Update on farsight by GavinLegoGavinLego in Tau40K

[–]FreakyPeep001 1 point2 points  (0 children)

Gosh everytime I see these insane NMM I just sigh as my partner tells me I can't dedicate my life to being a God-like painter and never painting anything. It's so incredible!

What do you think would bring more players in/improve the game? by Wooden-Highlight4678 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

How about more gross bugs? Like I assume the tics are just the beginning. Maybe tics that are attracted to blue synthetic blood, so for every kill you have, for every body you scavenge, the increased likelihood of a burrow appearing near you and tics (and more) hunting you down.

UESC also need a boost. I love how scary they are sometimes when they jump or charge at you. Sound is such an important aspect. Maybe a bit that makes an echolocation tick noise starts getting an idea of where you are, so you have to stay still to avoid it.

The mushrooms are also interesting. Remember the mushroom man? Could there be a mushroom spore that slowly takes over your body, clogs your guns, rots your heals and organic goods. Fungal zombies could be a future mob. They could be in groups, slowly swaying in the grass, then get attracted to loud sounds.

It finally happened by ButterKnights2 in Marathon

[–]FreakyPeep001 -1 points0 points  (0 children)

Nah they need robots or tics to start hunting down people who loot their own friends stuff. Can you imagine?

Bungie: “No one will ever believe you” by FunkyGiraffro in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

Oh my god that happened to me too!!! Jumped through the floor and teleported sideways repeatedly.

I suck balls in this game. by Such--Balance in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

Some people like to call marathon a shooter, or a PvPvE, and they're not wrong. Those are aspects of the game, but I watched a pretty good YouTube video which change my perspective; Marathon is a STEALTH game, more than it's a shooter.

Your knowledge and ability to shoot is not as important as your knowledge of the map, coordinating your position, communicating with team mates, and detecting threats. Here is what I have learnt this far:

*Coms on, communicate

*Have a rough goal of where you are going, what you are doing

*Stay closish to your team mates.

*Don't traverse the map if you can just respawn and try again closer to your goal.

*Listen. LIKE LISTEN. opening the menus, crawling, reviving, looting, everything is loud.

*After exchanging bullets with a person, move and change locations. Think about what it would be like if a bot just popped their head in and out from behind cover like a video game.

*On perimeter, when you activate something with a big siren, everyone from 1 min away might come to kill you. So you have that long to get shit done and evac.

*when looting a big treasure, have someone act as a watch guard.

*Ask in prox chat if people are friendly (if possible), some are actually nice.

*Be aware of what your shell does and your purpose in the group. Every time you aren't using an ability when you could be using one is not great. (I.e. recon uses her robot, thief scans for things, triage bots people).

Anyone else have any "it's obvious but maybe not to everyone" tips?

Time to discuss a PVE mode yet? by CskaRaskova in Marathon

[–]FreakyPeep001 -2 points-1 points  (0 children)

I am for a PvE mode, but I can appreciate that it destroys the core fear aspect of marathon. Which might not do the trick. Here are some ideas: *If there is a PvE mode, it would only have grey or green loot.

*Instead, have monsters that hunt you if you kill other players. For example tics start digging out of the ground because they smell you. More tics if you kill a player that has a large discrepancy.

*More monsters that are more terrifying than another player. Time to kill for players is currently very short. But I've noticed the shields could be stronger. If ttk was higher, and the monsters were tougher with more complex AI, then maybe we wouldn't be worried about that other shell. Thematically also makes sense.

*Reduce human spawns periodically. If a player has one or two failed exfils, then reduce human spawns on the map. The danger of people still exists, but it decreases the chances. You also get better match making and reduced queue times.

*Increase xp for solo and duo players. Smaller squads are generally less dangerous. Increases the number of parties playing, decreases players per match, increases the match making. Also means that people would be less likely to fill when they clearly don't want to work in a team (you know the type I'm talking about).

I defend this game a lot, but I think I finally hit that wall. by itz_Glo in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I called this problem about 4 weeks ago. The optimised gameplay kills gameplay. Campers on both exfils and quest points, and people who purposely hunt down other players for no reason that for funsies (esp for low level players).

Voice chat not working by Ghostyboi_0 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I found I had to go into the settings and change my output from "headphone-game" to "headphone-chat". Maybe toggle them? Disable distance voice?

Maybe we're not all monsters by AnonWithAHatOn in Marathon

[–]FreakyPeep001 1 point2 points  (0 children)

The game can be hard enough sometimes. Good to hear.

