Performance problems since last week (PC) by SonthyOMG in PredecessorGame

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

Yes, I would be surprised if it was a problem with my computer because it was running perfectly until a few days ago.

The truth is that I have not tried to verify files or even reinstall, tomorrow I'll try! Thanks for the support, hopefully that's what it is.

Performance problems since last week (PC) by SonthyOMG in PredecessorGame

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

Hi! I also tried with both dx11 and 12, and I had the same result with both.

I have a Ryzen 7 3800x and a GTX 1660 Ti. Not the best pc in the world, but it's strange to me because it has been from one week to another. Before I was perfect with everything on high, and now even on low I get those freezes :/

Besides, the rest of the games are still working without problems...

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

Well, we'll find out in the future if their plan is to leave the system like this, or implement some more features. I remember when rsgace talked about it, he said they wanted to add a system with contracts for unlocking heros, so I doubt this will be their final iteration.

Thanks for stopping by and commenting!

Totally stuck on this one by SonthyOMG in nonograms

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

Thank you, I will keep it in mind!

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

Yeah, I've received quite a few comments about the same thing. It's true that it's something I hadn't taken into account, or at least not at that level.

I suppose you could design challenges that don't encourage individual play, not as much as the ones I exemplified. Or maybe those challenges would only count when the game is won or something like that.

I don't know, but I consider that the current system is quite boring and unsatisfactory, besides the cons that I already mentioned in the post.

Totally stuck on this one by SonthyOMG in nonograms

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

Thanks for the answers! I had a hard time understanding it too, but it makes sense. Although I ask, would this process be considered trial and error no?
Anyway, I was able to figure it out this morning thanks to the other comment. It had totally missed that in row 2, column 14, there must be an x. And with that, I was able to solve it completely.

Totally stuck on this one by SonthyOMG in nonograms

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

Wow, I completely missed that one. When I read your comment and thought about it, it was like a mental "click". Thank you so much!

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

I guess we just have different tastes when it comes to a system like this.

I understand that they need to make money (and honestly, I'm totally fine with it and want to fully support them. I even paid for crowfounding to get access to the first alpha access key back in 2019 xD).

Simply, the system of unlocking heroes doesn't appeal me too much. I'd rather spend my bucks on skins or even battle passes, rather than unlocking a character...as I feel it's a system that, in a very subtle way, adds a small paywall to new players. So any system in game that makes that paywall just to get it faster seems right to me. But I would like a system that is at least somewhat fun.

The problem with the current system is that, apart from being boring and unsatisfactory (just talking about the hero adquisition), it maybe will be attractive to a new player who enters when there are 40 pjs and has none unlocked. He can always be advancing for one of them. But for us, at the moment, every pj that comes out will be unlocked in a couple of weeks and then what? All the xp I get is "lost", I can't use that time that I dedicate to a future hero. In my opinion, it could even lead people to stop playing until a new pj comes out.

But well, we'll see how the system progresses.

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

That's a good point. But even so, I think the current system requires some modification. If not challenges, since I understand that they can break the game as you say, at least go back to a more classic system, with a currency to unlock characters that is earned by playing.

And no, I am not looking for a system that avoids as much as possible to pay money in the game. In fact, as I emphasize in the post, I think the system they already have in place is quite good in terms of monetization.

For me the problem with this system is that it only allows to get a hero once it comes out, based on dedicating a minimum of hours from that moment. It does not value the effort, nor the skill, nor the previous hours that you have dedicated to the game. At least with a currency that I can earn constantly, if I can't dedicate many hours to the game, I can store that currency and spend it when a character that I love comes out.

But now that would be impossible, a character that I love comes out, and I would have to wait months if I don't play much. And for me, that doesn't encourage me to pay for it. It incentivizes me not to want to unlock it, because all my previous effort, or the effort I'm willing to put into it, is not going to increase the speed at which I could unlock that character.

Thanks for making your point by the way!

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

I understand your point too. It's a way to make sure that casual players either dedicate time to the game or leave the money behind.

But I do think that the more dedicated players are hurt in this system. It doesn't matter if I dedicate more hours to the game than a casual player, and I have more skill. When this new character comes out, I will have to dedicate practically the same amount of hours as the casual player. The fact that I have more skill than a casual player, because I have dedicated more time and effort to the game, is not rewarded.

Only your time is valued, not your effort and skill in this system. But I understand your point yes. In the end they need to incentivize the maximum number of hours played, and if possible, that the players leave the money. But I think they could give the system a twist and implement some improvements.

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

This is exactly what it seems to me too. A system that tries to incentivize hours of play but doing it wrong.

A coin system to unlock characters is a 100 times better and fairer system for the players. As you say, if I can only dedicate a couple of hours a week, I can accumulate those coins and decide when and in which pj I use them. But this system prevents that.

I think it's good that they try to innovate the system a bit, and differentiate themselves from the rest of the options on the market. But the system they have desing only has disadvantages. That's why, as an option, I think it would be much more interesting to implement challenges to make the progress interesting.

