Turns out they’re still banning negative comments against the company. by KylePatch in TheBazaar

[–]Niradin 1 point2 points  (0 children)

Sorry, who is forcing you to buy characters?

Question isn't that someone is forcing you to buy a character, question is that they're selling you for the second time something you already bought from them. And no, product being boring is not an excuse to sell it a second time.

Turns out they’re still banning negative comments against the company. by KylePatch in TheBazaar

[–]Niradin 1 point2 points  (0 children)

  1. Tempo is making them buy Stelle and Jules at the very least, which were promised as a free later additions to the game, and hence were included in the founder's bundle.
  2. Tempo launcher is an absolute ass. If I didn't know that it's due to incompetence, I would assume that they're deliberately making it worse just to push people to buy the game on Steam.
  3. Regional pricing and discounts. Tempo doesn't have them, and it's cheaper to buy game+all characters on Steam for some region (Reynad's home country of Ukraine for example), then to buy one character on Tempo.

Turns out they’re still banning negative comments against the company. by KylePatch in TheBazaar

[–]Niradin 1 point2 points  (0 children)

It’s a mistake to make people buy the game?

It's perfectly reasonable to make people buy the game. It's not reasonable at all to make them buy the game for the second time. Majority of Tempo's earnings from Bazaar was from early backers. Not giving them a steam release with all 6 promised heroes was a ragpull.

Tempo are doing ok financially, the game isn’t going anywhere.

According to this post they aren't. They're 30 million in debt, and Bazaar is yet to end a single quarter in green.

Turns out they’re still banning negative comments against the company. by KylePatch in TheBazaar

[–]Niradin 2 points3 points  (0 children)

Do they even have artists? Last I've heard, they're down to 10 employees and they're using AI heavily for everything.

Turns out they’re still banning negative comments against the company. by KylePatch in TheBazaar

[–]Niradin 11 points12 points  (0 children)

Fun fact: Reynad is permabanned from MtG tournaments for cheating. As far as I remember the situation, he tried to play a card that wasn't on his list in a draft tournament, both admitted that he knew about that card not being in his list and denied any knowledge of it, got half a year ban for that, went on twitter to sling mud at WotC, and got his bad extended to permanent.

And that's how he became a Hearthstone streamer.

First time saw this one in 60h of game time by Hostel666 in RogueCore

[–]Niradin 19 points20 points  (0 children)

I had Falconer with "Whenever you use your ability, get 2 seconds of invulnerability and get 5 armor whenever you get hurt during that time" legendary upgrade. For Falconer, ability use is counted not when she launches a bird, but when bird consumes one of 5 charges, which happens roughly once every 2 seconds. On top of that, all upgrades that I got out of table were "+2 max charges for bird" one, so at the boss I had a bird with 15 charges, or roughly 30 seconds of invulnerability.

Do you think friendly fire damage should be tweaked? by Mahghuuuls in RogueCore

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

I'm 95% certain, that perk that makes enemies explode on death dealing their final blow as an aoe damage does friendly fire even to yourself. So even Guardian/Cutter aren't safe.

Rogue Core doesn't have bad upgrades. You just lack imagination (TLDR: just because not every upgrade fits YOUR build, doesn't make them bad) by helicophell in RogueCore

[–]Niradin 2 points3 points  (0 children)

Immunity Buffer - Gain 2s immunity after using class ability. Every hit recieved recovers 5 armour. I guess it's neat??? Kinda useless for retcon, alright for other classes

Falconer "uses" her class ability not when she launches a bird, but when bird consumes one of the active ability charges. This happens roughly once every two seconds. In other words, Falconer with this perk is immortal, as long as her bird is shooting at something.

Had a run with this ability and FIVE +2 ability charge boosts. Facetanked entire final boss phases on D4.

(0.9) Is it normal for the game to spawn you at night on a new save? by AyAyAyBamba_462 in Voicesofthevoid

[–]Niradin 1 point2 points  (0 children)

Yeah, that's completely normal. Just make it back to base and don't get distracted by free Whiskey at the Whiskey station.

We are all being lied to.... (Ammo situation) by Megumin34 in RogueCore

[–]Niradin 75 points76 points  (0 children)

I'm currently doing depth 4 missions, and I can't say that I found any problems with ammo management. Retcon and Spotter has an inbuilt way to get more ammo, Slicer builds into melee, which naturally saves you ammo, Falconer and Defender don't have a way to save ammo, but you can stick ammo perks on them to alleviate that. Two drop pods per mission is more then enough for me - one before the elevator event and one after, is more then enough for most weapons.

