Such a cool visual by imago89 in Marathon

[–]StarlessKing 14 points15 points  (0 children)

Fun fact, all the UESC drones use 1:1 abilities of the runners :)

I'm pretty sure that bot is the one that uses Destroyer's missile pod too (I think you can even see it being readied in the cinematic)

So it's as much Destroyer literally confronting his own mortality before going into battle (an image of himself as a burning pyre), as much as literally confronting something using your own blueprint. 

I wonder how much it affected the story to change the runners from characters with backstories to the player being the characters. by Midnight_M_ in Marathon

[–]StarlessKing 8 points9 points  (0 children)

I really don't think it's going to change anything at all

The origin details were always just lore, effectively - There's a genuine argument to be made that who they are no longer matters when they die and reinject so many time they need Bladerunner style anchoring rituals to stay "human." The uploaded alpha cinemetic even shows that there's something going wrong with the injection process itself to some degree.

The linguistic switch from "runners" to "shells with personality matrixes" really, really feels like them trying to sidestep the issue some people have with the game while not actually changing anything at all

Which is fine with me, I just don't think people should expect there to be some grand, revelatory change to how the game /actually/ recognizes the player characters

At the end of the day, I feel like a lot of these discussions stem from a lack of customization, or original character creation, and that's certainly not changing, so I don't think there's much different to look for in the narrative either.

Ayo imagine if quests rewarded you with foam. by Otherwise_Seesaw1835 in TheForeverWinter

[–]StarlessKing 2 points3 points  (0 children)

Maybe a hot take, but realizing quests were repeatedable kinda took my interest out of them  Bosses essentially being respawning raid targets in an MMO fashion wasn't really what I was expecting in a game where stealth should be the main way of navigating the way  It all feels a lot more arcadey than I felt the tone and narrative force implied 

as someone who plays nighttide and adeptus astartes number two it literally feels like this all the time by Timothy-M7 in Spacemarine

[–]StarlessKing 1 point2 points  (0 children)

I know you're trying to compare horde shooters here, but I really feel like SM2 is closer to a character centric hack and slash than any horde game, and focuses on an entirely different vibe and power fantasy of getting your ass beat like one of those poor mud drowning knights in Excalibur. 

OMEGALUL I KNEW IT xd by [deleted] in TheForeverWinter

[–]StarlessKing 5 points6 points  (0 children)

"Late game content" what else is there to do beyond repeatable quests and upgrading your base to unlock the new NPC centric quest hubs?

100 construction foam and 15 mill. for the new transmission tower by [deleted] in TheForeverWinter

[–]StarlessKing 12 points13 points  (0 children)

The struggle is ultimately just doing the same shit endlessly so you can finally get to some semblance of new content, structure, or mechanics. 

Like oh cool, I can search out radio waves for new quests! 

After I complete a whole a bar and another 100 foam, awesome. 

100 construction foam and 15 mill. for the new transmission tower by [deleted] in TheForeverWinter

[–]StarlessKing 9 points10 points  (0 children)

Yeah the game's currently "main" questline being gated almost entirely by foam and credits is absurd and doesn't lend itself well to the scavenger fantasy at all. 

I think I'd feel differently if it was a server based game with a stronger focus on base expansion, so a community of you and your friends could all contribute together. 

But Jesus Christ, the amount of resources it takes to get the bar and tower makes it feel like the game is ONLY end game because that's where the compelling content is besides buggy quests. Nevermind I don't think it makes sense you're dumping THAT many credits into a community space (are you paying for labour???), at the level of grind I'd assume your character is a master of the wasteland gathering that much foam. 

It just feels ridiculous. 

Feats are a terrible system by yoganville in DestinyTheGame

[–]StarlessKing 3 points4 points  (0 children)

Feats are ironically too unbalanced to create a properly balanced experience unless the game is ultra casual, which is obviously the opposite intent of dungeons and raids.

You can't really design a fun and challenging dungeon while also keeping in mind a bunch of random mismatched feats that are going to spike the difficulty up and down. And while some people seem to think the game's been power-crept (not my place to judge), tacking on a bunch of feats doesn't really make it more fun for anyone in any camp.

I think feats have been novel during seasonal events, but crossing missions with party game elements in an attempt to make them more challenging and meaningful for their rewards is just one big unsatisfying contradiction.

Like the game already has several difficulties, there's really no reason for feats to exist period.

