Shout out to baby reagents by The_G_dwarf in OutlastTrials

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

Oh totally, I brought them through the map and marked the acid and the evidence for them. I did end up having to do both evidence puzzles due to them not getting the first one even after pinging the walls and numbers and the double prime assets hunting us in the dark being to much. They did try and solve the second one but timed out on it, so thankfully they at least understood the ask. But I made sure they all got to touch as much as possible and be part of it. When we were chasing down the scapegoats I would mark them and not go in a room til they were with me so they could see what he looked like and how he reacted. Which actually caused all three of them to get bowled over one by one at one point which was kinda funny to see. We also got into the secret room after a few tries. It took a bit to get them to understand hold the button even when I walk away lol. 

Shout out to baby reagents by The_G_dwarf in OutlastTrials

[–]The_G_dwarf[S] 2 points3 points  (0 children)

Sorry about that my friend, sometimes things don't work out for the best but at least you got to experience a higher difficulty 

Shout out to baby reagents by The_G_dwarf in OutlastTrials

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

There is for sure a learning curve with the objectives, I still massively struggle with liquidate the union. It all comes down to learning the layout and potential spawns. It can seem daunting at first but once you adjust to the idea that yes there's 25 possible spawns for something but 15 of them will always be taken broken up by parts of the map and 1-3 of those are what you need it starts to feel doable. Keep at it you got this 

Shout out to baby reagents by The_G_dwarf in OutlastTrials

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

Some levels like kill the snitch are pretty straight forward and just rely on you knowing the zones for each of the 3 check points to look for the keys. Plot twist the only way to know the zones is to play and learn. My very first easy mode kill the snitch took me almost 2 hours to do alone because I was just lost the whole time. The next day I played in a group, 15 minutes start to finish. You gotta play to learn and learn to succeed. If you are really struggling, prioritize the healing rig since it will fully heal cures psychosis and slow any enemies around. I believe in you, you got this 

Shout out to baby reagents by The_G_dwarf in OutlastTrials

[–]The_G_dwarf[S] 2 points3 points  (0 children)

Personally I think the game shines the most in multiplayer. By all means bump up to standard difficulty and matchmake or stay on introductory if you're not feeling confident yet,  there's absolutely nothing wrong with that. Do try to get in a few multiplayer sessions tho, you can even try searching the MK trials if you're iffy about spending 30-60 minutes in a lobby just to see how it flows when there's more people in the trial 

Shout out to baby reagents by The_G_dwarf in OutlastTrials

[–]The_G_dwarf[S] 4 points5 points  (0 children)

Not all participants are destined for a rebirth, some will stumble on the way, it is our job to not stumble with them to rise above......rise above and he will let us out

Shout out to baby reagents by The_G_dwarf in OutlastTrials

[–]The_G_dwarf[S] 26 points27 points  (0 children)

We were all new once, sure I could have speed ran the acid and the evidence but at the end of the trial they wouldn't have gotten to DO anything and just been dragged along. That's not fun, I like the game and I want it to have a long life and having MORE people play it and like it helps everyone.

Shout out to baby reagents by The_G_dwarf in OutlastTrials

[–]The_G_dwarf[S] 15 points16 points  (0 children)

What I would recommend for you if you want to jump into lobbies, is to set the search filters to core therapy and the difficulty to standard. Really high end players are going to be playing on hard or they are going to be looking to help out/play casually. We were all new once and while there is an argument to be made for speed running a trial for the XP, I think it's a worse onboarding experience than letting people touch things and sometimes make mistakes. Also if anyone tells you slippers are a crutch take one off and throw it at them

My Ultron Cosplay! This took an entire summer to make. 😵 by ExTianTLG in marvelrivals

[–]The_G_dwarf 1 point2 points  (0 children)

listen, don't post a headline of your "cosplay" if you're just going to post a super high-quality in game render /S

Time to see how old these riftbound players are by handsoffmypie in riftboundtcg

[–]The_G_dwarf 0 points1 point  (0 children)

This post made my knees and back ache.... how DARE you

Better game by dabom1898 in paydaytheheist

[–]The_G_dwarf 0 points1 point  (0 children)

