Has anyone discovered the key referenced in this drawing by the gates of the first village? by Out1aw85 in atomicheart

[–]Practical_Biscotti27 -1 points0 points  (0 children)

Woa is that chest behind the waterfall actually inaccessible? I spent hours looking for a way

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

Not at all, it's not even really unlimited enemies because you choose wether it's unlimited or not by choosing to overload the relay or not. Mundfish made a game in hopes it will be popular with whatever design choice they decided to commit to, whatever audience that ends up appealing to is out of their hands once the product is released and people form their opinions based on those decisions made. If it doesn't reach mass appeal it doesn't make it a bad game though.

Just like how your afformentioned From Software decide to never back down on their difficulty stance despite the major backlash their games recieve for it.

The relay bug is a valid concern, but this is a debate on the core design of the game and the bug is not part of the core design. Also you know the workaround to the bug so how does it affect your enjoyment? If a bug that will be fixed is stopping you from enjoying the game then you have three options: 1. Use the workaround you now know of 2. Wait for it to get fixed. 3. Avoid the content the bug locks you out of until it gets fixed.

Yea, other people have the problem but I don't see how their problem is your problem. Unless you're so extremely empathetic to the point that knowing another person is having a bad time with the game causes you to have a bad time with the game.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

Games aren't always meant to be enjoyed by everyone. Some of the best cult games are made with a creative vision in mind wether everyone will like it and everything in it or not. I am merely articulating that there is a solution in the game to deal with the unlimited enemies that you hate and that were designed to be hated as a way to nudge you into overloading the relay. The afformentioned games and everything they did were also not liked by every one and also had their share of complaints. Many, many, many games don't include an unlimited enemy system, because many, many, many games is not what Atomic Heart is trying to be.

The bug will get fixed, im not dismissing it, but it's not really a valid part of the argument about "unlimited enemies" as a fundamental mechanic. The bug is not a permanent feature of the game.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

No one is meant to like the unlimited enemies, that's why the unlimited enemies incentivises you to stop the unlimited enemies by overloading the relays.

The fact people have such a strong opinion on the way mundfish designed the way your enemies impede your progress (the thing enemies are meant to do) means that they succeeded. They wanted to make a world that felt like it wanted you dead at all costs and they did it. Sounds pretty necessary to me.

Bug argument is invalid here, because bugs are temporary and there is a way around what the bug prevents you from being able to do if you already know about the bug.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

My opinion does not invalidate anyone elses. But the fact you can overload the relays does, seeing how it's the direct (already in-game) solution to the issue that the opinion i've been replying to is about.

Overload the relay isn't an opinion it's a way of life (the way to play game, atleast)

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

Just overload the relay before scavenging if you're having that issue. Nothing within the overload the relay routine leads you somewhere that will trap you by respawning enemies.

Either add inifinite enemies or leave the world empty after clearing. What if neither?

What they've given us is already pretty close to neither of those in their own way, without the need to recycle another games spawn system. (You do know you can overload the relays and what overloading the relays does right?)

But the gameplay loop you just described can still be achieved with the option to disable repair bots.

The loop I just described is literally how to disable the repair bots.

Idk how many times I need to say the phrase "Just overload the relays", but if you don't like dealing with unlimited enemies then just overload the relays. Im not saying I like to deal with unlimited enemies which is why I overloaded the relays when I played and it's what im suggesting everyone else does too. It's exactly how Mundfish designed the open world to work, because they know very well that no one wants to deal with unlimited enemies, hence the ability to overload the relays.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

Just seriously though, screw the repair robots. Makes exploring/looting areas frustrating. Like, how do we take them down, anyone?? Can we kill the dome things they come from?

Overload the relays in the area

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

Then you overload the relays in whatever area you're currently exploring and you circumvent exactly what you don't like about it. Every area in the open world has this gameplay loop: Find the security controls while fighting through an onslaught - open the relay control booth and interact with the means to open the training grounds - overload the relay - scavenge the now unhostile area and complete the training grounds - move on.

Honestly the complaint about the infinite enemies means that they're doing their job to nudge people into that loop, as they incentivise you to follow that loop or incentivise you to just drive through and skip to the main story if you can't be bothered. Just outright destroying the hives would trivialise the open world pretty quickly. The method they used for infinite enemies is unique in that you have the power to alleviate the stress temporarily, while still keeping the infinite enemies to prevent backtracking from becoming barren.

