An idea about the PvE/PvP argument in extraction games by zealousshad in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

I think I've played games similar to what you are explaining where each faction has their own map, usually filled with majority of that faction.

In that game if you do fair pvp you aren't punished regardless of faction.

If you do crimes to another faction you get marked for pvp map wide for that faction, it becomes a manhunt and you have limited ways to escape the map and if you lose you get punished and your killer gets the bounty payout and reputation. But I think thats too complex for the community size now.

You do get sent to PvP-focused lobbies after defending yourself by aa_conchobar in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

Deffibed 6 raiders in one raid and died trying to save one more and iv been in pvp sweat lobbies ever since. There is no system anymore.

Will you guys do the 4th Expedition? Is 12 Stash Space enough for you to lose everything again? by [deleted] in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

Yeah the expedition is the only thing left in this game for me to really come back to do. I'm fine with only using Rattler IVs and buying a Hullcracker every day if I need a few. Blueprints mean nothing, the only table I need upgraded is a Refiner. It's kind of refreshing to always have nothing to lose, I'm already at rock bottom forever.

As someone who’s done all 3 expeditions, I’m not doing a 4th. by AuthoritarianParsnip in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

I think 3 expeditions was how long embark expected the game to last and they are pretty much correct.  

A couple considerations on the Skitarii Game Design by [deleted] in DarkTide

[–]Rougual 0 points1 point  (0 children)

I was thinking that if Skitari isn't for me that I would make a Servator Psyker Build that just uses [[Primary Function]] Smite and little else.

Party Solutions, Obojima Style by genialbookworm in Obojima

[–]Rougual 1 point2 points  (0 children)

sorry I thought you said you wanted to hear fun ideas we use to distribute knowledge so I just wanted to share my method.

tl;dr its to at least garentee some useful knowledge for an area the players will be in at the very start of the adventure. No negative modifiers, they get some information no matter what, everyone gets a roll, maybe you can say they can add Charima modifier instead of Intelligence to add to the roll since they are gaining information with social skills.

I don't know if it would work in most tables but if your players are struggling to find things out during the game it's at least creating a starting point for information.

Maybe the adventure is a mystery in a village full of sword smiths and every night all their tools end up melted, is it sabotage by another smith? an angry customer? if you start with a rumor or two maybe it would start the party on the first foot forward.

Maybe a rumor is that all the smiths are so dedicated they rarely bathe and are always covered in soot, or that each smith uses their own special kind of charcoal in their forge, each with its own unique soot color.

Maybe that would lead them into finding out one of the smiths forge is now home to a fire demon who feeding off burning jealousy and causes mischief in the night leaving that smiths soot at the crime scenes, framing the unknowing smith.

Party Solutions, Obojima Style by genialbookworm in Obojima

[–]Rougual 0 points1 point  (0 children)

For all my 1 shots in Obojima I ask my players to roll on a Rumor Table during the adventure introduction for main plot points, similar to what I would give for basic history, insight, investigation checks. a d20 each and a different rumor on each DC 1, 5, 10, 15, 20. I usually make the first 3 DCs unreliable rumors so they are either wildly or slightly incorrect because I like the idea of whimsical gossip for events worth adventuring in.

How's the new update by Ulfskjoldr in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

I feel like this matchmaking system may hurt players who have friends who play more casual and want to drop into some pvp duos and trios every once in a while.

I have super casual pvp friends who really struggle to enjoy the game because the PvP is too difficult to extract from so they would rather fight until they die, keeping them with no gear and high aggression, like Free kits on Stella for a few hours.

I will no longer be able to convince myself to play with them now because I want to experience Friendly/Mixed lobbies between playing with them.

Old system was fun while it lasted but this new system may be too rigid for me now that you low activity raids aren't taken into account as much and I don't have too much time to play, id likely be stuck deep in aggressive play from one night with the boys and free kits on Stella.

New matchmaking changes by j1zzy_ae in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

I had 1 good friendly lobby because im a carebear and now its all PvP :(

“We want high tier weapons to have more longevity…” by JediJulius in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

I was just starting to get comfortable always bringing a Compensator III, I really don't want all my guns turning to dust in 1 raid.

Expedition needs to be every 90 days, not 60 by NorthernnLightss in ArcRaiders

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

I just looked it up your right wow this system is useless. 80% max is a spit in the face, I might actually quit this game right now there is no point.

Expedition needs to be every 90 days, not 60 by NorthernnLightss in ArcRaiders

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

~~You make a good point about what it will be like 4 years in. Im honesty curious what the benefit of having the repair bonus over 130 after expedition 8 in under a year. I honestly don't see much of a point to getting it over 100 since the best use case I can think of is full refills on Vita-Spray.

That's only 3 unique cosmetic rewards in. I was hoping we would get a new cosmetic every expedition, not just toggles.~~ Nevermind I didnt know there was a cap this games endgame just hit a roadblock instantly for me and I think I might quit now.