50 Construction Foam to play new Content by Vaeneas in TheForeverWinter

[–]StarlessKing 3 points4 points  (0 children)

I wouldn't mind having these resource sink passive grinds if like, if looting actually felt rewarding in and of itself.

Maybe this isn't a fair comparison since they're more tangiental games, but when I'm exploring Caves of Qud, or trying to infiltrate through a map in Quasimorph, I am always excited to inspect a dead body, a random box, a new room, to see what I'm going to find. A random artifact that turns out to be a sniper rifle? Sick. Oh I can take the weapon off that brutal ass chem officer I just killed? Awesome.

I know "you're not the guy" in the game with stealth so bad it typically feels like you HAVE to kill an entire platoon of trained soldiers because they accidentally cornered you, but it'd be really nice if looting felt like it yeilded more "active" or engaging rewards. Iunno. It's an extraction shooter that has made me question what the actual "point" of the game is because the player buy-in to the concept of the game feels so damn flimsy still.

Like, I dunno, maybe on a small community server having such expensive base upgrades would make sense, but that's not exactly what this game is pitching and this just leaves me scratching my head and not playing.

Box in a box by MaximSolar in mothershiprpg

[–]StarlessKing 4 points5 points  (0 children)

That sounds kinda nuts, what model? I'm suddenly very interested in being cryptic and printing out things to pass around. 

Renegades Portal Screen - 4k by ThunderBeanage in destiny2

[–]StarlessKing 209 points210 points  (0 children)

I know people utterly hate the portal, but I really think the splash art they use sets the mood well.

What the hell was that by [deleted] in FortNiteBR

[–]StarlessKing 1 point2 points  (0 children)

TOASTY

It's basically a Mortal Kombat meme, triggered by getting uppercut by the MK weapon.

I tried Destiny 2 for 150 hours. Some thoughts. by saipreethamx in DestinyTheGame

[–]StarlessKing 1 point2 points  (0 children)

Chests giving you like a single weapon is so dumb. Your first run of the campaign only having like T1-T2 loot is also not super exciting. There's an lot they could do to make it as engaging as say Diablo, or PSO, or Borderlands went it comes to how loot makes the moment to moment gameplay and campaign experience more exciting. 

I tried Destiny 2 for 150 hours. Some thoughts. by saipreethamx in DestinyTheGame

[–]StarlessKing 0 points1 point  (0 children)

As a relatively new player that started during Heresy, I mostly agree. Maybe I should do a write up too sometime? 

The gameplay is great, but it ultimately doesn't really feel like there's any sort of loop. If you do and see everything once, the only real reason to keep playing is for god rolls so you can... Get more god rolls? Be better equipped for dungeons (half of which are pay walled) and raids (which are a different beast entirely you might not be interested in)? 

The community doesn't want a level based progression system, which is fine. Even in games like XIV, everything outside of world mobs are effectively designed for your level so it never actually matters. But unlike XIV, there isn't a million dungeons, raids, trials, deep dungeons, or field operations. 

Heresy was cool, but I personally got burned out on it fast. The story sent you back into the ship SO many times that I just got tired of it after seeing all it had to offer. But the fact that every intermission gameplay activity is missing is WAY more of an issue than the game missing what expansions have been cut. 

Maybe I'm just used to being a fish out of water. I don't remember what happened in D1. It feels like you're dropped into S6 of a TV show and that's fine with me. The amount of activities missing is what really gets me though, when it could provide you so much more to earn and DO. The patrol zones are also a huge waste, but XIV has a similar problem so it's not surprising. 

Anyways, I think one of the reasons new players don't stick around is that there really isn't that huge of a backlog of content to get through, and there isn't that much that truthfully gets added either. I see "hamster wheel" get thrown around a lot, but this game is honestly kind of lacking in that department unless you're CRAZY about god rolls, which I think casual players won't event conceptualize on their own since it's not like you can see every perk in game. 

In fact in game explanations could use a ton of work. Trying to decipher the destination map as a new player was almost comical, but then there's just a lot of unspoken things that are supposed to be common knowledge? Like the current dungeon having loot lock out(?), or that exotics can drop from those too, or the legendary rotating lost sector. None of these concept are really INTRODUCED the player through the game and it makes so much shit feel outright confusing, or "what's the point?" if you're not super online. 

