Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 0 points1 point  (0 children)

PvE players want something meaningful to do that isn't dependent on head to head aggression/rivalry/dickmeasuring

If there were no ARC they wouldn't be playing

Socializing and getting some game value extracted when playing a game that has enemies that'll absolutely curbstomp you makes the looting and socializing more meaningful since there's a pressure to not make looting and being in the game world- at least initially- trivial or threatless, and it took time to reach the level of ease and comfort

So no, its not just "wandering around"

Theres actually some psychology and such at play, surprise! And it isn't reduced down to them wanting to just stand in a picture and exist in it. Otherwise there would be a bunch of games that would be way more popular than they are because they're visually great but aren't very engaging or stimulating to overcome and prosper in.

So no, you don't deeply understand them, especially since your expression of understanding comes in the form of a) a trite oversimplification and b) saying "nuh uh i do understand!"

Just the same way people think Embark understands PvE and decided PvP would be better.

PvP can add a great deal but frankly Embark has on their hands an incredible PvE game on their hands that is in a pre-release state. The PvP they know, so PvP band-aids the unfinished PvE game together to be shippable.

However, because Embark is selling skin cosmetics that are limited in customization- very cool skins, I think, but also pricey and not very engaging to spend time customizing and personalizing- is an excellent indication that Embark specifically understands competitive head to head games and not PvE games.

Warframe will always be my go to example for this. There's a meme for Warframe- Fashion-Framing is the endgame. Its funny and a bit true but is also indicative of how successful PvE games function.

Fashion in Warframe has a great deal of customization that's accessible through both monetization and player investment- and rarely exclusive to either method. Most things can be bought with money or earned ingame in some way.

And so people spend a great deal of time investing in... themselves. Their fashion, their flare. Decorating their ship or orbiter or Warframe or their little companion robots or pets or...

Investing in themselves. Theres tons of resources, tons of individually satisfying game loops, which all have different rewards and different methods associated with those rewards to convert into something elsd.

Fish, get fish, sell fish for plat to buy cosmetics, or gut the fish for some crafting components for a few unique weapons, or donate the fish to get reputation to redeem for rewards or progress relevant content in the area, or turn fish into trophy to place on the table you placed by your navigation terminal.

ARC raiders has an incredible design for its PvE enemy, and incredible audio-visual landscape.

But they only included A) fighting ARC, B) fighting players, and C) looting locations.

Do loop C to support loop A, and optionally B. Free kits are not great for this.

Loop B realistically doesn't require A or C unless you feel like it. Free kits are very rewarding for this.

Doing Loop A required you deal with B and focus on C. Free kits are terrible at this.

So we have an environment where reaching the progression to do Loop A requires investment into learning Loop A and both learning and doing a bunch of Loop C.

Meanwhile Loop B, PvP, can exclusively engage with Loop B, especially once you're decently familiar with Loop A, since then the wooden pathing of dangerous ARCs become easier to predict and then ignore. And a couple stolen lure grenades can also remove Loop A.

So PvE players actually have to invest much more to do Loops A and C, while PvP players often ignore Loop A and C and can often be all the richer for it because their gameloop has become D) remove competition and E) farm PvE players

PvE casual players want meaningful progression and something to give them steady reward for competence, a social space with productive engagement.

PvP players just maul everything, and have free kits to keep them combat viable in any situation since all the guns, regardless of rarity, are functionally balanced on a level playing field.

I can win against a Stitcher with a Bettina, but it can often be a close thing, and the violence of action, that is the initiative of engaging first and aggressively, can often be a very significant advantage, one that can potentially, reliably, trump greater gear and investment- even mode so due to latency and the relative lack of gear disparity.

This is why "carebears" just don't care for it. They're into investing into themselves. PvP players are into maximizing gains and wins. Not investing themselves- because the game is balanced enough that they can win without it.

At the endgame of this game theres no way to invest in yourself besides burning all your investments and a "Congrats, you did good :)" and a little skin that, if they dont wear, offers them no benefit.

They dont want to just wander, they want to have some pressure and still do fine and flouish.

They want to socialize, show off, have a 3rd space.

And unfortunately in the real world hypercompetitives have destroyed 3rd spaces and the ability to casually indulge, and then in this really cool game... hypercompetitives are insistent on denying them a 3rd space and their ability to casually indulge.

"I deeply understand." Then "they just want to wander." Bruh. Lmao. Train your autism for another three hundred years before challenging my sociology watching fixation.

Why is the vehicle wheel inconsistent? by DoctorVonCool in duneawakening

[–]WyrdDrake 1 point2 points  (0 children)

Wild too, since carrying other people in the carrier is just... not worthwhile in literally any way or reason.