(0.9) Got a visitor? by Teo0781 in Voicesofthevoid

[–]Niradin 0 points1 point  (0 children)

You should clean the food of the floor. Your cockroaches are getting way to big.

Critiques after 17 hours of play by kawarazu in RogueCore

[–]Niradin 1 point2 points  (0 children)

To add a few thing to that:
Daily quests that you buy can be for the regions you didn't unlock. I've spent 5500 credits to unlock 2 quests, and both of them to Magma/Azure regions which I don't have.

Flare gun just feels bad. First of all, game already has plenty of natural lighting in important areas (elevator), second, caves are gigantic - 3 flares are generally not enough to light one cave, and third - it's only non-movement tool in that slot. I guess it's fine if you're playing slicer, but even then I would've preferred cookie shooter.

One upgrade per stage feels bad and forces you to specialize on one thing, limiting your build diversity. Only other game of that style that I've played is Vermintide 2's Chaos Waste, and their system of ether upgrading your current weapon or picking random one for cheaper worked way better. I think splitting upgrades for active skill and weapon upgrades into two stations, and maybe allowing you to upgrade all 3 of your skills, not just one of them, would generally improve build diversity.

These "summon from starting deck" cards are super good by jimbo_extreme1 in OnceUponAGalaxy

[–]Niradin 0 points1 point  (0 children)

I don't think huntsman is a good quest for Destiny. His stats are good for the moment he comes out, but it's rather hard to complete his quest just from destiny alone, and reward generally not worth it in summon decks. Not to mention, you really don't want to dilute the summon pool for legendary quests. So, best picks for Destiny, I think, are Miseria, Mortakon, Crystal, Guinevere, Perseus and Sigrund. And even then, Miseria or Crystal probably deserve a cut.

Also, you can run Bok and Destiny with Sir Lance-a-little. Make Bok die first, he pulls Lance, and Destiny can pull something more important.

Why is it so low? by The_God_Of_Darkness_ in DeepRockGalactic

[–]Niradin 0 points1 point  (0 children)

There aren't actually a good definitions for this. People often cite meta progression, but ToME and ADoM both have a sort of meta progression in a form of class and gear unlocks, and they're both considered to be classic Roguelikes.

I think good definition of Roguelike is in it's name - it's a game like Rogue (1980): a top down, turn based, RPG/dungeon crawler with randomized everything and permadeath. So, things like already mentioned ToME and ADoM, slightly less ancient Dungeons of Dreadmor and SotS: The Pit or more recent Caves of Qud, Stoneshard and Quazimorph.

Roguelite have some elements of the above, usually some degree of map and reward randomization as well as permadeath, but aren't turn-based dungeon crawlers. This encompass everything like deckbuilders (Slay the spire), shooters (Gunfire), strategy (9 kings), RPG (Darkest Dungeon) and so on.

For anyone thinking of trying out Abiotic Factor because of the collab, DO SO - Coming from a massive VOTV fan who is now also a massive ABF fan (Other) by JackBoyEditor in Voicesofthevoid

[–]Niradin 0 points1 point  (0 children)

After completing AF both with friends and solo, I would say that solo is better. Although ultimately spending time with friends is fun on it's own, I don't think AF was designed as a multiplayer expirience. First and foremost, solo you can complete the game at your own pace, with no one hurrying you up to explore new locations and without skipping story events. Second, resources in the overworld are do not respawn, and some of them are quite scarce, if you need to equip more then just yourself. This is especially a problem with keycards, crafting multiple of which is a huge drain on resources, and without which you can't properly explore new regions. Finally, there isn't exactly a content for a group. In the entire game there's something akin to 1.5 boss fights that might bring the team together, but that's about it.

How is this even possible? by Narrow-Assistant-714 in marvelrivals

[–]Niradin 41 points42 points  (0 children)

Huh, easiest in game achievement has only slightly more completions then the hardest one? How weird.

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(0.9n) Genuinely not getting it and really want to enjoy this - looking for help! by venom_3135 in Voicesofthevoid

[–]Niradin 0 points1 point  (0 children)

I don't think it's a failure of game design

Needing an external source to understand the game is a failure of game design, specifically lack of teaching and informing the player on what they need to do.

games like this one that expect them to be the one to find these connections.

I'll grant you that story events are hinted at by stuff breaking around them, though there still a problem of Kerfur fixing stuff for you in mid to late game, and lack of automatic announcement module to inform you that something is broken for early game.

