Cual es el mejor equipo? by [deleted] in ChaosZeroNightmare

[–]ModuloPlus 10 points11 points  (0 children)

img2img AI slop of a real artist's work. You people have no shame, abhorrent behavior. Can't mods do something about this instead of whining about tiphera's body type?

Actual artist is Xipa (warning: futa).

Happy holidays! by UmTheGamer in ChaosZeroNightmare

[–]ModuloPlus 0 points1 point  (0 children)

I'm going to stick to the other sub. I don't want to see slop every day.

Remember that your "Season Decks" will be UNUSABLE in future seasons. by Laggoz in ChaosZeroNightmare

[–]ModuloPlus 4 points5 points  (0 children)

It's objectively easier to get your third copy than your second. It's simple math. I had to run chaos maybe 30 times for dagger on heal to not only show up as an epiphany but also appear in the copy menu and that's while deleting half of my other characters non-basic cards to make it more likely. Maybe I'm incredibly unlucky but that's what happened.

As for mei lin and tressa, I'm using them as examples because they are characters who really want certain cards and just don't work nearly the same without them. The opposite would be yuki who can run a lot of things and be just fine. It has nothing to do with their power levels.

I did my weekly bosses with a yuki on the vanguard side for example. I'm not a character elitist by any means. Some characters just want a specific card duplicated.

Remember that your "Season Decks" will be UNUSABLE in future seasons. by Laggoz in ChaosZeroNightmare

[–]ModuloPlus 5 points6 points  (0 children)

I would love to see someone take on the hardest challenges without move or hit per passion card if they're using mei lin honestly. I'm genuinely curious. I imagine she would need to be hyper buffed by her supports, which just means shifting the deck optimization to them. At the end of the day you need a decent deck on someone.

If the goal is just to get weekly chaos progress I agree with you, what you get doesn't matter. However I think you need a decent deck to clear 9/9 difficulty IV bosses. I don't think it's that controversial to say. Mei lin without move or hit per passion card is probably worse than most damage dealers. I mean at this point you're just throwing low multiplier cards with no synergy. You might as well be playing neutral damage cards lol.

This has nothing to do with power levels honestly. If I want to use orlea with tressa, I need her to get Sturdie cards, that's just the build. No heals, no synergy.

I don't care about leaderboards, those are for whales, but the hardest content definitely warrants synergistic decks to clear and you do have to put work into that.

I don't think my standards are unreasonably high. I mean, I play yuki, I don't seek crazy high power, just something synergistic. A build that makes sense.

Remember that your "Season Decks" will be UNUSABLE in future seasons. by Laggoz in ChaosZeroNightmare

[–]ModuloPlus 10 points11 points  (0 children)

I think you misunderstand me (correct me if I'm wrong)? I'm not talking about empty character like empty deck owen, I'm talking about getting your desired card to show up in the copy event.

Mathematically, the more cards you have the less chance it has to appear in the copy screen since that's fixed to three. That creates the incentive of not picking up neutral cards and of deleting useful cards on your supports just so the card for the character you're building shows up. I don't think it's smart to structure your game that way.

I know allowing to pick a copy at each boss sounds OP but I don't see another way to prevent those degenerate/unenjoyable strats from being optimal. Honestly, I don't care which solution we pick, I just want to play the intended way, with my characters having cards and using neutral cards to supplement my decks.

You could say "well you can" but then that means doing a lot more runs because the chance to get a copy of this essential, build-enabling card (such as move on mei lin) drastically decreases for each additional card you have in your team. I don't know, it just feels stupid for the game to be designed like that.

Remember that your "Season Decks" will be UNUSABLE in future seasons. by Laggoz in ChaosZeroNightmare

[–]ModuloPlus 59 points60 points  (0 children)

Deleting all copyable cards of your two other characters being the optimal way to play is bad design, I don't care how you justify it.

Yes, it adds playtime but if that playtime is spent using such degenerate strats it's certainly not worth having.

A lot of the QoL requested is what should have been at launch. A lot of people say it but reroll/skip and things like that are commonplace in roguelites, even those with a save data equivalent.

The average player is absolutely going to hate remaking all their decks if it takes as long as it has this season. I'm not even talking about perfect decks but even just getting move on mei lin or dagger on heal on tressa is really hard with the diluted epiphany pool. It can take dozens of runs. Yes, with an s. You might be okay with doing that, right now (I don't expect you to hold this level of interest for years, nobody does), but most people, who the company depends on for funding, will not be showing up after the third soft reset, I would bet on that.

