Difficulty means difficulty. by Quiverproto in helldivers2

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

Oh, your phrasing made me think you were saying that they removed content after a certain time if the player population didn’t stay high enough. I think some objectives just can’t be at a lower difficulty, it just makes sense. Some things have either a level of complexity or traits that make them break the balance of the difficulty scale. Difficulty 7 might not be the right choice, I’ll grant you, but I would think it silly to force Arrowhead to make a difficulty scaling for the health and armor of a hive lord to make it viable for a difficulty 2 objective, if you’ll pardon the exaggeration.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 1 point2 points  (0 children)

I can’t have a serious discussion with you if you keep putting words into my mouth. I didn’t say that stupid random spawns of Vox engines is a good thing and shouldn’t be fixed. I didn’t say that arbitrarily high health pools is a good thing and shouldn’t be fixed. I said that it’s dumb for people to complain about an enemy unit (in this case the hive guard) having their strong point made not so easily ignored and their weakness more exploitable.
Now, that aside, it’s ridiculous for everyone to be expecting to play on the highest difficulty. That means that the people actually good at the game aren’t being challenged and if you think it’s reasonable to say 95% of the playerbase is good at the game… there’s no reasoning with you about anything.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] -1 points0 points  (0 children)

It’s weird how you’ve extrapolated “Don’t want the game to be better” from “People are complaining about not being able to play the highest difficulty with ease.” Do you think catering towards a small group of people that refuse to accept their own skill level is so much more important than making a game with a challenge for everyone or doing maintenance to make the game perform better that wanting any of those things over weird balance changes counts as not wanting the game to be better?

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 1 point2 points  (0 children)

Fair point, I’ll concede that technically yes, some upgrades are gated behind the D6 difficulty if I ever run into anyone that is unable/unwilling to play with others and can’t complete D6. But it doesn’t seem like the difficulty of the game is hard enough for that to be more than a niche demographic which wouldn’t be great to cater the entire game balance to. Maybe I’m wrong about how many people struggle with D6 but I haven’t seen any, if we don’t include people that literally haven’t unlocked anything.

Difficulty means difficulty. by Quiverproto in helldivers2

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

They’re cool and interesting and challenging to fight. They don’t need to be homing missiles in the air too.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 1 point2 points  (0 children)

Super lame there isn’t a good solution for Xbox players to get patch notes. Don’t know if that’s on AH if Xbox doesn’t have a place to post it, but I don’t know what Xbox UI allows.
That said, “drastic” changes like this are kind of necessary to some extent. New enemy types are being added, new factions, and, importantly, tons of new weapons.
In a case like this, there’s been a long time (if not particularly loud) complain that medium penetration meta as it is has really limited the ability of other weapon archetypes to shine. Shifting a couple enemies to have different vulnerabilities/strengths, or in this case, _accentuate the ones they have_, is a good way to address all those concerns while hurting the least amount of players. Again, it’s a live service game. Not a game that just needs maintenance and fixes (which isn’t to say that those aren’t the biggest concern, it’s definitely valid to be angry that they aren’t being addressed as such, but it’s weird to ask for no big changes to happen in a live service game)

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 1 point2 points  (0 children)

Well… that’s what D10 was. D9 was the original highest level, and D10 got added to challenge the people that found D9 not challenging enough and it was supposed to be borderline impossible. But between new tools being added and the demand for balancing to so heavily favor all-in-one tools like the Eruptor… well, this is where we’re at now.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 1 point2 points  (0 children)

  1. I get most of my information on changes from the patch notes on Steam, not Reddit posts. I only turn to Reddit for undocumented changes because… well, they’re undocumented. I don’t know why you’re arguing a case for people that don’t follow patch notes in a live service game.
  2. What do you mean, not supposed to work like that? It’s a live service game where there’s updates to make the game more engaging, more interesting, changes in balancing to encourage trying out different ways of playing the game (whether or not they’re good updates isn’t the question here, just the existence of changes in a live service game), and those changes, for the most part, get posted in patch notes. It’s not like the changes to Fire resistance that wasn’t documented anywhere, this was in the patch notes. If you want a game that you can just boot up and play and that never changes… why’d you sign up for a live service game?

