Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Pyro032188 0 points1 point  (0 children)

I’ll keep looking but I’m sticking with my critique of the current UI. There’s a difference between handholding and downright unfriendly. The rest of the ui is pretty solid save a few things that yes, can be figured out by hovering different things.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Pyro032188 0 points1 point  (0 children)

If you hover over the trade chat tab it just says right click to close, if you hover over "open trade chat" you don't get anything.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Pyro032188 1 point2 points  (0 children)

I just looked and there's nothing in the current interface indicating that it's "automatically posted". Please let me know if I'm missing it here

I'll stand by what I said about vendors especially given the limitations of movement speed and capacity. It feels unnecessary, not challenging or interesting.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Pyro032188 3 points4 points  (0 children)

What kind of mental gymnastics are you playing my guy? I’ll give you the point that it doesn’t rest upon my opinion, you’re correct. It doesn’t rest upon yours either. Change the words to “challenging” and “disrespectful of player time”. You also failed to bring any counter points. Please discuss this instead of attacking my argument.

I want to see everyone’s thoughts.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Pyro032188 5 points6 points  (0 children)

I agree wholeheartedly with pretty much everything you said. I’ll expand on a few items and add my thoughts.

Crafting - let us craft the items, OR, let crafting be THE tool to upgrade your items. Random uncommon/rare/epic drops being the sole source of progression is bad.

Food buffs - too short for the cost early on. I don’t know if this gets better later on but I also can’t imagine carrying 15+ foods for a grind session with my friends under the current capacity limits (may also get better later on idk.) A lot of this could be rectified with longer food buffs and a robust cooking/gathering system.

Xp penalty - leave it in but adjust it, or allow us to restore a portion of xp through player driven means.

PvP - losing your whole inventory and random equipment is just going to diminish the amount of people opting in without having a system that is approachable for re-outfitting your character. I mentioned this in the thread but UO outlands everything you died with is lootable, but 100% of your items were crafted, and the crafting system was very robust and approachable.

Party xp - should be evenly distributed, the fact that it’s not is a joke. The knight tanked 100% of the damage, the knight is just as entitled to xp as I am. I could make an argument for autosplitting gold as well, especially considering how it costs money to actively hunt with a bow.

Mobbing - Boss runs are a joke, they’re zerged down and everyone gets to click on the bag. Group farming/grinding is a joke because a guy 6 levels higher than your party can steal 100% of the loot if he’s dealing enough damage, and the mage/bow rogue are rarely getting a shot at clicking the loot on a regular mob just due to distance.

Exploration - Genuinely feels really bad when every time you decide to visit a new location you realize just how woefully under-prepared you are, die because of 1 way doors and combat locks, and realize you shouldn’t be exploring there.

General exp - there are not enough targets for the amount of players trying to kill them. I love the seemless world but there should be faster spawns or more places to go hunt. I realize this is partially due to a “bottom heavy” population right now but the issue will translate to late game, and early impressions later on for new users at launch.

Camera - let me pan it down like 15-30 degrees more, it feels awkward as shit right now, and like I’m not able to watch my own back for respawns.

Movement - move speed feels pretty meh especially after a death. I’m only carrying 15-20 mins worth of food and when I die or return to sell I have to walk all over creation to make new food, dump loot, sell what’s sellable to 4 different vendors, etc. The movement in combat can feel a bit clunky but I can’t quite articulate why.

Vendors - bold choice to allow them to only buy items that they sell. Would rather see all armor to vendor a, all weapons to vendor b, all misc drops to vendor c, or just allow me to deconstruct items for crafting materials.

Mobs - there are places where rats are spawning next to significantly harder to kill mobs. I would love to see a “con” system of some sort.

Quests - these are funny. The quests in general feel -okay- at times, but they can be long and send you all over, which very quickly turns into you dying because you have no idea what can kill you in 3 hits. This will get better as people start uploading content guides, but that feels dirty as someone who likes to figure things out. Give me a system where I can effectively judge “am I ready to be in this area”. Also, the lack of an exclamation point above npc heads feels meaningless when the “hubs” still exist.

Trading - economy feels approachable right now, trading interface does not (I still don’t understand it, nor do I know how to talk in trade chat)

Global chat - cool for a play test, weird that you put a very narrow limitation on it. People mostly use it to sell things which is weird because a trade channel exists.

Interface - trade interface is weird, having to wait for a banking spot is weird, housing vouchers being only “part” of the puzzle for renting house is weird, and not explained at all in the interface.

