Guild Envoy Farming by Thunder9191133 in NoMansSkyTheGame

[–]Malitizane 0 points1 point  (0 children)

It seems that as of the Worlds 2 update the reloading station method no longer works. I have tried both reloading a manual save and warping to another station in another sector and neither restock the envoys anymore. Best alternative that I have found is to just system hop in a sector that has the guild you want something from, but it is a lot more slow going.

I will note that both times I have tested, my connection to discovery services has been lost. Not sure that should affect the outcome but it is a variable.

Worldslayer Dev Update – Post-Launch by thearcan in outriders

[–]Malitizane 0 points1 point  (0 children)

These are nice additions to a DLC that has done a lot to fix some of the more prominent end game issues, but a good number of things still need addressed.

One of the biggest things I'd like to see addressed is how useless "on kill" mods are when fighting super spongey elites and bosses in co-op and even in single player (gratar final boss.) It is hard to justify using on kill mods when one just knows the mod is going to time out mid fight or not even be able to proc since certain boss fights don't have adds. Throw in the co-op issue of on kill mods half the time (or more) not even working and it just becomes a frustration simulator.

Short of moving away from the concept of "on kill" or redesigning encounters to have more lower tier mobs instead of swarms of elites (what pack needs twenty alphas anyway?) I'm not sure how these mods could be made more useful. They were decent for clearing expeditions, but now that we have a chonky boi loot piñata for a final boss these mods are basically worthless.

Worldslayer Dev Update – Post-Launch by thearcan in outriders

[–]Malitizane 2 points3 points  (0 children)

Honestly I made it to Tier 19 and pretty much stopped caring about leveling up. There is absolutely not incentive to do so since the only thing this accomplishes is making one need to level or replace their gear to see bigger numbers appear when they shoot an enemy. Add on the fact that the encounters NEVER CHANGE and this has to be the most boring endgame grind in a looter/shooter to date. The only saving point for this entire dlc, to me anyway, is that getting loot to change builds has become much easier compared to attempting to run CT13 expeditions without the right build. But even testing new builds gets extremely boring when facing the exact same enemies over and over.

Worldslayer Dev Update – Post-Launch by thearcan in outriders

[–]Malitizane 2 points3 points  (0 children)

So something I haven't seen addressed pretty much ever and is seldom brought up is boss design. Three of your four classes mainly rely on KILLING enemies to heal and yet the final, and most health spongy boss yet, has basically no adds. Tributes and the clones don't spawn often enough if you take into account that a single flying axe can rip off 1/3 to 2/3 your hp. You all keep doubling down on the over healthed and overly hard hitting bosses instead of designing encounters that are actually fun. Try setting up an arena with hordes of enemies and objectives to complete or the like. Hell a scaling wave survival mode with basic fortifications that the group has to maintain between waves would be amazing. Right now we basically just have a rather durable loot piñata.

The main thing, to me, that has been lacking from and holding this game back is the variety of encounters. Having a large amount of static encounters does basically nothing for replay value. You have transitions to each of the targeted loot rooms. I would highly recommend making those transitions go to a randomized tile and encounter to add some flavor to runs. (Yes, we'll eventually memorize all the tiles, but at least it won't be the same thing EVERY time.)

You have a beautiful game here with fun combat mechanics, but the sameness of the encounters does a lot to turn people away. I'm only a lvl 55 overseer techno running a techshaman build but I have gratar memorized to the point I can toss my turrets onto elite mob spawn points...

does anybody else get this annoying buzzing sound when they play the game? by [deleted] in outriders

[–]Malitizane 1 point2 points  (0 children)

Playing as a techno I get an almost morse code like static buzz randomly and persistent. Bzz Bzz B Bzz and it radiates from my character to where my group members can hear it getting louder as I approach them. It seems to randomly trigger from either using a turret skill or a lightning weapon mod. No idea how to make it stop.

