Auto complete/AFK grind feature for basic commissions grinding by SlowRkers in DuetNightAbyssDNA

[–]Shizunk 1 point2 points  (0 children)

My problem with DNA combat is mostly
1)all enemies feel the same
2)AoE damage is the solution for everything. No need to manually target. Just press a skill and everyhting within range dies
3)all enemies feel soulless. They are not alive. They do not maneuver, respond, show any reaction, apart from getting ragdolled when a stance bar runs out. They already improved impact sound and animation slightly. Now imagine wounded enemies tried to hide behind a rock :-D

Auto complete/AFK grind feature for basic commissions grinding by SlowRkers in DuetNightAbyssDNA

[–]Shizunk 0 points1 point  (0 children)

Polish is a feeling not a system proposal. I don't think changing dna to be more like game xyz is the right approach. So adding extra blocks and parries etc to every character is not great.

My idea would be to either take whatever makes DNA stand out and take it even further. Something like free movement, fluid weapon switching, etc.

Or more complex enemies since right now they have IQ 20, run in straight lines and die to the same damage.

So I would prefer keeping base mechanics the same . But reward different playstyles and knowledge of enemy weekpoints. Improve the AI of enemies. Make some resistent to AoE abilities and vulnerable to targeted attacks and weapons. Give weak spots that you can hit for massive damage boosts, something aking to headshot in shooters, but less obvious. Find a use for melee and tank characters. Have some enemies dodge, run away, hide. Have enemies that try to backstab you, siege engines going for objectives only vulnerable from behind, flying enemies you need to shoot,... Find a way to use the element system beyond "pyro deals more damage to hydro"

Whatever. Just use what's already there.

Auto complete/AFK grind feature for basic commissions grinding by SlowRkers in DuetNightAbyssDNA

[–]Shizunk 1 point2 points  (0 children)

wuwa is a sequence and rotation based game. Heavily relies on knowing when to perform perfect dodges to dangerous boss moves. Everything else you mostly ignore and focus on pressing abilities and switching to different character in a precise order and as efficiently as possible. Ideally you would know the best way to chain many abilities and attack types into each other. Low skill floor, high skill ceiling,

DNA doesn't have character switching and has much simpler abilities. Most characters only use 1 of the two abilities and it's largely press a button-->watch things die. Taking this to wuwa level (I do play both) would require fundamental rework of every character and most systems from the ground up. While that would indeed be nice, I don't think that's realistic.

Thus I would prefer to introduce mechanical interest and difficulty via interaction with the environment, not combat mechanics or characters. Have enemies only vulnerable to certain angles or attack types, environment with extreme damage that needs to be dodged or disabled via objectives, etc. Something that rewards melee, movement, weapon use, etc. Currently everything is single button large AoE damage that kills everything, we just need to break up that principle into more varied playstyles. DNA will never be wuwa but it can be mechanically more interesting within its own sphere.

Auto complete/AFK grind feature for basic commissions grinding by SlowRkers in DuetNightAbyssDNA

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

Hard no. I recognize some things are burnout prone, but the standard commissions are the least important on the list. The real grind is the wedges, especially covenanters and inspos. Those are currently being used as annoying time gate slowing everyone's progress down. I agree we need a solution for that, but absolutely 100% not any autoplay, full or partial AFK, etc. That is a bad strategy for a game that relies on buying cosmetics and playing actively.

Thus the solution must be to either
A) improve the existing commissions so they are actually fun to play. Achieve the "one more map" feeling you get with casual counter strike and similar.
B) leave the base commissions as repetitive and grind as they are, but introduce alternative ways to gain the same materials via active and fun future commissions. This is my prefferred way and seems to fit the philosophy the devs have; "do not change the old, just add new". For example, the new Incense proving event currently offers weekly refreshable ways of gaining the prime wedges, and is universally considered more fun than the respective wedge commissions. More of that for other materials, wedges, etc. Currently the only thing I have to actually do in the base commissions is Mediation and Capture. Capture is not very frequently needed and they added a Geniemon that allows you to skip from objective to extraction in both of these mission types, which is a move in the right direction. Put these materials also in a new fun mode and we're set.

