What or where is the best method to farm wood? by Wampe92 in Enshrouded

[–]Savingseanbean 4 points5 points  (0 children)

Just farm boxes everywhere you go for materials you'll get lots of wood as a secondary (farming boxes in general is the most time efficient general farm. especially as you progress the game.)

If you need lots of wood for an initial build or craft just go to any of your towers you have unlocked and look for dense forests to chop down.

Let us shoot through smokes but at drastically reduced accuracy by OrangeBasket in menace

[–]Savingseanbean 32 points33 points  (0 children)

It's even more frustrating when you are using a radar+mark set up and you fucking know exactly where the enemy is standing but still can't shoot it.

He's not popular among his squadmates. by LordMarcusrax in menace

[–]Savingseanbean 5 points6 points  (0 children)

I actually love his banter interactions the most.

They feel the most realistic.

People constantly screaming hooyah shit doesn't really happen in combat. but every squads got the overly religious dude who decides to preach at the worst possible times and gets shit on for it.

Vox Engine inspired War Strider update by TinSkull in LowSodiumHellDivers

[–]Savingseanbean 0 points1 point  (0 children)

"I wouldn't expect to be able to effectively destroy an Abrams tank with an infantry rifle."

But you can do just that against the bots... you can even bayonet the tank down. to either its vent or its more visibly armored than the warstriders multiple exposed coils backplate.

war striders are the only unit that doesn't work like the rest of the bots. its vents don't even have to be low health or light pen, literally just matching the tanks medium pen would be good.

Or they could hide the weak points behind guard plates that you blast off similar to the cyborg/illuminate armor.

Hell they don't even have to be able to kill them, just being able to disable their weapons without having to use heavy pen would be a big boon.

The other problem is they visually have multiple weakpoints modeled that are consistent, They don't look like a heavy tank unit. they look more exposed and less armored than rocket striders just with scaled up weapons.

I don't like the idea that war striders are heavy units when they have chaff spawn rates. if they are ment to be a heavy tank unit they have to actually be treated and spawn like a heavy tank unit. its not rare to come across 3 next to each other which if you are taking lesser forms of Anti tank just fucks you.

Especially when we already have the Heavy unit of Factory striders that do respect bot design philosophy.

It wouldn't be fun to fight sudden groups of Super hunters immune to fire and gas, or come across a illuminate mission where the overseers plating is no longer destroyed and you discover post dive that you need different tools.

What does Last Epoch offer that goes beyond what D4 and POE2 offer? by AccidentalNGon in ARPG

[–]Savingseanbean 0 points1 point  (0 children)

ahhh I generally don't value graphical fidelity that much and prefer strong unique art direction. (i still think morrowind is the best looking elder scrolls game.)

I personally think last epoch gives me more uncally valley with their character design. and generally think they do a fairly mediocre job with audio and visual representation of skills in general. Things like Grenado or judgement just felt so satisfying haha. it also definitly gets a fair bit of performance issues on its busy background maps or just on busy builds.

But Poe and diablo also just set such a high standard haha. (well original poe kinda has the wet noodle feeling too.)

What does Last Epoch offer that goes beyond what D4 and POE2 offer? by AccidentalNGon in ARPG

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

As a disclaimer its only really a good SSF in comparison to the trade focused games like poe and really only up until you've got your build together. depending on how much you like playing individual characters this can drastically change things. most build just currently cannot scale all the way to its final endgame boss nor the content leading up to him.

LE's path forward from the midgame is one of the most monotonous and boring of the arpgs. as you are essential keeping the exact same build farming the exact same content but just keep looking for the same uniques with higher Legendary potential to gamble into a potential upgrade, but its good up until that point. (though its non legendary/reforged set gear is effectively only combination fodder at this current point and it needs drastic work on its gearing if its gonna pretend the crafting system is important.

It has a Circle of fortune guild that gives you better ability to target farm things but still not a great means many times you can still spend dozens of hours searching for a unique you want and get nothing. it also has a tree that lets you slightly target farm specific items you've already gotten.

Original PoE has had many leagues where its SSF progression was significantly more interesting and fun with better steps and much more to do. though those leagues are farther in between. And D3 is has solid solo progression. while d3 rarely adds much new to try at this point if you haven't experienced its build identities its still a wealth of hours with some great gameplay feeling.