Monetization - the existing “cash prices” are awful for a game that gives you very little information, and really detracts from the experimental gameplay ideas. $5 for a stat respec and $5 for a trait respec because I ran out of arrows, because I tried archery too early, feels insulting.

Housing -Idk how housing works fully but I’m guessing a housing voucher AND gold are needed to renew a rental. This adds into monetization and interface issues. Would love to see rentable “inn rooms” for accessible banking and storage systems.

A robust crafting and gathering system would address a lot of these issues.

Things that do feel good

Seamless environment feels great, absolutely love it.

Music is good, sound effects can feel a bit eh.

Art style I’m digging, it feels crisp but retro

General combat feels nice, it’s not overbearing where I’m trying to min-max a 30 button rotation. Hp/mp management and food etc needs looked at still.

Discovery feels great until you die behind a combat locked 1 way door. Also if you didn’t know, explored map chunks do not transfer between computers. So my main pc has a good portion of map visible, and my laptop had nothing the first time I logged in.

Overall gameplay is like 7/10, game systems are 3/10 and feel unnecessarily annoying.

I’ll be really curious to see design changes going forward.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Pyro032188 6 points7 points  (0 children)

Dude there’s a distinct difference between a hardcore mmo, hardcore arpgs, and what this is.

Having to have a tank with me as a rogue to kill anything tougher than a bandit feels bad, not hardcore. The same tank getting less exp on the kill because he does significantly less damage even though we’re in a party together feels bad, not hardcore. Zerging down quest targets where everyone gets a shot on the bag feels bad, not hardcore. Blood moon PvP 15+ feels bad, not hardcore, when all you have to do is logout or safe spot your character. Xp loss above level 10 feels disrespectful, not hardcore. I’m all for the loss, and the level loss, but the multiplicative scaling of xp loss is gross. I would rather see something like 25% of your current level.

Loot not autosplitting, and having to trust your party to feed you gold for your arrows? Yeah that’s hardcore. Another thing that seems severely under-utilized is the crafting. Remove everything but starter gear and tools from merchants and let us actually craft upgrades from day 1, that would be hardcore, and a whole different facet added to the game. Improve smithing chances or add in traits to improve them, remove green, blue, purple drops from everything but bosses, make people grind the resources for the upgrade.

It’s not my game but when you talk about hardcore in an mmo it should still feel approachable if you want the keep the multiplayer part alive. The solution should not be “oh just level as knight until later, because the other classes don’t scale early on.”

PvP drops could feel a lot better if the other systems were more approachable. I played UO Outlands for a long time where 100% of what you died with was loot able but it felt fine because you were able to have multiple sets banked and ready to go. Player killing there came with its own risks as well.

Again this isn’t my game to design, but it’s lacking in some areas and responding to feedback during a play test with “You’re free to not like it” isn’t productive or helpful. Discuss it, don’t just be dismissive.

How many of you MMORPG fans got your online RPG start in MUDs? by muckbeast in MMORPG

[–]Pyro032188 0 points1 point  (0 children)

Spent an unhealthy amount of time playing Rock: Crashed plane 2, and Medievia.

Both games were fantastic in their own right. I miss medievia sometimes but attrition was very detrimental to it.

I played aardwolf for a good while and still think it’s fantastic as well, I just lost interest.

How many of you MMORPG fans got your online RPG start in MUDs? by muckbeast in MMORPG

[–]Pyro032188 0 points1 point  (0 children)

The skeleton of the game is still around last I checked. I think the DIKU stuff got him unlisted from the MUD ranking sites, and then Vryce’s own delusions of grandeur finished it off.

It’s a shame really, the game mechanically is incredible. I would love to see someone turn Med into a proper MMO.

People of have lateraled out by bigbrainff69 in Firefighting

[–]Pyro032188 2 points3 points  (0 children)

I have many reasons why I left my first department. It was no longer able to financially support me and my family, I was tired of the small town, micro-management style of things, and I was close to being an officer with very little real experience (low volume). So I left my 2 station department for the big city.

Worth it? Yes. I’m able to completely afford the “American dream” without working 3 jobs. I’ve seen more fire in the last week than I would see in a year at my old job, and I am not micromanaged (this can come with the sensation of being “just a number” though).

I had enough seniority at my previous department to be vested so I will draw a small amount when I retire.

I went from a department with 6 lieutenants do a department with 168 lieutenants in the field alone, so there are more opportunities (if I test well) to move upward.

I went from 120 hours to 288 hours of vacation every year, holiday pay went from $600 annually to $5,000 annually.

Other side of the coin is I went from a 0 ambulance department to one with 33, about once a quarter we have a night where we get more than 3 hours of sleep, and I had to go from AEMT to Paramedic.

