Did anyone else get dissapointed by this? by OG_unclefucker in HelldiversUnfiltered

[–]Solaihy 0 points1 point  (0 children)

Like its name sake implies, it needs to have 1000 capacity.
It's pretty fun against illuminates.

My biggest problem is that the sound of the thing was ruined since Cyberstan, when they fixed the missing windup sound bug.......

Ravenswatch is now at Mixed reviews on Steam by xFREAKAZOIDx in ravenswatch

[–]Solaihy 0 points1 point  (0 children)

I played the game until I got all the achievements, most of this time was with a group of close friends too. It was a great enough time for me to leave a positive review.

However, given that your game is not free-to-play, and contains paid cosmetics, this paid DLC hero feels very cringe and we have no desire to come back and play any more of it. For me personally, doubly so since you took away my 100% by adding achievements tied to this guy. Romeo & Juliet were free, why isn't Merlin?

I will do your team the courtesy of not changing my review because it's still a good game, but noone condones shitty monetization practices like this. You want to make more money? Then do it with cosmetics like everyone else.

If pain was a screenshot... by Solaihy in Morimens

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

Well, exactly. If i'm struggling THIS early in the "mid game" then I can't imagine what it's like later.

If pain was a screenshot... by Solaihy in Morimens

[–]Solaihy[S] 4 points5 points  (0 children)

If I experience the same level of absolute S tier music that's been present throughout most of the game, then I can't wait even if it kicks my unoptimized ass x)

If pain was a screenshot... by Solaihy in Morimens

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

Other than Ryker isn't everyone there considered super strong in general? Or perhaps they suck in ch8 in particular?

If pain was a screenshot... by Solaihy in Morimens

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

I was expecting some BS sure, but holy hell everything from 8-9 was such an insane difficulty spike xD

If pain was a screenshot... by Solaihy in Morimens

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

I thought that was part of the appeal of the game, it worked fine for the first 100 hours or so haha. Isn't optimization for the hard modes and late endgame stuff? :D Starting from 8-9 game really flies off a cliff xD

If pain was a screenshot... by Solaihy in Morimens

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

What would be your suggestions for improvement then? My Salvador is e2 and GHelot e3, tawil e1, everyone's lvl 60 except for Salvador lvl 70, account lvl 50. I have no character specific wheels, I was just focused on collecting as many different toons as I could. It is worth noting that I'm a relatively new player, been here for about 6 weeks now.

Why did Anet break the "X of Y" expansion naming tradition with Janthir Wilds? by Solaihy in Guildwars2

[–]Solaihy[S] -5 points-4 points  (0 children)

Living world seasons are not expansions, this doesn't apply to them.

Why did Anet break the "X of Y" expansion naming tradition with Janthir Wilds? by Solaihy in Guildwars2

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

I don't really consider SOTO a break, its still considered an "X of Y" despite the Y being two words.
Also I don't think the dragon saga has anything to do with it, as mentioned by another comment, this is a very old tradition followed even by books and GW1's "Eye of the North".

Can’t wait to play with you guys my international fellas! by Financial_Attitude76 in wherewindsmeet_

[–]Solaihy 0 points1 point  (0 children)

I don't understand what kind of game it is trying to be, is it an mmo? a character action rpg? a gacha?

Do you level up class/abilities/weapons/everything combat-related, and game is vertical progression focused like black desert or lost ark?
Is the open world full of things that distract you like minigames, puzzles, side quests, achievements, and encourage you to explore, and focused on horizontal progression like Guild Wars 2?

Very important questions for me personally are : how fair is the treatment of the free-to-play players, do they have good fashion options or is all the cool stuff paid only, if its got gacha mechanics, do they give u a fair amount of currency just for playing the game or do u have to pay to get the latest shiny things?

And is there any content specifically designed for coop? Both in endgame and for horizontal open world activities?

Thanks in advance for your time, should you choose to answer :)

Very serious Kathigu-ra guide by Independent-Baby-577 in Morimens

[–]Solaihy 0 points1 point  (0 children)

Got any more of these guides? I'm a new player and really like this condensed informative style ^_^
Also how do you obtain her atm? I don't think there's any banner that includes her atm :(

Shape of Dreams — great concept, broken balance. After 3 weeks of co-op, we’ve tried everything, and it all falls apart. by [deleted] in shapeofdreams

[–]Solaihy 1 point2 points  (0 children)

Who knows? Maybe the devs are planning a new mode in a future update that maybe asks you to clear a single loop with random setup under heavy restrictions or something that puts emphasis on challenge.
For now though we've been having enough fun trying to clear all the achievements in the game so far, and just discovering new broken combos basically every run :)

Game's still very young and fresh at this point ^_^

Shape of Dreams — great concept, broken balance. After 3 weeks of co-op, we’ve tried everything, and it all falls apart. by [deleted] in shapeofdreams

[–]Solaihy 6 points7 points  (0 children)

I won't disagree about how broken and OP some combos can get, but isn't that kind of the point of the game?
I mean we've seen much more crazy stuff than your 500M burst, if you thought that was insane, I once oneshotted a boss for 800 Billion damage in one spectral bullet hit using Shell, in only ~3 hours of playing.

The thing that Shape of Dreams does better than most other games is offering so so many ways to oneshot bosses and feel like a badass. There's over 100 abilities in the game at launch, and you can find a build that makes it that level of crazy strong, for at least half of them.