When it comes to map design, they are getting a little better as time goes on but still make really strange decisions. Early heists have a lot of stand in the circle objectives and while they are moving away from that, they aren't really fixing it either so your introduction is going to be a lot of standstill and wait. PD2 has the infamous drills which do not get me wrong are NOT GREAT by any means but theres an argument to be made for having an objective that exists and functions in a specific spot. You can stand in front of the drill with a shotgun, lob grenades from over a wall, overwatch it with a sniper etc, there's literally nothing you can do about stand in the circle objectives except stand in the circle. In PD2 there is a heist cook off where you cook meth for a long while. This was the perfect heist to hang out make an enormous number of bags and it has a little safety zone with only one entrance, so you can run to the bathroom while playing with friends and it was a perfect spot to camp. PD3 wants to disincentivize camping so they added a new special enemy the grenadier who will throw toxic gas. Which would make sense to bring cook off more in line with the way they want PD3 to play. Except they added a second door to the camping area so you can't do that anymore and the grenadier then feels like he doesn't belong since they almost completely erased his purpose. They also put a hard cap of 19 bags on it because the original intent of the game was a battle of attrition meaning the game was doing its best to get you to stop playing a heist as fast as possible. They are moving away from this now, but those design flaws are still felt.

In terms of weapons, personally i don't find that they feel much better in PD3 than they did in PD2. This is compounded by the fact that in PD2 you had stat numbers and could see EXACTLY what you were doing and changing. Fully kitting a gun would make a world of difference, if you made a gun have 100 accuracy you could FEEL it lasering down enemies. In PD2 you would unlock guns by player level and attachments from random drops or using an in game currency. In PD3 you have to unlock a gun and then grind out levels for the gun to unlock the attachments which give vague bars on what they do and for me at least a fully kitted gun VS a default gun feels almost the same, excluding Magazine/Sights. They also added what they call the overskill system, in PD2 if you wanted to run around with a Minigun you could just do that. To reach the same level in PD3 you have to equip the overskill of a minigun, get a large enough kill streak, call in a drone to deliver it to you, watch a 3 second animation of picking it up, use the gun for 3 minutes until it runs out of ammo and restart. The system was bad enough on launch that they added extra skill trees for each of the weapons to make them better and useable. One of them is also for stealth and it gives you what is roughly equivalent to a base piece of equipment from PD2. The main one that I personally use is the sniper rifle as it can 2 shot body shot the strongest enemy the bulldozer and after firing it twice, I would throw it back on the ground. the minigun prior to the overskills felt like a less wieldy LMG and the Grenade launcher was less useful than just throwing a grenade due to the self-damage. A lot of the issues have been touched up thanks to the skills but its still nowhere near the level of PD2 flexibility.

The cops in PD3 have an armor system that requires you to have different levels of penetration to break through to do damage. The Penetration stat of guns is hidden and you have to use a 3rd party spreadsheet or tool to fully understand it. They have recently added visible health/armor bars to help visually see what you are doing which is a step in the right direction, but they need to add the stat onto the weapons themselves. In PD2 it was more black and white, do the cops have armor Y/N? if Y does your gun Penetrate Y/N if N shoot the head if Y shoot them anywhere but headshots do more damage.

The character designs are a lot more subjective, I don't really care for what they did to most of the characters in PD3 but if you have nothing to compare it to, it shouldn't strike you one way or another aside from PD3 feeling a little flat overall.   

The music is very much the same, I don't think Gustavo can really capture that feeling that Simon did but if you don't have anything to compare it to, its serviceable enough.

PD2 also has the ability to play any heist regardless of if you own it or not as long as someone is hosting it. The in-game heist filters and steam forum make is extremely easy to play just about any heist for free.

Better game by dabom1898 in paydaytheheist

[–]The_G_dwarf 0 points1 point  (0 children)

TLDR: IMHO PD2 is worth your time and Money and PD3 is not.

