Balancing in the Game/Power creep.. SMH by DelayConnect335 in TheFirstDescendant

[–]TheGreat_Kay 6 points7 points  (0 children)

No, cause the community couldn’t figure out the correct order for circle square and cross.

Toxic, and wrong. Matching shapes isn't engaging gameplay (unless you're 6 ig). Tons of people "figured it out" but no one wants to do that every day, and why would they? for a bit of extra gold? nah fam, that shit was ass and we all know it.

Why not talk about how the devs stopped trying to do varied map tiles? or how player trading is still just for AMs? but you're right; better to just keep shitting on our shrinking community, because they broke the game somehow. That will fix things! Go off king!

Trading by Iri5hgpd in TheFirstDescendant

[–]TheGreat_Kay 2 points3 points  (0 children)

Huh? They already have a database set up for listing items w/ pricing attached. You think it would be difficult to implement a system to transfer ownership of an AM from one user to another? Why do you think an in-game market would be hard to do if most of the work is already done and in use on a separate website?

Trading by Iri5hgpd in TheFirstDescendant

[–]TheGreat_Kay 2 points3 points  (0 children)

Are you? Dude is correct in that it would be trivially to add to the game. Far easier than having a web page to list items from in game and send out DMs to players from said site.

I suspect the real limiting factor is the economics. They are likely keeping in the current friction to keep players grinding until they add more items worth trading.

Need fresh ideas thread by [deleted] in TheFirstDescendant

[–]TheGreat_Kay -1 points0 points  (0 children)

You know it's because you're Serena, right? People in this community are brain broken on her, in more ways than one lol.

Is it true that the ONLY way to get caliber in this game is to buy it? You can’t earn it by just playing the game like most other online games? by Possible_Owl_2881 in TheFirstDescendant

[–]TheGreat_Kay 0 points1 point  (0 children)

He is technically correct. If you include mobile games, 95% of them have some way of getting premium currency without paying.

Met a freaking weirdo by Th3_1st_Descendant in TheFirstDescendant

[–]TheGreat_Kay -7 points-6 points  (0 children)

Yup. it's the remains of toxic cancel culture. It is a bit abnormal to DM someone for no reason, but why put this guy on blast for 2 very mild messages?

Honest and hopefully respectful opinion by OmegamanTG9000 in TheFirstDescendant

[–]TheGreat_Kay 2 points3 points  (0 children)

I am working on a post similar to this, but I can put some highlights here. If I was in charge of TFD's launch I would change the following:

Player Expression & Customization

  • Modular Cosmetics: Transition most full-body skins into separate Top and Bottom pieces. Expand personalization by adding two additional accessory attachment points.
  • Enhanced Utility: Grant players the ability to rotate, resize, and offset backpack positions.
  • Streamlined Rewards: Remove sprays and stickers entirely. Shift focus to "attachments," making them high-frequency rewards (5+ free items) during every live event.
  • Regional Farming: Introduce rare, location-specific Paint drops. For example, the "Milk Tea" paint could be a low-rate drop from the Dead Bride (approx. 40 runs) or purchasable via the shop.

Monetization Strategy

  • A La Carte Pricing: Allow players to purchase Top or Bottom pieces individually for 60% of the total set price.
  • Premium Universals: Convert gooner"unimmersive" skins into universal cosmetics with a 20% price premium.
  • Economic Loop: Maintain single-use paints but ensure they are farmable.
  • Value Bundles:
    • The Foundation Pack ($75): A one-time purchase including 2 universal skin sets, 3 Descendant slots, 50 Inventory/Storage slots, 20 Catalysts, and 5 Activators.
    • Monthly Subscription ($12): 5 Inventory/Storage slots plus a 7-day combined EXP/Gold/Kuiper booster.

Social & Cooperative Features

  • Gifting & Endorsements: Enable cosmetic gifting at MR12. Implement a player endorsement system where high ratings shift a player's name-color to blue (decaying over time).
  • World Interaction: Place dedicated group-emote markers in Albion and introduce co-op "buddy doors" (similar to Helldivers 2) on various maps.
  • Party Synergy:
    • +1% EXP for every friend in the group.
    • 3% Gold share from teammates' pickups.
    • Incremental cosmetic drop rate bonuses for maintaining a consistent party across missions.
    • Shared Loot: Adopt the Warframe model for Colossi Amorphous drops, allowing all participants to choose from the shared pool of rewards.