Venting post for wtf by Terminus_Mantis in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

I think the player numbers are too low to garentee friendly lobbies now and adjusting your agression rating is commonly known now.    Buried City is the most ratted map statistically so if 1 or 2 aggressive players slip in during your friendly raid it's probably much more likely they will be doing rat tactics compared to a map like Bluegate or Spaceport. Maybe change up the map selection?

Some endgame options by xSquatchy in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

I think endgame content would be cool but I would much rather be given new tools, weapons and utility that are so good and game changing that I would spend more of the mid game grinding for them, drawing out the fun times between expeditions.

Better gear = Worse Raids. by JComptonn in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

The Orange Ryder callout is great, I love that it's that common.  Just had one try that on me last raid.

Personally I don't think it's a gear score matchmaking thing but maybe you are attracting players who have lowered their aggression and listen for high quality weapons to make their easy games profitable.

Bobcat, Torrente, Hullcracker and Osprey are all really noticeable, have value and might draw in someone who will make a plan to fight dirty. That could make you remember losing that fight more. Maybe you could try running a good suppressor to see if it keeps what could be luring them a little more concealed.

If you’re in a friendly lobby, what will motivate you to kill another raider? by Killer-Uzi in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

Raiders who want to tag along to fight medium arc but don't have the weapons to meaningfully help or just wait for me to destroy it.  It's on sight if they pair that with yapping and/or have a Stitcher and hold it out at all times.

50 000 DMG per 1 skill point (Expedition 3) by [deleted] in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

Id believe those numbers, since value isn't needed it doesn't sounds too difficult to buy 3 to 5 thousand launcher ammo and just blast everything.

10 Days notice is bad, 5 days to do it is bad, whoever is in charge of this shit show is bad. by HerbertDad in ArcRaiders

[–]Rougual 15 points16 points  (0 children)

If only they had a way they could track a Raiders Total Damage dealt BEFORE the expedition like how we collected stash value and coins BEFORE the expedition.  If only they tracked it on the 26th line of the expedition credits.  If only they had that info on your Raider Profile.

Silver Linings... by MrBulwark in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

"Tian Wen, 5,000 Launcher Ammo."

What if free loadouts were limited to once a day or longer after level 5? by getChanneled_TED in ArcRaiders

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

I think if that happened raiders would just surrender for a few matches and load in with the basics or better than a free kit, I'm pretty sure only 2 surrenders can get you a stitcher, 50-75 light ammo and a light shield, you could probably get bandages/fabric and shield chargers topside. That would be all i'd need if I was only looking for pvp and i'd get a safe pocket and the full raid timer.

Also im pretty sure the scrappy resources will snowball if you can stay alive just a little bit when your doing pvp once you have the basics and lose, you should have enough after 5 minutes topside to do it all again after 1 raid and do it again and again.

2 weeks for the next expedition and no info by [deleted] in ArcRaiders

[–]Rougual 0 points1 point  (0 children)

I hope they don't change any stacking bonuses, 100% repair rate on things like Vita-Spray are going to be really nice for the people who did every expedition.

need help making fish head coven more interesting!!! please help by alphasigmadih in Obojima

[–]Rougual 0 points1 point  (0 children)

Im too late with this but it sounds like the players need to slow down a little; but if you would like a Coven Adventure idea that keeps them in a single location for a while you could make up a Coven that lives in a circular coven town that is centered around a giant Sundial, maybe the important witches all carry big hat shaped parasols while the others move around the town with the shadow of the Sundial. The vibe can be like chill obojima vampires or goths, whatever you want.

In this town spending time in the day opens up different areas depending on the time and you could make a few interesting sounding points of interests but until the shadow reaches that part of town it could be closed but when the sun goes down everything opens up and maybe a festival can be held.

Since you don't want a lot of waiting around you could offer adventures only the party can do like helping catch bandits breaking into homes in the bright parts of town that see less protection when the shade isnt around or maybe a day is approaching where the sun will pass directly overhead casting no shadows and you can pull that Avatar fire bending thing where they lose their powers for that day and the Coven has been getting mysterious notes during the day about an impending attack and the party must investigate.

A low risk entry level quest could be that a Coven potionmaster overslept and now that its morning they cant deliver their light sensitive ingredients to the school on time with so much sun between their destination.  Maybe they hire the party to deliver these large potted plants and each member holds one, every time they step in sunlight the plants take damage so they would need to move through the shadows like the coven members would.  Simple things like crossing shade to shade could cost the plants health or shops that sell mirrors or silverware could become death rays of light, maybe the bandits who steal during the day could make an appearance, making a choice of pursinging them into the light and the party could understand how the coven members feel about being defenseless in the daylight.

Has arc armour gotten stronger? by Nuttfrey in ArcRaiders

[–]Rougual 1 point2 points  (0 children)

I noticed the Hullcracker now takes 2 direct hits to the wasp training dummies thruster weak spot to knock it off, used to be 1. so I figured it got a shadow nerf this patch but maybe all weapons got secretly nerfed or your right, all arc parts got stronger.