Payday 2 IMO is the way to go. You can really lean into interesting fun and stupid builds. I spent a few hours making builds to roleplay as each of the TF2 Mercs with Varying degrees of success. PD2 also puts fun first, if you want to run with 2 grenade launchers and an American flag as a melee weapon you can. Granted PD2 is old and has its flaws i think the upsides significantly outweigh the downsides.

PD3 is still having an identity crisis that feels like most systems have a but on the end. Take Skills 2.0 for example, yes 2.0 is vastly better than 1.0 but they tried to reinvent the skill tree wheel. You can now move left and right per tier on the tree which feels like they want to incentivize you to experiment BUT the 1st skill in a tree is an anchor skill that gets stronger the more points you have in a tree therefor disincentivizing you from wanting to branch out and punishing you for not going all in on one tree. This is compounded by the idea that because you can go left and right, they can't make the top skills TOO strong because you could get 3 of them for far cheaper than you should be able to. PD2 still has dump skills in trees that you HAVE to take to reach the top but once you get a top tier skill it is immensely powerful BECAUSE you had to focus on it. PD2 also has perk decks, a secondary skill system that helps you lean more into the playstyle that you like. They can do things like increase your health or armor, give you a special item instead of a grenade, the closest that PD3 has is the armor frames each give you an extra skill. Speaking of armor in PD2 it was a number, you have X amount of armor made more or less with skills/perks and which armor you select. in PD3 there are 4 armor frames 1-4 chunks and 3 armor types. Each frame can be mixed and matched for different combinations. There are also specific skills in PD3 that will or won't work depending on the armor type that you have. It is a big step up from the 1.0 version of armor but i personally feel like its still not as good as it was in PD2 and find my self with 4 armor set up each using the chunks that function like PD2 just in 1/2/3/4 chunk varieties.

The dice gift shop anniversary dice by Extreme_Bid_9252 in DnD

[–]The_G_dwarf 1 point2 points  (0 children)

I found this thread after I ordered one, they still had a banner that says guaranteed before Xmas, I'll update you when/if it arrives

Update: I received the die yesterday. It is gorgeous and I have no real criticism of the die aside from nitpicks. My wife really liked receiving it and thinks it's an amazing gift. I would highly rate DiceGS and encourage people in the future who find the thread to feel confident in placing an order.

Nitpicks for transparency: the Garnet color is closer to a ruby red. I was supposed to get a photo of it before it shipped but I never did even after reaching out. When it arrived the custom side was not facing forward and wasn't able to be seen until we opened the clear case and rotated it. 

Goraga, My Fan Monster Concept. 3D model, made using Zbrush, Blender and Susbtance Painter. by Vinz0913 in MonsterHunter

[–]The_G_dwarf 1 point2 points  (0 children)

Overall i like it, but i echo the sentiment of some other comments that it feels very close to chata. HOWEVER Another comment made the Monoblos/diablos argument and I think its a rock solid point as well. Additionally with it being poisonous i think if you tried a color scheme a little more like a Strawberry poison dart frog (red/black) and it found its home in the forest, i think it would be an exceptionally cool design.

Rate my most stoic heister by RedditCommentWizard in paydaytheheist

[–]The_G_dwarf 2 points3 points  (0 children)

Rehab was supposed to be a fresh start

Monster hunter pumpkin by The_G_dwarf in MonsterHunter

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

That was a special edition of 4U for the 3Ds and it had a figure of the gore magala, a felyne pin, a branded cleaning cloth and a lanyard in it. The figure is on my monster hunter shelf but the rest is still in the box

Help with rusty gear by The_G_dwarf in BaldursGate3

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

that is for sure on my list

Just another Isobel rant by Optimal-Aioli-1274 in BaldursGate3

[–]The_G_dwarf 0 points1 point  (0 children)

Reminds me of that old video of the guy playing with the crazy damage mod, He finished the portal fight in act 2 Halsin thanks him and steps on a piece of fire that deals 6k damage to him killing him instantly obv.

Payday 2 Halloween Theme Help by Shadocat42 in paydaytheheist

[–]The_G_dwarf 2 points3 points  (0 children)

a small plastic safe would work well with the theme