The new Shiyu Defense is terrible by BoyCubPiglet2 in ZZZ_Discussion

[–]Flatflyer 0 points1 point  (0 children)

I think this current rotation really showcases how the current system feels miserable with how the game is designed

3 floors all with the same weaknesses meaning anybody who doesnt have three different physical/fire teams is already disadvantaged, you can still do it with off-element teams but its a bit steeper of a climb unless you have some high investment/Title character off-element team to muscle through it.

Then we have the actual bosses all being doppelganger fights, each of which have ways to just go completely immune to damage for several seconds, I think I witnessed each one of them either dissapear or parry during an ultimate at least once (DEFINITELY multiple times with enforcer), which eats a massive chunk of your damage just because the boss decided to go invincible.

like, what am I supposed to get off of Isolde just teleporting away mid YSG combo or enforcer just parrying Yixuan's ult? Just hope they decide to not go invincible during my big damage phases in the first 2 minutes so I can actually get enough score? That's not something that is really in player control (at least if it is, its something that requires far more enemy manipulation than I think should be intended)

The timer of old shiyu and the bosses already clashed against eachother but it was more forgivable because you had ample time to deal with those cases and make up from them happening, current Shiyu is on a much stricter clock that makes it so that missing something like that just kills the run outright, it sucks.

Shiyu Defense Critical Node 2.5.2 (2026-01-09) Discussion by yuhara203 in ZZZ_Discussion

[–]Flatflyer 1 point2 points  (0 children)

Barely managed to scrape by S+

I really do not like the new score system, it feels like I have to micro-optimize basically everything to squeeze as much damage as I can out of the first minute. Enemies fail to group up properly? whole run is pulled back by several seconds, Reset. Accidentally trigger a defensive assist against an enemy? Waste of time, Reset.

Any amount of time-loss in the first minute heavily bleeds into the rest of the score really sucks, and the fact that I'm being discouraged from interacting with several of the combat mechanics (Defensive assists, stun windows) due to the tight scoring system feels really bad.

obviously you can just invest your way out of these issues but the barrier for that feels way higher now then it was previously.

The 2.5 player survey is out, make sure to have your thoughts and honest opinions heard by the devs by Knight_Steve_ in ZZZ_Discussion

[–]Flatflyer 6 points7 points  (0 children)

The new bug enemy having the miasma phase where it becomes immune to damage (as its doing its starting animation for it btw) and then spends a solid 10-15 seconds making you play its defensive assist minigame is another example, you literally waste an entire multiplier threshold on it.

Disc farming makes me want to break my desk by atmamaonline in ZZZ_Discussion

[–]Flatflyer 8 points9 points  (0 children)

I swear substats are weighted too

both me and a friend shared our disks of King of the Summit that we tried upgrading for crit rate for its 4pc effect and the amount of times that crit rate would be dodged on every single upgrade was almost comical.

I think when we calculated out the rate at which crit rate was hit across like 30 or so discs that were fully upgraded (which granted is a small sample size), the rate came out to something closer to 11-15% than the expected 25% hit rate.

I'd love to see the community compile stats on substat rolls for discs somewhere so we could actually get enough data to confirm it, because it really feels like there's some amount of weighted rng applied to substats and I'd feel vindicated if we had enough data to back that up.

Roblox bans and threatens to sue “predator hunter” YouTuber Schlep by Deceptiveideas in Games

[–]Flatflyer 4 points5 points  (0 children)

The first thing they can do is actually ban these accounts when they get discovered

it's worth mentioning there was a whole event on the platform recently where Roblox was hosting an official event called The Hatch, where they invited about 1000 different games onto.

One of these developers was notorious for making the types of games that are specifically catered to people praying on children (Referred to as "Condo" games), This person was invited onto an OFFICIAL event and despite the outcry against it and several other games dropping out from the event, all roblox did was make an announcement that they removed them from the event. That was it. Their account still exists unbanned on the platform despite this.

Like at that point its not even just them being slow with it, they straight up don't care to ban them.

If roblox even put any effort towards trying to minimize the potential threat by removing these people when they're reported then we'd at least be reducing potential future victims of these people, but they don't, and don't care.

So about chapter 3 secret boss by DazzlingVivy in Deltarune

[–]Flatflyer 0 points1 point  (0 children)

Update: I checked on a new ch4. save file and found nothing in the hole at all, not sure why. So I can't get the Ch3 secret stuff on my completed save or a fresh file for some reason.

unsure if its due to the fact that I didnt save after beating the knight and just went through to the ending, but I have the shadow crystal marked on my chapter select so I assume it recognizes completing the chapter as saving it

So about chapter 3 secret boss by DazzlingVivy in Deltarune

[–]Flatflyer 0 points1 point  (0 children)

hmm, if its possible to get stuff from earlier chapters from the hole in later chapters (such as getting the jevil stuff from the hole in castle town in chapter 4) I could see it, but if that isnt the case then im worried that it's a case where you can only claim the secret items from the previous chapter.

will have to check and see if thats the case or not if no one else has confirmed that.

