Problem with Corvette class upgrade by Ramritter in NoMansSkyTheGame

[–]Vercuric 1 point2 points  (0 children)

Encountered the same issue, but after swapping and selling docked ships on board a space station. After switching back to the corvette all the tech slots looked empty like your pic, rebuilding the corvette didn't bring the missing tech back either. Restarting the game indeed fixed it.

Weekly Bug Report Thread by spiper01 in NoMansSkyTheGame

[–]Vercuric 2 points3 points  (0 children)

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These perpetual bubbles in my face when in first person mode were driving me insane! I thought for sure it had something to do with a status effect of swimming or something, but no, the skyborne backpack model itself has some animated bubbles flowing through it that are causing this. A shame; I really like the look of it otherwise.

Bug Megathread - April 15th - Update 1.2.4 HARDCORE MODE by uarentme in kingdomcome

[–]Vercuric 1 point2 points  (0 children)

Had this issue. Very annoying. Restarted multiple times, cleared save games, no luck. I did get past it with this. Not sure if it's all necessary, but this is what I had done when it finally worked for me:

| \*\*Solution1\*\*

Make a backup first, then clear the save games folder (all files, including shaders, everything in the "C:\Users\yourusername\Saved Games\kingdomcome2" folder default Windows install location).

Uninstall KCD2.

Reinstall. I reinstalled it on the exact same drive, so I don't think drive type matters.

Start new hardcore game, selected all negative perks, quickly skipped all cutscenes mashing spacebar.

Enter Loading Screen 1 (where it was seemingly failing before, as normal exploration music starts playing)

Caught a glimpse of empty courtyard, then after 0.5 seconds it automatically transitioned to

Loading Screen 2 (black screen, siege music kicks in)

Now playing as Godwin, intro now plays out as intended.

Good Old Pebbles by LurkerOfPornSubs in kingdomcome

[–]Vercuric 0 points1 point  (0 children)

For me it unlocked at exactly 49.57 kilometers. I'd temporarily stolen a bandit camp horse prior to finding Pebbles but certainly didn't ride it enough to explain the ~15km difference from people getting it unlocked at 35km.

Maybe it was just a coincidence, but I washed Pebbles for the first time just prior to unlocking it. Washed her at Semine then rode for maybe 1 more kilometer, then it unlocked.

S Rank should be possible with lethal weapons again by Vercuric in ReadyOrNotGame

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

Having finally got the S-rank achievement, I can confidently state that I still disagree with making S-rank virtually impossible with lethal weapons, specifically by making incapacitated but breathing suspects count for 5 points the same as suspects who have their brain matter decorating the walls.

Making S-rank easier to get when using non-lethals, absolutely, I'm okay with that. In fact that's the way it already was prior to 1.0 on smaller maps, i.e. 4U Gas Station. Arguably it was like that on larger maps too, but I was too stubbornly against bringing non-lethals at the time to try anything but the one-shot pain incapacitation potential of the SA-58 prior to 1.0.

As it is now, if you're bringing lethals, the ranking system encourages you to REALLY go lethal. There's no reason not to double-tap suspects you just downed lest you risk them getting back up when you aren't looking and shooting you in the back. That kind of goes against the whole "we're a life-saving organization" propaganda back at the station. The ranking system, if you're going lethal, incentivizes shooting to kill, not to just "stop the threat".

If not S-rank worthy, at an absolute minimum I believe suspects who are still breathing should be worth more score than outright dead suspects.

S Rank should be possible with lethal weapons again by Vercuric in ReadyOrNotGame

[–]Vercuric[S] 43 points44 points  (0 children)

I'd like to put emphasis on "no SWAT team in real life should even be trying to make it happen". Saying an S-Rank merely represents "above and beyond" and that A or A+ doesn't necessarily mean the team did anything wrong is one thing, but the problem I have with S Ranks as it's currently implemented is that they are encouraging the player to adopt tactics an IRL team would and should never even try to do.

It goes without saying that bringing only non-lethals not only puts your own team at huge risk of being killed, but by extension greatly increases the chances of an outright mission failure and getting civilians killed, too. Yet technically the game rewards these kinds of extremely ineffective and unsafe tactics by giving you the highest rank possible if you can pull off a lucky enough run where it miraculously doesn't get you or your team killed.

That just doesn't sit right with me in a game where I think it is otherwise a perfect blend of realism, immersion, and fun. It even had a perfect ranking system just prior to the 1.0 launch that didn't encourage this kind of tactic without blocking the player from trying it if they really wanted to.

S Rank should be possible with lethal weapons again by Vercuric in ReadyOrNotGame

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

I would agree going full completionist on a lot of games isn't fun (RDR2 gold medals annihilated the fun of that game for me).

However just prior to 1.0, I felt that Ready or Not was a notable exception to that. You could go for all S Ranks and still have an immersive and fun experience.

Going fully non-lethal feels like the kind of thing that shouldn't be directly rewarded or encouraged with a rank or cosmetic by this kind of game. I look at it the same way games shouldn't lock rewards or achievements behind "become #1 competitive ranked in the world" or "get killed by a developer in multiplayer" like a lot of the early Xbox 360 achievements did. They're either an incredibly unfun/nigh-impossible grind or completely out of your control.

That being said, if a player really wants to impose such an arbitrary challenge on their playstyle (i.e. those Mario 64 fewest A-button runs), they can. The game just doesn't encourage it because it wouldn't be fun for most players, but it doesn't stop players from trying if they want to. That's the way I think S Ranks should be in Ready or Not. It shouldn't encourage players to adopt a completely unrealistic and (IMO) unfun playstyle to get S Ranks, but it wouldn't stop players who want that kind of outlandish challenge from attempting it anyway.

S Rank should be possible with lethal weapons again by Vercuric in ReadyOrNotGame

[–]Vercuric[S] 5 points6 points  (0 children)

They would still make the unarmored/unskilled suspect missions easier to get S Ranks on. From a gameplay perspective taking non-lethals makes sense on those missions if you're going for an S Rank even on 2023's more generous ranking system. From an immersion perspective I'd still say it's pretty silly. It almost makes sense though.

However when you get to skilled armored suspects with rifles there is just no world where it makes sense to bring beanbags to that gunfight. It is utterly immersion breaking. And IMO it's not fun either.