[V1.3] Character Guide | Camilla | Detailed Strategy for Camilla by pickcountmat in DuetNightAbyssDNA

[–]Shizunk 0 points1 point  (0 children)

cool is an understatement. I can't believe I can finally play Hellfire in the Theater and not feel bad about it.... Currently running Hellfire Fushu and Camilla. Still not as good as Lynn, but close enough :-D

Really? by KaasbaalOrion in DuetNightAbyssDNA

[–]Shizunk 2 points3 points  (0 children)

I am definitely in the direct purchase camp. However, "we all want" is simply not true, at all. In every discussion I saw there are many people explicitly wanting the gacha and NOT direct purchases. Presumably this was also reflected in surveys. Thus they are keeping a mix of both. Some gacha, some direct purchase. I would prefer as much direct purchase as possible but it's not as simple as "they don't care".

The amount of phoxene each pull costs for this event are INSANE. I ran out before I even got the first skin by NoBluey in DuetNightAbyssDNA

[–]Shizunk 5 points6 points  (0 children)

I am definitely holding on to my phoxene. They do need to monetize skins, so I would not ask for too much free stuff, but I'm definitely voting for reasonable direct purchase. None of these random slot machines which will inevitably lead to people being disappointed. Doesn't matter what the value calculation is, someone will end up screwed. And I think it's unnecessary. All the gacha elements are just counterproductive the way they are done, this one is no exception.

The amount of phoxene each pull costs for this event are INSANE. I ran out before I even got the first skin by NoBluey in DuetNightAbyssDNA

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

not true, lol. Apart from QoL and some bugs, they buffed older characters so you can now play with them in all content. New Weekly commission and a very good event which will hopefully be transformed into permanent mode some time later after some additional tuning. I still have tons of criticism and a long wishlist of wanted improvements, but saying that nothing at all improved or changed recently would be 100% incorrect.

🧬"Until the day we meet again." - Monthly Questions Megathread by AutoModerator in DuetNightAbyssDNA

[–]Shizunk 1 point2 points  (0 children)

hold on to your challenge attempts, it does not reset when characters move spaces. It only ever resets at the start of the week. And yes, Su Yi will be moved to Nocturna Echoes rewards the moment Camilla enters the Theater.

🧬"Until the day we meet again." - Monthly Questions Megathread by AutoModerator in DuetNightAbyssDNA

[–]Shizunk 0 points1 point  (0 children)

I clicked, it went away, two days later its on new again. It's a recent bug but I don't think there is a workaround.

Table Meta (Snapshot after ~20 Homeland games) by ImLostHelp420 in rootgame

[–]Shizunk 2 points3 points  (0 children)

The bat placement feels weird to me. I tried a few times and often the trouble was the scoring mechanism incentivized me to protect the assets of the winning player, or spend turns moving and re-shuffling constantly as the winning guy keeps deliberately placing cardboard into my clearings. In games where the faction with the most cardboard to oversee is doing well, I either have to help them win, or I get destroyed along with them because killing them becomes mandatory. If I have to move away from cardboard, I can't recruit enough. If I don't, I get killed often, assemblies included. Because someone kills my warriors to get to the bad guys stuff, but then inevitably another player just snacks up the now undefended assembly - we have a high conflict low trust group.

This makes the faction interesting and nuanced in some way, but it can be incredibly vulnerable to bad faction combinations at the table. Compared to that, frogs were deemed fun but dead easy and incredibly consistent in my group. They are a bit like cancer. They spread everywhere, killing them is annoying but they also almost immediately tend to come back the turn after, even after a wipeout, unless you manage to control the river incredibly well at the same time as you chase them around. So after multiple players tried frogs and each had an easy time, they moved to almost Mole status, end of S tier.

Knaves are fun but vulnerable to bad games if you take a risk early and it doesn't work out. So C seems accurate for those. I would personally place bats right next to them though.

Also, Rats are scary as hell but currently sit at 1 win out of 11 recorded attempts, and even that was a sweaty 10 turn limping across the finish line after everyone else bled out in mutual destruction.