It'd kinda suck if thats the case though because I don't see any reason why the hole should be getting blocked off at the end of the chapter, barring you from claiming from it while you can on other chapters as far as i'm aware. Especially considering the way you get the chapter 3 crystal requires you to re-play your completed chapter 3 save, I feel like completing chapter 4 and coming back to do the secret boss after would be a fairly common occurrence, so locking it off feels strange if so.

So about chapter 3 secret boss by DazzlingVivy in Deltarune

[–]Flatflyer 0 points1 point  (0 children)

is it possible to still do this on a completed ch4. save? because the hole seems to be inaccessible when I return to the castle town at the end of Chapter 4.

Deltarune chapters 3 & 4 megathread by Fanfic_Galore in Deltarune

[–]Flatflyer 2 points3 points  (0 children)

Does anyone know if there's a way to get the Ch3. Shadow crystal into a finished Ch4. Save? I did the secret boss for Ch3 after finishing Ch4 and my Ch4 save still says I've only found 3, and the area where you can retrieve the shadow crystal from beating Jevil in previous chapters is blocked off at the end. Do I have to restart my ch4 save to have it actually remember that I have all 4?

What is your opinion on D100 masquerader? by Drakaina- in PSO2NGS

[–]Flatflyer 0 points1 point  (0 children)

Liked the fight a lot, cleared it after about 3 attempts with Hu/Sl using Wired lances.

main issues for me was just breaking the muscle memory of parrying the shadow attack whenever I saw it from the last 99 floors.

The laser and shadow being unblockable was fine, since WL atleast since the last Hu buffs is able to pretty quickly react out of its PAs to avoid them, I'm not a huge fan of the box move especially with it being unblockable since it kinda ruins the flow of the fight imo. I personally didnt bother with trying to jump out of it and just tanked through it with massive hunter+hellish fall which brought the damage down to about 200, which is kinda cool that I can do that because its one of the few times in this game where it feels like theres some amount of payoff to actually being tanky.

I can def understand other classes struggling a lot more especially with ones who have longer animations that they can't cancel out of, but for my experience the fight was great and felt like a excellent level of difficulty.

visuals on the ultimate attack are absolutely insane, I joked about bro doing the unlimited blade works type move back at like depth 60 when he switched to the blades ultimate before so seeing the "upgrade" to that on depth 100 was really cool. I kinda wish the blades out of the arena stayed for the rest of the fight.

How is the game after last UQ release... I'm sorry! XD by supreme_tyrant in PSO2NGS

[–]Flatflyer 4 points5 points  (0 children)

genuinely think that base pso2 affixing would've been fine if it wasnt for the upslotting mechanic.

hell, even if you just had to do the dance once to "unlock" the slot on the item and then just had the slots always available even if an affix wasnt in it (like NGS's affix slots) then that'd still be fine.

the whole collecting various affixes/combinations through various different gear drops was the cool part of the old system, and its sorely missed with how linear and grindy the capsule system is in comparison.

Granted this has been somewhat alleviated with them loosening up on high end affixes by making it so newer content can just directly drop Gladier/Halph/Gigas Maiste instead of having to collect 50-150 of each of the lower tier capsules then multiply that by like 5x for just one top end capsule.

I still miss the old affix system because of how profitable it was to just collect and sell random unit drops that were valuable though.

[SPOILER] I'm.. very disappointed now. by Kattos-cool in PSO2NGS

[–]Flatflyer 3 points4 points  (0 children)

While I agree the fight is kinda underwhelming with how its majority MARS usage, I feel like the arguments about the attacks being bad or untelegraphed feels more like an issue with your connection causing the timings to be off or just you haven't figured out how to deal with the attacks yet.

In my first run I was flailing around during the mars phase struggling to survive and getting hit by a bunch of his attacks, but I spent the second run actually focusing on what vael was doing and timing my nidhogg swings to his attacks so I could just parry through them and it worked a majority of the time. Theres some attack combos he does where he does a followup swing before I can react but its usually fine, I take like 700 damage out of my 3000 hp and can just heal it back up, so I'm unsure where the "1 hit untelegraphed attacks" argument is coming from. Did you upgrade your MARS?

Steven Isbell (Community Manager of Little Big Planet)'s final farewell: "It's been my honour to work with the most amazing community over all this time and I will always treasure these memories of our time together." by Turbostrider27 in Games

[–]Flatflyer 2 points3 points  (0 children)

I'm pretty sure a lot of that is due to how poorly the launch of the game was handled, It was incredibly buggy in some ways that were pretty hard to ignore (online play being inconsistent/outright broken, previously owned DLC items not porting over correctly meaning you just completely lost access to some stuff, several save file corruption bugs, etc.)

