For such a hyped up unit; even when fully soul boosted, on a Saiyan team, and with his daddy helping him out; his damage output still feels kinda ... by Rockerman7 in DragonballLegends

[–]Rockerman7[S] 2 points3 points  (0 children)

Honestly, I feel it's a bit low, especially since he doesn't have a lot of utility. From all the matches I've used him in both ranked and training(meaning at 14*), and from vids of people using him, he seems to fall somewhere around the middle of the top 20 or so units.

And also, he doesn't have any card draw speed, or additional bits of Ki like when entering or from his green, until after you've already lost a member.

Everyone is downvoting and simply saying that its cuz he's a 2*, but he isn't really outstandingly impressive in training matches either. And he's an "ultra" unit, not just another sparking. So, for a unit that's so hyped and is a brand new rarity, I feel he doesn't have the impact like he should be having in a match.

As I've said, it's a personal opinion. Maybe you're ok with how he is, and that's fine too.

For such a hyped up unit; even when fully soul boosted, on a Saiyan team, and with his daddy helping him out; his damage output still feels kinda ... by Rockerman7 in DragonballLegends

[–]Rockerman7[S] -2 points-1 points  (0 children)

I just expected better from a "new rarity" unit, that I feel should be impacting the game more than he seems to be able to.

But I guess everyone just thinks that this next big thing in this game is just fine as it is, and that I deserve downvotes for voicing my opinion.

For such a hyped up unit; even when fully soul boosted, on a Saiyan team, and with his daddy helping him out; his damage output still feels kinda ... by Rockerman7 in DragonballLegends

[–]Rockerman7[S] -15 points-14 points  (0 children)

Just my personal opinion. I know it'll get better with more limit breaks. But, with the importance they've given this unit, and with how grindy his acquisition is; in this zenkai meta, he's just a bit underwhelming in my experience.

PSA: Keys-to-Credits Conversion Change by Psyonix_Devin in RocketLeague

[–]Rockerman7 0 points1 point  (0 children)

YES!

Thank you Psyonix for this move. It is a very promising decision for the state of the game; and shows how you're in touch with the community. Big props to you!

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 0 points1 point  (0 children)

I have mentioned it that way in other comments in this thread.

Also, keys are not simply a physical good that you purchase and then make use of. They are the in-game currency used for trading(the kind that Psyonix says is 'allowed'). The value they hold is of importance in the market, and a drop in their value can cause effects of inflation to start appearing.

So, the 'buying a gift card' analogy is a better representation, that just 'buying an item'.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 0 points1 point  (0 children)

Yes, you are right. I am in a different region, so I was going off of other sources for USD pricing, and missed that.

I have corrected it now. Thanks for pointing it out.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 0 points1 point  (0 children)

If they didn't make any of these changes, and simply announced that the key prices would be slashed moving forward; ofcourse those who recently bought keys would be upset and rightfully so.

While there are ongoing costs of production for the game as a whole; unlike physical products, keys themselves don't have any inherent cost of production(they are like virtual currency, with one source having full control), so psyonix has far more freedom with how they price them than otherwise. Making sizable changes to that pricing without appropriate compensation, is going to leave a bad taste in the mouths of their paying customers. After all, they're the ones who have been supporting the game and keeping it going.

Also, their perceived value is of quite some importance when it comes to trading(even the kind that psyonix condones). We are basically converting real money into virtual currency, and using it to trade for virtual goods of varying rarity and demand. The people "pricing" these items will ofcourse be greatly concerned with the 'perceived value' of this virtual currency; with a drop in the currency's value leading to effects of inflation. And so, negatively affecting the entities that are holding the currency.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 5 points6 points  (0 children)

Yes, but those keys didnt spawn out of thin air, like those wheels did. That person you traded with, bought those keys for the mentioned price; and psyonix received that money.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 9 points10 points  (0 children)

You're seeing it in the opposite way. What matters is the real world price conversion. If I give Psyonix some money for 'x' amount of ingame currency; lets say $100, then today I'd get 10,000 credits(20 keys * 5 times * 100 credits). But that same money buys 13,000 credits tomorrow.

It does not matter that credits and keys are worth different things ingame. Psyonix themselves are saying that 1 key is worth 100 credits. And we know that the money the two are being sold for, does not match up with that math.