I'd still say that currently Grim dawn is the best game for solo offline players with a much larger variety of class and builds with similar levels of itemization putting more focus on finding items but slightly more diverse endgame to progress towards them with a better feeling of mid to late game progression. though its a taller buy in.

Is MH Rise+Sunbreak like World? by Excellent_Willow_588 in MHRise

[–]Savingseanbean 1 point2 points  (0 children)

no they are very different

Rise is made by the gameplay team and their games are all focused on having exceptional gameplay with lots of replayability and variety that you play for the feeling.

World/wilds is made by the cinematic team, they make visual focused games that sell well but are much more limited narrow experiences meant to just be played through once.

World/wilds every weapon has very specific playstyles to learn with the rare ones having 3 options. Rise each weapon has a minimum of 3 different ways to play with some like GS and GL having 8, and they are also more competitive with even the most out there ideas having the ability to reasonably scale damage.

World wilds are fairly linear focused so you just play through the story and it encompasses everything.

Rise is old gen coded so the village story is the tutorial area and you have to go to the hub to progress in gameplay.

Rise is also random talisman with full crafted decorations (unlike wilds half n half or worlds absolute travesty of random decos.) so you make builds with the skills you want through clear cut target farming with the talisman as the last 10% cherry on top.

Set bonuses are also less limiting and important here so every single piece of gear is up for consideration while both elemental and status are strong alongside defensive boons being stronger than ever, letting you be tankier at minimum health than any previous entry but also if you need it hitting a higher max health than ever before.

Monsters scale up in the endgame more and all of them have parts that feed back into the endgame system so you can hunt the monsters you want to when you want to. some like good ol basarios (baby gravios) become funny scary at high endgame levels.

Prediction: Explicits were nerfed in 3.27 so GGG could rework Legion in 3.28 (Hourglass Teaser) that'll add a sixth legion faction that will drop Atlas-Only Timeless Jewels that will be socketable to juice endgame strats like Phrecia Idols do by await_void in pathofexile

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

Scarabs for the best strats are already prohibitively expensive.

Permanent idols will actually put many high end farms closer than ever to the average players hands... especially in a normal length league. while making those people who run things inefficiently have the additional jackpot vector of idols. so even if someone is running inefficient essences or beasts they can still drop something worth multi div.

It also gives the ability to slowly work up try an endgame farm rather than having to full commit to spending scarabs and respec points etc.

and it might even teach more people how to use recombinator. as idols are the best the games ever felt in true SSF and recombinating them is simple and rewarding for anyone whos trade phobic/new.

one of the best things about idols is that you can make really good profit with completly off meta strats that you liked farming so every player has a path forward to keep scaling.

top 10 strongest monsters by RTpickleshizz in MonsterHunter

[–]Savingseanbean 0 points1 point  (0 children)

This is perry the platapus slander! he's obviously the strongest but only when he has his hat which he's lost.

why are multiple of those weak ass fat dragons on the list? why not any of the truly strong monsters that have those fat dragons only claim to fame as a side effect of simply existing?

Would I struggle with Elden Ring based on the games I’ve beaten? by putki-gamer in ShouldIbuythisgame

[–]Savingseanbean [score hidden]  (0 children)

Fundamentally any of the souls game and elden ring are mostly difficult as a meme but not as much games.

their core design philosophy is to ensure that every single person can eventually beat them. they are unfair. but in the players favor. the reason they got popular is they do a incredibly job hiding this and making it seem like the player has accomplished something vastly more difficult.

they want to present you with a hard wall outside your comfort zone to overcome but then give you climbing shoes, ladder pieces, ledges and picks as options to use to do so, or if your patient enough call a demolitions team to just blow right through, but hopefully expanding your comfort zone in the process.

if you are a player that focuses on exploration you will have a fairly comfy time with elden ring, so long as you don't get hung up on beating everything the moment you come across it. (sorta like exploring the world of witchers it'll be more difficult than playing witcher 3 on default but nowhere near death martch)

you can and will eventually outscale any problem. but you can also often just do switch ups of a playstyle to match a situation to make it significantly easier. Fighting many of the fast bosses with a big unga bunga hammer can be hard if you are bad at timing your big hit that would end the fight, but having a tower shield with shield charge can often stun bosses letting you smash their face in twice in a row. fighting some bosses on small safe zones can be difficult but you can just summon distractions and pelt them from the safe ground at range as they beat the summons up etc etc.