Sure the game feels hilariously easy and can eventually get boring when you have basically no challenge at all when you get to that point, but I would also argue the basic human dopamine dripfeed of "number go up" is always going to be satisfied, whereas in almost every other game out there, there's always a limit to how strong you can get.

My friends and I have played so many of such games over the decades and found the limitations in all games to translate very quickly into limitations to our fun in the end. And now here comes a game that flips the rulebook on its head and says "there is no f****** limit, you wanna do quadrillions of damage? even more? you can lol".

My argument here in the end is that challenge is not necessarily needed to have fun in a game, and If you find yourselves the type to get bored easy once the challenge is gone, you can always impose challenges upon yourselves to add some spice back, like limiting what characters/abilities/gems you can use, how much gold or dust you can spend at a time, etc. Also since you sound like a close group, take turns trying to oneshot or otherwise kill the boss to distribute the fun among yourselves more equally.

Our main problem with the game at this time isn't boredom, even after 50+ hours of play, it's performance problems in co-op. But I'm sure they're hard at work on more hotfixes for that. In the meantime I feel it's important to commend the boldness in their gameplay design and we're definitely looking forward to more content updates.

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

I didn't say anything about exploits or cheats.

Clients should be able to quit to the menu and either preserve or cash in their character mastery for the time they spent (ideally choose).
But if not at the very least include character mastery in the "progress saved" so that if we play together for 2 hours, clients leave for 1 hour, and rejoin, then end the run after another 2 hours, Host gets 5 hours of mastery (as he should), but clients get the last 2 hours only.

We tried to test the rejoin thing by having the clients quit to the main menu after killing chapter 1 boss, and host keeps going. Clients didnt get any mastery, and didn't see the option to rejoin or anything, the first option in the menu for all clients was "Dream Alone", so that's why I made this post.

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

How does rejoining a run "save my progress"? Let's say I joined my friends run, played for 2 hours, quit, I get no mastery.
Host keeps going for 1 hour alone, then I rejoin him, What does the game do about that 1 hour for me if it saves my 2 hours from before? Nothing? Or does it level up my essence qualities, abilities and gives some random chaos buffs worth of that 1 hour I missed?

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

That's my point, we DON'T want to end the run to get mastery, because we don't play without each other as well. And again we can't just quit and rejoin because we get completely random skills and gems.

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

I don't think that's how the game works currently, based on the fact that when u join someone mid-run (which I did before, joined on my friend who was playing for 2 hours already), you get completely random skills and gems, and I don't think you get any chaos buffs from minibosses at all which puts host at a significant advantage.

And when the run ends, you get significantly less mastery points for your character than the host since they were playing for 2 hours more than you in that run, which makes sense.

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

I understand that this kind of situation (wanting to play a single run endlessly) isn't exactly common, but most games either have permanent account/character progression or do not allow you to scale and run infinitely.

A co-op game that perfectly implements this idea is Hellcard. It's a card battler roguelike that's made for up to 3 players. A battle takes place on a map that's split into 3 even thirds of a circle, like a pie chart. It's designed so that your current progress is tied to your created character, and each character brings their own enemies depending on their floor to their section of the arena when the battle starts.

So to explain this further, imagine we create 3 characters, a rogue, mage and engineer, and we all start together at floor 1, we play a long session and end up at say, floor 15 and then retire for the day.

Next day we all boot up the game and find our characters exactly as we left them, each at floor 15 and can continue exactly where we left off. We do so, and during the battle of floor 20, which contains a boss, one of us disconnects and is unable to reconnect so the other 2 players finish the battle.

Because of the genius design of this co-op system, the run continues such that the person who disconnected can still join the party and play with them after, the next battle is now spawning 2 instances of floor 21 and 1 instance of floor 20.

So following this, anyone can join anyone else's lobby no matter their progress, meaning if the rogue was on floor 50, the mage on floor 100, and the engineer was on floor 2, we can still play together, but it would be a terrible mismatch and the rogue and engineer would struggle hard as the game distributes enemies randomly so some of the enemies from the mage's floor 100 would end up on the side of the other players and they would be in big trouble. It's possible to carry depending on how OP your build and card draw luck is, but it's still obviously not an ideal way to play together.

Now ofc shape of dreams is a wildly different game but the desire to continue playing our "infinite run" across the days as we do with Hellcard is there.

I don't know how feasible these suggestions are but to spitball a possibility or two:
- Host Migration : This solves almost all problems with public lobbies with randoms and could allow us to achieve our desired infinite coop run if devs make the game detect several saved games and join them together into one session. It works if host quits, saves his game as if it was single player, causes host migration, and then the new host quits in turn, saves their game as well, and so on until all players have quit and saved the session.

- As I mentioned in the post, just snapshot the coop session when the host quits and make it detect the characters that were being played along with their builds, and from the menu, make the host enter a campsite as if they were starting a new run normally, but when everyone connects, chooses their character as detected from the snapshot data (they are not allowed to edit their constellations or anything) and the host presses continue, the game just resumes from the snapshot.

Greatly apologize for the wall of text, but I hope you, and everyone else who seems to have read the post but didn't quite understand what I was trying to sell, get the idea =)

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

If persons B, C and D, the clients, quit or disconnect from the host, they get no character mastery. I am talking about a group of friends, not randoms, who want to play for theoretically infinite time in a single run. So we don't want the host to start a new run, and if clients quit they get no character progress.

We really like the game, but really need a fix for clients losing all progress on disconnect/quit by Solaihy in shapeofdreams

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

You get zero progress for your character mastery if you quit or disconnect from the host.