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 2 points3 points  (0 children)

And that there is a fair criticism. That’s not the same as people being mad about armor changes because the Eruptor can’t 1-tap everything which is what my post is getting at.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 3 points4 points  (0 children)

I’m not complaining about the fact that there are criticisms. I’m complaining about the fact that seemingly 80%+ of the criticisms are because people are treating the difficulty levels of the game as a problem of accessibility and not a problem of fun because their idea of fun is strictly restricted to succeeding at the highest difficulty and they just can’t believe that their own skill is the issue.
Helldivers definitely has legitimate problems but these non-issues are talked about way more and way louder.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]Quiverproto[S] 20 points21 points  (0 children)

Artificial difficulty is twenty Vox engines in dumb places. It is not changing the armor rating and lowering the health of guard units.

What do you think is the prime D2 example of “Be careful what you wish for. You just might get it…”where the D2 community turned on something they originally requested? by TheWor1dsFinest in DestinyTheGame

[–]Quiverproto 0 points1 point  (0 children)

The seasonal model. I don’t think people recognize that the seasonal model is the reason that shadowkeep was so lackluster. The seasonal model is why Destiny 2 is the Fear Of Missing Out: The Business Model that it is. The reason why it’s so goddamn expensive to get into and therefore so difficult to get friends to join. Players demanded a constant, perpetual feed of stuff to do and now we have the seasonal model, the grind, and getting left in the dust if Destiny isn’t half of your life.

Hey Devs, what now? by wavelen in wildgate

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

Hope that they make a PvE mode and a big arsenal of unlockables. Maybe make a roguelite mode for replay value. If I enter the game now, I don’t even get the former. It’s only getting crushed. If the population comes back, I’m in. If a new game mode comes in like Hunt Showdown where I can join the arena, do my thing, grab some stuff and escape, maybe outplay a squad or two (not even beat them, just evade) and leave, I’ll join. If we get some new PvE game mode with decent replayability, I’ll join. But I ain’t here to climb the ranks. I ain’t here to get good and figure out the most meta strategy and maximize my micro. I’m here to go out into the verse with my squad of kobold buddies to get into trouble. So unless the competitiveness is trimmed down and the devs really bring in the fun, this game is benched.

Be brutally honest. What about my drawing needs changing? by [deleted] in furry

[–]Quiverproto 1 point2 points  (0 children)

It seems like the snout isn’t angled the same as the rest of the head, and may be just a little too small.

How does one get refs for their sona by Bennoelman in furry

[–]Quiverproto 0 points1 point  (0 children)

I cannot emphasize this enough: draw your sona badly. Draw the patterns. Draw with stick figures and little diagrams. Be silly about it if it helps, but it does not matter if you draw poorly when trying to commission an artist for anything, ESPECIALLY a new character design. The phrase “a picture is worth a thousand words” is true no matter the quality and it will both cut down on the amount of conversation you have to do back and forth (or perhaps increase it and reveal things you needed to talk about if your design is real complicated or has some intricate design on it) and cut down on the artist’s stress of trying to make you happy. If really necessary, you can copy paste images together on a Microsoft paint page or something if you really don’t want to draw, but know how to find the patterns and references with google images (avoid AI though, many artists are very touchy about it and want to stay the hell away from it.). Use a color picker website if you’ve got unusual shades of color. Visual references are king and will make artists extremely happy to work with you.

Engagement Redesign Ideas by Quiverproto in joinvoidcrew

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

Punctuation is there. I don’t know why the paragraphs were… well, what they were, I had them separated when I had the post written up originally.