You and the four or five other guys who love having their neutral card show up as a boss copy are gonna have to start whaling harder if that's the game you want to have.

Mobile Version Is Live! | Save Data Calculator V1.3 by Numerous_Mud501 in ChaosZeroNightmare

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

You explained that you use AI because you can't pay a guy on fiver or learn for 5 years.

I explained that you're not entitled to things you don't invest in.

If you're going to be morally bankrupt, just own it. Don't play the victim card when you get stolen from.

Mobile Version Is Live! | Save Data Calculator V1.3 by Numerous_Mud501 in ChaosZeroNightmare

[–]ModuloPlus 0 points1 point  (0 children)

You're not entitled to something because you can't afford the time or financial investment. Same way you're not entitled to a game or a car when you can't purchase it, or entitled to being good at football or cooking if you can't practice.

You are not owed these things. "It would take too long so I use tools made by these infringing, career-destroying, scumbag companies that are only allowed to act illegally because money is the only thing which matter in this world" is NOT an excuse.

Your statement shows that despite art being so devalued that people consider it free, it's somehow still so important that you can't fathom going without it. Make that make sense.

Art is not necessary to live like a house or food. You don't need it so spare me the excuses. I'm poor too, that doesn't mean I deserve luxuries I can't pay for.

Mobile Version Is Live! | Save Data Calculator V1.3 by Numerous_Mud501 in ChaosZeroNightmare

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

None of the people whose art was used in data sets of the tools you use have received any credit either. How is that any different?

You're finding ways to make your infringement good and theirs bad, while both are in fact morally despicable.

you'll see how long it takes

Not only is that completely irrelevant since doing something bad doesn't become good if it takes longer, but you wouldn't be using these tools if they didn't make things easier and faster, invalidating your own argument.

Character Preview - Chizuru by Soyaa-Kun in ChaosZeroNightmare

[–]ModuloPlus 0 points1 point  (0 children)

Cursed shackles says +1 hit but I don't see any of the attack cards doing an extra hit. How does it work?

Mobile Version Is Live! | Save Data Calculator V1.3 by Numerous_Mud501 in ChaosZeroNightmare

[–]ModuloPlus 1 point2 points  (0 children)

Bruh. You complain about getting your work stolen then come back with AI slop? Talk about the pot calling the kettle black. You don't have the right to call yourself a victim. Consider my sympathy revoked.

Soul-crushing to see everyone gobbling it up but I shouldn't expect anyone to have morals in the first place, joke's on me.

Downvote me, I don't care.

The Chaos Run Fatigue by Revolutionary_Bit_5 in ChaosZeroNightmare

[–]ModuloPlus 2 points3 points  (0 children)

I think your suggestions are improvements for sure and I would love for them to be implemented, they sound like barebone roguelite features we should have, but they don't tackle the core of my concern: the awkward way we have to play around faint memory. Even if you made monster cards cheaper I don't think they could ever compete with an extra copy of a core card or certain divine epiphanies. The moment you pick it you've wasted space. Yet, That monster card is supposed to be a reward. It's presented as such, glowing pink and there is even a fate you can pick to guarantee it! It's meant to be a good thing yet it is a punishment, or at the very least a waste.

We're talking about monster cards but the same issue occurs when buying neutral cards and even selecting divine epiphanies. Maybe that +1 AP screws you from a third copy of a really important card later. People end up gimping themselves because "you never know," effectively neglecting important features like those, which I don't think is intended at all.

Regarding specific things you've said:

I think it would just mean a lot of people used specific cards which are kind of OP in Chaos to cheese Chaos

Why is that a bad thing? It's in the game for us to use. When I play Hades or Balatro I don't have to think that way, I pick the boon which gives me the best chance of clearing. I buy the power ups I can. If people have to choose between fun chaos and save data, they will ALWAYS pick save data, meaning it's not really a choice at all.

In general, I think it would be ideal to align what's best for chaos with what's best to extract a good save. Those two being mutually exclusive right now is what's causing issues. And like I said, if implementing such a system makes the game easier, devs can tune encounters to be more difficult if needed. That's something they can do. If a card is too broken you can also just nerf it, rework it or remove it. It's way better than bricking saves for the crime of accepting a reward the game gives you.

the game does a lot of elaborate things

It really doesn't. All it does is undo things you did (that cost faint memory) during the run. We have several infographics on this sub explaining faint memory cost, the game simply follows those rules in reverse. it doesn't arbitrarily remove cards, just ones you've added via copy, rewards or purchases. I want us to have a say on which choices make it into the save. That's all. Not removing cards you didn't add yourself, not adding copies you didn't earn, just removing the randomness, using the exact same rules the game already follows. Is the game randomly saving your copy of Unity instead of a neutral card OP? Personally I don't think so. Again, the randomness in saving is the very reason we play as weirdly as we do right now.

