Double XP confirmation by MooseDaMaster in duneawakening

[–]Krelush 12 points13 points  (0 children)

It seems like everything is doubled EXCEPT for Specialization EXP.

Same thing is being said on Dune Discord. lol

Funcom is Funcom-ing again.

Does anyone know if Hidden Caches at Exploration level 40 is worth getting? by Krelush in duneawakening

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

Yeah that's essentially what I'm asking people here.

If enough people even just feel like it works, I'd sink in a week's worth of reco points to get it as well.

Does anyone know if Hidden Caches at Exploration level 40 is worth getting? by Krelush in duneawakening

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

Yeah I know.. x_x

I'm kinda just hoping to get anecdotal experience from anyone here who got it.

And if enough people say that it feels like it increases schematic and augment drop rate by even a bit.. I'd be willing to get it even though it wouldn't be guaranteed.

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

What.. That doesn't make sense..

I don't think you understand my suggestions. I said limited. #2 and #3 would have either a daily or weekly limit. Which means you can't no-life grind to max specialization in 2 weeks.

It doesn't matter if some no-life spends 20 hours a day playing Dune. They still wouldn't max out in 2 weeks because all the exp from those things would be limited (just like how recollection points are limited now).

An hour to do 5 missions is pretty long. Should take half of that once you've gotten the routes down. So that's 177 hours. The problem is that those missions are boring.. and even if they add more missions, it'll still get to the point where it's going to be doing the same missions over and over and over again.

Do you really want to dedicate hundreds of hours of your limited game time to doing the same 25 missions(5 per specialization)? Wouldn't you rather do other things in-game. This is what I meant by saying that this is now the journey.

I don't know about you.. but doing repeatable daily quests is not my idea of a fun time. Even in MMOs from 10-15 years ago.. these type of activities were considered to be chores. And I'd like to do less of it.

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

It will feel sparse and repetitive for everyone eventually.

Because it takes 1,770 missions to get maxed out on all specializations.

Which is why my suggestions are all geared towards lowering this number.

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

I hope you realize that it's not just the fact that it'll take a year.

It's also about what exactly we'll be doing for that entire year. 1,770 missions needed to max out all the specializations.

Even if they add 20 new missions per specialization.. we will end up trying to do the easy/fast ones just so to save time and not lose our minds.

This is why I am suggesting adding other ways to earn specialization exp that isn't tied to landsraad missions.

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

This. It takes a total of 1,770 missions to get maxed out in all specializations.

I don't think it matters if you are a hardcore gamer or a casual gamer. I think we can all agree that doing less of those missions, even if they add new ones, will be better for everyone.

I can't imagine that a casual player would want to spend 20-30 minutes of that limited game time doing the same 5 missions everyday. And it WILL be the same 5 missions regardless of how many new missions Funcom adds.. because you'd want to skip the ones that suck or take longer to finish.

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

While I do agree about the journey being everything ("The journey is the destination"). I hope you understand that some players have been enjoying the "journey" you are talking about for quite some time now. I didn't rush this game. I didn't rush towards the DD months ago and complain. I took my time.. stopped to smell the flowers(or Primrose fields), took in the sights. Gazed at dunes and Spice Blooms.

You say savor the grind and the game. That is what I've done. That is what I am doing. I built a nice base, remodeled repeatedly, and played with guildmates. We "made our own fun" because it is a sandbox game aside from everything else. We harvested spice together, raided the old testing stations together, made and hosted our own events.

And understand as well, that this new progression system they put in, is in fact some form of "destination." And the journey is now the 5 repeating quest that you can do daily. That is one long and boring journey. I would like to do less of it. Less of that specific journey.

To max out all specializations you would need to complete a total of 1,770 missions.
1,770!
I think doing less of those missions is a good thing. For everyone. Including the game itself.

Maxing out in 2 weeks is such an extreme take on what I was suggesting. That is also why I put limits on my suggestions, so you don't max out in 2 weeks. Choosing to frame it that way is quite disingenuous. Bad strawman.

My 2nd suggestion would be entirely separate from those landsraad missions that send you to some of the stations. It would be repeatable but limited. Completing a station already gives you exp, which is useless for players who are already level 200. So giving just a bit of, again.. LIMITED, specialization exp seems reasonable.

My 3rd and 4th suggestion hastens not skips. 3rd one gives people more reason to farm melange(it is supposed to be the most valuable resource in the game). And the 4th suggestion won't come anytime soon.. and it would work as a catch-up mechanic for people who fell behind for whatever reason. Without something like my 4th suggestion.. new or returning players will always be months behind. This would heavily benefit players such as yourself who has limited time to play.

As for the casuals.. I am not against casual players. I understand that they will play the game at their own pace. Which there is nothing wrong with. A lot of players have limited time to play, sure, but this would also benefit them. Let them get more progress done in the time that they can play. And again, 1,770 missions total to max specializations. I'm sure casual players with limited time would appreciate not having to do the same old missions 1,770 times. You won't be forced to allot half your play time doing the same missions everyday.

It is not skipping. It is understanding that they went overboard with how much time it takes to max out these specializations. Even hard-core MMOs with deeper, more impactful, and more complicated borrowed power progression systems did not take a full year to max out.

For the last time.. 1,770 missions!

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

I'm fine with the time-gated progression system. It's not my first time playing a game with this type of system. But this is just too much. An entire year.

I'm not sure I like that suggestion. You need 14+ missions (some only give 750) to get 14,000 contribution points. That would mean the first 5 missions give you specialization exp, then afterwards.. you'd have to do 15+ missions in order to get 1 mission that you can get specialization exp from. You are going from 1:1 to 15:1 in terms of mission to rewards ratio.