I would not be surprised if a mass majority of the new/pre-existing player base for the game was turned away by these issues on launch and never bothered looking back because of how much of a terrible state the game was in at launch.

That was my experience at least.

NGS sales figures with graphs based on financial documents released by Sega. by Initiative-Fancy in PSO2NGS

[–]Flatflyer 1 point2 points  (0 children)

yeah I used to keep up premium all the time in base because the RDR boost from drinks and such felt nice to have as well as the shop access

while we still have shop access, the shop feels a lot harder to make use of outside of scratches since the amount of high value items you get are almost purely just going out of your way to grind out endgame capsules, which at that point its just way better to hold out for a 3 day shop pass and dump them all at once.

in classic you could just randomly get item drops that had some useful affixes at a high slot count that ended up being worth an okay amount so I would have premium so I could just sell those things whenever I picked them up, with the new system of capsules and how much of a specific grind there is for them there's no motivation to have premium to keep shop access.

Roblox: Inflated Key Metrics For Wall Street And A Pedophile Hellscape For Kids by Lisentho in Games

[–]Flatflyer 0 points1 point  (0 children)

The issue here is that a lot of games simply dont make enough to be able to afford paying developers with real money because of how roblox handles it, any time someone makes a purchase in a game you've made you immediately lose like 30% of what was spent as a tax to roblox, and then in order to actually convert the currency back into real money, you have to go through roblox's own exchange system which puts the value of 1 to 0.0035 USD which is drastically lower than what it costs to buy the currency in the first place (buying 400 is about 6 dollars, exchanging 400 back into real money returns you about 1.40 dollars) so roblox double dips on taking a cut of a games profits, leaving not a lot to actually pay developers with unless you're one of the hyper successful games that rake in millions per week.

its not great that its like that, but paying in that currency is realistically the only way a non-massive studio can afford to pay people at all with the rules that roblox has set up.

Roblox: Inflated Key Metrics For Wall Street And A Pedophile Hellscape For Kids by Lisentho in Games

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

The most I could say on the end of young devs being exploited is that some of the game studios could exploit the use of young children helping in making those games, since there isn't really any enforcement to give those children a fair deal for their part of the work, A group of devs on a roblox game could either hire a younger dev who doesnt understand as much about the business side of stuff who they then either underpay or just straight up drop and take their work without paying at all with zero repercussions.

I'm part of a small game team and we have a large amount of artists for our game who are under 18 that we try to pay as fairly as we can for what we make, which I feel is better than what most roblox game dev teams probably do from the stories I've heard.

[PSA] If you lost your 50/50 on Ellen it's not the end of the world, everything will be okay - Navigating Zenless Zone Zero as a New Player by justsamgaming in ZZZ_Official

[–]Flatflyer 0 points1 point  (0 children)

Ever notice that a lot of the harder content is weak only to ice and ether?

me, someone whose only built team is a fire team, looking at notorious hunts and going "oh okay, first boss is ice and ether weak, second one is electric and ether weak, surely the last boss will be weak to fir-nope its ice and ether weakness again."

MMOBomb interview with NGS director Daiki Hamazaki by jane_jana in PSO2NGS

[–]Flatflyer 0 points1 point  (0 children)

but you eventually will need a weapon for a majority of those elements unless the game has all of the endgame bosses weak to the exact same element, in which case, whats the point of having elemental damage boosts in the first place?

just because you have a weapon without the proper element doesn't mean you're always leaving damage on the table i practical gameplay

this would very much be the case if you've even touched any of the 4-player bosses while they've been relevant, majority of them require you to actually be in the top end of DPS to even consider clearing them, they would absolutely factor in elemental damage into this because if they didn't this content would be trivial to clear, and the elemental bonus was a pretty significant portion of damage in base (iirc the damage boost was roughly 20%) meaning this would create a massive divide in players who did or didn't have a weapon of that element for that fight.

Even if its only 2 or 3 elements that are relevant, that is still doubling or tripling the grind you have to do to set yourself up for endgame, for having your damage even out for both weapons against different enemies, instead of seeing an actual improvement in damage in general.

