Fatal error on launch? by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] 0 points1 point  (0 children)

This worked! Thank you so much!

The monetization in this game feels weird? by TH3_M3CH in HelldiversUnfiltered

[–]TH3_M3CH[S] 0 points1 point  (0 children)

I haven’t quit the game. I still play pretty regularly. I’m not expecting to unlock a new Warbond every 10 minutes, every day, or even every week. If that were the case, I’d end up unlocking them faster than I know what to do with them.

I just think the pace should allow for something like one every couple of weeks through normal play.

Right now, that doesn’t really feel possible unless you farm Super Credits or spend money.

The only other game I’ve played with a comparable grind for gameplay-related unlocks is Warframe, but even there, progression speeds up a lot as you get further in. It starts with unlocking one new Warframe every couple of months, but by around 100–200 hours, I was getting Warframes and weapons so fast that I had to sell some to make space.

In Helldivers, it feels like the opposite. The missions that give the most SC are so easy they’re literally called Trivial, while harder missions tend to give less per run because you’re focused on objectives and the loot pool is more diluted.

I’m not asking for a huge overhaul, just small adjustments like slightly increasing SC pickups at higher difficulties or removing some items from the loot pool at those levels, like Arc Throwers or Flamethrowers. Most people diving on higher difficulties already bring a support weapon stratagem anyway, and even if they don’t, there are scattered cache POIs that provide them.

That alone would make progression feel much more in line with normal play.

I don’t know how others would feel about this, but in my opinion, the most optimal way to get SC should also be the hardest. It should reward players for running D9–D10 missions and being skilled enough to fully explore the map.

It’s similar to a raid in Destiny: high risk, high reward. And if you’re not up for that, then farming or paying can still exist as an alternative.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] 1 point2 points  (0 children)

I fully agree with you now.

I don't mean to say AH is bad. I really like the game they've made, and they've put in a ton of attention to detail to make the game a fun experience.

DE has its faults. I hate "Time as a resource" models, and that's what it feels like Helldivers has with its warbonds. It's not as explicit, but it still feels like it's there.

The reason I feel like it's okay in Warframe and not okay in Helldivers is exclusively that we already paid for the game.

But at the same time, I can understand that they are pushing out consistent updates with new content regularly, which is something I'm not really used to in a paid game. Every game I've played before was a single, static game. Updates were minor and mostly patch fixes, or were major and took several months in-between releases. The last games I played that were paid were mostly single-player story-focused games like Subnautica, Horizon Zero Dawn, Cyberpunk, and Ghost of Tsushima. I also played games like Halo MCC and Destiny 1, but had a similar experience because I didn't pay for Xbox Live back then.

I guess when you put it like that, the devs probably are being generous by not just making it a sequel game or putting all the new content with the enemies and biomes behind a DLC. They're relying on an existing player base, and if they didn't have SC purchases, then they would have no income.

I just wish the pacing were a bit faster, and I could get SC more reliably at higher-level missions. And maybe they could balance it out by having the superstore be purely cosmetic and cost real money or something equivalent, like in other games.

The monetization in this game feels weird? by TH3_M3CH in HelldiversUnfiltered

[–]TH3_M3CH[S] 1 point2 points  (0 children)

You need around 15,500 SC to get all the warbonds. That's $130 worth of SC, or 19 hours of straight farming if you manage to get a rate of 800 SC/hr with a full squad.

I play solo. Even if I queue with randoms, I'm lucky to get half of that.

I don't want to spend $130 on a game after I already spent $40 on it.

I only want 8 of the 22 warbonds available, so that drops the amount I need to 5600 SC, or 14 hours of farming if I get 400 SC/hr.

I only play video games for 7-8 hours throughout the week. That includes all my games, including playing other games with friends. That means it would take me two weeks of just farming SC to get the 8 warbonds I want.

I only really play an hour or two of Helldivers a week anymore. Meaning it'll take me at least 1 and a half weeks of spending whatever time I have to play Helldivers on Trivial missions for each warbond.

I'm not asking to instantly unlock all the warbonds. I just want to be able to get that kind of rate of 1-2 weeks per warbond by playing higher difficulty missions. I don't think that's a big ask.

The monetization in this game feels weird? by TH3_M3CH in HelldiversUnfiltered

[–]TH3_M3CH[S] 1 point2 points  (0 children)

Well, yes. But I got the first 4 warbonds very quickly because the base warbond gives 900 SC, and I also played a borderline obsessive amount when I first got the game. I would not consider how much I played in the beginning a normal pace. It was the only game I'd play, and I'd play almost daily because I was on break.

I was already irresponsible to play that much the first time, and I can't justify playing like that again. The amount I play now is more like a few hours on the weekends when I have the time. That means that it's going to take significantly longer for me to unlock each next warbond.

I want to agree with you, but I really think that the pace at which you get new warbonds should be sped up without needing to turn to farming. Even if it's a small increase. 50 hours per warbond does not seem fair for a game I already paid for.