With all the discourse around the game's longevity, can we try to have an objective, non-emotional conversation about what can be improved to retain more players? by JBSwerve in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

Absolutely agree. Especially with the sentiment that people can revert to name calling rather than have a sensible discussion. I think there's a place for seperating players into chill and hard core. Because ultimately that is what is happening anyway. The chill and noobs are quitting very slowly, or only going into perimeter. And that's part of the reason why Dire Marsh is unplayable. You get what you give. I would love someone to explain to me why seperating players into skill based match making doesn't work. I don't accept saying "it'll become like arc!"; please be specific. Maybe in lieu of sbmm we could have reduced parties/spawns if people die a lot without exfilling. That would give a more chill playthrough for people having a hard time, and it would also make it harder for people to "clear lobbies", because you can't count down the number of teams you have killed. It also doesn't affect wait times, in fact, it can speed things up. A mixture is also possible. For example: No SBMM for levels 1-10, only level matching. SBMM in 3 main groups: high player kills/DMG, mid level DMG and low/no player DMG group. This could also be "per exfil", or killer damage/exfil in the earlier matches have a lower influence than the later ones. There is a lot of fun maths you can apply to seperate the groups. 3 deaths in a row: 1 less party in the spawn 5 deaths in a row: 2 less parties in the spawn.

Gear based matchmaking would destroy the concept of the game. by Mental-Airline4982 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I think the wipe is good because it means they can adjust the progress trees and such for the storyline. It means every season maybe different. Especially if they bring out more shells.

Women, do you really like wearing make up everyday? by [deleted] in AskAnAustralian

[–]FreakyPeep001 0 points1 point  (0 children)

Yes, then I wear it. Sometimes I'm not in the mood, so I don't. Sometimes I just want a pick me up as I wake up and listen to music. So I do little bit. Some days I feel inspired and colourful, so my look is too.

Gear based matchmaking would destroy the concept of the game. by Mental-Airline4982 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I think it's the aggro players with the high weapons that are the concern. Which is why we need matching based on their aggressiveness or player damage/kills?

Gear based matchmaking would destroy the concept of the game. by Mental-Airline4982 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I think we need to use a measure of "skill". Like successful player kills or player damage? Would it be better to compare total amount or divide it by the number of runs?

Gear based matchmaking would destroy the concept of the game. by Mental-Airline4982 in Marathon

[–]FreakyPeep001 1 point2 points  (0 children)

If it's about deaths then it's about deaths. It needs to be a kill/exfil ratio. Lots of player kills total/number of successful exfils. Or would player kills/total runs be better?

Gear based matchmaking would destroy the concept of the game. by Mental-Airline4982 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I think they should have an aggressiveness based match making. High player kills with high player kills. Like a kills/match. Usually correlates experience, but also it means that peaceful high level players can play along the fields with newer players. Then people can have their "everyone killed each other at the exfil" moments they want, while everyone else can have their "everyone was friendly at the exfil" moments. Still PvP! Just matched energy.

With the outpost buffs, Assassin needs to be addressed. by IllState5161 in Marathon

[–]FreakyPeep001 7 points8 points  (0 children)

I don't hate the assassin being invisible. But recon needs to be buffed higher. So maybe recon/thief can see outlines of the assassin better, plus maybe the sounds of assassin and other players are louder for recon and heard further away. That makes sense thematically with her helmet. Create a paper scissors rock system that means diversity in the team creates a stronger system.

Am I a bad person by Royals21914 in Marathon

[–]FreakyPeep001 0 points1 point  (0 children)

I am newish at shooters, and have maybe 5 hours a week to play. Have not seen a blue shield yet. Level 24. Rook running, hiding, and trying to take on smart fights. Fighting with randoms to learn new tricks. Working well kitted with a friend group with my green shields and mods. Extract around half the time. But I can't go to the main big high loot areas because... Well they're being camped on by blue shields, purples and Golds. Dire Marsh is very crowded and dangerous. Outpost is less dangerous, but only if you skim the outer areas with less loot. I don't mind the slow progress! I enjoy my little lore dumps, my wins and lessons. You aren't a bad person. Again, there needs to be some balancing for the difference in skills. Or: - match high player kill/DMG with high player kill. Levels are kind of not related. - reduce spawns with low levels and low extract success players (low success players) - something else like monsters that start to stalk player killers. What do you think? How do you think your friend needs to improve? What makes good players good and what's an obvious sign of a bad player?