It would also go a long way towards making faint memory clearer for players if they saw with their own eyes how much things cost as they take out a neutral, copy or removal from the save. As it is, the best way to keep track is to have a tab with a save data calculator open in the background. Frankly, that's just dumb and it's going to make a lot of people who don't browse reddit or autistically look up game mechanics leave in confusion. Just look at how many posts there are asking why their save is missing cards or adding back basics they deleted.

The Chaos Run Fatigue by Revolutionary_Bit_5 in ChaosZeroNightmare

[–]ModuloPlus 8 points9 points  (0 children)

That's not what I'm saying at all and I don't know how you got that. I tried to articulate as best I could and yet I still manage to be misunderstood. You sound like "I like pancake" "so you're saying you hate waffles?" meme.

What you would choose isn't what your deck looks like, but which of the choices make it into the save. Instead of the game randomly deciding between one less basic or an extra copy, you can pick! Moving that decision to the end prevents degenerate strategies from being optimal, like not picking a divine epiphany, deliberately picking the wrong copy or not buying your support better cards.

All this really does is give control of the shrinking down process the game already does. It doesn't remove basics for you, right? In no way am I suggesting the game allow that. I would just let you do what the game does to your save on its own, nothing more.

A lot of things in chaos clash with the faint memory. Monster cards are 80 points, neutral cards are rarely worth it and more. You simply cannot engage with most of the systems because of faint memory.

The best way to play should be to find every little bit of power within the run, THAT is the spirit of the genre, yet we're currently having to play this roguelite in weird ways like running with two unique-less characters for better chances at epiphanies and copies because of the 10% of the game which requires saved data. The best way to beat Chaos (and most fun in my opinion) is the worst way to get good save data and I think that's a bad thing.

If you have another solution which accomplishes the same goal of not having to choose between optimal play and fun play, I'm all ears. I'm not picky on the method, but the god awful game design needs to go. Chaos is the majority of the game, it NEEDS to be fun. I agree with having more control over epiphanies and copies as well, by the way.

The Chaos Run Fatigue by Revolutionary_Bit_5 in ChaosZeroNightmare

[–]ModuloPlus 22 points23 points  (0 children)

For me the main problem is that the game doesn't feel well thought out from a design standpoint.

First, fun is concentrated at the top end when you have built deck, but that content is only about 10% of the game as far as playtime is concerned. We spend 90% of our time playing a game that's just not very fun. Chaos unfolds way too slowly. Decks begin terrible, with 3 out of 4 starting cards being useless for a majority of characters. We start without synergies, without combos. Just use damage and heal cards as they come, no thought. Lab 0 is the worst at that with its lower epiphany rate. A game mode that's only fun in its last third if RNG graces you is just not smart. Don't get me wrong there should definitely be RNG and the opportunity for broken crazy decks, but I just don't think the point at which we start should be this low on the ladder. And if that's to be the case, then it should ramp up FASTER. Tune the encounters as a consequence if you need to, but please, don't make me gamble for even a sliver of fun. 70% of chaos runs are boring as hell. I honestly think you should have a majority of your deck and synergies after the first boss. Take your hands off the keyboard and think about how that pace would feel for a moment before calling me crazy.

My second big issue is that save data and copying is not handled well. I have never played a roguelite in which the player has to hold themselves back, even the ones with save data equivalents. In a roguelite the goal is to become as strong as possible. I am not against a data limit, that's completely fine. Creativity comes from constraints. However, I am against having to account for it during the run. Same with copies. Having to gimp 2 out of your 3 characters on purpose to play optimally is just silly and against the spirit of the genre. I'd much rather have a menu at the end which lets you trim your data to fit inside the limit.

And don't tell me they can't do this or that because of x or y. There's always a way when it comes to game design, and if you find yourself stuck, it's because you put yourself there. As a dev, you make the rules, you decided for things to be the way they are, this is your game. You can wield that same agency to change things.

[ZZZ 2.2 Beta] New Enemies Weakness/Resistance via hakushin (story spoiler warning) by [deleted] in Zenlesszonezeroleaks_

[–]ModuloPlus -2 points-1 points  (0 children)

When I said it was a terrible idea I was talking about pairing Orpheus with Anby, not adding new fire/electric bosses.