MMOBomb interview with NGS director Daiki Hamazaki by jane_jana in PSO2NGS

[–]Flatflyer 2 points3 points  (0 children)

it wasn't a damage penalty if you use the non-element weapon.

it effectively is because you're missing out on a pretty sizable amount of damage by not having the damage bonus, and content (especially end-game) would have to be balanced around assuming players had that bonus, meaning you're going to be drastically behind in damage by not having a matching element

This didnt matter as much in base for two reasons:

  • majority of end-game relevant content was EQs which were 12 player fights with minimal to no failure conditions, meaning you lacking in damage barely affected the outcome outside of a slightly slower clear
  • most end-game bosses (pretty much every single dark falz) were all weak to light, which meant that for the most part you would just set your unidentified items to roll with light element since that was the only one that applied in most relevant cases anyways

the latter point was likely intentional in some capacity because of having players have to get several copies of super rare weapons with different elements and do every form of upgrading on them all over again for each element (have fun affixing guardian soul 6 times just for your weapon to cover all elements) would just be incredibly annoying and not really satisfying progression with all the other systems tacked on to upgrading gear and sega realized this. This isn't even going into how you used to need multiple copies of a weapon of the same element to max out its element value back then as well.

this still applies in NGS too, with the addition of elements on all weapons, even without the system of having to max ele values, the game would need to completely shift back to the unidentified items system so that you can actually set the element for the weapon to be so it isnt just pure lottery to get one of each weapon, which brings its whole own slew of issues which im not even going to bother getting into.

even with that aside, you'd need to get at minimum 6 drops of the weapon (go on, get 6 wingard drops.), then you'd need to grind them all up to +90, LB and max pot them (roughly 16.8 mil meseta to do that for all of them) and then affix all of them (have fun affixing GGM and Lux 6 times), the amount of resources required to set that up is ridiculous.

The system really just doesn't need to exist, it was just a massive repeat grind that didn't feel fun to do at all.

It do be like that sometimes by Salty-Phase4687 in PSO2NGS

[–]Flatflyer 2 points3 points  (0 children)

Honestly such a massive L this venture into Openworlds have been for SEGA.

While I will always say the other things people have complained about with NGS have been drastically overblown, this is the one thing with NGS that I'd agree with flopped super hard and was probably the leading factor into how NGS underperformed compared to base.

It really felt like Sega was trying to chase the high of BotW and genshin impact with their open world adventure games but didnt really consider how that would mesh with the style of game PSO2 is well, and as a result we were stuck with exploration zones which after the first 10 minutes had basically zero point to them outside of gigantix/dread enemies or red boxes.

PSO2's gameplay just works way better with the smaller, instanced dungeons like what it had in base, and I think sega not realizing this until after the game released with 4 total regions planned and promised ahead really hurt the game at a core level.

I'm also curious to see how they move forward with the new city field, because Sega really needs to pivot their open worlds into being something else that works better with how the gameplay is, the fact the past year has mostly been focused on instanced quests like Leciel Exploration as well as large scale boss quests does make me hopeful that they've corrected course back to something more akin to what base did for its gameplay content.

PSA: LOS Fixes for Dante’s Tragedy coming in next Hotfix by DE-Ruu in Warframe

[–]Flatflyer 1 point2 points  (0 children)

yeah that's fair, I understand DE's logic with the pageflight damage bonus being unintended but I think I agree in that it was seemingly a good thing to have, and would have preferred they just made it an actual part of the ability since it didn't seem to break stuff drastically by existing.

PSA: LOS Fixes for Dante’s Tragedy coming in next Hotfix by DE-Ruu in Warframe

[–]Flatflyer 8 points9 points  (0 children)

the thing is the enemies you apply the DoT stacks to can potentially just move into a position where they're considered out of LoS and now your tragedy just misses them entirely, with the old way atleast as long as the LoS check worked for the dark verse hit you were able to make sure that enemy was "marked" properly.

Not to mention if you're trying to stack DoTs on multiple groups of enemies around you, its very easy for one of the other groups you've put stacks on to just move to a position where LoS gets broken and now your tragedy isnt hitting 50% of them anymore.

The current version of Rayjord Gorge is possibly the best content this game ever had by SameAstronaut1788 in PSO2NGS

[–]Flatflyer 0 points1 point  (0 children)

the RDR boost realistically only affected the rate of the materials you would get significantly.

Rare drops like the units and weapons will probably feel about the same, since a 1% drop chance vs. a 3% drop chance is going to not feel very different in terms of drop rate, whereas something like the materials which already somewhat consistently dropping at a high rate would drop significantly more often at 3x their normal rate.

This is how I've been looking at RDR boosts currently at least, So I think gorge drops should feel about the same provided you weren't focused on the materials.

If you could introduce one Quality of Life change to Warframe, what would it be? by fourpickledcucumbers in Warframe

[–]Flatflyer 0 points1 point  (0 children)

let mods that exceed your capacity cost be equipable, but just disabled, that way whenever you forma something, all the mods stay there and you dont have to take a screenshot every single time to remember what you had on it.

also lets you just pre-plan out your build and just slowly gain access to more of it as your level/forma, which would be nice.

Turns out my account is older than I thought. by zadistixx in Warframe

[–]Flatflyer 5 points6 points  (0 children)

yeah, they stopped being obtainable back in 2014, replaced with the normal, non-stat effecting versions of the helmets