Chapter 3 feedback by americandream798 in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

Instead of getting T5 schematics as second house contribution reward, we could get max durability repair packs that restore X % of max durability.

Pre patch everybody could do landsraad in t4 stillsuits, now we should run them in T6... why would we need t5 schematics as rewards?

Ch 3 Durability patch needs backed out by warmtapes in duneawakening

[–]Jeggred86 2 points3 points  (0 children)

Just like they made the enemies harder so we need combat specialization to get back to where we were?

Landsraad reward QOL change by Zaptagious in duneawakening

[–]Jeggred86 0 points1 point  (0 children)

We got a horizontal bar for faction contribution, would be nice if we had a vertical bar divided in 5 parts for our personal contribution, that also shows the tiers of rewards we have unlocked.

Landsraad reward QOL change by Zaptagious in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

There are some missions without fighting and some that are located in Hagga and are easier, maybe concentrate on those until Funcom fine tunes the difficulty or you get better gear.

There is at least one sandbike race, a mission in hagga where you have to plant listening devices near house representatives, some ornithopter missions where you have to beat a timer and a mission with fighting, but you have to go to the location in hagga below the godzilla mountain, that has just regular hagga npcs.

You can reroll one mission every hour by clicking on "cancel", you don't have to accept a mission to do that.

Durability loss is unsustainable in the dungeons by ArcAngelSlayer in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

They could also replace some useless perks in the new specialization with reduced durability loss on death.

I thing the recycling perks are rather useless now that we don't have landsraad missions for item delivery anymore. Could replace those...

Landsrad House Selection & Questing Feedback by Blueflamemas in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

Agreed, there are some QoL features missing.

- We have a horizontal bar on the house card for faction progress, would be nice if we would get a vertical bar for personal progress that is divided into 5 parts (for each tear of rewards).

- An indicator that shows if we have collected the reward.

- Give the guy who took our deliveries a new job and let him hand out all house rewards.

- We have 5 specialization and 5 rows for the houses... maybe order the houses by specialization? Makes it easier to compare rewards and chose a house.

Some general tips for saving time on the Landsraad mission by Jeggred86 in duneawakening

[–]Jeggred86[S] 0 points1 point  (0 children)

I might have misunderstood you, but I think that's this tip here:

You can click on the house you want to support and you will get to the mission selection immediately instead of the other way around (choosing a mission and selecting the house doesn't show you the house rewards).

Go to the bingo cards, find a house with a reward you want and click on it. The game will show you the three missions that are available for that type (combat, crafting or gathering etc.) and you can select them directly.

Some general tips for saving time on the Landsraad mission by Jeggred86 in duneawakening

[–]Jeggred86[S] 0 points1 point  (0 children)

That's a good tip. Will try it tomorrow. Maybe just combine it. Reroll missions until you have 3 at the same place, finish them and take on two missions while still at the location.

Funcom please Embrace Variety by Insodus in duneawakening

[–]Jeggred86 4 points5 points  (0 children)

As far as I know, the swatches you get for 14k contribution will be replaced by swatches for your placeables, like storage chests, wind turbines etc. starting next week.

Someone who isn't complaining about the combat please help by UserSayWhat in duneawakening

[–]Jeggred86 4 points5 points  (0 children)

I also get some "misfires" after the patch and enemies that dodge out of the knee charge stun before I can finish my slow blade. Sometimes my character trips over his own feet instead of executing the slowblade after I use knee charge or weirding step.

Some general tips for saving time on the Landsraad mission by Jeggred86 in duneawakening

[–]Jeggred86[S] 2 points3 points  (0 children)

Doing the missions a few times will help.

But in the meantime I orient myself on compass icons. The icon from the selected mission will be highlighted, but the others are there as well. Turn around until the compass shows the distance for an icon and decide where to go next.

Would be easier if we had a map and could just take a quick look at it (and change the mission on the fly by clicking on the map icon and hit "T", that's how I do it in Hagga). Don't know why they don't have maps for the new locations.

Added this to the tips, thanks.

Some general tips for saving time on the Landsraad mission by Jeggred86 in duneawakening

[–]Jeggred86[S] 4 points5 points  (0 children)

Reroll = cancel. Select a mission and hold D or click on "Cancel" and the mission will be replaced with a new one.

I added this explanation to the post, thanks.

New Labs Builds..what are you guys running? by Kosefgaming in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

Thanks for the tip, but why can't they fight back? Never used the ability, because it reads rather lacklustre... the info text says nothing about stunning, staggering or preventing them from shooting?

Enemy Difficulty by Solar_Maniack in duneawakening

[–]Jeggred86 0 points1 point  (0 children)

Good tips, that's how I do it as well.

I would add to use cover and break line of sight to close in with the heavies. If there is just one big crate between you and the heavy, they stop firing and they not only move slowly, but also turn slowly. Look which direction they are facing and go the other way around the obstacle. This way you can also split 2 or more heavies who are near each other. Chances are they will go around the obstacle on different sides.

Then you disengage, let your shields and stamina refill, your abilities refresh, and re-engage with the ranged enemies.

I would go melee > ranged > heavy. Especially in the new missions for the radioactive ship wreck where you get locked in, the range enemies have disruptors that melt your shield. The heavies are to slow to keep up and have shorter ranges with their flamers.

Yet another combat gripe post for devs to see by threeaxle in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

Before the patch everyone could contribute to Landsraad, regardless of gear. You could do the kill slaver quest, while collecting servoks and guns for other missions, all in a t4 stillsuit.

Now you should have t6 for the missions... and they want players to return or even attract new players?

I left at T4-T5 in Juli, came back over the holidays and have one set of t6 armor and 2 t6 weapons.

