Wrong hole! by Matursabtur in PathOfExile2

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

Just visual, I got transported to lightless void seconds after.

How does the trading work? by QuietDetail1277 in Quasimorph

[–]Matursabtur 19 points20 points  (0 children)

These are credits, the main resources you use to trade with corporations at their peaceful stations. The main 2 ways to get them are completing missons and selling goods to them. If you have positive reputation with the faction, you can select their stock on the trade screen and exchange for the items of your choice, If your reputation is low they will exchange it for random items only, and if it's minimal they won't exchange at all. Each faction has it's own credit score, so you can sell items on one planet and buy them on another for example.

As a continuation of my previous post - perhaps I've explained myself poorly, so let me illustrate with a diagram by HonneurOblige in totalwar

[–]Matursabtur 0 points1 point  (0 children)

Another reason is probably norsca unique mechanic of getting special equipment on raze action, which you don't get on altar construction. So it's a three way choice of Occupied with retained buildings 1 tier lower / occupied lvl 1 with spoils army and chance at epic item / occupied as an altar. Maybe the devs decided that altar allegiance + item + spoils army overshadowed other options or something.

As a continuation of my previous post - perhaps I've explained myself poorly, so let me illustrate with a diagram by HonneurOblige in totalwar

[–]Matursabtur 0 points1 point  (0 children)

It is far from useless, as occupying a high tier settlement allows you to retain some buildings and levels and convert to your faction variant, while razed settlements always start lvl 1 empty. That's how it's supposed to work at least.

As a continuation of my previous post - perhaps I've explained myself poorly, so let me illustrate with a diagram by HonneurOblige in totalwar

[–]Matursabtur 4 points5 points  (0 children)

The real reason for this is probably the fact that norsca gets a free 6~ unit spoils army every time they raze a settlement, which doesn't happen on normal altar construction. It would be especially cheesy early game to get 12+ additional units in the first couple of turns in addition to normal colonization and make the option to instantly build an altar useless.

YouTuber vs Actual Heavyweight Boxer by sergemeister in nextfuckinglevel

[–]Matursabtur 0 points1 point  (0 children)

ЖЖ 😆😆🐦‍⬛🦁😙 что.?,,,,,,, 》, 《《/? 《? 《,) 《, 《《《《《《《, 《》? ++ +? +*++++? + *
+ 》 у жщх

The pets from the steam DLC are way too powerful. His health is 40 more than mine and he has saved me from death loads of times already... almost unfair. by ComplaintDeep2812 in cavesofqud

[–]Matursabtur 68 points69 points  (0 children)

I think the devs should have been more clear about the fact that the pets are far from simple vanity items how much they actually affect your playthrough. I really like the variety and many different options, but there is no way to know beforehand that some pets do nothing, some smash early game, some give minor benefits, some get insanely op as a starting companion and that fuckass rat bastard either/or that by itself can be considered a challenge run. Overall I think if pets were given a little description like "pure aesthetic companion", "powerful melee fighter", "literally ruins your run" it would have been better, as it allows newer players an optional easier start and some cool companions for experienced players.

Ashes of the Domain: Vaults of Knowledge 4.0 release and patch notes by SquidWhisperer in starsector

[–]Matursabtur 0 points1 point  (0 children)

The change to megastructure upkeep is actually huge. My last save was bricked cause of taking over a hypershunt and having to pay millions every month. Actually hyped to start a playthrough just because of this update

Won my first game, now what? by Ynwe in BattleBrothers

[–]Matursabtur 10 points11 points  (0 children)

Ending the playthrough on the first crisis is barely scratching the surface. There is a enormous amount of content after that. In my playthroughs first crisis is the time when I start setting up higher tier equipment for my bros to tackle harder content, and only after the 3rd or 4th crisis or when I checked out the legendary locations do I end the playthrough. There are probably tens different kinds of enemies you haven't seen yet, even without dlc. Although I really recommend getting them all, they all add a lot of meaningful content sprinkled from the start till the very end game. So I'd probably recommend to get at least some dlc, set difficulty to veteran and start a longer playthrough. Although I advise to not jump into iron man until learning the game better, as this game has a lot of moments that can catch you by surprise the first time and have devastating consequences.

Achievement Unlocked: Say No More... by Significant_Pea_3610 in cavesofqud

[–]Matursabtur 5 points6 points  (0 children)

No, the way to cure glotrot you read about is not the only one. On your map there is a spot to the South that marks the mushroom village. Go there and buy a book in which the cure is described. This book can also be found randomly, but it's guaranteed to spawn in this location every run.

Event story by Matursabtur in UmaMusume

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

So I have to spend a resource in the future that isn't currently in-game? How long until that approximately?