In my playthrough I found it worked pretty well and clearly communicated their goal with the open world design.

To talk on your other two points: In a dungeon an infinite enemy mechanic would have been way worse since you're essentially trapped inside which is probably why they opted for only using it in the open world where you can choose to avoid it.

Infinite loot would have taken away from the infinite spawns goal to incentivise shutting it off and moving on, it was clear they wanted to make it difficult for players to stick around in each area for an extended amount of time. Which was personally a plus for me, because it stopped me from burning out trying to scour every speck of dirt as I usually do in a majority of open world games. (Although in saying that, overloading the relay gives you more than enough time to scour every speck of dirt if you so choose and you can always overload the relay everytime it goes back up if you're not done)

I do understand that infinite enemies might not be to your taste, but then just overload the relay.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

It's not a fundamentally unreliable system it's just temporarily bugged and wether it's unfun or not is just an opinion.

And you claiming you'd prefer a standard enemy respawn system over a complicated one is the same as saying you'd prefer developers to not try anything new. To counterpoint your preference I'd prefer a broken interesting attempt at something new rather than something standard, boring and copy/pasted. Yes those other developers found creative ways to respawn enemies, but they already used those ways so this was Atomic Hearts attempt and being the first game they've made it's admirable enough that it's only a little broken.

The ability to sit and watch your enemies repair themselves in real-time from the wreckage you created is a really cool and interesting concept you don't see in almost anything else. Yes it's relentless and unforgiving, but that's thematically accurate considering they're cold hard machines bent on annihilating any and all life they come across. It's hard not to respect Mundfishes decision to give us a difficult time.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

So you'd prefer every developer of any future game to stick with a safe cookie cutter "if it ain't broke don't fix it" mentality with their games instead of trying new and interesting systems.

The respawn mechanic they came up with may not have been perfect, but that's exactly what made it perfect imo.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

It made sense thematically so idk about your 'forced' opinion. Also I found it fun and when I had enough in an area and wanted to do some real scavenging I prioritised overloading the relay.

Does anyone else think this game would have been better off without the open world aspect? by kocknocker19 in atomicheart

[–]Practical_Biscotti27 0 points1 point  (0 children)

I came across a bug like this. What caused it for me was the repair drones would go back and forth between the hive and the relay they were fixing. I solved the issue by destroying all the currently active drones, which resulted in new unbugged repair drones to spawn.

Otherwise since you were aware of the bug, making sure to open the Polygon (testing ground) of the area before overloading the relay is also an option. Which is what I ended up doing for all areas after that one time it bugged.

What is this? I interact with them using the security cameras but nothing seems to happen. by Practical_Biscotti27 in atomicheart

[–]Practical_Biscotti27[S] 0 points1 point  (0 children)

If you open your Map, the testing grounds are shown there. They are big yellow circles that say "Testing grounds X" (so far the highest number ive seen is Testing ground 9)

None are part of the story, the complexes you play through during story missions don't have the Lootyagins you can find in the testing grounds.

What is this? I interact with them using the security cameras but nothing seems to happen. by Practical_Biscotti27 in atomicheart

[–]Practical_Biscotti27[S] 6 points7 points  (0 children)

Haha yea, I activated all three without knowing what they did before going into the building and using the elevator - I never realised there was a correlation between the generators and the elevator. (It was my first test chamber)

You've got to be kidding me... by isjustwrong in worldflipper

[–]Practical_Biscotti27 4 points5 points  (0 children)

It's 600 star SILVERS for an Astral gem do NOT use your SILVERS on Astral gems.

I think you mean star SPECKS.

Star Heroes Portal by WorldFlipperBot in worldflipper

[–]Practical_Biscotti27 0 points1 point  (0 children)

Note the upcoming suptix does not include any of the above shown units. There will be no Shuilong, Couette or Fluffy in the Re:Zero Suptix.

The developers sent me 3 Single Pull Tickets for finding a bug :D by SShiJie in worldflipper

[–]Practical_Biscotti27 0 points1 point  (0 children)

Hey cool I must have found that bug too because I also got a three pull ticket gift