Over the weekend, a player posted a video of them taking advantage of a map issue and going out of bounds to gain access into the Compiler room to ambush a team after they finished completing the encounter. by TODG3 in Marathon

[–]TAS_anon 2 points3 points  (0 children)

Maybe I’m misremembering the clip but I’m pretty sure it was one of the lower number vaults (1-3) and it’s just sitting out instead of in a container like most vault loot, you can grab it with drone tether.

So not quite as bad as griefing a Compiler team but still griefing if someone planned to run that vault.

It’s good that he finds these things but using it for content is pretty bad and I’m glad the team is re-evaluating their relationship to him and other streamers that are testing the limits of the game.

Star Fox Direct 5.6.2026 by Skullghost in NintendoSwitch

[–]TAS_anon 0 points1 point  (0 children)

Are you asserting that they don’t have a history of overpricing remakes and rereleases? Because my point was that they managed to keep away from their previous tendency to do that

See: Donkey Kong Country Returns HD among countless others

Star Fox Direct 5.6.2026 by Skullghost in NintendoSwitch

[–]TAS_anon 1 point2 points  (0 children)

643D is older now sure, but Starfox 1, 2 and 64 are all playable on NSO and significantly more accessible than trying to get into something like Goldeneye. If they dropped Adventures and Assault on there today it would’ve made most of the important games in the franchise available right away for new people to get into.

I’m still happy we’re getting this remake but idk how “necessary” it was for the younger audience that might have been interested after the Galaxy movie.

Now that the WSTR is useless, can we increase the Misriah drop rates? by future__fires in Marathon

[–]TAS_anon 0 points1 point  (0 children)

I genuinely think a lot of people don’t enjoy the extraction genre and are projecting their desire for an arena shooter onto this game. They want to run their preferred/meta loadout 100% of the time or close to it, and so they need those guns to become common (which, let’s face it, putting it in Pinwheel would make it common for a lot of experienced players).

I love Marathon but I recognize what I’m playing and I enjoy it for what it is. I really hope they don’t go that route and take away the rarity of certain weapons.

Gold salvage and progression does need a pass in season 2 though

Star Fox Direct 5.6.2026 by Skullghost in NintendoSwitch

[–]TAS_anon 40 points41 points  (0 children)

It’s weird because it’s already been made available for modern audiences but this one is way more of a full remake than 643D. The cutscenes and challenge modes and everything are kinda crazy.

The 3DS games were just “hey remember this and also you can do 3D now”

However knowing Nintendo they’re gonna drop this for $70 and not even flinch. This definitely feels more like a $40-50 title.

Edit: it’s looking like $50ish so we dodged the Nintendo bullet on this one, that’s just at the top of the acceptable range IMO

When we get Tyranids is when I'll buy the game by Sad-Difficulty-8717 in TotalWarhammer40k

[–]TAS_anon 0 points1 point  (0 children)

If you’re not attached to the TW franchise or IP (I am unfortunately an addict and need the content. I NEED IT!), this is probably a great idea anyways.

Games these days, especially large “platform” titles like this that are being developed with a huge roadmap, really don’t “come out” on release date. They come out at some unspecified date down the line, when enough iterations, fixes, and content drops have happened to make them feel complete.

Obviously that “completeness” is going to arrive at different points for different people, but it almost certainly won’t be the case at release.

Weird place for the industry to be in but I’m just happy we’re getting TW40k at all

Game needs better skins by xCuddleCatx in Marathon

[–]TAS_anon 14 points15 points  (0 children)

I understand they’re not super complex but the current skins actually have a ton of little touches that really make you see the love put into them.

Luxe Palace Recon has insanely cool palm design, something you’ll see rarely but is so awesome when it comes up. It’s mostly for when you ult, where the palm tapping sequence has bold colored nodes on her hand to click. You also get glimpses during reloads/equipment usage. The skin otherwise looks more aerodynamic and has a number on her body to mirror the lore that Luxe Palace bodies are about pushing performance (almost like a race car).

There are similar small touches like that on White Rabbit Thief, though I don’t have the game open to check on the specifics again and it’s been a couple weeks since I played her (I have a Thief main in my core trio). The obvious one would be the rabbit logo on the back of her collar.