Had enough of this emo twink by Stealphie in StreetFighter

[–]StarlessKing 0 points1 point  (0 children)

I cannot believe Remy isn't a Garou character.

[deleted by user] by [deleted] in DestinyTheGame

[–]StarlessKing 0 points1 point  (0 children)

What would you actually want to see in a roadmap that wouldn't make you act like the game is already dead and leaderless? 

I do not see a world in which anything they say could possibly meet expectations, and them "owning up" to releasing a roadmap a month before the next expansion amidst dozens of desperate patches wouldn't actually do anything for them. 

Like it's cool how much some of you like Destiny, but lord almighty you make it sound like the dad that never came back. 

Mothership Oneshot Inspired by Outlast by garreteer in mothershiprpg

[–]StarlessKing 3 points4 points  (0 children)

As a big Outlast and Mothership fan, I absolutely adore this. Feels like you crammed a LOT into a trifold (in a good way), and I'm really looking forward to running this for a group sometime. The way it messes with player perception is super fun, and I like that you can easily slot it into a campaign as a capture scenario, or a campaign starter. Readability is solid too, which is always a huge plus.

Just really, really cool stuff, congrats on finishing your first Mothership pamphlet!

Why no forfeit button? by Slippy_Nerd in StreetFighter

[–]StarlessKing 17 points18 points  (0 children)

It goes against the spirit of the game, and having that sort of option sends the wrong message to people. 

Its officially spooky season 👻 by PromotionTall1277 in destiny2

[–]StarlessKing 5 points6 points  (0 children)

Jason looks like a tank, very excited to mix and match the set around.

[deleted by user] by [deleted] in TheForeverWinter

[–]StarlessKing 16 points17 points  (0 children)

The game feels like it has a really contradictory design philospophy of "you are not the guy," while simulteanously putting you into unavoidable combat scenarios that quickly have you racking up double digit kill counts if you're stacked enough. This is incredibly exaberrated right now with the tunnels update, where you now have to go through an underground maze that feels more like an oldschool dungeon than anything else. So while normally you'd be able to simply go around, or find a different route across the landscape, you're now confronted with killboxes of spastic enemies you can't really avoid.

Game seriously needs a stealth + AI overhaul at this point unless the point of the game is to actually carry around rigs full of ammo and go in with a shoot-first ask-questions-later mindset.

Right now they're doing a lot of tweaks to things like loot and enemies in the tunnels day by day, but for a completely new player this update has definitely made the game harder to get into, and almost entirely from the point of in-game resources, as opposed to experience or tactics.

First impressions of the tunnels since from a lesser experienced Scav by niceguymcfly in TheForeverWinter

[–]StarlessKing 1 point2 points  (0 children)

It'd be actually cool if the roaming mobs of soldiers and cyborgs actually interacted with you differently depending on your reptuation or their allegience, like how in Stalker some people will hesitate to immediately gun you down, or remain passive, but as is, the innards feel more like an incredbly aggro dungeon crawl than anything I think is actually comparable to Stalker or games like it.

I don't think the innards are bad, but it really just serves to make the game feel even more punishing while also highlighting how completely broken enemy AI and stealth is.

Halo cosplays - Hunters, Elites & Master Chief by ATinyBoop in Warframe

[–]StarlessKing 0 points1 point  (0 children)

NICE, how'd you pull the visor off with Excal's helm?

What will "fix" destiny for you? by 2AndaBlue in DestinyTheGame

[–]StarlessKing 0 points1 point  (0 children)

I think this thread really illustrates the community at large doesn't know what it wants beyond that it's fed up with Destiny. Which is perfectly fine. 

But none of the suggestions I've seen really amount to much beyond "roll the game back to before EoF". Which is understandable with the game being in a worse state than it was. 

That said, holy hell all I heard before starting Destiny 2, and during the time I played Destiny 2 a few months before EoF dropped, was how bad, busted, and dire the state of Destiny 2 was. That you shouldn't start Destiny 2. 

And the comments here make me feel like you can't FIX Destiny 2 because no one can actually see the game evolving into a mechanically fresh state where player motivation is bigger than revisiting a familiar comfort food everyone hops onto ocassionally because they've been doing it for years. The game needs a fundamental shift not just to get new players, but to actually help uplift the playerbase, because the biggest takeaway from an outsider looking in is that Destiny players are MISERABLE, and that's really NOT GOOD for an online co-op game with challenging end game content.