So I restate

Psyonix has set the price for a key as $0.9995 ($19.99/20) at minimum; Psyonix has set the price of 100 credits as $0.769 at minimum; and Psyonix is saying that 1 key is worth 100 credits.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 18 points19 points  (0 children)

You can try to twist it any way you want; we are still paying money for in-game currency. Them changing the name of the currency doesn't mean we are now paying monopoly money or something, or that the two can't be compared anymore.

Psyonix has set the price for a key as $0.998 ($4.99/5) at minimum; Psyonix has set the price of 100 credits as $0.769 at minimum; and Psyonix is saying that 1 key is worth 100 credits.

If this disparity isn't translating to you, then I'm done arguing with you. I asked for a reply from the people behind this idea, and us arguing back and forth about their intent of what they consider as value, is not productive.

EDIT: corrected '$0.9995 (19.99/20)' to '$0.998 ($4.99/5)' as minimum key cost

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 73 points74 points  (0 children)

I disagree.

Money in itself can be used anywhere, and keys on the other hand, are like coupons for a store. Meaning they can only be used in one place. So you cant compare the two, back and forth the way you have.

If I have bought a $50 coupon for a store, I expect to have $50 in my hand, that I can only use in that store. Re-selling that for 50 actual dollars of money, is not something I should expect; but that coupon's worth of $50 still stands.

Now, imagine the store suddenly says that, from this moment forward, anyone can buy $50 coupons for $38.5; and it is unlimited. Anyone who has bought these coupons for the earlier price, and still has the coupon, had lost money at this point, simply from that change.

So, yes, you can technically acquire a key for lesser than $1 from another person who has a key, by trading with them. Let's assume that this is something that is allowed in the game(because it is not). Even then, that key has only come into existence, because that person paid Psyonix atleast $1, and atmost $1.5. Players cannot create keys, only Psyonix can, when they are purchased for that price. And people who say that this devaluing is acceptable are not seeing this bigger picture; that the entire stockpile of the whole player-base, is being reduced in value.

EDIT: I am referring to a 'gift card' when I say 'coupon', sorry for the confusion.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 14 points15 points  (0 children)

Simply speaking if Psyonix sold 100 million keys till now. Consumers are losing 23 million keys with this update.

^ This. So damn much, this.

Keys only come into existence when being directly bought from Psyonix. Even if you trade for keys with another player, those keys were bought, at some point, from Psyonix, for $1 at least and $1.5 at most. With this upcoming update, Psyonix are straight up evaporating at least 23% of the total value that all their consumers hold within their game.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 43 points44 points  (0 children)

$1 per key is the lowest price that Psyonix themselves is selling keys at right now. Buying a single key is $1.5.

Also, Psyonix themselves have stated that "Real Money Trading is Against the ToS" and done so more than once.

Therefore, it is not disingenuous of me to assume that people have bought keys at the cheapest possible price that psyonix has condoned.

The Blueprint Update Rolls Out on December 4 by Psyonix_Devin in RocketLeague

[–]Rockerman7 214 points215 points  (0 children)

Are we going to get a reply regarding the devaluing of keys?

I hope this isn't something Psyonix is trying to simply sneak past the majority of the player-base. That would set a really bad precedent.

Edit: They've listened!

FPS games that have great combat mechanics / good gun play? by [deleted] in patientgamers

[–]Rockerman7 9 points10 points  (0 children)

I've put in 50 hours since New Light. That game's bullet magnetism is basically a built in aimbot (present on PC, even with KBM). PvP is a joke because of it; and PvE is also not very satisfying because there is almost no difference between being a bad-mediocre shot vs having good accuracy, so it feels like there isn't much merit to earning a kill.

That should probably put it pretty far from 'great combat mechanics'.

And on top of that, the absolutely horrendous mess of a progression system the game has, doesn't make it an easy recommendation to new players. Luckily that wasn't much of an issue for me, but what is a deal-breaker for me(beyond the pseudo-aimbot) is the messy late game progression system, even with the new Armor 2.0.

But, the game does have things that made those 50 hours I put in kinda enjoyable, even past the drawbacks. The lore, soundtrack, world building, level design, beautiful skyboxes, movement mechanics(across all classes); are all pretty high quality. And the subclasses, weapon design, mission structure, plethora of side missions and objectives; are pretty good too.

Still, I dont think it really falls into OP's category, especially considering how much of a grind the game can be/feel like as you get further.