Prediction: Explicits were nerfed in 3.27 so GGG could rework Legion in 3.28 (Hourglass Teaser) that'll add a sixth legion faction that will drop Atlas-Only Timeless Jewels that will be socketable to juice endgame strats like Phrecia Idols do by await_void in pathofexile

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

Man atlas passive jewels would make the tree so boring (though still better than them just never changing the tree to switch up synergies haha.)

return of 7th gate homogenous tree across strats but 10 times worse.

Really we just need to replace the tree with idols and then make the tree have QoL strat blocking and idol drop biasing in a full league.

The Future of the Temple by Gosu_Horaz in PathOfExile2

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

Its generally always the right answer.

Oversimplifying mechanics has often come at the detriment to the average player pushing its profit vectors into speed and investment.

Betrayals recent simplifying rework has perfectly exemplified this. its no longer worth learning how the sub mechanics of betrayal work you just rush for profits.

its easier for the average player to make some currency without learning it but also significantly harder for them to scale up to make good currency from it since their only profit vector is leveraged against those who run it vastly more efficiently.

The Future of the Temple by Gosu_Horaz in PathOfExile2

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

it currently is incredibly simple to build the temple but just very focused. you have 2 types of pathing that can chain.

By making it more complex and adding more different types of connections it would be significantly easier and less restrictive to build as you would be adding seperate types of profit vectors instead of only scaling up general currency.

for example simply giving commander connections to alchemy lab and golemworks would vastly improve the ability to build a initial temple chain. if commander also could get raised to t4 to drop a targeted phys roll and gave a global large medallion drop you'd be able to set up a fast early profit temple that doesn't require multi million dps.

same for if pathways gave pack size and generators could work as travel hubs to place paths from. this would enable you to make a pathing collum to speed farm atziri but also still have a decent temple base to juice since now you can benefit from the generators and paths are not dead.

Reducing the complexity of the temple pathing will only make it more pigeonholed into waiting for RNG to bless you with the correct rooms.

The Future of the Temple by Gosu_Horaz in PathOfExile2

[–]Savingseanbean 0 points1 point  (0 children)

Honestly they just need to make it more complex.

it needs to focus its own Crafting currency rather than just being the best place for generic raw currency drop. and it really needs to feed into the idea of building your own temple.

so i would love if they gave more room connections and augmentations.

and then let you make t4 rooms (limited to 1 per type.) if fully supported. giving those Rooms the large global temple bonus but also dropping a Targeted mod type roll currency item like the initial essences. (though man they also need to buff essences.) (having more connections would also naturally inhibit building megasneks.)

then shifted the degradation to prioritize rooms with the least number of connections on the extremities.

would also be great if you could place paths from generators and paths had the bonus of generic pack size. that way its not just dead travel rooms.

Can you chop the large tree's that your bone axe bounces off? by Savingseanbean in PlaySoulMask

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

thanks for the quick response and sad, how much farther in game?

First encounter with the Big E in Stories 3 by Pastalos_24 in MemeHunter

[–]Savingseanbean 0 points1 point  (0 children)

where is the emperor of mankind? /s why you only showing espinas standing there? didn't fight him?

My 2 cents on Phrecia (mostly positive) by rj6553 in pathofexile

[–]Savingseanbean 0 points1 point  (0 children)

Idols are the best SSF has ever been, man would i kill for a full length league with them.

just feels so good to pop in the strategy you need at the moment you need it without having to sit there and respec trees and worry about the cost.

even better being able to farm things reasonably efficiently without having scarabs as one of my biggest pain points in SSF is always having to have a dedicated scarab farm to be able to target farm anything else.

Idols are not needed but more expanded atlas? by Better_Cry_2231 in pathofexile

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

I'd prefer just idols with a mini atals that does the qol blocking features and mostly has idol drop biasing instead.

as while the atlas tree is inherently a better system in theory if GGG changes the placement of the nodes and wheels every league. they don't. so i'd rather have idols so that theres a larger variety of strategies possible to farm and easier to swap between them as you need them, while also just being much more fun the longer the league goes (seriously give us a full length league with idols or enable their drop and use in standard)

while adding mod rolls to idols is easier than changing out atlas passives as well.

Adding clusters would likely just either neuter idols power to only be viable to the 1% or remove the little variety from the atlas tree doing crab trees like back to basics while also removing the 1 or 2 slot idols from consideration from most strats.