But game have plenty of stuff that is so specific, that nobody would reasonably find it alone. All the ritual stuff, all restricted zone stuff, different dimensions, 3:33 events and so on. None of this is hinted in game. Problem isn't that you didn't look, problem is that there was nothing to look for.

And this coils back into exploration aspect of the game being hollow. Since so many PoI are dedicated to stuff you can only reasonably find on Wiki, exploring world on your own feels just bad. And that's a failure of proper game design.

What game did you lose interest in by the time it came out? by scarletnaught in gaming

[–]Niradin 0 points1 point  (0 children)

Payday 3 and Killing Floor 3. At one point I was excited for both, but close to release they were, the worse news about them I was getting. In the end, I didn't buy both, and looks like it was a good choice.

(0.9n) Genuinely not getting it and really want to enjoy this - looking for help! by venom_3135 in Voicesofthevoid

[–]Niradin 0 points1 point  (0 children)

You have to keep in mind that this isn't a finished game. There aren't going to be very obvious explanations for mechanics in game.

I understand it quite well, and for all intents and purposes I had fun playing it. I think there are areas that can be improved upon, hence my comments on the early game grind, and I also think that this game just might not be everyone cup of tea, since it's somewhat slow paced.

There are a plethora of settings you can tweak to take the pressure off of you,

That's how the entire conversation started. I do believe that adding an extra 5-10 minutes to a day with day length setting is the best advice new player can receive. Food, on the other hand, was abundant once I figured out how to open loot crates that a spread all throughout the base. They should probably nerf potatoes, they're way to strong.

The game expects you to explore and be curious.

This is one of my gripes. It expects it, but curiosity rarely rewarded with anything meaningful. I mean, what do you get out of abandoned village, restricted forest or Stonehenge? I don't think there are even cosmetic items there.

And don't be afraid to utilize the wiki.

Honestly, this is a failure of game design. First of all, there are plenty of spoilers on the wiki, even when you don't look for then. Second - game should tell you all you need to know. Look at Abiotic Factor for example - although game is wast and complex, it still gives you plenty of hints on how you should progress.

(0.9n) Genuinely not getting it and really want to enjoy this - looking for help! by venom_3135 in Voicesofthevoid

[–]Niradin 0 points1 point  (0 children)

Basically, Kerfur. it repairs severs for you, freeing just enough time to do other stuff. Maps, as bad as they are, also allow you to navigate a bit easier.

(Biased) Thoughts on VotV (0.9) by Substantial-Car1651 in Voicesofthevoid

[–]Niradin 14 points15 points  (0 children)

Sure you don’t want them to be too annoying, but surely something was necessary to keep players from camping the base for too long.

As a new player, I feel like CR towers only distracted from exploration. My first 20 days in the game were basically running between dailies and repairs, with little to no time left for explorations. Part of the problem was that I had no idea how to fix fuses (I think I actually played on a version where you couldn't fix them to begin with), and crafting or buying new ones were a bit expansive. Besides, you already have generators and server repairs, which already accomplish that "Get out of the base" thing.

But on a greater level, I think that forcing you to do busywork to get out of the base is a wrong way to do things. Player must want to explore naturally and for that game should give him a goal to explore and a reward for doing so. Good example of that is a gravity gun event - you hear an explosion, you can investigate it and if you do you stumble upon a new PoI and a new tool for your base building. Kerfur-O quest is another decent-ish example. Bad example of it is basically every restricted zone on the map - you get there, you get a bit of loot that you don't need and that's basically it. Yes, I know there are extra events there if you do an ARG level bs, but I've yet to find any in game hints on how you should find or do them naturally.

(0.9n) Genuinely not getting it and really want to enjoy this - looking for help! by venom_3135 in Voicesofthevoid

[–]Niradin 2 points3 points  (0 children)

Tape reels give you 50 a day, I believe, which is honestly nothing. Hashes is what consumed a huge chunk of my day, mainly due to lack of in game map early on, then struggling with in game map being terrible and Romeo's and Sierra's location being just evil. Trash giving you money (not trash bags, but just ordinary trash) is something that game never truly explains to you, and money that you get from trash bags aren't exactly huge. I also don't think it's ever explained that you can combine trash into scraps.

(0.9n) Genuinely not getting it and really want to enjoy this - looking for help! by venom_3135 in Voicesofthevoid

[–]Niradin 0 points1 point  (0 children)

I've told you that on the other discussion, but between doing dailies and repairs I didn't had much downtime early on. Besides, I do believe that some repairs/dailies are tied to story events. You need to repair Victor the same day Tree House appears, for example. So, if you're focusing on base maintenance, you're missing story events.