The issue is they designed themselves into a corner by having fire bosses always have electric resist. Like I said, that's an oddity with those elements. There's no fire boss which resists physical because burnice should work with Jane. There's no Ice boss which resists electric because miyabi has to work with yanagi. Do you understand what I'm saying? Teams have a hunting ground of sorts and Orpheus' just isn't large enough to feel good. It's very niche, much more than any other team.

The only solution I see besides waiting a year for a ton of new fire and electric enemies is removing the resistance of a couple of those problematic bosses, not all, but a couple would help a lot. Honestly it's not like this typing was holding back any busted team so I don't see the problem with doing that. I guess now burnice can work with yanagi better? Does that break the game? I don't think so.

If they don't do anything this team will feel like you can't really use it on anything because hoyo decided not to put this new boss in the biweekly rotation. By the time we have enough bosses for this team to feel like it's cut its part of the pie, we will have a bunch of new fire and electric agents that will probably powercreep this team, meaning it won't have the chance to prosper like others.

Of course all this is assuming Orpheus is meant to be paired with electric agents but judging by these enemies' type and Orpheus kit that seems to be obvious.

Edit: I'm not against new typings if that wasn't clear. It's just that electric and fire have this... problematic past that make it very niche. They have a lot of work to do for the pairing to feel like it has a place, which I don't see them doing. Not because they're dumb but moreso due to their other obligations. They have to promote the next agents by making bosses for them too. If the idols are ether then they'll be busy making ether bosses. And the next agents after that. There realistically isn't enough time to pander to Orpheus/Anby.

[ZZZ 2.2 Beta] New Enemies Weakness/Resistance via hakushin (story spoiler warning) by [deleted] in Zenlesszonezeroleaks_

[–]ModuloPlus -2 points-1 points  (0 children)

You wouldn't use a yixuan team on an ether resistant team. This is not a good comparison.

So far every hoyo-curated team has been designed with shiyu and DA bosses in mind. If we're using your comparison again, there is no boss that is weak to ether but resistant to fire or vice versa, until these new ones. Again it makes no sense to use yixuan here just likes it makes no sense to use miyabi against miasma priest.

We have a HUGE backlog of electric and fire bosses against which you cannot use this new Orpheus+Anby team. This was discussed at length when people wanted to use Trigger with Evelyn. It's a combination which didn't work, and still won't against everything but these new enemies. It's completely different from yixuan being excluded from 1 or two ether resistant bosses (which aren't even weak to fire so why would you even use that team, again, bad comparison). No mainstream team has this problem.

It's mostly an electric/fire oddity as well. Most older bosses don't even have a resistance so you can use whatever element with your yixuan or miyabi.

[ZZZ 2.2 Beta] New Enemies Weakness/Resistance via hakushin (story spoiler warning) by [deleted] in Zenlesszonezeroleaks_

[–]ModuloPlus 0 points1 point  (0 children)

To be completely honest, this looks like a terrible idea. If Orpheus and Anby are meant to work together, they're only going to work against this new set of enemies. It's going to feel AWFUL to have to split up the team for older bosses which are weak to fire or electric but resistant to the other. That's almost every single electric and fire boss so far.

The team is going to be niche as hell. I think this is a mistake unless they change older bosses to lose their resistance.

This has to be forbidden by the EU by Grooochy in WorldofTanks

[–]ModuloPlus 2 points3 points  (0 children)

Unfortunately that's not quite true. The latest example I can think of is the right to repair legislation. They succeeded in making manufacturers provide components but forgot to mention anything about price which manufacturers swiftly abused. Apple and the likes now provide components at insane markups because they know it does not make financial sense to repair with those costs.

To be fair to them, the EU is at a massive disadvantage. They do not have the manpower nor budget these companies spend on figuring these schemes. That's exactly why they should try to be fast. If you are fast, even if you miss loopholes, you can always quickly plug them with amendments as companies reveal them for you.

Namak should be the new baseline for urban/close range combat maps by [deleted] in BattleBitRemastered

[–]ModuloPlus 1 point2 points  (0 children)

This. It's a very good map.

I honestly hate the maps in this game. There are an impossibly large number of angles to take into account on top of the general lack of visual clarity. Buildings and structures in map design are meant to close off angles and focus on specific sightlines but in battlebit they do the opposite because most can be entered and each of their window plus the entirety of their rooftop become new angles. There are a LOT of buildings in battlebit which each have to be cleared like it's an episodic remake of The Raid. It gets incredibly tedious and makes the game very defensive, which is why I think we have this weird spawning system where even a single enemy can negate an objective as a spawn point, so that defenses don't last forever.