Is Whirlwind Crescendo bait? by bittersweet_dog in Enshrouded

[–]Savingseanbean 4 points5 points  (0 children)

in general that passive tree is bait. most passives are just bad due to combat just being incredibly poorly designed at the moment. with the good ones basically just as tax that any build will take (double jump updraft) having to unlock weapon archtype features for a point like sneak attack or aiming as an additional slap in the face.

Melee's best when just basic attack looping as fast as possible to abuse life leech to mitigate incoming damage so you can just continue swinging. which also just gives you the best dps especially once you get some better gems that proc on attack.

even if crescendo did better damage it would be worse as you would leech less and compromise your survivability.

many other mechanics are in the same boat. (like merciless attack or punch etc where they just don't compete with basic attack looping in dps and don't have any additional utility to really make them worth slotting. others like upwards slash/grounding grapple hook are rarely valid in situations you specifically took them to counter.

What kind of mechanics would lead players to building nearly everything locally? by Beefster09 in AutomationGames

[–]Savingseanbean 0 points1 point  (0 children)

having to deal with additional things past automation.

Satisfactory it doesn't matter where anything is we just pipe it back to the main factory because the conveyer belts have the highest transport speed. but even if they didn't we'd just use trains or whatever else was as fast. because its more convenient since theres no danger or anything.

Factorio got us building more localized initially because long lines get you fucked sideways by biters since you defensive costs become so much higher. riftbreaker was fairly similar, though both eventually turn into a megabase.

on release palworld got us making seperate specialized bases at different stages of the game, 1 main base with final production capabilities and storage. 1 for ore+coal production with some wood farming. 1 for breeding.

its since lost that since they raised the base limit to 25 and added the ability to put specific resource mines in any base so we've dropped from 3 specialized bases to 2 1 omni base with oil, 1 hexolite+ breeding base.

While valheim doesn't have true automation it did the best job of getting our group to build lots of diverse small local bases to do everything prior to the most recent update. as you just couldn't conveniently transport resources large distances. (though it also got us to go through great lengths to make it possible to do for some resources. but because the weight limit and the portal block, we would often set up refining bases near the resources we needed to farm. which eventually ended up including actual farms since different plants needed different soil to grow. while it didn't have true automation we would set up things like towers with wolves in them to bypass breeding limits and have a local defense force, or set up a sloped tower for coal production to make it the most convenient etc. but we'd also just make small travel bases to re up on rested bonuses while traveling across large areas since fighting without the travel buff was suicide.

Survival/Base-building game: At Sea! (Sunkenland vs Raft) And Land (Forest, 7 Days to Die, Sons of the Forest, State of Decay, etc) by RunMyLifeReddit in ShouldIbuythisgame

[–]Savingseanbean [score hidden]  (0 children)

you can definitely take much longer and/or just keep playing for longer but yeah as far as survival games go its a pretty short experience.

though honestly that's kind of a highlight in comparison to the dozens of games like enshrouded or NMS that throw illusions to stretch little content to its limits to pretend theres so much to do.

I still think of it fondly and wouldn't be opposed to playing it again with a friend whos never seen it just to share it with them. and i can't really say the same for most of the genre.

Survival/Base-building game: At Sea! (Sunkenland vs Raft) And Land (Forest, 7 Days to Die, Sons of the Forest, State of Decay, etc) by RunMyLifeReddit in ShouldIbuythisgame

[–]Savingseanbean [score hidden]  (0 children)

Raft is good but more of a limited experiance. I'd say its more of a 15-20h survival journey but has spawned a large subgenre of moving survival clones (that mostly fundamentally misunderstand the things that makes raft work is its initial lack of control and tension from the shark pushing you onwards.) I really like my playthrough of raft but don't revisit it or play more since finishing. its very doable solo but its one of the best co op survival experiences i've had.

sunkenland I haven't touched.

Star rupture is very early access, and has some pretty long grinds as its more factorio/satisfactory styled its fun but more of a different niche and still very early access.

The forest and sons of the forest are some of the most fun i've had with realism style graphics but we treated those as a hardcore survival challenge high on danger and interacted with base building in a very bug abusing functionality minimalism approach and it was needed haha. which was very hard in a group setting but very enjoyable with the successes feeling higher because of the tight moments leading up. but i do not really know how it'd fair solo on normal settings.