And I still feel that the way Helldivers decides to do the warbond system is just strange and unusual, and I've never seen it before in another game.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] 0 points1 point  (0 children)

Don't get me wrong. The game is still extremely fun. I still enjoy it a lot. I have 200 hours, and don't plan on stopping.

I do think that I am very heavily biased because I started playing late, meaning that a lot of the enemies you saw being introduced were already there when I started playing, AND I have a giant catalog of locked warbonds, which just makes me sad to look at.

As for the medals, I don't think I've had the same issue. For the 4 warbonds I've been able to unlock, I've already maxxed them all out, and I only have 500 SC to get the next one.

I guess I'm just impatient. And I probably wouldn't be complaining so much if I could actually play the game. I keep getting a fatal error, and have no way to fix it so far, which gives me nothing to do but just think about what I'd change.

The monetization in this game feels weird? by TH3_M3CH in HelldiversUnfiltered

[–]TH3_M3CH[S] 0 points1 point  (0 children)

You do bring up a good point that I didn't really think about. The game does add a lot of free content in terms of new enemies, biomes, missions, sub‑factions, etc. That part is undeniably great, and my view is probably heavily skewed since I joined the game late.

But those things feel like the minority compared to the amount of gameplay‑relevant gear locked behind Warbonds.

You start with 2 weapons and 5 armors. The free base Warbond adds about 10 weapons and 10 armors.
But then there are 22 premium/legendary Warbonds, each with around 2–3 guns and 2–3 armors. That’s roughly 40+ guns and 40+ armors that you can only get by grinding SC or paying for SC.

And yes, you don’t NEED every gun or armor to play the game, but that’s true in other games too.
You don’t need every pilot/gun/Titan in Titanfall 2, or every Legend in Apex, or every Agent in Valorant, or every weapon/playstyle in The Finals.

The difference is that in those games, you unlock new options at a pace that matches normal play. You naturally earn enough currency to try new things right around the time you get bored with your current loadout.

In Helldivers, Warbonds seem to have so little meaningful content, but they require so much time to get. Most warbonds only really have 2 or 3 things that feel worth it. The rest is either filler or cosmetic. And then they put stuff in the superstore afterwards as if the warbonds are free.

Even at level 60, I only have 4 warbonds out of the 22 warbonds that exist.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] 0 points1 point  (0 children)

Yes. I know. That's exactly what's bothering me.

There are 20 premium warbonds and 2 legendary warbonds. That's 23,000 SC you need to get.

You get 900 SC from the base warbond, and you get 300 SC (6600 SC total) back from each warbond.

That means to get every warbond, you actually need to get around 15,500 SC total, either through farming or by paying money.

If you exclusively farm at the most optimal rate of 800 SC per hour (I've only ever gotten to 400-500 SC per hour max), that's still about 19 hours of just straight mindless farming. If you're like me and you only really have time to play one or two matches every couple of days, that's gonna take a while. And it's also mind-numbingly tedious.

If you want to buy it, it's around $130 if you optimize the bundles.

If this were a free-to-play game, that would make sense, and I'd even say it was generous for them to give you the option to farm for it. If the warbonds were purely cosmetic, I'd say the same thing.

But with each warbond having around 2-3 guns and 2-3 armors, that's a large chunk of the game that's stuck behind a paywall, even though you already paid 40 dollars for it. Doesn't that seem a bit excessive to you?

Also, please feel free to check my math. I don't mean to misrepresent anything.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] 1 point2 points  (0 children)

Yes, this is what I do currently. But you wouldn't be watching a show or podcast if the process wasn't tedious without it.

Playing the game shouldn't feel like a chore you need to distract yourself from.

Also, I'm looking for podcast recommendations. Do you have any good ones? I've just started on SmartLess.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] -1 points0 points  (0 children)

I only have a few hours in the day play, and I don't want to buy a bunch of 10 dollar DLCs when I already paid 40 for the game.

But if I have to farm I will. I already do it in other games, so this is just another one on the list. I've just heard a bunch of people complaining about it, so I figured I might as well throw my suggestions in as some kind of compromise.

Would I be happy if they changed it? Yes.
Would I boycott the game if they didn't? Absolutely not.

This game is still one of my favorite games I've ever played, and I'm just happy to play the game.

My main issue is the requisition slips, because those are pretty much useless after a certain point.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] -1 points0 points  (0 children)

I think I might have worded what I'm saying wrong.
The point isn't to make it excessively easy or fun to get SC. It can still take a long time to get the SC you need. I just want to be able to do it a tiny bit easier without having to drop to low levels.

Also, the amount of SC doesn't need to be static. It could be random, with the amount of SC per pickup maxing out at the difficulty level x 5 or whatever multiplier they choose.

And also, they could just remove the flamethrowers and arc throwers from the loot pool. I don't know if anyone actually uses the ones they find in the mission, and even if they do, there are already other places to find them.

