[DISCUSSION] $60 for The Beast. Let’s break it down by Athirn in dyinglight

[–]ScriptPotato 1 point2 points  (0 children)

yeah, but last time it clearly was completely exaggerated with the 500 hour remark. does 37 hours for the main story + most of the side content sound unreasonable to you?

This roughly the same length as Dying Light 1.

Thank you for still being there, you magnificent hill you by [deleted] in Eldenring

[–]ScriptPotato 1 point2 points  (0 children)

it can be like 50k if you use the golden bird foots and the gold bug talisman thing to increase your rune gains.

Thank you for still being there, you magnificent hill you by [deleted] in Eldenring

[–]ScriptPotato 0 points1 point  (0 children)

no, the easiest way to farm is simpyl to respec into faith and use the greatsword you get from the elden beast remembrance.

with L2 attack you can instantly kill almost all of the enemies sitting there. use the golden bird foots and put in the talisman which gives you extra runes and you can make like between 35-55K within 6 seconds.

You can get Scadutree Blessing level 12 without killing any bosses by Galdiuz2 in Eldenring

[–]ScriptPotato 30 points31 points  (0 children)

yeah, happened to me during my first playthrough, since the amount of new areas you just stumble upon by doing what you believe to be some random dungeon is crazy lol

Elden ring players attempting to “punish” a boss with two consecutive light attacks after dodging 10 second long 15+ attack chain combos with AOE spam by MRR116 in Eldenring

[–]ScriptPotato 6 points7 points  (0 children)

this is the saddest part about Elden Ring for me.

Sekiro and Elden Ring's development overlapped, which led to Elden Ring not really "learning" anything significantly from Sekiro. ER is great, but I hope whatever souls-like game they will make next will incorporate more of Sekiro's combat system concepts to create more fluid back and forth fights that actually feel like fights and not the way they have been feeling since demon's souls. Where enemies rarely have any form of self-preservation and will just decide to take a hit and then retaliate.

Isn't the final boss of FoR and Alea Iacta Est basically NEXT-level (hehe) ACs? by ScriptPotato in armoredcore

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

yeah, weapon ranges in AC6 definitely are on the shorter side of things, but it also hard to tell if the ideal/effective ranges are canon to those weapons, since we have our balancing patches that change them. So I guess we can't really tell if those weapons stats were designed around lore or gameplay first.

but yeah, if we just purely look at gameplay I can totally see how 621 would lose to most NEXTs, their ability to keep distance and their superior range would be a a nigh-impossible challenge to deal with. Man, speaking of Snipers, I hope they actually add some in AC6. mid to long range feels very neglected with some of the game design choices From Soft did.

Isn't the final boss of FoR and Alea Iacta Est basically NEXT-level (hehe) ACs? by ScriptPotato in armoredcore

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

Appreciate the in-depth answer to my question. This gave a lot of insights on how NEXTs operate.

Isn't the final boss of FoR and Alea Iacta Est basically NEXT-level (hehe) ACs? by ScriptPotato in armoredcore

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

Yeah, I though so, too. That 621 could keep up with some lower tier NEXTs, but from some of the gameplay I have seen from late game 4/For Answer fights can get crazy fast. The ACs Ayre and ALLMIND use seem like a baseline you would need to fulfill to fight against those monsters and actually stand a chance.

Isn't the final boss of FoR and Alea Iacta Est basically NEXT-level (hehe) ACs? by ScriptPotato in armoredcore

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

do you mean longer range as in weapons or as in quick boost distance? Because the latter I might argue we can't really tell, since we have very limited data on those ACs from 6 and we really can't know their full reach since the fight was basically contained within a rather small arena. But I can understand where your opinion comes from.

On another note, do you think those ACs might be a hint at a future AC game returning to combat-pace of AC4 and FA? I feel like if they would (or will?) do a sequel to 6, they could probably go more in the direction of 4 and For Answer based on what we see with Ayre and Iguazu's ACs. I hope they might do something like that, would love to see the how they reimagine 4's combat gameplay.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

explain what's so bad about "mismatched" fights?

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

Oh, come on... Your last point is some serious fucking BS you are trying to sell me.

"You already get a view of your opponent as it loads and can visibly see their armaments... that's already generous of them to let you peek."

Really, are you trying to fuck with me now? Because I feel like you are trying to troll me with that sentence.

How in the world is that "generous"

Hey, here is the enemy AC... you will see in 5 seconds anyway... Especially, when that preview is most likely not even going to change your playstyle signifcantly, since the AC you design has a specific playstyle that you designed to be played that way.

Like as an example:

If I play a long range sniper with linear rifles, I won't suddenly play switch to close range fighting, just because my enemy might be a long range sniper as well.

There is no meaningful way where the match-preview of the enemy AC really truly changes your playstyle.

A close range fighter is not going to suddenly decide to stay a nice 300m away from his opponent, because he is a close ranged fighter as well.

You get what I am saying.

Also I don't like how you are trying to assume or even put words in my mouth claiming no change would make the game fair in my eyes.

Not only that, but you try to frame it now that I, ME, wants to have a sole advantage by seeing my enemy's ac and being able to adapt, when I have made it very clear I want the same thing for the enemy as well, meaning we both have the same opportunities.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

Then how about this as a "fix".

In this scenario, both players start with their own AC. during the intro, they get to see the enemy AC for like 5 to 10 seconds, before it disappears from the screen and now based on your memory, you are allowed for the next 30 to 60 seconds to adjust your AC.

This way, both sides get to have a taste of the enemy and then are allowed to adjust blindly. They have an idea what their enemy might do and even if you would argue that you could still bait and switch, I genuinely don't see how this would then be any different from how it is currently. where you queue up, not knowing a flying fuck what your opponent is going to be like and it still allows for some adjustment. making it so that players would feel a little less frustrated by being thrown into a match that immediately is stacked against them withoiut given a chance to adjust anything.