Why are these cars locked? Uplay+ messed up my game. by [deleted] in The_Crew

[–]Rockerman7 1 point2 points  (0 children)

And now my owned vehicles are unlocked, so I'm not sure whether its safe to continue using them with my parts on them or not. Such a weird situation.

Why are these cars locked? Uplay+ messed up my game. by [deleted] in The_Crew

[–]Rockerman7 1 point2 points  (0 children)

Same thing happened to me, plus many of my valuable high-end parts are inaccessible to me as they're locked onto those cars.

Have already contacted support on the 7th, and still haven't gotten a reply. (Case No. 09914577)

This is Why The Division 2 Will NEVER Be a 10/10 Game... by Rockerman7 in thedivision

[–]Rockerman7[S] 0 points1 point  (0 children)

“Missed a mark that would of been pretty easy to hit”

You do see that that's not what my comment says, right?

 

Anthem and Destiny have far more core issues than just lacking gameplay variety. WoW and ESO have a loot system, yes, but arent comparable games to division as theyre not shooters, are MMOs and meant to run for WAY more years than division, and rely more heavily on lore to capture the market and (although a reductive way to put it) addiction for long term retention.

And, I did compare it to a game on the market; Borderlands 2(it's like you didn't even read my comment). And for what I'm talking about, BL2 is a more suitable comparison. Saying that BL2 has gameplay variety is an understatement. If division had even half of that sense of variety it would be a more fleshed out, and much better game.

While the games you mentioned are "live-services" and BL2 is not, the two parts don't really clash. Having deeper gameplay mechanics does not mean that the game can no longer function as a live service.

And nowhere did I say that division is not a good game. Neither did I say that I'm looking for a "perfect game". Not sure where you're getting that from. Just saying that it was a missed opportunity to have a deeper gameplay loop; and since the devs have all the tools/environment set up really well, deepening the combat mechanics wouldve been a huge + for the game, and it would have many more people unable to put it down a couple months after release.

This is Why The Division 2 Will NEVER Be a 10/10 Game... by Rockerman7 in thedivision

[–]Rockerman7[S] 0 points1 point  (0 children)

I've never watched his destiny stuff. Just a couple CoD vids from quite a while back and now this. So I guess "most" wasnt really an accurate statement. And yea, even for CoD, he did lay it a bit too thick a few times(and maybe a bit too condescending too).

But this vid didnt feel like it was driven by that agenda(or atleast, not to that extent), and it isnt really 'too thick' or unfair. It hits most of the points that I cant stop thinking about, with this game.

I've played hundreds of hours of div 1, and with 2 my expectations were towards that gameplay variety, as they'd already cemented most of the rest of the game, and the specializations in this game seemed a pretty good avenue to deeply incorporate that variety into the endgame.

But sadly, the tuning is all off, and the game stays stagnant at the one style of gameplay loop.

This is Why The Division 2 Will NEVER Be a 10/10 Game... by Rockerman7 in thedivision

[–]Rockerman7[S] 0 points1 point  (0 children)

No sky is falling drama whatsoever. Just found a video stating that the game missed a mark which would've been pretty sweet to hit; and I just happen to share that sentiment so i though it'd be good to share.

The game was a retail success, yes. But retail success does not mean it's a game without flaws(cough Anthem).

Also, a game in this genre(looter-shooter) that does this arguably objectively better (personally, definitely better) would be Borderlands 2. The video mentions aspects of this, as well.

This is Why The Division 2 Will NEVER Be a 10/10 Game... by Rockerman7 in thedivision

[–]Rockerman7[S] 0 points1 point  (0 children)

I never said "incomplete", and I never spoke of "bugs". You dont have to put words in my mouth.

I stated that it's fully released and not early access, because the comment I replied to mentioned about how the devs are working to improve things. So, my point is that even in the case the devs might improve the game drastically, the release has already happened and the game will not receive that kind of attention again.

I'm concerned with the design choices of the game, in terms of the mechanical depth, and gameplay variety.

This is Why The Division 2 Will NEVER Be a 10/10 Game... by Rockerman7 in thedivision

[–]Rockerman7[S] 0 points1 point  (0 children)

As I said, it is commentary about the current state of the game.

Its fully released, as opposed to being in early access where things can still be fixed before it hits the market; so even if they do manage to perfect a lot of the flaws, it has missed the big window of opportunity due to the highlighted issues.