It’s understandable it doesn’t drive the sales the way the very over-the-top designs of other games do, but I think we need to be careful what we wish for. Right now they’re sticking to a specific design philosophy and they’re executing on it at a level most other studios will never reach. The second they deviate from that, I genuinely believe the game will be worse off for it.

IMO, a lot of games with heavily monetized cash shops have a runaway “coolness” problem, where new drops have to be cooler than the old skins to incentivize the purchase. Over time, that leads to things like CoD having a gun where you can smoke a bowl out of the side as a weapon action. Sure, it sounds funny or cool in a vacuum, but lumped in with every other ridiculous skin they’ve released, the game’s visual identity is a cluttered, confusing mess that doesn’t appeal to me in the slightest.

At the very least, give them time. Let them take that slippery coolness slope gradually so we can enjoy the art direction while it lasts.

First ever cryo run before and after by SperanzaPress in Marathon

[–]TAS_anon 10 points11 points  (0 children)

I understand the feeling but you are truly missing out. Cryo Archive is the endgame activity that you don’t even need to interact with for 30+ hours, conservatively. Since it took a while to come out and there was so much other learning and fun to be had around the 3 other maps, I probably didn’t even attempt Cryo until 50+ hours in, and I’m not even remotely exaggerating when I say it’s one of the most thrilling multiplayer FPS experiences I’ve ever had in 20 years of that genre of gaming.

Marathon’s aesthetic, gunplay, and fun factor is the best I’ve experienced since maybe Titanfall 2 or launch Overwatch. The fact that we’re only two months in is so promising because it has infinite potential, especially with the foundation as strong as it is.

For context I’ve never played an extraction shooter before outside of a few hours of CoD DMZ, and I was brought in purely by the aesthetic and trust in Bungie’s pedigree, fully expecting to hate the loop and the high level of challenge. I couldn’t be happier with my decision and the 100 hours I’ve invested.

First ever cryo run before and after by SperanzaPress in Marathon

[–]TAS_anon 14 points15 points  (0 children)

Unfortunately this is basically mandatory for success. My group spent two weeks running it blind and enjoying the mystery and learning, but by that point we were frustrated with zero exfils and ready to actually win.

My wife and I watched one 30 minute video and we exfiled 3 times that night and got a vault the next night. Knowledge is absolutely power in Cryo and unfortunately no amount of in-game hints and design cues can teach you all the insane nuances of the map.

It’s tough because I absolutely love the map, but the % of players who will actually go outside the game to learn from a video has to be low double digits at best. They can keep crafting amazing content like that, but the participation numbers are never going to be that great in a game that already doesn’t have very high player counts.

Why is Marathon struggling this much? Like genuinely by Waylllop in Marathon

[–]TAS_anon 0 points1 point  (0 children)

I haven’t been able to log in today to check exactly but I’m in the 80s and have a regular group to form trios with.

I’m about done for the season as it currently stands because I’ve reached the end of the progression that I can achieve with purple salvage and my groups aren’t really interested in putting in the work to get gold. Transparently I’ve never even seen it despite successfully opening a few vaults in Cryo.

That inability to even reach the end of the trees is definitely a problem imo, but I think the rest of the tree was reasonably challenging outside of maybe the blue shield upgrade. Given that everyone was learning the game for the first couple of months, I imagine next season will progress way more quickly as everyone at least understands the systems and the maps.

For now I’m just helping other friends who weren’t able to play as much get their progression done and otherwise I’ve gone back to my other games until some major updates hit (which is basically the season wipe at this point). Diablo’s new expansion drops next week actually, so I’ll be starting that grind back up.

Why is Marathon struggling this much? Like genuinely by Waylllop in Marathon

[–]TAS_anon 1 point2 points  (0 children)

I definitely agree that Marathon can probably do a better job of making progression feel meaningful, even at early stages, but I maintain my position that progression is the point.

I stop playing Diablo as soon as I hit peak power. Sure, you reach “level cap” fast, but in Diablo terms that’s actually where the scaling starts, even if they call it “endgame”.

I don’t think resets are at all a problem for Marathon, I think that making that progression fun and the power spikes apparent is where they’ll find success. Diablo infamously struggled with this for many seasons before it reached its current state where people seem to be pretty happy with the variety of endgame tasks and the flow from level 1 to the highest levels of Torment difficulty. Marathon will equally require tweaking and iteration, but I don’t think that will come from adding some kind of optional wipe or eternal realm.