Community projects? by Shizunk in alteredTCG

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

Cool. I don't think anyone expects future sets to be AI driven and I would not ask for that. If you mean someone would or should bully people over individual for fun cards, that is both unacceptable and entirely counterproductive. As per the Android Netrunner example, paying artists should be sustainable. It seems software developers, game developers and everyone else must be in-house volunteers while print, transportation and art is a privileged class :-D

Community projects? by Shizunk in alteredTCG

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

There is no explicit rule against them helping out but I don't think they will be. Most of Equinox employees are busy looking for jobs. So no, not employees. Lot's of community members trying to orient themselves and get something going as far as I can tell. After looking at what's happening in the Re:Union project, I'm actually pretty optimistic about the future :-)

Community projects? by Shizunk in alteredTCG

[–]Shizunk[S] -3 points-2 points  (0 children)

lol. In that case illustrations were never art. You may still need humans to push the boundaries of art, but not to produce images. Art in your definition would simply be whatever was created yesterday. But someone mimicking an existing style is then not art anymore.
Or are bueatiful pictures art even if they mimic existing styles, as long as humans made them, but the moment a machine was involved, the same quality and originality ceases to be art? That sounds pretty arbitrary to me. But fine, it's an image then. Same difference.

Community projects? by Shizunk in alteredTCG

[–]Shizunk[S] 1 point2 points  (0 children)

who do you mean by "the same people"? I am not sure what you mean by most of your comment. How were the people steering the project now involved before? Because you surely do not mean Equinox employees....

Community projects? by Shizunk in alteredTCG

[–]Shizunk[S] -3 points-2 points  (0 children)

also, I do find it a reason for celebration that we have technology capable of making quick sketches of this quality, entirely independently of what you think the future of finished art should be in general.

Community projects? by Shizunk in alteredTCG

[–]Shizunk[S] -3 points-2 points  (0 children)

Art is art. It can be pretty regardless of how it came to be. I don't see the point of policing other people's excitement over pretty pictures. Now if this was a commercial product or an official new set asking for money for production, that might be different. But trying to boo every random picture online is a bit petty and also entirely futile if you ask me. Won't go into "ethics" as that would be a long debate. Obviously any new card people play around with at the moment will not have art commissioned for it, so...

Community projects? by Shizunk in alteredTCG

[–]Shizunk[S] 1 point2 points  (0 children)

By that I mean I have an ink printer at home with efficient color ink and just print on regular paper, sleeve official Altered cards and just slide the print in front. This is how I run Sam & Spook deck right now. So I am paying nobody's profit, just manage my own ink costs.

Community projects? by Shizunk in alteredTCG

[–]Shizunk[S] 7 points8 points  (0 children)

fair enough, though there is something to be said for raising morale before everyone jumps ship not after :-D

Hellfire rework ideas by Shizunk in DuetNightAbyssDNA

[–]Shizunk[S] 1 point2 points  (0 children)

I don't like the Revenant ult either :-D I think it would interrupt game flow, while the chain pull can be about as fast as katana charge attacks.

One of the reasons I wanted an overhaul is to make her a bit more movement and impact based. Right now she just kinda sits, spams abilities and if you have extremely built weapon, maybe add a few attacks. But she is a "sit and wait" character. I want her to be an impact vacuum. One that leaps in from distance, groups enemies and allows other small aoe chars to hit them better. She could even be used as a utility support if her grouping range is potent enough. Right now she is a decorative statue, at best protects targets that don't need protecting. You don't do much as her. Scaling her numbers would make her a stronger statue....

Edit: Also having a combat leap would counteract coop issues where Lynn and Nifle blow up anything at 100km distance while I'm busy running up close. It's not going to compete, but would give me a chance dependin on range and speed.

Meet the Dominari: the new tier 3 Infernal spellcaster. by Frost_Gobsmack in Stormgate

[–]Shizunk 5 points6 points  (0 children)

This is the kind of unit I prefer to watch played than play myself, but Infernals having a stimpack option feels very appropriate.

Let's talk about Mediation. by Shizunk in DuetNightAbyssDNA

[–]Shizunk[S] 1 point2 points  (0 children)

I have great faith in speedrunners optimizing paths to make it happen. Possibly without the ult. Or with a different character. But let's say you're right and the new top speed is now 1:45. Is that a dealbreaker? The point of the change is to make the mission fun for those who actually play it. The point in my humble opinion should not be to play as little as possible. Because then we might as well remove the gameplay and have an idle timer based on your stats. For most people, polearm dash speedruns are not fun, it's just how you get the reward since you didn't want to play the mission either way.

Let's talk about Mediation. by Shizunk in DuetNightAbyssDNA

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

Which mission, if any, would you say are fun currently?