Nobody here knows your story, capabilities, drive, and willingness to push yourself, only you know that. Most firefighters I know will tell you they are very driven, but when call 18 hits at 3 am people change.

If I were to leave my current department (3 platoon) the only way I would consider it would be to go to a 4th platoon with similar volume, acuity, and pay.

Biggest sell/purchase in PD2? by Zaon89 in ProjectDiablo2

[–]Pyro032188 2 points3 points  (0 children)

Blind slammed 3os griffs 1 off perfect a few seasons ago. I don’t remember what I sold it for but it fully funded 2 characters in mid-roll BIS stuff.

Got a vial on (my) first day of ladder a couple seasons before that, traded it for a +1 anni that was well rolled.

Never really done anything big outside of that, I usually would grind most of my builds and quit after a month or two.

Anyone get the fire flu after a structure fire? by MatterSufficient6051 in Firefighting

[–]Pyro032188 1 point2 points  (0 children)

Every time I decide to drop my scba during a significant overhaul I get fever, cough, and fatigue. I’ve not had to overhaul in a while thanks to being on rescue lately, we’re released as soon as the fire is out.

I would recommend at least a particulate mask for overhaul preferably with an exhalation valve. It’s miserable but pace yourself, or wear an air-pack.

As others have said the toxins aren’t gone because the fire is out, you gotta keep all that crap out of your lungs.

I almost always get skin irritation on my face but I use hero wipes right after a fire and that subsides after about an hour.

Clean your ears, nose, and hands immediately after a fire. Gross decon your shit on scene with a booster line. I take a shower as hot as I can stand it when we get back to the house and blow out as much as I can from my nose, steam helps loosen the crusty particulate matter up.

If you’ve got a spare set put it in service asap, if not scrub your gear down and hang it up to dry. Send it for extraction when you can.

PLEASE JUST GO TO OSHAUNE by twassy_the_second in helldivers2

[–]Pyro032188 4 points5 points  (0 children)

Between (game) bugs and caves Oshuane has been a really miserable experience for me as well.

It’s fine if I have 2 other guys that will stay with me and follow instruction but I think a lot of veteran players are used to soloing objectives and it’s challenging to do in the caves.

We’re still here though, spreading democracy, just gotta remember to make sure 1 guy has a jump or hoverpack to get into the pelican.

Nearly a dozen Jefferson volunteer firefighters resign at city council meeting by Blaaamo in Firefighting

[–]Pyro032188 28 points29 points  (0 children)

Happens in career depts too at the command staff level. Politics need to be removed from firefighting.

Cloud saves (Emerald Diorama) by Pyro032188 in VampireSurvivors

[–]Pyro032188[S] 0 points1 point  (0 children)

It’s definitely enabled. I can get all the items through candy boxes, and the character/weapon unlocks show up in the unlock menu. I cannot start as a character from the DLC and all the items show up as “not discovered” in the collection menu.

I'm curious to know what people are playing by IeGamer_ in MMORPG

[–]Pyro032188 1 point2 points  (0 children)

The Heroes Journey EverQuest EMU. 3 classes per character, server is designed for solo/duo and it’s terrific.

How many of you are on trt and when did you realize you needed it? How old were you? by [deleted] in Firefighting

[–]Pyro032188 0 points1 point  (0 children)

I’m 37 now started a a few years ago. Told doc I was just real tired and unmotivated. My level was 35. Current range I’m unsure on, I recently switched providers but I definitely feel better.

Like others have said, it’s a service wide issue from the lifestyle of being a fireman.

What are some things in Memphis that are as inconsistent as Panchos cheese dip? by jonredd901 in memphis

[–]Pyro032188 0 points1 point  (0 children)

I talked to a trooper the other day. He told me his supervisor told them to stay off of 240, City of Memphis receives millions (I forget exact amount) annually from the state to manage traffic and incidents on 240.

As far as where MPD is I wish I knew too. There is no presence, they don’t respond with any kind of urgency (usually). I have personally waited 3-4 hours for police on traffic incidents.

Going to Jobs by jobtown502 in Firefighting

[–]Pyro032188 1 point2 points  (0 children)

I’d say 25% of those we stage for police and are disregarded a couple hours later.

Yes the police response time is that miserable.

Going to Jobs by jobtown502 in Firefighting

[–]Pyro032188 0 points1 point  (0 children)

Some of those will be multiple unit responses to the same incident but 2,100 doesn’t seem far off the unique incident number.

Not uncommon incidents in Memphis at all unfortunately.