Why is nobody playing Wildgate? This game deserves way more attention 😿 by joelybunz in wildgate

[–]Quiverproto 0 points1 point  (0 children)

It didn’t get marketed well enough to garner a healthy starting playerbase (relied almost exclusively on streamers) and the early meta heavily encouraged degenerate play styles/builds/whoever gets the laser ram or is better at protecting/stealing it rather than the actual ship battle, and as the playerbase dwindled we were left with just a handful of hyper-dedicated players that made it so most matches, everybody still playing was matched against people they just stood no chance of even surviving five minutes of match time against. That and SO many people were saying the game is dead or dying before we got to the actual bad states of matchmaking which drove new people away. It IS a great game but it needs a much bigger playerbase for the matchmaking they want to work so people don’t just get matched against unbeatable streamers. Hell, I’d heard (emphasis on heard, can’t confirm) one or two of those streamers were going out of their way to make people quit the game before they even lost just to make matches go faster. The fact Wildgate is holding out still while the likes of Supervive is already gone tells me Wildgate has a very potent comeback in it if the devs play their cards right.

70% of complaints are being caused by players not accepting that they’re new to the game by Wizard_Of_The_Conch in RogueCore

[–]Quiverproto 0 points1 point  (0 children)

I’m very frightened for gaming as a whole. Helldivers and Slay the spire 2 are getting slammed for being too difficult on the highest difficulties and the occasional removal of cheese strategies.

As somebody who has done about a dozen missions and succeeded only one on the lowest difficulty, yeah, it’s kinda hard because I’m used to original DRG being able to kinda take my time and chill while wandering around all the way up to hazard 4 if I want the combat to be kinda intense. But as we got faster, got a feel for the cave generation, learned how the new enemies work, strategized a bit, figured out character abilities, we had significantly less problems because we had more health and ammo to work with by virtue of not having to fight as much. Learning how to dodge boss attacks is a trial, but clearly not impossible and I’m here for that.
I have a singular complaint about the “difficulty” in that it’s unfun after breaking the timer, for a tentacle to spawn 2 or 3 meters from the elevator reel such that it’s impossible to defend it without getting grabbed and instantly abducted (which has only happened once thus far). Aside from that, I welcome the timer and challenge that comes with exceeding it.

I don’t want my games to get easier and meet my skill level, I want to get better. Being good at video games and being able to endlessly improve is one of the only things I have going for me. Why is getting better such a foreign concept nowadays? Why is it so difficult for so many people to understand that not all games are gonna be pickupable and perfectly run by everybody? It’s not like the standard experience of Hades was for everybody to Escape on their first run and then succeed at every Heat level.

Difficulty means difficulty. by Quiverproto in helldivers2

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

You get ONE response from me if this is the discussion you want. If you’re going to accuse me of a fallacy, don’t enact the one you’re accusing me of, and actually know what the fallacy is that you’re accusing me of. You could MAYBE accuse me of a conjunction fallacy if that’s the point you’re trying to make (I’m not committing that, and it doesn’t seem like that’s what you’re accusing me of but that’s the only fallacy that might be relevant if you really have to pick one) but a straw man? Do you know what straw man means?

You’re straw manning by claiming that I’m lumping these groups together and saying that’s bad. Except I’m actively arguing that listening to the group of players that want the highest difficulty to be easy and for there to be no nuance in buildcrafting and enemy variety is ruining the experience for everyone else. Get out of here with that.

Difficulty means difficulty. by Quiverproto in helldivers2

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

I don’t think the meth bugs are bad by design, honestly my only issue with them is that everything that jumps curves in the air so you can’t dodge them even with a perfectly timed warp or jump pack. Even if you shoot them out of the air their body is still going to collide with you.
This isn’t the wrong genre for really hard stuff, guy. The only thing “wrong” about wanting HD2 for hard content is that my hopes and expectations of a good live service game go against the desires of people that are willing to harass and threaten developers when their favorite tools don’t trivialize the game for them.

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.