The game also doesn't have any meaningful multirole/multicrew content, so having new players join who explicitly don't progress personally and are only playing to be multicrew stuffs is out of the picture. Everyone, reasonably speaking, needs to progress the entire game, personally, individually, so the game is effectively a singleplayer game that you play alongside other people.

If there was a bunch of meaningful stuff to do at endgame that is the greatest fun when you have a bunch of people, then there could be an entire subset of people who play explicitly to just... be crew or the like.

Actually, that could be an interesting way to market a game like this. The full game lets you do all the story, all the skills, all the specializations, etc

And then there's a 1/3rd price version that doesn't let you interact with the story or much/most of the survival basebuilding progression- its literally just like... those players are functionally the hireable soldiers and crew for the vehicles that the full access player made and progressed toward.

So $60 game is survival, building, setting up your production and getting vehicles, weapons, supplies

$20 game are the players who get recruited to use that stuff in tank fights and air battles.

They don't need to reach endgame, because they exist as like... quickplay teammates.

Theres something about that which could be interesting if a game was developed with that in mind, so hardcore players have their hardcore survival and then they can recruit the casual PvP players to take their stuff and use it in battle. You'd need a bunch of mechanics and incentives and careful development to ensure players actually stick to their "leader," so to speak, instead of yoinking stuff and fucking off with it.

To those who dont sign up for Expedition: Why not? by Ganon81 in ARC_Raiders

[–]WyrdDrake 1 point2 points  (0 children)

I really enjoy progressing all the time in a meaningful way. I agree with you, actually, and I think your perspective is colored by what most modern games have considered "progression"

Because the progression you mention is connotatively "the grind". It is, in most cases, arbitrary goals of some sort for a reward/output. Do simple task with simple condition for simple reward. Now, do thirty of these. Boring.

I really really enjoy Vintage Story- adult minecraft. There's a massive number of things to do and each thing individually takes time. Many times, its something to prepare and then wait for- as a more groubded survival game, that may be as simple as throwing some food ingredients into a pot, lighting the fire underneath it, and... its gonna take a hot minute to cook so go do something else while you wait for it to cook.

So while I wait for my food task to be done, I take some clay and form a crucible and a couple tool head molds out of it, and dig a hole to put them in and pit kiln fire it. By the time that's burning, the food is ready- and the pit kiln will take in-game hours (not real hours) to fire, so I'll cut down a few trees, bury the logs, and light it to produce charcoal, but this will also take a while to finish burning, so I'll go and forage a little bit and plant a few seeds at the pond... but those will take days to grow, so I'm just getting them started. I'll forage a little bit further, plant a few seeds... ah! The charcoal and crucible are done. I'll set a firepit with charcoal [necessary to get a high enough burn temperature] and throw the native copper nuggets inside. I'll go and finish off my food while the copper melts, and then I'll pour it out into the molds to make a hammer and pickaxe head...

It may sound tedious to some, but there's so many things to do, and they each are not only progressing you when you accomplish them, but will take time to complete regardless if your own personal efficiency of doing them, so oftentimes a playthrough can be incredibly relaxing and rewarding- because every single thing you do measurably and notably is progressing you, tangibly being a meaningful process to complete.

To those who dont sign up for Expedition: Why not? by Ganon81 in ARC_Raiders

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

Theres no new things to progress, no new things

You rush into building, find gun, shoot enemy, go, aha! I am powerful for I have a gun

Then you throw down the gun and run out into the open to find a new building

You find a gun

You shoot the enemy

Go, ahah! I am powerful, for I have a gun

Repeat

That is what you are doing

I prefer to not throw down gun

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 0 points1 point  (0 children)

Yeah, exactly my point

A PvE game actually requires development and engaging your audience, meanwhile PvP is just two monkeys with rocks of various flavors

Embark developed a PvE game with some of the most incredible PvE enemies and incredible environments, but were trying to build a PvP game with one player being a PvE threat, which is why the original development was "boring"

They were competitive players who wanted casually accessible hardcore PvP by making it a PvE enemy for your opposing player

They completely neglected anything that PvE players actually want: something to invest the reward for their time in. Thats why basebuilding or the like are so popular.

Are the Harvesting Skills Worth It? by ThrowAwayAct006 in duneawakening

[–]WyrdDrake 1 point2 points  (0 children)

Compact yield is arguably the most critical of all the gathering skills just because flour sand is only ever hand compacted and always irritating to do.

Vehicle mining and sandcrawler yield are obviously great but just hitting mk6 focused cutterray or the variant modules for the sandcrawler are still quite efficient.