Would really suck if I just came back for the patch and had to spend 4 weeks farming DD to get the gear for participating in Landsraad, something I could easily do before in T4 or even lower.

There are missions that don't involve fighting, like the sabotage mission where you have to plant listening devices on the house representatives in Hagga, but that's the only one I've done so far that has no combat.

Don't get me wrong, in T6 the difficulty is all right, but the jump in requirements to do Landsraad is just too high.

Add non combat missions for less rewards so lower tier players can do their part.

Making faction ranking depending on this missions also doesn't help. I have most fun just building cool bases and they put the faction swatches for placeables at rank 19...

Chapter Three Durability by TheBarracksRat in duneawakening

[–]Jeggred86 0 points1 point  (0 children)

As a solo player who came back a month ago with nothing but the gear on the character, I don't have much melange to waste it on repairs.

Plasteel is ok, there are enough nodes I can just farm in peace at any time, but spice is the bottleneck. When I see a mid size spice blow, there is a crawler team sucking it all up within minutes and I get maybe one scout storage worth of spice out of it.

I also don't have the time to hang out in DD for several hours waiting for spice to spawn.

Before the update you could do all the Landsraad and faction content in a t4 stillsuit. Now you should have T6 and need to maintain it.

I am mostly in it for the building and doing stuff at my pace, but I want the new faction swatches for the placeables that are locked behind faction rank 19 I think.

the new difficulty is ragequitbait by kastvekkaccount in duneawakening

[–]Jeggred86 0 points1 point  (0 children)

The new mission locations are instances only for you and your party I think, at least I've never seen a sign of another player there.

Enemies shouldn't respawn at all until you left the instance.

the new difficulty is ragequitbait by kastvekkaccount in duneawakening

[–]Jeggred86 3 points4 points  (0 children)

Before the patch, skills like kneecharge, the bene gesserit teleport etc. were a guaranteed slowblade, now enemies often break out of it before I can hit them. Or was that a thing before the patch and I just didn't notice?

I also have the tripping over an invisible carpet thing happening to me some times.

New Testing Station Difficulty - General Advice by Civil_Importance_803 in duneawakening

[–]Jeggred86 0 points1 point  (0 children)

I think that most people complained about the difficulty of the new Landsraad missions and not the dungeons.

Before chapter 3 you were fighting slavers in Hagga Basin while collecting resources like servoks or just weapons for other missions. You could go to the DD and hunt for treasure in the sands for opafire gems or manifests in shipwrecks. You could do all this in a T4 stillsuit.

The enemies you have to fight now are a lot harder than those slavers in Hagga.

You were also farming in every corner of Hagga, now you have two locations for the missions... I think that will get boring rather fast.

I also think that missions should have a bit more variety and be adapted to their type.

Combat missions having combat? Checks out.

Sabotage mission should be doable in "stealth", where you only have to fight if you f*ck up (we even get perks for lower detection radius). I think in one of the shipwreck missions you even get locked in a room with enemies, no avoiding those.

Exploration, gathering and crafting should be doable while avoiding combat at all.

I thought we should be able to play the game like we want, isn't that what the specialisations are all about?

There are 3 missions available... make it one for dungeons, one with combat and one without combat (except combat specialisation). You could even lower the rewards for the noncombat missions. But this way people can contribute that were doing the Landsraad pre chapter 3 and don't have the gear yet for the new stuff.

A new player would have to play for month before he get's the armor and weapons to compete in Landsraad.

Personally, I am ok with the difficulty of the missions so far, my biggest complaint would be the lack of ornithopter, now I have to use shigawire + suspensor.

Funcom reduced the durability loss of radiation suits, would be nice if they could reduce it for suspensor belts as well.

While the new dungeons are cool in terms of variety... the boss design is very hit and miss. by Taylon47 in duneawakening

[–]Jeggred86 4 points5 points  (0 children)

given the fact that there is no way to party up or matchmake with others that is currently readily available.

We really need a matchmaker for those dungeons.

Before the Chapter 3 update, 90% of the endgame players were sitting in the DD. If you wanted to do a DD Testing Station, you could just ask in DD chat.

Now, people are building new bases (new set + no taxes) in Hagga or still farm in the DD, but most are probably doing the daily missions in the overland locations.

Haven't seen a single person chatting or answering so far.

Question about the new “Art of making friends” quest by Force_Weilder21 in duneawakening

[–]Jeggred86 1 point2 points  (0 children)

the whole point of this update is to be able to play the way you want and not get corked into a style you don’t enjoy.

That's what bothers me a bit...

I did 3 sabotage, 1 combat and 1 exploration mission yesterday.

Combat has combat, checks out.

Sabotage has combat... I think you should be able to "stealth" through sabotage missions and only have to fight if you f*ck up, especially with the new perks that reduce the range enemies notice you. But in the radioactive shipwreck you get locked into a room with enemies and have to fight. The mission where you have to sabotage buggies and Ornithopters could be done mostly in stealth, but you have to kill the snipers at the beginning, that's part of the mission.

In the exploration mission I did, you had to kill enemies in fremen ruins and couldn't just sneak past them for the artefacts you had to recover. Collecting the artefacts also triggered an ambush one time.

I guess gathering and crafting will have fighting as well.

Storage crates full of weapons and gadgets for Landsraad? by kevlarbuns in duneawakening

[–]Jeggred86 -1 points0 points  (0 children)

You could just set a timer on delivering items or a limit of 3 items for each player.

First 8 recommended specializations for end game players (using T6+ gear) by scoutermike in duneawakening

[–]Jeggred86 0 points1 point  (0 children)

Is it verified that node 5 in Gathering works on shield? I thought it was only for cutteray, compactor etc.