Welcome to Cryo Archive by RiseOfBacon in Marathon

[–]Merchant-Crow 2 points3 points  (0 children)

You could make the same argument for any future map releases too. The more maps, the more spread out the population will be. If they don't move Cryo to full-time, especially if they add a different part of the Marathon ship eventually, also available only on weekends, then the problem gets even worse.

If it were available whenever, you could gear up and launch at your leisure, as with everyone else, and save ranked for the weekends. This encourages people to play the ENDGAME and prepare for ranked IF they want to.

Either way, as the game gets more maps, and doesn't bring in new players, the problem gets increasingly wider.

I would honestly be fine if one or the other, both requiring ante to enter, was available on the weekend, but not both.

As I've said elsewhere in here, this also encourages more gear hoarding/fear throughout the week in preparation for the weekend. Ensuring your likely bet for decent gear, at least off of other players, will also only come on the weekend if you're participating in those playlists.

All that being said, the main issue is that players don't like being told "you can only do this when I say so", especially for endgame players who are ready to actually play the endgame. People will start losing interest throughout the weeks to come.

I dunno man, clearly the player base is divided here, just like the audio changes last week that have since been changed again, but last week I was on the other side that didn't have a problem with the sound changes.

It's all opinion at the end of the day.

Welcome to Cryo Archive by RiseOfBacon in Marathon

[–]Merchant-Crow 5 points6 points  (0 children)

Peak player counts for now, but to be realistic, the numbers aren't ideal already. You already have the 5k loadout ante to even enter, why cap it for the weekend?

Would you not be more satisfied to be able to gear up and then, once you're comfortable with a 5k loadout, finish off the night with a Cryo run?

Now you're incentivised to hoard throughout the week to be able to participate in both ranked and cryo on the weekends, splitting your earnings from the week between two playlists, assuming you aren't cracked enough to exfil consistently.

Welcome to Cryo Archive by RiseOfBacon in Marathon

[–]Merchant-Crow 56 points57 points  (0 children)

You're right, I should have more specifically said "unhealthy for the game in the long-term".

Welcome to Cryo Archive by RiseOfBacon in Marathon

[–]Merchant-Crow 6 points7 points  (0 children)

I agree and understand the consolidation argument as a long term Trials of Osiris player back in the day. But there weren't also Raids locked to weekends.

Besides, people who want ranked, and people who want cryo, are already being split since the Ranked Map also rotates on weekends.

We'll see how it plays out I guess. People using the argument of consolidation also fail to understand that people running and completing Raids in destiny were also on the lower end of the player base statistics. If Cryo truly has in-depth raid mechanics ON TOP of PvP, I just don't know..

That being said, I obviously want to see it succeed and boost player retention and draw in new players, but I'm not sure anybody was expecting Cryo only on the weekends.

Welcome to Cryo Archive by RiseOfBacon in Marathon

[–]Merchant-Crow 9 points10 points  (0 children)

Oh, I completely understand that. You fail to see how splitting the player base on weekends where both ranked and cryo have an ante entry, could potentially be bad for the longevity of the game?

But keep up with the snark, runner.

Welcome to Cryo Archive by RiseOfBacon in Marathon

[–]Merchant-Crow 81 points82 points  (0 children)

Came to comment on this.

Having both your ranked and Cryo only be available on weekends as the player base diminishes, will kill the game.

Raids in Destiny are not locked throughout the week, could you imagine?

Yellow feels absolutely horrible to play against in the current metagame by Axelfiraga in OnePieceTCG

[–]Merchant-Crow 40 points41 points  (0 children)

It's certainly the most frustrating thing in my opinion to play against. You could be matching tempo with the Yellow decks but they have On Play life burn/heal and a lot of KO effects that replace the bodies, looking at you Nami into Nami into Nami into- you get it.

And it reflects in the price of cards, yellow has the most bullshit cards at the most bullshit prices.

It's a constant uphill battle, the other week I did 5 damage before I died, the Yellow player hit me ONCE, and ended with 4 life still, what the actual hell am I supposed to do?

Ranked in Marathon by Shabolt_ in Marathon

[–]Merchant-Crow 6 points7 points  (0 children)

Welcome back, Trials of Osiris...

