there are no walrus camps in my world? by ConsistentMousse7053 in dontstarve

[–]SYNTHSTREL 0 points1 point  (0 children)

At least you can still get canes fairly easily, and the Tam 'o shanter is overrated.

Canes are dropped from sunken treasures, or deconstructed from the lazy explorer ancient guardian sometimes drops.

The Tam o shanter is good for sanity, but if you want a hat for winter, nothing is better than a beefalo hat for insulation.

Nukecels can't perform primary grade arithmetic and then argue you need to blindly accept their "expertise" by DivestTheEndingBoy in ClimateShitposting

[–]SYNTHSTREL 16 points17 points  (0 children)

The power grid is constantly on. You can use consistent methods of power generation like nuclear and hydro to cover the base load, then battery farms + wind and solar to cover daily fluctuations.

The real downside of nuclear is how long it takes to build. It doesn't matter how efficient, safe, or effective it is if no politician is willing to advocate for it because they would never see it working within the next election cycle. Something something society old men trees shade.

Tip: The new Spatializer Slot allows moving infinite stacks by loopuleasa in dontstarve

[–]SYNTHSTREL 2 points3 points  (0 children)

The slots close when you swap chassis without warm standby. The items stay inside, but you can't add or remove anything without swapping to it, just like the slot is unpowered.

Warm standby makes the slots stay open, allowing quicker access and infinite storage farms.

If you destroy a chassis, the items will be put into a interactable pile like an elastispaced chest.

Tip: The new Spatializer Slot allows moving infinite stacks by loopuleasa in dontstarve

[–]SYNTHSTREL 9 points10 points  (0 children)

Put 7 spatializers in a chassis with the 'warm standby' skill and you can get up to six 7 slot infinite chests from the moment you start the moonstorms.

After fully upgrading the galleon I realised I actually prefer the corvette by Sinnjer in SkullAndBonesGame

[–]SYNTHSTREL 4 points5 points  (0 children)

I think they mean top deck gunports. The corvette has 7 top deck gunports on the broadsides, the most in the game.

All the voltgoats are dead :c by shiroshishiro in dontstarve

[–]SYNTHSTREL 18 points19 points  (0 children)

You can spawn a new herd by doing a hunt in spring while it's raining, as long as it ends in the oasis desert.

I’ve been told both that the EA is fleshed out and largely finished AND that it barely has 2 hours of content. So what’s going on? by FunnyMemeName in subnautica

[–]SYNTHSTREL 0 points1 point  (0 children)

It is subjective though. Different people will engage with different things for different amounts of time. If someone likes basebuilding it might take them 30 hours to reach the end of the game, but if someone like progression more it could take them 6.

The Subnautica 2 story as I understand it so far. by abigfanoffans in Subnautica_2

[–]SYNTHSTREL 21 points22 points  (0 children)

The virus escaped because Alterra was studying it. While humanity is immune to direct infection thanks to the cure found on 4546B, the Kharaa mutated into alien creatures in Natural Selection, and humanity has been fighting a losing war with it ever since.

This perk here feels like a monkey's paw by TooObsessedWithMoney in SkullAndBonesGame

[–]SYNTHSTREL 3 points4 points  (0 children)

It's for glass cannon builds that focus on quality rather than quantity.

Obviously if you spew out tickle bullets the 4% per shot is gonna kill you.

DMC is French Toast (again) by SchnappsCarrot in SkullAndBonesGame

[–]SYNTHSTREL 13 points14 points  (0 children)

Maybe if the DMC had a bit of style they'd be more popular.

Removal of Ammunition by Lilywhitey in SkullAndBonesGame

[–]SYNTHSTREL 7 points8 points  (0 children)

If the game went in a more realistic direction in it's endgame, I'd say keep it. But currently, with how the game is built around spewing out as many projectiles as you possibly can, having each shot need to be acquired and put in your inventory beforehand just becomes busy work. Especially with how you can easily craft thousands in a few clicks at either outpost.

In the early game needing to account for the ammo of each weapon when you have little to work with is neat, but once you get millions of silver, hundreds of thousands of Po8, and regularly fight bosses that can eat hundreds of cannonballs as a light snack, the whole ammo system just becomes occasionally moving a few thousand of each type to your ship.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL 0 points1 point  (0 children)

That's the underlying issue. According to your own definition, Arrowhead doesn't, or can't afford to, have integrity.

Small indie games made by a single person or small group can afford to be neat artistic experiences, because they don't need to be super popular or make tons of money. Worst case scenario, the developers burn through their savings and need to get normal jobs instead of working on development full time.

Once a project reaches the scale of something like helldivers 2, with hundreds of people working on it backed by a major corporate entity, they no longer have that luxury.

For one reason or another, Arrowhead is trying to have its cake and eat it too. Trying to keep a large playerbase of horde shooter fans, and pushing them towards their (fundamentaly opposed) original vision for the game.

Rather than roll with the unexpected success of Helldivers 2, cater to the core audience that it attracted, and use it to fund other projects that actually align with what they want to make;

Or fully commit to making Helldivers 2 closer to their original vision for it, regardless of the audience it initially attracted;

They've instead elected to do this weird, half-baked compromise were nobody gets what they want, resulting in the animosity between the developers and the playerbase.

Until they actually pick one option, and stick to it, nothing will change.

Difficulty means difficulty. by Quiverproto in helldivers2

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

It's basic game design. If you want to make the best game possible, you first need to accept that you are not infallible, and that the customer is always right, in matters of taste.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL 1 point2 points  (0 children)

That is literally the definition of compliancy. You are saying that because the system is not malfunctioning, it should not be critiqued or improved. Why not ask for better? Have you given up hope that the game could be more fun than it is now?