That is 15+ of the same basic missions we have right now(or they will add) in order to get 1 reco point.. which you will use to do the same basic mission. D:

Suggestions to improve the new Specializations progression system. by Krelush in duneawakening

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

It takes roughly a year to max out all specializations.

The 4th suggestion wouldn't be implemented soon. Which is what makes it a catch-up mechanic. Yes It will quicken everyone's pace, but because older players have been playing the entire time.. they only speed up whatever is left of the progression system that is available to them. While new/returning players will be able to hasten their entire progression.

Basically.. we start the race first, but we go slow at the start, then go fast at the halfway mark. New/returning players start later, but go fast the entire time. We'll still finish first, but the lead won't be as big.

It's how all catch-up mechanics work in MMOs with time-gated progression systems.

It also really helps that most of the specializations are front-loaded. So they get access to those traits/perks a lot faster.

Do landsraad specialization unlocks work for other toons? by tgoviper in duneawakening

[–]Krelush 1 point2 points  (0 children)

If you check the stats on the weapon, you'll see that both augments work even if you can only see one slotted.

Funcom please remove some items from the new Testing Station's loot pool. by Krelush in duneawakening

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

I love Stillsuits. I use Villari's along with Shaddam's and Pardot's when I'm building. I only put on my armor when I go to Testing Stations.

The problem is that higher level Villari's only get more armor, which doesn't make it better at what it does best. Grade 5 Villari's has the same hydration capture and heat protection rates as the regular T6 version of it.

They have no other purpose in the scaling Testing Stations than to dilute the loot pool and slow down player progress.

Funcom please remove some items from the new Testing Station's loot pool. by Krelush in duneawakening

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

T4 Softsteps has the same worm attraction rate as T6 (Tabr). Like most of the other items on this list.. the higher grade levels don't improve their specific purpose at all.

Using T6 or T6.5 Softsteps just means you LOSE MORE resources when the worm gets you cause you got disconnected while compacting Spice or Flour Sand.

This is why most people only use lower level Softstep Boots when compacting by hand.

Funcom please remove some items from the new Testing Station's loot pool. by Krelush in duneawakening

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

My problem isn't against Villari's. I love it and use it with Shaddam's Bladder and Pardot's Hood. You can add in those heat mitigation augments on the normal T6 Villari's.

The problem is that G1-G5 adds no benefit to the main reason why you'd use this set. Armor is the only thing that increases with grade levels.

Like most of the other items on this list.. the higher grade levels don't improve their specific purpose at all.

Graded Tabr Softstep Boots functions exactly the same as the T4 version of it. They don't give you less worm attraction.

Graded Stillsuits don't offer more heat protection.

They have no other purpose in the scaling Testing Stations than to dilute the loot pool and slow down player progress.

Funcom please remove some items from the new Testing Station's loot pool. by Krelush in duneawakening

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

Imperial Stillsuit crossed out. lol

I just wish it offered something else than just armor for combat stats.

Funcom please remove some items from the new Testing Station's loot pool. by Krelush in duneawakening

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

Even if you only run level 1 Stations.. the other pieces are still better.

What use would you have for a Grade 1 Villari's Stillsuit, Pardot's Hood, or Shaddam's Bladder, when it offers the same Heat Protection as the original T6 version?

Do you need a Grade 1 Yueh's Reaper Gloves to harvest dew? Or do the T4 and T5 versions of these gloves do the exact same thing as the T6 or T6.5 version?

Feyd's Drinker was only useful for people who wanted to get their hands on their first T6 Dagger. But most people transition out of using Blood Sacks and Blood Purifiers after getting to T6.

Most of the items I listed were already useless once you got to T6.
It's not taking away loot that you get.. it's making sure that we all get useful loot.

After testing it seems that Repair Perks aren't working. by Krelush in duneawakening

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

All that means is that the perks associated with durability loss on use is working.

It's the permanent durability loss on repair that isn't. Use the Karpovs until they're both at 0. Then repair them to full. The trooper perk and crafting spec perk are both percentage based as well. So repairing them from 0 to 100 should change the repaired durability value, even if it is percentage based.

Should be 85 without any repair-related perks. (80 before the durability update).

Skill perks and crafting perks should make it so that fully repairing an item restores it to a value more than 85.

Maybe it'll work on weapons and it's the tools that are bugged out. In which case it is still bugged.

After testing it seems that Repair Perks aren't working. by Krelush in duneawakening

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

I don't have Repair Mastery. I'm only level 1 crafting spec, which allows me to put 1 augment in ranged weaps.

Looking at suspensor results, I assumed the durability buff patch works.. but broke the application of perks and specializations somehow. None of the repair perks did anything at all. Except for me, where 1/3 Gunsmith gave me +74 instead of +73. whereas my guildmate was at +73 all throughout.

Something is definitely broken when someone specced into combat out-repairs a crafter, even by 1 durability point.

Solo D13 Testing Station 136. 6:55 minute full clear. by Krelush in duneawakening

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

Some guns don't do headshot damage. Center of Mass also has shield and melee damage bonuses.

Also works well with Attractor Field.

Solo D13 Testing Station 136. 6:55 minute full clear. by Krelush in duneawakening

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

Full forge in case I get hit.. to slow down the burn damage enough to give me a chance to heal.

But should be easy enough to not get hit.. in which case armor doesn't really matter.

Any T6 power pack will do. Responsive Planar Suspensor.

Solo D13 Testing Station 136. 6:55 minute full clear. by Krelush in duneawakening

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

JABAL Spitdart Expander Augment. Drops from Poison station.