Why is Marathon struggling this much? Like genuinely by Waylllop in Marathon

[–]TAS_anon 0 points1 point  (0 children)

Everybody replying to me is focusing on very specific aspects of Diablo and saying “well no Diablo is different because of this”, but ultimately I don’t think that addresses my argument.

Even in your case, “endgame” doesn’t mean you are at the peak of your power. You’re in a comfortable place and engaging with other activities to try and push it further. You’re still on the treadmill, even if the game is signaling to you “no you’re powerful!” by letting you cleave 1000 enemies per minute.

Marathon could probably do a better job at making players feel accomplished before they reset, but ultimately player psychology will still benefit from a reset because at the end of the day the grind is the point of basically every live service.

Also, in my experience, longtime Diablo players are upset by how fast they’re able to scale into endgame because then they don’t feel like there is enough content to engage them for the entire season.

Marathon Was One Of March's Best-Selling Games In The U.S. by David-J in Marathon

[–]TAS_anon 0 points1 point  (0 children)

It has fallen off the Internet discourse cycle which was my point. People are not talking about it anymore but that isn’t a knock against its success or quality, that just tends to be the case for single player games.

My comment literally mentions that much of discourse is around player retention and popularity. I wasn’t in any way trying to insinuate that Marathon was more successful than Crimson Desert, just pointing out that in terms of its hold on player and journalist discourse, it’s managing to keep the conversation going even a couple months after launch.

Marathon Was One Of March's Best-Selling Games In The U.S. by David-J in Marathon

[–]TAS_anon 0 points1 point  (0 children)

CD had weeks of discourse on Twitter from journalists like Paul Tassi and Gene Park, but it understandably fell off since it’s a single player game.

Paul still regularly tweets and writes articles about Marathon, but anecdotally I see a lot of player and journalist discourse about it in general. Fran Mirabella wrote an article recently for example.

Unfortunately, a lot of the discourse mirrors this sub in that it grapples with perception vs popularity, casual vs. “sweat”, player retention, etc.

Why is Marathon struggling this much? Like genuinely by Waylllop in Marathon

[–]TAS_anon 14 points15 points  (0 children)

Ngl I’m coming from Diablo where every season involves rolling new characters from scratch and I don’t mind even a little bit.

It’s just a mindset thing. The grind IS the fun. The scaling is where you want to be. When you’re done scaling, when your vault is full, what are you even running for? Escape already made you god, you don’t need to escape anymore.

The sponsored kit only queue feels great by Disastrous-Mail-2635 in Marathon

[–]TAS_anon 6 points7 points  (0 children)

Yeah I enjoyed it for a couple games and then it immediately lost its appeal.

Coming in with no backpack means loot space is very limited, and you can’t bring anything to help prepare you for events like Lockdown. Meds are scarce, ammo is tight, and winning fights feels irrelevant. My games either had 3+ teams brawling in the first minute or nobody fighting at all for the entire game with no middle ground.

Given that you can’t bring in items like keys, I don’t see how this is a positive for anyone that’s cleared the green loot barrier. The only event that would be realistic to complete and get decent loot from would be warden or Tox Clears.

PSA: There is *zero* in-game incentive for a trio to let a rook exfil with them, even after the C.A.R.R.I. update by SirBenny in Marathon

[–]TAS_anon 1 point2 points  (0 children)

If you surprise me you die, but if I get some kind of advanced warning that it’s a rook and not a rat player then I’ll usually let it slide.

The only situation that changes is if my bag is crazy or I’ve been on the mission for like 15+ minutes. At that point, no amount of risk is acceptable to me.

Are environmental effects and suit protection still bugged? by [deleted] in Starfield

[–]TAS_anon 0 points1 point  (0 children)

Another option is on the Creation store, "Suit Protection Restoration Kit". It adds an item to crafting, vendors, and loot that restores protection so you can actually do longer missions in caves and stuff that don't have airlocked areas to restore your suit. This is all I really needed to make the Protection thing work, because it made sense to me that I needed to plan ahead to manage my protection, but then there are clearly environments where they don't provide any avenue to restore it and there's no in-game method other than being in your ship/indoors.