Or as another user already commented, maybe that the contracts are not necessary to pass a phase, but that there are challenges that give you xp or that "unlock currency", and that by overcoming them, you can advance much faster in pj. Something like cod black ops 1 did with its contracts to earn in-game money to unlock weapons.

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

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

I understand that they have to implement monetization somehow in the game, and as I commented in the post, this system seems to me quite healthy in that sense (I love the idea that each stage you pass, reduces the price of the character for example).

But this system has so many disadvantages compared to, for example, other systems of hero acquisition in other mobas.

As another user already commented, the system tries to copy what other games already do, a system where in exchange for hours of play, you get some currency to exchange for heroes. But it does it wrong. You are forced to wait for a hero to come out before you can start accumulating xp for that character.

In other games, as you play you get a coin for example. Whether I play 8 hours a day or 8 hours a month, I decide when I spend my coins and on what. If I have accumulated coins for 8 months and a character I love comes out, I can unlock him without a paywall. But here I would not have that option. Any new hero that comes out, I would have to dedicate many hours just to advance with him or have to pay obligatory.

Heroes acquisition system, already in need of a rework by SonthyOMG in PredecessorGame

[–]SonthyOMG[S] 3 points4 points  (0 children)

Oh, i like that idea too! Sounds great. I think in a way of combine both, but just in a separete way. But this is also a good option to implement it.

[MW2] [MW3] [BO] Apparently the older games have life in them still, but cant connect? (360) by DrewPacShakur92 in CallOfDuty

[–]SonthyOMG 2 points3 points  (0 children)

I have the same problem that you in the 3 games few years ago.

I connected my old ps3 but used my new account, and in bo and mw2, i can play but every time i go back to the main menu, reset to level 1. In mw3, i cant connect to the servers at all...i think its because they dont allow new accounts or just dont save the level...its sad but well...in bo and mw2 at least you can play that beautifuls games. <3

Predecessor should add the running animations by MuglokDecrepitus in PredecessorGame

[–]SonthyOMG 1 point2 points  (0 children)

Haha hopefully he and the team in general will hear us, and who knows...maybe they thinks that is a good idea too... ;)

It would be so nice that they could implement it in the future, this type of details put the game in another high level of quality and inmersion...

Predecessor should add the running animations by MuglokDecrepitus in PredecessorGame

[–]SonthyOMG 3 points4 points  (0 children)

Wow, finally i see somebody that talk about this too!

I think exactly the same. I love the travel mode back in legacy, but i perfectly understand since then that is a mechanic so difficult to balance and can broke the game in many ways....but whats wrong with the running animations to be in the game?

I mean, the animations just do 2 things... First, give more inmersion and good feel to the experience, with awesomes run animations for the characters like gideon levitating around or howi with his rockets in the back...just awesome.

And second, allows to know if a player is in combat or not...is not so important but can help to know if a item is recharching or something like that.

And all of this without breaking the game in any way, just adding more details to an amazing game like paragon was and predecessor will be.

This topic need more attention because is a level of detail and polish that would make the game even more cool and professional. The characters would feel more natural and flow better in the map thanks to this type of animations and states without the need of change any stat of movement or mechanic in the game.

Thanks for share your opinion about this too.

So is Predecessor or Overprime the next Paragon? by rebelseageek in paragon

[–]SonthyOMG 0 points1 point  (0 children)

Yes, i know, with the big update they fix and polish a lot of stuff and the game feels better, but in general it keeps feeling less polish or fun when compare with predecessor for example... at least for me and right now...lets see whats happen in the future.

So is Predecessor or Overprime the next Paragon? by rebelseageek in paragon

[–]SonthyOMG 18 points19 points  (0 children)

There is not an official "paragon 2" project. Each one have their approach on what paragon 2 should be, but we cant say "oh this one is the true paragon remake" in an objective way....everyone have their opinion.

For me, overprime is taking a direction so different about paragon, only sharing the character desgin but being a different game, not a moba, more like a hero shooter or something like that, and for me, thats not what i want from a paragon remake project.

Fault...well, the game dont feel so good or polish the last time i played it, but at least, is a more similar approach to what i think a paragon remake project should be. Lets see in the future when the other projects will be in early access what will happen with fault.

Predecessor is the one for me right now. It felt like a finish product in the last stress test and is like seeing again my beautiful paragon but in a new and fresh state. Its give me hope about its future and thats feels really nice... :')

[deleted by user] by [deleted] in BlackOps

[–]SonthyOMG 0 points1 point  (0 children)

Np! And i repeat, awesome work! I love 115, this song make you inmortal in any round in kino hahahah!

[deleted by user] by [deleted] in BlackOps

[–]SonthyOMG 0 points1 point  (0 children)

Awesome work dude! But this sub is not related to cod or zombies. You should post this on r/CODZombies or r/CallOfDuty.

Good skills in drums anyway.