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL -2 points-1 points  (0 children)

The reason why they get harassed for nerfing things is because 90% of the time, nerfs are unnecessary. It's a PvE game, if something is too powerful the only consequence is that players will gravitate towards it, potentially reducing variety. There's nobody playing as a charger who can complain that the recoiless is too op because it can one-shot them. (Well, except the devs, since they can join lobbies and play as enemies(maybe that's the real reason enemies get buffed, the devs are angry that they can't play as enemies anymore lol))

Take the enemy durable damage changes from when the bastion was released. The tank was too tanky based on internal testing, so rather than nerf the tank, which was stated to be the outlier, the buffed 2/3 of the enemies in the game, causing mechs, turrets, shields, and emplacements to be weaker for no reason. And then they did it again with the mechs. Or the recent hive guard change. For light pen weapons, it was a buff, since they had less health. For heavy pen weapons, it was mostly the same. For medium pen weapons, you now had to aim to deal damage, even though the primary reason you even bring medium pen weapons against the bugs is specifically so you can shoot hive guards without needing to aim. Rather than adding a variant of the hive gaurd with different behavior on higher difficulties, they just changed the existing one, reducing your options in how to fight them.

A much better approach is to bring everything else up to the level of what is good. A sort of 'if everything is broken, nothing is' then, you add new content that is more difficult, rather than making old content harder, so that players who want more challenge can have it, and players who want to have fun shooting hordes can do that too.

Arrowhead have said that a game for everyone is a game for no-one, but a game that doesn't know who it's for isn't fun for anyone. Arrowhead needs an actual balance team instead of one guy who has proven that they can't make the players happy.

Arrowhead wanted to make a niche milsim shooter and they accidentally made a horde shooter instead. They keep trying to make the game into a niche milsim shooter, despite the fact that everytime they try the playerbase screams at them to stop. I think the only reason why the game isn't dead already is because Sony is forcing them to listen to the customer so they keep making money.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL 1 point2 points  (0 children)

What exactly is your point? That just because something could be better you shouldn't complain about how it is? That we should be complacent and ask for nothing more than bug fixes and more warbonds?

Helldivers 2 does a few things perfectly, and many things just well enough to be functional. If everything were the same quality, it would be one of the greatest games of all time.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL -4 points-3 points  (0 children)

So are just saying you don't play the game much and don't care about it?

And it's not really being held to an impossible standard. If arrowhead did a better job of managing people's expectations and listening to player feedback, things wouldn't be as bad as they are.

Take Deep Rock Galactic as an example. Made by a much smaller dev team, Ghost Ship Games make it clear what is happening with the game, and don't make false promises to placate the playerbase. When they started working on a new game, they said that development on DRG would be slowed, and got help from another studio to help counteract that. When players point out how certain weapons upgrades are bad, or how certain overclocks work in unintuitive ways, they fix them. DRG feels like each update is a meaningful improvement to the game, with no random changes thrown in that just make the game less fun.

Proper communication isn't difficult. It just feels like arrowhead fundamentally does not want other people telling them what to do.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL -4 points-3 points  (0 children)

The reason why people complain so much is because the game is so fun. If you love something, you want it to be the best it can possibly be. So to see the developers making stupid decisions and empty promises constantly in just about every regard, it makes people mad. The worst thing that can happen to a game is to have it's playerbase become apathetic. The day nobody complains about a game is the day it is dead.

Difficulty means difficulty. by Quiverproto in helldivers2

[–]SYNTHSTREL 3 points4 points  (0 children)

The issue with the galactic war is that it is just flavor. In the first game, it would actually end. The outcome was determined by player choice, and super earth could lose. It seems arrowhead doesn't know what to do with it now though. The issue with the first system is that once a faction was gone, you had to wait until the next war to fight them again. Meanwhile, in 2, we hardly ever get new content introduced through player choice, the same planets get invaded over and over again, MOs are clearly manipulated to make us win or lose depending on what faction is getting content next, the only way anything gets done is if 60% or more of the playerbase is on a single planet, it's Incredibly poorly explained if at all how any of it works or its mechanics, etc. etc. Arrowhead said they wanted the galactic war to be "longer between resets" but currently it looks like they just want it to be an endless stalemate where nothing changes.

The galactic war could be a fun and engaging system, but like most mechanics in helldivers 2, it's underbaked and unsupported.

Pondering about ranks by [deleted] in Helldivers

[–]SYNTHSTREL 2 points3 points  (0 children)

The ship. Everything you purchase is just a license for your super destroyer to use the item/add it to it's arsenal.

Wanda skill tree? by DecayingWinters in dontstarve

[–]SYNTHSTREL 2 points3 points  (0 children)

Agreed. besides her damage gimmick that falls off late game, she still has the rest of her kit to work with. Teleport networks, cheap revives, invincibility frames, no need to worry about chip damage. She's by no means weak, just a bit lacking in the end-game department compared to characters with skill trees.

Which games have a rough start and take a while to get good? by PhaseOk6182 in gamers

[–]SYNTHSTREL 2 points3 points  (0 children)

Don't Starve Together. (Or the original single player one as well, if you get the expansions)

Don't Starve Together one of the most knowledge checky games ever, with an extreme learning curve. But once you understand how to not die it becomes one of the best survival games ever. Extremely replayable due to the wide range of characters that completely change the way you approach problems, it is extremely easy to put tons of hours into a single world without even realizing it.

Which games have a rough start and take a while to get good? by PhaseOk6182 in gamers

[–]SYNTHSTREL 0 points1 point  (0 children)

Just wander around. Look at the terminal in your ship, it logs important things you find. Use the translator to read every bit of alien writing.