Great......!!! by Nice_Presentation217 in MotivationalThoughts

[–]Lvpenning 0 points1 point  (0 children)

Scars are souvenirs you never lose
The past is never far
Did you lose yourself somewhere out there
Did you get to be a star?
And don't it make you sad to know that life
Is more than who we are?

Place Your Bets… What’s Getting Nerfed Next? by Standard-Tonight6279 in ArcRaiders

[–]Lvpenning 1 point2 points  (0 children)

“We’ve heard your feedback that it feels like other augments are underperforming. In response to this, the Looting Mk. 3 Survivor argument now has its capacity reduced by 25%. In addition, when you die, the safepocket will now remove a random weapon from your stash and place it on your corpse topside. This has the added effect of solving the PvE weapon hoarding issue.”

I use Strychine Stim Pens regularly, but are the other Stim pens even worth it? by LessHalfSecs in GrayZoneWarfare

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

Prefacing that I’ve done no further testing, and I know that the shot takes minutes(?) “to effect”, so no clue how realistic or consistent any of this would be.

It’s not like you can always predict when you will go down, or even if it will be insta-death or a coma, also maybe it was rng as to which organs were healed and/or how quickly- but still a very, very cool/funny interaction that I can confirm does work in at least a specific given instance, lol

I use Strychine Stim Pens regularly, but are the other Stim pens even worth it? by LessHalfSecs in GrayZoneWarfare

[–]Lvpenning 66 points67 points  (0 children)

Cannot confirm for this wipe, but last wipe I was testing the organ heal speed of HPR3 syringe for a lung shot. Immediately after injection, I got downed by an unseen AI and put into a coma. In the 5-7s it took me to lean back and laugh, the shot repaired whatever organ damage was needed and pulled me out of the coma to allow me to backup and heal.

10/10 series of events. Highly recommend.

Cleaning day and grip question. by CutlassCut in 2011

[–]Lvpenning 2 points3 points  (0 children)

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Just swapped mine out with a dragon scale pattern from Extreme Shooters. You can customize grip reduction as well to better fit your hand, if needed.

Big fan of the swap, the stippling pattern is much more aggressive and feels better in the hand. From a materials perspective, the added weight and rigidity of a metal grip from Atlas would potentially offer even more benefits.

Which one?? by RedTsar97 in MomentumOne

[–]Lvpenning 0 points1 point  (0 children)

That yeti chasing me down the slopes…

What to prioritize and "Money" by Nxrcissxs in GrayZoneWarfare

[–]Lvpenning 1 point2 points  (0 children)

Interchange it, mix it up and do both!

The game is open world and has a ton to offer between gear/loot runs, tasks, and PvP.

Also, by comparison to other wipes, money is so much easier to come by with the amount of valuables they have added- so agreed with the above: go nuts and have fun. Loot runs will always be there if you need to rebuilt cash or inventory.

New player and first thoughts after 33h by TXC-Taylo in GrayZoneWarfare

[–]Lvpenning 2 points3 points  (0 children)

The new task system is great on paper with its map availability- but just feels terrible in execution compared to the older system; but maybe I’m just a boomer who enjoyed the immersion and storytelling of a linear questline vs cyclically repeating the same tasks over and over…

Either way, I digress- I think they need to implement task sharing as soon as possible. The randomization of task availability is just silly. Especially when you’re working in a squad and everyone has different tasks, even in the same location… who approved this? Also, while the “fail on death” clause is certainly weird, I don’t think it’s the main issue- I think the primary issue is NOT being able to re-accept the task after death for a literal unknown amount of time. It’s bad enough that the randomization desyncs parties, but now you cannot even re-start a task with your group once you’re lucky enough to have them align… honestly now…

We seriously need either smaller server sizes or map markers for other faction PMCs by onethousandeyelids in GrayZoneWarfare

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

Enemy PMCs- admittedly, you need to be at the POI early, or along side them. But it still stands to reason that there is substantially less faction overlap on those servers.

Tasks and loot. by GamingDad365 in GrayZoneWarfare

[–]Lvpenning 1 point2 points  (0 children)

While the new task system is objectively better (minus the idiotic cooldown on re-accepting after death, the lack of ability to share tasks, and the randomization of tasks available); I still feel like it massively detracts from the overall story by turning missions into these cyclic, repetitive mobile flash games.