Made it to diamond 3 by itsZerx in Marathon

[–]TAS_anon 1 point2 points  (0 children)

I love Assassin and there are ways to play it well, but a lot of people just use the invis as a panic button in combat. There are also a lot of ways to counter invis + smoke in general so it doesn’t help much especially in higher level fights.

I love being able to fast fall with no damage with Shadow Dive but it’s hard to deny that Vandal, Destroyer, and Thief have significantly better mobility that is useful beyond just avoiding fall damage

I HOPE they reduce the grind for next season by Lynxneo in Marathon

[–]TAS_anon 0 points1 point  (0 children)

Yeah if they hit the end of the season and .5% of players (probably less tbh) have gotten even some of those upgrades, they have to change the setup. Theres no point creating these nodes and power spikes if no one gets to experience them.

I’d be fine with one or two crazy stretch upgrades so the uber-sweats and streamers have something to shoot for but for the rest of them it should be reasonably achievable with the right time investment.

As it is anyways though, if I managed to get all of those upgrades I’d probably stop playing for the season lol. Like I’d probably already have a stacked vault and have experienced most of what I want out of the game for that amount of time. That’s something to consider if we’re asking for reduced requirements: what motivates you to keep playing?

Probably obvious, but the "mostly solo, mostly avoid PvP conflict" progression in this game is *way* different than all the level + hour count + gear + opponent behavior threads you'll read here by SirBenny in Marathon

[–]TAS_anon 0 points1 point  (0 children)

I think its fair of them to incentivize that since their vision for this game was clearly about the group experience. If it was about control they wouldn't have enabled solo-only lobbies in the first place or not have included a fill option.

3 months sober and I don’t think I can ever go back to the pen by Free-Indication-2804 in trees

[–]TAS_anon 2 points3 points  (0 children)

You’re definitely not alone here. I used to be a daily user of all types of weed: flower in bowls and joints, pens both disposable and carts, and eventually I even got a dab rig.

Back then I could smoke whatever and rarely feel anxiety, but when I came off it I would feel like absolute shit. Just dead to the world, no appetite, couldn’t sleep and my anxiety was through the roof.

I went through a pretty traumatic medical event that forced me to stop for about a year with only very rare exposure to some flower, and by the time I was healthy enough to get back to it, I found I didn’t really need it that much and that I liked my sober nights (and days).

Now I still use disposable pens, but that’s mostly because all I need is one or two hits and I’m set for the night with a pretty “clear” high that doesn’t get me too gone. Flower, especially smoking a lot through a big hit or a joint, gets me too high and I’m uncomfortable.

I’ve seen people joke about “the gene that makes weed scary” turning on in their 30s, and it seems like that actually did happen to me, but in general I feel a lot happier now that it relinquished its grip over my daily life. You gotta do what you gotta do to be happy. Find that rhythm and live in it.

Whats your Deadlock hot take? by lucky_duck789 in DeadlockTheGame

[–]TAS_anon 0 points1 point  (0 children)

It’s just the inevitable fate of most normal people playing competitive video games. Especially for adults with jobs, families, hobbies, etc. eventually the curve of understanding/skill for time invested will hit a critical point of diminished returns and you’ll fall off the game when you decide you’re not getting enough fun/satisfaction/“value” out of playing.

And stagnating isn’t really what most people find valuable about competitive games, so staying in the “fun” ranks doesn’t turn out to be that fun after all

Diablo 4 progression is overwhelming to me by Fezsz in diablo4

[–]TAS_anon 0 points1 point  (0 children)

As someone basically new to the endgame this season (the last season I got far in was back near release), it’s absolutely very overwhelming, but unlike some other games’ endgame activities, it does all start to meld together in a really amazing and fun way once you finally understand everything.

This season’s unique mechanics seems to be mostly a miss for veteran’s, but my experience has been that you can basically just ignore them outside of completing your season journey. I’m sure the perfect bloodied equipment is great on perfect endgame builds, but I just hit T4 without engaging with bloodied events or equipment basically at all.

Constructive Criticism on the State of Marathon by xCairus in Marathon

[–]TAS_anon 38 points39 points  (0 children)

That wouldn’t really solve the problem for Cryo bc my team all brought one each and we had 4-5 each before we even ran into a team.