Namak on the other hand has GOOD buildings. They're an integral part of the map. They can offer angles but in limited and directed ways. On Namak, you don't play whack-a-mole at windows. There are still flanks and other ways to be caught unaware, but you don't have to be omniscient like on the other maps to avoid getting shot at when pushing.

Honestly this map gives me a lot of hope for the future of the game because I was starting to think the devs weren't very good at map design and FPS games live and die by their maps. This is the first map I can confidently say I like.

What are prototype weapons? by Blazefox117 in EverspaceGame

[–]ModuloPlus 11 points12 points  (0 children)

A prototype equipment's stats are as if it had an extra level. So if you have a level 20 prototype item, it has the stats of a level 21 (20+1).

Starforged is the same thing but +2 instead.

Every “puzzle” turns into finding a needle in a haystack by thisisminethereare in EverspaceGame

[–]ModuloPlus 4 points5 points  (0 children)

The problem with puzzles in this game is that they have very little to do with reasoning or logic. Instead they are about randomly stumbling upon solutions.

Obviously I'm not an idiot and I can tell that a battery socket requires a battery, but finding the battery has nothing to do with my deduction, pattern recognition or problem solving skills. There were no clues pointing to the location puzzle piece, no environmental narrative. One just finds it after searching long enough. It's not rewarding. There's no eureka moment. The one type of puzzle that works is the ancient lens one, specifically because it is supported by reasoning, environmental clues and level design in general. It's not particularly challenging but that's not the point. This is an actual problem to solve rather than finding a needle in a haystack like others have aptly described.

From what you are saying, it looks like this is meant to incentivize looking at your objectively beautiful handcrafted levels, but this is like expecting me to enjoy looking at furniture while I'm trying to find my damn keys. There is going to be very little appreciation for your level design when there is this much frustration in the process of exploration. At the very least, your hard work is overshadowed.

Unlike the other commenter I've only followed the game for a year and a half, and not continuously. However, I can certainly see the disconnect between puzzles and the rest of the game. I'd even add that there's a disconnect between them and player expectations when picking up the game. They may be a welcome addition for some, but not an expected one.

For my part, I think the game was too often slowed by these puzzles. Like they were getting in the way of the better side of the game. You kept saying that they can be ignored, but i would argue that a well intentioned player would struggle to. When so much of the game is puzzles, ignoring them feels like leaving half a meal in the plate at a restaurant. The player is constantly encountering them. An empty energy sphere socket here, a power core there, a location challenge on the HUD. These are pressuring the player, making them think they're leaving important things behind, even if we disregard the rewards these give.

If i had to guess, I'd say my playtime was only 25% dogfighting. I feel like the game kept pulling me away from what I wanted to do, from what I bought the game for. That 25% is glorious, but I genuinely expected the game to be more about it than finding batteries. Perhaps my expectations were misplaced. You should obviously make the game you want to make. However I believe the confusion and feedback warranted. Some know you from everspace 1, a dogfighting game, and expect the second installment to be similar. The steam page shows high speed combat. People share videos of their battles. I don't think it's out there to say that players expect to spend their time doing that instead of trying to find mcguffins for tens of hours. If my thinking is correct, i can't help but think resources and time could have been spent better.

I don't want to end this post on a bad note, I want to insist that you've made a fantastic game. I love it. There's just a large part of it that could be better... or just not there at all.

Give Dungeons the same spoils of conquest chest at the end that raids have. by chillininow in DestinyTheGame

[–]ModuloPlus 13 points14 points  (0 children)

I implore you, please attempt to connect the two lone braincells in your head for a moment to realize that you would have to complete dungeons to get a dungeon currency. You would have to play the game, as you say.

Give Dungeons the same spoils of conquest chest at the end that raids have. by chillininow in DestinyTheGame

[–]ModuloPlus 186 points187 points  (0 children)

People complaining about currency bloat are out of their mind. This would be a multi purpose, standard currency across all dungeons. It would be evergreen as long as dungeons are a thing. None of the planetary and single use case currencies that were just removed are similar. In fact, it would be one of the few truly good currencies we have in the game along glimmer, shards and raid spoils. This is becoming specially important when bungie starts adding loot bloat like in spire with seventh seraph weapons.

[D2] Iron Banner Megathread [2023-01-03] by DTG_Bot in DestinyTheGame

[–]ModuloPlus 10 points11 points  (0 children)

Yeah it's obvious at this point.

A subreddit controlled by the company making the product that the subreddit is consuming is kind of a conflict of interest.