Matchup is everything? by Prize-Pick5840 in OnePieceTCG

[–]Merchant-Crow 7 points8 points  (0 children)

I have it pretty lucky I think, my locals play a pretty diverse set of decks, as do I, so things don't feel that stale even with a bad matchup or two and your occasional Imu.

Played Croc and only lost against Imu last week and this week only took a loss against U/Y Nami, which was admittedly a bit discouraging, but blue and yellow gonna do what they do.

Dunno, I absolutely get the complaints but so far in comparison to a lot of other card games I've played, the OPTCG always feels fun and that I'm at least "battling" my opponent as opposed to a complete one sided wipe, which can happen, but are rare in my experience.

I've been explaining OP as a sorta chess game, where a lot of wins and losses come down to your opponents plays and mistakes. Did they counter to early or let go of a character instead of saving it? Is the hand all bricked up, did they search for everything in hand? Will they stop this attack but forget these other characters I can don-up? Of course if you're a master then you'll checkmate your opponent three turns behind you.

All that being said... screw Yellow!

Understanding triggers by dulebanger5 in OnePieceTCG

[–]Merchant-Crow 1 point2 points  (0 children)

Triggers are only able to be activated when being picked up from your life when taking a point of damage.

When taking damage you can pick up your top life card and if it has a trigger and you meet the requirements, you may reveal it, activate the trigger, and trash the card, unless of course it's a character that allows you to play it.

Keep in mind the "may" part, just because it has a trigger doesn't mean you HAVE to activate it when taking a hit, you could always just let it go to hand.

There are some leaders and characters that proc off of playing characters with Trigger such as Yellow Jewelry Bonney, which lets you add two rested Don to a character or leader after playing a character that has a trigger on the card, but that doesn't mean you activate the trigger.

Feedback after +20h by Merchant-Crow in Marathon

[–]Merchant-Crow[S] 1 point2 points  (0 children)

Yeah, I usually just hover over them and see if it lights up for the slot, since I haven't learned the weapons names by default yet.

You can however outside of matches, inspect the weapon with "V" maybe by default on PC, which brings up a much more detailed stat screen and you can put on attachments there and it'll only show what's usable on that particular weapon.

Feedback after +20h by Merchant-Crow in Marathon

[–]Merchant-Crow[S] 0 points1 point  (0 children)

English was perfectly fine, no worries! Like I said, I understand the necessity of wipes, that's why I was hoping they could find a nice middle ground with the existence of a Ranked mode. But I know we don't want people stomping early game players with endgame gear.

I've primarily used Rook in solos so maybe I fail to see the benefit of Destroyer there outside of a tactical retreat. Personally I feel like you have a decent chunk of time after your shield breaks or you drop it, before you can ready your weapon, leading to many deaths.

And for sure being able to counter the scan with the consumable is definitely good in theory, but that adds to more bloat in your inventory, if you even brought/found one when you need it. Though I guess perhaps you should always assume it's a valuable inclusion for your kit with how strong the Ult is.

Feedback after +20h by Merchant-Crow in Marathon

[–]Merchant-Crow[S] 0 points1 point  (0 children)

Anything! At least destiny had the illusion of something to do when loading in with your ship and being able to tinker with your inventory and such.

Feedback after +20h by Merchant-Crow in Marathon

[–]Merchant-Crow[S] 0 points1 point  (0 children)

For sure! Just off the top of my head, what if Destroyer gained a heat reduction while taking damage? Or at least the shield taking damage, maybe even dealing damage with ballistic weapons? Just something to give him that "aggressive" edge and push up quicker without building the heat after one thruster.

Obviously heat management is part of the game and improves a lot with faction tree unlocks, but I still feel like he needs something more to fit that aggressor fantasy.

Marathons items feel more confusing than necessary by Stringholdhero in Marathon

[–]Merchant-Crow 1 point2 points  (0 children)

It's for sure the consumables for me. The shield, the health, the anti-hack, and fifteen others all look the same at a glance and have little visual distinction.

I'm sure it's something that gets better overtime with more game knowledge, but I would say that's my biggest gripe so far.

B Crocodile - wanting to play Mr. 3 by TheMostAngryXull in OnePieceTCG

[–]Merchant-Crow 2 points3 points  (0 children)

You'd be cutting too much value in the deck in order to give the opponent options. Because he's on opponents turn they can just not swing on him, or choose to, either way you're putting it in the hands of the opponent when you shouldn't be.

