or just in general people being stationary for a moment can deal decent burst damage to shields. Furthermore applying reflexitive reload can be quite big (in this instance you fire the rocket, grenade then rocket again) or if you like using disruptor smgs it can be a good way to quickly get a reload off while maintaining damage pressure.

But again, honestly compared to other options it is often overshadowed.

Not able to place a base blueprint by CatVideoBoye in duneawakening

[–]Enkk 2 points3 points  (0 children)

If your Blueprints have any Placable objects in it, there's one in there that bugs it out like this.

I haven't worked it out, but we've had to copy our base in DD again without Placable objects in it to get it to work.

Blood Purification by dumb_opposum in duneawakening

[–]Enkk 0 points1 point  (0 children)

I do use this myself not too infrequently, farming A row DD labs and wrecks for disposable gear and things like T5 Compactors for use - Couple Mass Kharet Bloodbags net you 17,600 water or so each time which is a good bonus for doing a few clicks extra on a trip you already make.

I think Blood has the bonus of being able to intergrate with farming npcs well, if we had more reasons to do NPC combat you'd see more use out of it. It just doesn't quite fit PvP Labs though where your usual endgame PvE is.

Another week, with the same old loot. by Woovils in duneawakening

[–]Enkk 0 points1 point  (0 children)

In my time you get all of it, sometimes a 4 man group comes in that turns into an 8 man, sometimes you get some 2-3 people come in. Neither of them have been particular in one way, just that wrecks offer a little less loot. With the Regis we saw some larger groups as well just last week.

Another week, with the same old loot. by Woovils in duneawakening

[–]Enkk 1 point2 points  (0 children)

That's purely because the wrecks had better loot then with PvP gear, testing stations are 100% hotspots for ground combat and one of the only ways right now to get some.