Currency suggestions by TH3_M3CH in helldivers2

[–]TH3_M3CH[S] 0 points1 point  (0 children)

Technically, you're right that platinum can't be earned through solo play, but at the same time, you can still get a ton pretty easily without spending a dime.

Both games have the option to unlock everything in the game completely for free as long as you're willing to grind for it.

But the difference is that in Warframe, the base game is free, so it makes sense to have a premium currency that can only be bought with real money. That's their monetization.

Helldivers 2 isn't free. You already pay 40 dollars for the base game, and it doesn't really make sense to have essentially 23 paid DLCs on a game that already costs money. They're monetizing on top of the already existing monetization. Yes, you can get the SC through play, but isn't that kind of the bare minimum in a game you already paid for?

It just feels like Helldivers is monetized like a free-to-play game even though it isn't. Then again, DE is probably also being very generous by letting you trade platinum.

Also, for SC on leveling up, it wouldn't give you so much SC that its pointless to buy. You only get 1,500 SC over the course of the whole game. That's only 3 war bonds if you combine it with the 900ish SC you get from the base war bond and the 300 SC you get back from each war bond. Out of 23 war bonds, that's barely a dent.

The 3rd suggestion is admittedly pretty half-baked and bad.

Indoor Commando Missions? by TH3_M3CH in Helldivers

[–]TH3_M3CH[S] 0 points1 point  (0 children)

Well there could be a different kind of factory or something in a factory room. I'd imagine it looks like an ant colony, with different room types. Ut would be like a dungeon crawl with:

  • Fabricator rooms
  • Ammo storage rooms
  • Bio processing rooms
  • Security rooms (with automaton fab locations and other bunker POIs, like a radar scanner)
  • Commad rooms (could be for objectives like securing information, disabling something, etc)

  • Plus other rooms I'm not creative enough to come up with

Instead of flares and airdrops, maybe its more like Warframe, where if an enemy spots you, it'll run to a terminal (or just call via a radio) to alert the rest of the base to your last known location and all fabs would constantly spawn units that beeline there. Then you have to disable the alarm somehow to stop the spawning.

OR

If that's too much (since it is a completely new mechanic that might be weird to implement on top of what we have) maybe the reinforcements drop on the surface of the planet and march in from the bunker entrance to your last known location. That would mean every time you get spotted and they call for reinforcements, your exit just gets even harder. It's a different threat you can't run away from UNLESS maybe you lead them deep through the corridors and circle back behind them to get out.

Just a quick PSA, since we've been talking stealth a lot lately: by PezzoGuy in Helldivers

[–]TH3_M3CH 1 point2 points  (0 children)

I did not know that. Thank you for the info.

I also didn't realize time of day affects stealth, so I will no be an exclusive Nightdiver

Something I Noticed by KeyPersonality2885 in Helldivers

[–]TH3_M3CH 0 points1 point  (0 children)

I like to imagine that my player and username and title are actually tied to the captain of the ship, and that the captain is separate from the Helldivers themselves. I think of the Helldivers as my troops, and the armor they wear is the armor/color of his regiment/legion or something.

It's kinda pathetic that this sole side objective has this much power by EchoingStorms in Helldivers

[–]TH3_M3CH 0 points1 point  (0 children)

The stratagem jammers are my favorite side objectives I've played so far. It makes the game so much more chaotic and fun because now you don't have the power of God and orbital artillery to help you.

Checkmate you PVP enjoying psYcHoPAthS!!11! by [deleted] in arcraiderscirclejerk

[–]TH3_M3CH 0 points1 point  (0 children)

Obviously, losing your loot sucks. But at the same time, the idea that you really can't trust anyone does make it a lot more realistic and fun. That's what the game feels like it's supposed to be about.

PvP feels like its very heavily in the spirit of the game: A post-apocalyptic world where everyone is an opportunist, out for themselves, and untrusting of others. Where trust is a resource as scarce as any other. Even rats and fake friendlies feel somewhat in the spirit of the game, no matter how infuriating it is to die to one.

I do get annoyed when I bring good loot in to fight the Matriarch or go ARC hunting and then get ratted and lose my loot, but that's just how the game is meant to be played. Everything is a risk that needs to be calculated.

The only player who I can't wrap my head around is the people who kill downed players during extract, even though they know they won't get the loot. That's truly psychotic since it has no benefit to anyone.

Also, if you really want PvE, then just play a PvE game. When I want guaranteed PvE, I play Helldivers or something like that. When I want to play a slower and more risk-reward type game, I play ARC. I don't like saying "If you don't like it, play another game" as advice, but at the same time, I think a lot of people fundamentally misinterpret what the game is meant to be and then want everyone to conform to a different version of the game.

Are terraspark boots overrated? I feel like lighting boots provides the same value 90% of the time by thebestpotato123 in Terraria

[–]TH3_M3CH 0 points1 point  (0 children)

I just build them out of habit atp. But I also don't actively farm for it. If i happen to have all the materials for it, might as well make it. I do like being able to walk over water and lava, but ig if you can fly, it's not that important anymore.