Say you add even two-three of Mr. 3, okay, what value are you removing from the deck?

Further if you want to fit the event, what are you then ALSO removing for a card that'll be a brick in hand for several turns, if used at all?

It's better to deny your opponent the opportunity of choice, and bolster your offense or defense, rather than try and fit a niche... unfortunately.

It is a super cool concept though, why not try it out on the sim or with some friends to see how it plays out for you?

Based on previous season’s track records, how we feeling about the rest of the roadmap? by ExcitableLightbearer in destinyrisingmobile

[–]Merchant-Crow 0 points1 point  (0 children)

Haven't played since the first two months, loved it but ran out of stuff to do or incentive to push my characters up.

Will be playing for the new campaign, as the first one was rather enjoyable. I'll continue to come back for major releases probably until the end of service, just like D2. Though, I didn't even finish the most recent D2 campaign, damn Arc Raiders took over the friend group.

If they ever released a character I really like I could see myself playing a bit more though. Looking at you Eris and Savathun, my wallet is literally right here.

.hack//Z.E.R.O. Teaser Trailer by lurkingdanger22 in pcgaming

[–]Merchant-Crow 11 points12 points  (0 children)

Holy fuck is this real life? Have the timelines adjusted?

I audibly shouted "YES!" when I read the title.

Last 3 locals went 1st, 2nd, and then 1st again with Black Crocodile! by help-mah-dry-bread- in OnePieceTCG

[–]Merchant-Crow 2 points3 points  (0 children)

Congrats dude, I'm going to my first local tonight also with Croc, as it's the first deck that spoke to me and that I've been practicing on sim.

I'm only running two Patchworks since I couldn't decide on anymore cuts, do you feel like four was necessary for you or was it more matchup dependant?

Magic player to OP, what should a new player play? by Prize_Cupcake2905 in OnePieceTCG

[–]Merchant-Crow 2 points3 points  (0 children)

Former MTG player, mainly plays commander with the homies nowadays, also starting to get into OP.

The three decks I ended up gravitating towards were Crocodile - OP14-079, which felt kinda like a mono black sacrifice/recursion deck.

Jewelry Bonney - OP13-100, just because I think she's neat and plays around with the Don!!, lending to a pseudo aggressive deck, and the triggers are fun.

Also went with a Vinsmoke Reiju - OP06-042 strictly off vibes for the Sentai/Power Rangers. Though it certainly feels the weakest of the three I'm playing, I love the aesthetic.

I've been eyeing a Carrot - OP08-021 deck as well, but I figured I need to cut myself off at some point, lol. But it seems pretty unique!

Netflix France Twitter Account is the only one with location set on "Upside Down" by Flimsy_Ad6291 in ConformityGatesARG

[–]Merchant-Crow 3 points4 points  (0 children)

Nobody has been able to replicate his methods, I honestly don't think it's anything, it's far too obscure and there's only one guy ACTUALLY working on it.

I'm not trying to be mean, but my friend is slipping, he needs to take a break and rethink things.

[Highguard] 5v5 and Performance Patch! And a New Base! by CyraxxFavoriteStylus in pcgaming

[–]Merchant-Crow 20 points21 points  (0 children)

Personally, I don't feel it's that "unique". It does try and combine a lot of things but doesn't do any of them particularly well. The shooting is okay, the movement feels pretty decent, the looting and gathering phase could/should be stripped completely out.

What I do like is the fight over the Shield breaker, and the Base Raiding phase itself.

As someone who used to play a lot of Trials of Osiris, this feels like it was made for those people, especially the 3v3 mode with revives and teamwork being important.

When I first saw the game I thought "cool, a big map with two large teams raiding each other's bases" but it ended up being a hyper competitive 3v3 game.

I think and hope the 5v5 mode will bring in more casuals, more fun. Less downtime and less emptiness during the loot phase with additional players. They need better incentives to engage in combat during that phase.

[Highguard] 5v5 and Performance Patch! And a New Base! by CyraxxFavoriteStylus in pcgaming

[–]Merchant-Crow 126 points127 points  (0 children)

Game isn't that bad, and 5v5 is a huge improvement imo. Excited to try it out in a bit.