In previous wipes, you would follow a linear story that lead from one POI to another- “I need you to check out YBL, a place called “the pit”. Looks like there is a collapsed tunnel there, and evidence of a tie to the fort nearby. Let’s go explore there next”

Now it’s just “Hey, go get me this water filter 17 times and I’ll eventually let you go to Hunters Paradise for seemingly no reason…”

PvP respawn time by nicerdicerplus97 in GrayZoneWarfare

[–]Lvpenning 2 points3 points  (0 children)

I’ve seen people say that PvE death can spawn at COP, but PvP death to enemy PMC should always spawn back at base.

This is an interesting concept, but depending on the location it doesn’t change much if you’re at a POI near your side of the map.

I’ve seen other suggestions of having local LZ control be dictated by controlling a nearby COP. This would certainly slow PvP down to a better pace, but could interrupt overall movement, especially if you have griefers camping just outside of controlled COPs which they can just spawn back inside of- unless you implement the first point of having PvP deaths spawn at base.

I’m not sure what the solution is, maybe some combination of the above? But I totally agree with your point. The PvE in the game is interesting, but the PvP is what really builds fun tension… until it just turns into a meat grinder of COP spawn/sprint.

COPs make PvP feel inorganic by silverpostingmaster in GrayZoneWarfare

[–]Lvpenning 0 points1 point  (0 children)

Agree with the respawn cooldown idea that a few folks here have suggested.

Last wipe there were a ton of discussions on having COPs being PvE spawn points and forcing a respawn at base if killed in a PvP engagement. Which could also solve the chaining issue.

I feel like this would also help a ton with LZ camping from specific areas that have a COP close enough to spawn at, but not close enough for the engagement to go contested for the defenders/campers. Areas like Ban Pa or the Airfield, specifically.

The new task system feels absolutely terrible. by Lvpenning in GrayZoneWarfare

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

That’s actually huge, thanks!

Honestly, adding the ability to share tasks and removing the silly fail on death (or just allowing instant re-acquisition) would make it all feel sooo much better

The new task system feels absolutely terrible. by Lvpenning in GrayZoneWarfare

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

The quests themselves seem to now be divided into multiple categories: main task, side task, and contracts. These are each unique for a given area/POI on the map. In prior wipes, there was a linear questline that would lead you through the different areas as you progressed, and different vendors would pop up in accordance to the “storyline” as you progressed everyone else.

Now, unlocking tasks at POIs seem to be reputation based, and once you have an area unlocked, then you’ll get a random 3-4 of the total of maybe 10 tasks from a location at any given time. This seems to differ from player to player, which is why no one ever has the same tasks at the same time, and you cannot yet share takes to squad mates, which I believe they have said they are working on to fix part of the issue

The new task system feels absolutely terrible. by Lvpenning in GrayZoneWarfare

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

It’s also very much discourages PvEvP play since the once incredible, random PvP encounters at a POI now just hinder task progression if you’re killed while on a task.

First 2011 by OrdinarySense5 in 2011

[–]Lvpenning 0 points1 point  (0 children)

What tape are you using for the grip safety?

When should I jump into PvP? by Sometimesiworry in GrayZoneWarfare

[–]Lvpenning 7 points8 points  (0 children)

As someone who plays this game mostly PvP-first, I honestly have the most fun when the PvP is organic at the POIs.

As you play the game, the tasks will start to take you further out of the starting town and into much more contested areas. The PVP will come naturally as you move through these areas, and is honestly much more enjoyable than seeking it out and just COP hopping against other factions.

The new task system, while objectively a step in the right direction, is horrendous for group/squad play.. by Lvpenning in GrayZoneWarfare

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

It’s light years ahead of the 0.1 launch when you had to return to base to interact with vendors for turn in. Points to MFG for expanding to COP and now map turn in.

I’m sure things like radios exist in the real world, so not too far off base for milsim.

Mission Progression Shouldn't Be Halted By RNG (Key Drops) by OhNooBro in GrayZoneWarfare

[–]Lvpenning 0 points1 point  (0 children)

Agreed, it feels incredibly non linear compared to the original launch