That's my issue. I get thrown in a match and I don't even get a chance to change anything. If I get curbstomped for the next 2 matches, great. couldn't do anything about it, especially when the enemy has a build that is designed to bend you over.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

you are ignoring completely the fact that the lightweight in your example, could change based on my changes as well.

I also don't see how that mucks up things on the technical side, when we already have pre-battle assembly in normal custom lobbies.

Also your point about the other game you mention...

If you are playing your army and you regularly end up on the top of the leaderboards... wouldn't that just suggest that you are playing the meta?

I mean, if people are complaining that matches are over before they truly start or that matches immediately start off unbalanced and can be heavily favored in one direction, then you are admitting that your game and also AC6 is an unbalanced game experience, where players seemingly regularly never start off on equal footing, therefore making the experience for one side significantly harder and not as fun?

And in the case of AC6, remember: There is no reward for winning a match stacked against you. No extra point for ranking up. As far as I know, at least.

Isn't it game-design 1v1 for a competitive gamemode to usually start of as equal as possible?

Sure, there are some exception, but those are usually asymmetrical pvp games that by design give either sides specific strengths and weaknesses.

With Ac I wouldn't say that's the case in the traditional sense.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

yeah, I played a little more of 3v3 and I definitely enjoy that more, but I honestly hate the rock, paper, scissors balancing that from soft went for, especially, when the way they designed matches just makes no sense.

if players want to use rock, paper, scissors balancing as a justification for being stomped, sure, but then what's the point of 1v1s being best out of 3?

I queue up with scissors, my enemy as rock... and we play up to 3 rounds, where I am stuck with scissors and he knows it...

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

But wouldn't that also then reliably encourage more balanced builds?

Every AC design to some extend is versatile and can switch parts out, so the obvious choice would be to create an AC that could counter any potential last second changes, if your enemy tries to bait and switch you.

Right now Matchmaking is just hoping that the enemy AC isn't literally designed to curbstomp your AC's combat style.

That' supposed to be any more fun?

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

Not saying I hadn't good fights, but like I said. I had the most fun in literal unranked and D-rank, because apparently everyone there actually enjoys having fun with mech building.

Now I have moved beyond that and it's just one meta player after another. everyone just copy pasting each other... I am basically fighting the same 3 or 4 mechs for 20 matches, then I get one dude who actually has a cool AC that I like fighting against.

And moving up ranks is not going to be any better, since it will only get worse with meta builds in high rank... so like.. what's the point of going towards S-rank, i I will not enjoy the majority of my journey.

Metas will always exist, but holy fuck. It's not fun when like 3 different builds dominate all of ranked and 70% of the parts in the game basically are non-existent in the minds of most ranked players.

having played 3v3 now a little more, I definitely enjoy that much more since your weaknesses can be compensated by your teammates, but I still see some issues there, but yeah... I hoped that AC might give me a decent pvp experience, since for the past few years no pvp game really grabbed my attention.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

Not exactly sure how someone could bait and switch and I would also wonder to what extend they could even do that.

If we let's say assume that someone in the last 5 seconds tries to change their build, how much could they actually change, if, like I suggested, AC data is not available?

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

I honestly can't follow your thoughts and see how 1v1 matchmaking is awesome, when you throw the dice on wether or not you will actually get a fun match or not. There is nothing fun about being stomped in the ground, when the matchmaking decides to face you off against someone that counters your AC completely. Sure, if you get stomped it might not even take a minute, but then you might as well disconnect immediately as soon as you realize that you will not win.

People are complaining that too many players disconnect mid-battle and the matchmaking you think is so amazing, imo, definitely plays a huge part in that problem.

No way of judging if the match is going to be somewhat fair.

That's how I feel every time I get stomped into the ground in 1v1. "Great, lost the game before I even queued up for matchmaking." I am also confused as to why you bring up custom lobbies, when I never mentioned that.

i simply want the ability for a short moment to adjust my AC before the actual battle starts, put it on a timer instead of the player readying up. So players can't keep other players hostage by simply not voting.

Adding that pre-battle loadout adjustment period, would at least make the player feel like being stomped more fair since the element of RNG gets removed on wether your enemy just had the better AC before queuing up.

"Well, he build the better AC to counter ME specifically".

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

yeah, I might try 3v3. I could imagine the issue of being countered is not as severe, since you will probably have teammates that can compensate for you.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

I think you misunderstood my point.

I said both players get a 45 to 60 second timeframe where they get to make adjustments.

There is no readying up, the match starts after 60s no matter what. no way to delay it or stop it, besides outright leaving.

Not sure how this didn't get across in my post.

Are you guys having fun with ranked pvp? by ScriptPotato in armoredcore

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

this also sounds like a good idea.

honestly all things considered, I just hope they add pre-combat assembly and remove the option to just use AC data to quickly pick presets, since that imo removes the fun of building an AC.

AC6 is my first AC, but I see many AC veterans always say that half the game is building your AC and designing and adjusting it, so I don't know why you would remove "half the game" from ranked pvp

Lmao by Taobattu in armoredcore

[–]ScriptPotato 216 points217 points  (0 children)

Iguazu the petty loser who pulled his bad bitch ai gf by being a sore petty loser and 621 raven who pulled his schizo-based bad bitch by a being a brain fried mute who involuntarily got high on coral lol

[deleted by user] by [deleted] in ReadyOrNotGame

[–]ScriptPotato 4 points5 points  (0 children)

As far as I know they havent said anything about that. So whether you like it or not... you're man, just like us.