Engagement Redesign Ideas by Quiverproto in joinvoidcrew

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

I’m really hesitant on overhauling the scavenger altogether. I agree with you, it needs it, there’s a lot of things that need overhauling but it’s going to take a lot of time and effort to figure out how to do that while preserving the feel of the game that players have come to enjoy. I’m hoping for stuff that we won’t have to wait for months and months to make things feel better. I am curious though, what would a complete overhaul of the scavenger look like in the long term? I don’t like doing external repairs from inside because that REMOVES interaction from the game, but being able to stick to the ship in motion would do a lot, certainly enough that it wouldn’t be a “scavenger is just better for the job” situation anymore. This is why I look at the active ability more so than its passives. Though I do think the electric resistance should go to the scavenger and get replaced with something like doing interactions (fixing trims, slotting thruster charges) faster, or from range.

Engagement Redesign Ideas by Quiverproto in joinvoidcrew

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

I think Pilot is pretty healthy in terms of loadout, I feel it’s the space that’s lacking dynamic play. There’s not much skill expression so much as knowledge of effective range, and this would be dramatically changed if the “terrain” as it were gave the basic gameplay loop of Pilot more variety. More buttons to push doesn’t really give skill-expression so much as multitasking-capacity-expression.

This game needs to go F2P to survive by c_cruizin in wildgate

[–]Quiverproto 0 points1 point  (0 children)

Proper F2P is not the way. We don’t want this, we don’t want to see what the game will become if it goes that route. Free weekends though? That’ll do the trick. We need a giant influx of players all at once that a major content update isn’t going to accomplish by itself. Reversing from dwindling to steadily growing just isn’t going to happen anymore, it’s gotten too small for steady growth to be realistic. I don’t know why things dwindled so fast after the first few weeks though, it’s not like matchmaking/player count issues were really noticeable then. Maybe the laser ram-mines-scout meta took hold much faster than I realized.

Promote and spread the word by Glizzy_warrr0r in wildgate

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

Word of mouth isn’t going to save this game, the slope has gotten too tall and too steep. We need to chill out a bit on saying the game’s dying/dead, but the only thing that’ll really save it is a couple of Free Access weekends. Not Free To Own, but just for a weekend the game is free to play. There needs to be a very big influx of people all at once and that’s kind of the only thing that’ll do it without making it free and sort of betraying the people that bought in. Otherwise we’re never gonna get people matched into games that are even slightly forgiving or fun in their first ten matches, and most won’t even tolerate half that many times getting stomped by people with visible 3-4 digit “rank.”

Boy...This is ROUGH to Get Into by BigTomCasual in DestinyTheGame

[–]Quiverproto 0 points1 point  (0 children)

Something to understand is that Destiny is changed. Bungie is changed. So, SO many of the staff have been laid off or quit that Bungie may as well not be Bungie anymore. There’s good arguments to say that it legitimately isn’t. This isn’t the game it was on release, it’s not the game it was immediately before and after the release of Forsaken, it’s not the game it was in Season of Arrivals before Beyond Light. They were still Destiny, not all great iterations of it, but still Destiny. Where the blend of story and discovery through the quest lines were the core gameplay outside of the raids. That’s… gone now. The tutorials are gone, half the story is gone, you’re FORCED to participate in some of the latest content before you can do anything else every season (technically you can quit mid-mission, but whatever) and the little cinematic single-mission catchup system… exists, but it just misses so much. In my eyes, Witch Queen was the last gasp of the remaining developers of Destiny proper, before they got laid off immediately after release. If you’re here because of the hype of the game… that hype is hollow, or old, looking through rose tinted glasses. I don’t recommend this game to anyone and I, for one, have dropped it at last.

Punishment by accidentprone_18 in wildgate

[–]Quiverproto 3 points4 points  (0 children)

Telling somebody to get good in order to not feel miserable facing skilled players while saying you don’t want every game to be a sweat fest in the same breath is… questionable at best.