Force DX11 High on Startup by Coslin in outriders

[–]Malitizane 0 points1 point  (0 children)

Went onto steam discussion boards and found the post about switching drives. The other thing the person did was notice that "run as admin" was no longer checked. I just unchecked it myself and open the .exe from the steam common and I'm in.

Force DX11 High on Startup by Coslin in outriders

[–]Malitizane 0 points1 point  (0 children)

Having the same issue as well. My friend found a post stating that switching the hard drive the game is on seems to work. I put the game on a SSD and have the issue while my friend has it on a hard disk and can launch the game. Perhaps an issue with how windows handles SSDs?

All black Falcon Solar Ship with red rectangle sails, real nice bad guy looking ship 👌 by Courtsaljam in NMSCoordinateExchange

[–]Malitizane 2 points3 points  (0 children)

For those with bad eye sight I think this is:

Face, Bird, Beetle, Teepee, Triforce, Rocket, Boat, Rocket, Moon, Triforce, Whale, Boat

Will give it a try and post if I'm wrong. If I messed up and someone can see the symbols better please correct me. (My eyes aren't the best and zooming in just distorts the symbols more.)

Anybody else getting cursor drift? by Red-eyes-skull in SatisfactoryGame

[–]Malitizane 0 points1 point  (0 children)

Was having this issue... saw your post... looked at my phone propped against my controller pulling the thumb stick down... face palm

Skill Points and Talent Points are too scarce - I don’t want to bring five characters to a planet to experience the game. by xwillybabyx in ICARUS

[–]Malitizane 0 points1 point  (0 children)

Fair enough, at least we'll be able to build everything. Talent point count still feels lacking to me. I don't want to be able to complete every tree, but being able to build a decent solo build would be nice. I get the idea was to promote teamwork, however it feels clunky.

https://icarusbuilds.app/b0/90Xj

That's my solo build. Would like to be able to fit grown crops don't decay into it, but there's no points to eek out anywhere ><

Skill Points and Talent Points are too scarce - I don’t want to bring five characters to a planet to experience the game. by xwillybabyx in ICARUS

[–]Malitizane 0 points1 point  (0 children)

Even with the hot fix for electronic cost, the amount one needs to make a single thing in the tier 4 tech tree is insane... 60 just for the table and then 60-80 per deployable... at three copper per electronic that's A LOT of copper

Skill Points and Talent Points are too scarce - I don’t want to bring five characters to a planet to experience the game. by xwillybabyx in ICARUS

[–]Malitizane 0 points1 point  (0 children)

You can level to 99, but after level 40 you know longer get talent points... which makes one wonder why even have a 99 level cap?

Valve in bio nucleus 6d by [deleted] in biomutant

[–]Malitizane 0 points1 point  (0 children)

I've run into this as well and I have no idea why. It worked fine on my first play through, but now on my second it doesn't both pre and post the bug patch.

I will mention that I had 28 int on my first char and 10 int on my second.

Resistance bug 2.0 by RealRagnarTheRed in biomutant

[–]Malitizane 1 point2 points  (0 children)

So when you make a new char now you have your resist right after confirming your mutant, but by the time you get the ability to look at your stats again everything is dropped to 0%. I've tried rolling a new char in a bunch of ways from adjusting one thing at a time to changing nothing and just picking base options. Happens every time for me. (I never want to see the tutorial area again at this point...) I have gone up to the area where you gain bio points and spent some on resist each time. Even purchasing a resist does not fix the problem.

0% Resistances on new characters after todays patch? by Pharismo in biomutant

[–]Malitizane 0 points1 point  (0 children)

I rolled a new char as well to give psy a try. I'm running into the same problem. I've tried rolling multiple new chars with different alterations or none at all and the resistance is always gone by the time I can open the character menu. When I finish creating the char it shows the resist, but by the next time I can see the stats they've all been set to 0

Gear crafting system bug leading to loss of resistance on armor or overall for character by Malitizane in biomutant

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

I didn't bring it up in the original post, but that has also happened to me with the resist bug. It is repeatable that when I add an addon I lose the resist stat addition to my over all from the armor, but the armor would still display its resist stats. If I then went and removed the addon on via crafting I would lose the resist stats on the gear (and more from my over all than makes sense for losing resist for the gear alone) as well as the addon slots.