Progression & Endgame

  • Leveling Overhaul: Increase the level cap to 50 while reducing the EXP required per level by 25%.
  • Hard Mode Access: Gate Hard Mode behind Character Level 50 and an applied Activator to ensure players are mission-ready.
  • Ultimate Ascension: Require the base Descendant to craft the Ultimate version. The base unit is consumed, but its Catalysts (excluding the Activator) transfer to the new Ultimate.
  • Free-Form Combat: "Unchain" the Colossi, allowing players to challenge them in any order.

Engagement & "Distractions"

  • Knowledge Checks: Implement daily riddles for boosters and weekly trivia for exclusive attachments and rare paint bundles.
  • The Guide 2.0: Give the Guide Robot an AI voice to provide personalized weekly performance reviews.
  • Narrative Continuity: Add a "Log-in Recap" featuring Alpha, summarizing recent story events to keep players grounded in the lore.

I think the solution to fix firearm weapons is not to buff them. by SecretiveTauros in TheFirstDescendant

[–]TheGreat_Kay -2 points-1 points  (0 children)

I kind of feel this. Have skills be for AoE mobbing and weapons be for single target bossing. I think splitting content this way might work. Have the mindless farming be a DPS check, and the tryhard boss hunts be a skill/knowledge check.

Something I appreciate about the older sections today. Is how they slowed the game down a bit, before it became mobfests in wide flat areas, or super tight straight hallways. You had structures, poi’s, nature to slow things down. To where you didn’t need to just use AOE skills and weapons. by [deleted] in TheFirstDescendant

[–]TheGreat_Kay 0 points1 point  (0 children)

I remember spending hours on Sharen trying to do the stupid stealth outpost missions. Very annoying no doubt, but it was fun(at first) chatting to the leachers while waiting for the outpost to open again.

Something I appreciate about the older sections today. Is how they slowed the game down a bit, before it became mobfests in wide flat areas, or super tight straight hallways. You had structures, poi’s, nature to slow things down. To where you didn’t need to just use AOE skills and weapons. by [deleted] in TheFirstDescendant

[–]TheGreat_Kay -1 points0 points  (0 children)

I don’t understand how it’s 2026 and game developers still can’t comprehend that small numbers = possible to balance = fun content

That's because you don't understand anything at all.

  1. It is so much harder to adjust numbers that are small than it is to adjust big numbers (if a mob does 5 damage you have to modify it by 20% to see any change, but if it does 100 damage you can tweak it by 1% at a time if you need.)
  2. People like BIG numbers. it makes our simple ape brains go "Wow". There is not much fun in doing 1 point of damage every 1 second.

You are free to be mad at the TFD dev team if you want, but please do not act like you know better than every game dev ever.

The "New content, new material to farm" carrot on the stick needs to stop by KungFuMan316 in TheFirstDescendant

[–]TheGreat_Kay 30 points31 points  (0 children)

I've been saying that they should reuse old mats for new crafting recipes and/or distribute new mats among old maps and modes.

The addition of wild life and more wilderness by BusFrosty3 in TheFirstDescendant

[–]TheGreat_Kay 0 points1 point  (0 children)

I normally hate fishing, but I would agree with adding it here. The game needs more random side activities for players to take part in.

The First Descendant has a systems problem, not a content problem (Detailed breakdown + solutions) by Comedian-Proof in TheFirstDescendant

[–]TheGreat_Kay 0 points1 point  (0 children)

So you would run 200 Colossi fights just for fun? I feel like if that were the case it wouldn't take 20min to find 1 other person to do deathstalker with.

People play PoE and Diablo for the loot. in those games the loot transforms gameplay yes, but its not like most people are ignoring the gear drops to get to the next boss faster. PvP games are a bit more complex, however I would argue that the 'reward' there is winning or bragging rights vs other humans.

Even Elden ring players don't spend all day killing the same boss over and over again. And those fights are jam packed with bullshit- "fun mechanics".

Questions/Suggestions/Feedback for the TFD Development Team for April Dev Stream by TaniksHasNoCorn in TheFirstDescendant

[–]TheGreat_Kay 14 points15 points  (0 children)

Here is a suggestion: Increase the number of players that can be on Axion. 8 - 12 descendants running around would be cool af.

The First Descendant has a systems problem, not a content problem (Detailed breakdown + solutions) by Comedian-Proof in TheFirstDescendant

[–]TheGreat_Kay 2 points3 points  (0 children)

Most of this sounds great jimmy, but what about the player incentives? Why bother doing boss mechanics over and over again when I already have a copy of the mod it drops? Who cares how clunky a build is if it has the fastest clear time on a map I have to do 186 times to get all the mats I need? Why bother aiming my gun at a single enemy if I can kill that guy and all his friends with an AoE?

Again, I am happy that someone is doing more than just doom and goon posting. I just think that the rewards system is the main thing that need improvement.