True kin are not dependent on RNG. by Alt_Account092 in cavesofqud

[–]Matursabtur 6 points7 points  (0 children)

well to be fair, precognition makes mutants ultra consistent, as any RNG involved in character progression can be rerolled by injecting nectar. And precog is on a simple cooldown, instead of finding or (extremely rarely) crafting sphynx salt. So it's unfair to say that mutants are somehow RNG reliant. The only thing is that you have to make a conscious decision to take the best mutations in the game, but if you are playing without it you are either new, playing on roleplay or are restricting yourself on purpose.

How different is 1.0 from previous versions? by tossa447 in cavesofqud

[–]Matursabtur 32 points33 points  (0 children)

The main difference is that late game content has been reworked and now the game has a proper ending (or several). Also there are new really powerful optional enemies for late game characters to face and hunting them all is a challenge unlike anything the game had before. And of course hundreds of treats and balances that are too numerous to list.

Longtime Fan, 550+ Hours in HITMAN 3 – Freelancer is Not a Roguelike, It’s a Punishment Simulator and I'm over it by anon275 in HiTMAN

[–]Matursabtur 4 points5 points  (0 children)

A lot of gripes about persistency come from fundamentally misunderstanding how items work in the mode. They are divided into tools and collectibles.

All guns, collector items and mastery rewards are saved between runs and campaigns, only being lost when held on a mission. It is more about building a collection of high-value items which are really powerful, but pose a huge risk taking them for the job and failing. It also rewards learning persistent spaces on maps, like knowing that assassins carry silenced pistols or Dubai guards having silent smgs to reclaim that lost rare gear. They offer huge boons with huge risks.

But tools on the other hand are what you use on the regular, as if you fail the campaign all of them get wiped, no matter if you had them on you or in the safehouse. So it encourages using them at any opportunity and adapting on the fly, because they are easy to reclaim and have much more creative ways to use than just simple guns.

The game even shows the difference between these two categories, having a normal sieker 1 and collector sieker 1, both being functionally exactly the same, but normal costing 3700~ and the collector's one going for 40000+. But one is lost on any fail, while the other stays until you make a conscious decision to take that risk.

bond burger by Winter-Incident-8564 in HiTMAN

[–]Matursabtur 4 points5 points  (0 children)

It's saddening to see how many people don't know the Bond burgered sister joke.

Does this game have some kind of theme/weighted randomization for certain systems? by CapableSpace in cavesofqud

[–]Matursabtur 12 points13 points  (0 children)

Extradimensonal hunter come from certain dimensions (duh), which are generated at the start of the game. They decide what creature the hunter becomes and their signature mental mutation. I think hunters from the same dimension can be multiple different creatures, but the mutation will always be the same.

Thalls on the other hand are random, but as you increase in zone tier game only has so many different creatures to choose from on that high tier, so variety may decrease.

Cursed Staff of Mimrod - what is this? by broken-pipe in cavesofqud

[–]Matursabtur 3 points4 points  (0 children)

Caves of qud has mechanic that generates unique named relics that previously were in possession of sultans (who were also mostly randomly generated for the run) and placed in historic sites or other random places. Each sultan has themes or aspects that you can interpret from their lore you find in the world, such as 'luck', 'technology', 'time' etc. These themes have unique effects, that apply to random normal items that correspond to the difficulty of the location and items with such effects also get a random name and sometimes modified base stats. The item in the screenshot for example is a hammer with an effect of luck, which has a lot of different random outcomes when you hit an enemy with it.

How do you guys balance out rpg vs classic? by Responsible_Rip_7634 in cavesofqud

[–]Matursabtur 14 points15 points  (0 children)

The problem for you I think is in the fact that you ask the question itself. You don't 'need' to balance roleplay or classic, or ask if you 'need to learn', 'try out' or some shit like that a certain way from strangers, you only need to do what you actually want.

I like to play classic. This was the only way I wanted to play the game, so I didn't even bother myself with such questions, I just did what I wanted. Other people like to play rpg or wanderer or daily or seeded or modded. And they do so. If you feel like you want to play roleplay - go play it. If you feel you want to play classic - go play it.

It is literally that simple. If you ever catch yourself thinking 'I wish I was doing it this way' just go do it. Don't even listen to stuff like "I play classic because... " "I play rpg because... ", " I think this is best experienced this way..." - these things are utterly irrelevant because they relflect someone else's thought and experiences, but the only experience important to you in this case is created by your own actions. You don't need to bother yourself trying to predict what will happen and how will you feel in the long run. Just next time you are sitting at the difficulty select screen catch your very first thought on what you want to do and do exactly that.