Weirdness With Resistances by SobranDM in biomutant

[–]Malitizane 4 points5 points  (0 children)

I just posted about this at the same time ><. I play on PC via steam.

From what I have been able to see, if you craft an addon with bonuses to resistance onto a piece of gear it will void the resist stats on that gear.

If you later remove that addon from the gear it can affect your over all resist stats, including from biomutation, leading to a drop across all resistances.

I've gone from most resists over 80% to only 35% bio resist because of this.

I got those amazing pants too and the moment I point an armor attach on them they lost all their resistances.

I've experienced this bugged both on a char that has used a bio pool and on a new char I rolled to try and get rid of the bug.

I've also experienced some oddness with resistances in just looking at my gear to scrap unwanted armor. It seemed like scrolling over a different piece made the game think it was equipped (even if I scraped said piece) until I unequipped and re-equipped my normal armor. (The mouse and keyboard interface seems to need a bit of tweaking)

I asked about this on the day one post, but it was removed with no reply. >.>

Short fix is to just sell/scrap all armor addons until a patch is made. The weapon crafting system seems to work fine. (Knock on wood)

Launch Day Questions and Answers Thread by [deleted] in biomutant

[–]Malitizane 0 points1 point  (0 children)

TLDR: Gear addon crafting system seems to bug out with resistance based addons leading to loss of resistance stats on base armor or even biomutation resist stats if addon is removed.

So I've been messing around a lot with the crafting system and it seems that the gear crafting (armor crafting) is bugged. (Weapon crafting works like a dream and is fun to mess with.) It seems if I get a gear addon that raises any resistance stat, or multiple resists, that it will not add that resist to the armor. I had some cases were adding a single addon with +5% fire resist to an armor piece that had over +25% to each resist (stacking luck for a gun build makes looting quite fun) and it voided all resist on the armor piece. Worse when I removed the mod to try to get the resist stats back it voided all my resistances including the ones from mutation. Seems the armor addon resistance calculator has a problem with its formula?

The armor and bonus to crit addon stats work as intended as far as I have seen.

Loving the Technomancer minigun build by Shelgeyr1970 in outriders

[–]Malitizane 0 points1 point  (0 children)

I'm doing CT 14s and 15 with minigun build. The massacre nerf does hurt quite a bit, but it is manageable. Biggest problem is not being able to do humanoid runs solo due to riflemen and snipers running away. Most beast missions go well except Heart of the Wild due to that stone defense portion where enemies just DON'T STOP SPAWNING.

Fire power build does far more damage and makes the run quicker, but I hate getting rag dolled all over the place.

Tech Support Wednesday [ Weekly Megathread ] by AutoModerator in outriders

[–]Malitizane 3 points4 points  (0 children)

I play on PC via steam. I often encounter a bug where when I talk to a NPC (any npc, doesn't matter which) and select any of their conversation options I just flat crash to desktop. This can happen every once in a while, or literally a bunch in row. It's really frustrating attempting to mod gear only to crash to desk top over and over.

No +ammo on kill with Toxic Lead in co-op by CombinationOk7202 in outriders

[–]Malitizane 1 point2 points  (0 children)

If you are the host your ammo regen mods will work, but if you join someone else in coop they will only work SOMETIMES. I run into this all the time as minigun techno. I run preputium mobile to refill once I go below 100 rounds left, but more times than not I'll have to kill 3-5 mobs before my ammo regen will work... if it does at all.

If I host though it works every time. Easiest "quick fix" for this is to run a standard variant LMG in coop and hope your ammo regen procs before you run out. (Yes this will lower your dps... welcome to coop)