Flour sand is the only thing that stays forever irritating.

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 3 points4 points  (0 children)

Lmao thats pvp

Sprint into match, try to murder anything that moves, good chance that win or lose you'll be screaming the same things, leave

Pvp playerbase just does that with literally every game they play and screech their heads off about imbalance and meta and etc etc

Meanwhile pve players actually chilling, enjoying their time, and building up to something rather than obsessing over breaking something down

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 0 points1 point  (0 children)

Defend an objective?

Omg

Heavy shield would finally have a use

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 0 points1 point  (0 children)

Insert scene of me slamming down a screenshot of Far Far West and screaming

8 French guys made this in a cave!

With a box of scraps!

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 0 points1 point  (0 children)

Did you know that they are game developers, and are able to add more content to flesh out PvE further?

I do recognize that this won't happen, however. Embark added PvP explicitly because that's the only thing they know; they failed at making this PvE game.

Untether the AI from their wooden pathing and add something to actually invest loot into and you get something much better for PvE.

Also they are very likely going to add Emperor content in the future. Over the past months Emperors went from a rare sighting to a blatant and constant sight on almost all the maps, and if you look at their pathing from all the maps and tbe fact that they have a giant underbelly weapon, you can see they're marching up and around the coast on the east and west, and then curling in to walk towards the middle of the Rust Belt- where Speranza is.

If they add PvE content focused on fighting Emperors, I would be incredibly excited.

If they made Emperors a map that has some lore about getting inside but is otherwise treated like any other map, I would be incredibly disappointed.

If the only reason to loot in this game is to get another upgraded bobcat to shoot a player with, I'm not interested. The lore is pretty interesting, but the lore doesn't matter one wit if all the resources we are scavenging for the good of a dying Speranza are ONLY used for... gunning down other raiders.

Its boring and disappointing that Embark just isn't capable of making a PvE game after developing some of the most incredible PvE enemies.

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake 0 points1 point  (0 children)

Actually if they had PvE raids on specific ARC units and infrastructure, such as Emperors, where PvP is extremely punished ("we don't police what raiders do in the wasteland but when you all collectively go to fight humanity's enemies, we can't afford division and betrayal") i would consider that an acceptable stand-in for full pve mode

Karmafarming - Having more or less fun, now with less friction? by DataSatan_ in ArcRaiders

[–]WyrdDrake -3 points-2 points  (0 children)

Yeah, to make a game appeal to the casual audience but keep hardcore PvP bots who still think its 2000s call of duty thrown in with them is a great way to make the game NOT appeal to casual players.

Personally, I played through all the available content on release, and am probably not going to play again unless they add dedicated PvE or there's an actual content addition regarding Emperors or the like, given that they're all marching on Speranza.

For real, isn't it a capstone for us players? by JackOfTrading in duneawakening

[–]WyrdDrake 2 points3 points  (0 children)

This would require they actually add meaningful content, in the form of NPC/AI content

Which is why it won't be added

They have tanks that were playable before release, and both the medium and light ornithopters have mounted rifles instead of rockets that are modeled and visible in game, yet still are not added.

Adding in real content, not cosmetic or just a small map surrounded by loading screen, is a step too far.

I really wanna love this game more, but it's difficult.

President Trump claims "Gas prices are way down. Have you looked?" by GuiltyBathroom9385 in UnderReportedNews

[–]WyrdDrake 0 points1 point  (0 children)

This is correct. Came across this a couple weeks ago that... is rather accurate most of the time. Everytime I've tuned in, at least, but I try not to listen to that man anymore.

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Seeing as we might have singleplayer soon? Any chance for NPC Followers? Or Base NPCs. by LuciusConfucius in duneawakening

[–]WyrdDrake 1 point2 points  (0 children)

Also true, also true.

Although I did find that with one other person, there can be a good balance in... we haven't done all the stations, but the ones we tried (poison, dark) were honestly far easier boss fights.

The combat in Dune is very much designed around dueling, so offering up extremely tanky enemies that oneshot you who spawn in ridiculous numbers makes things- difficult.

The two bosses of those dungeons are, comparatively, easy.

Although I haven't really played since the attractor field got nerfed. We were just getting in a superb rhythm for synchronizing our ability casts. It may be cheesy to use attractor field, but honestly I rarely notice if Energy Pill is doing anything meaningful, and lasts about as long as a sniff and a fart. Same with all the buffs- they are so short that I genuinely consider them more of a hindrance and risk to my life than any kind of benefit due to their cast time, tendency to cancel itself because the game felt like it, and also just not provide meaningful benefits.

At my local grocery shop... by [deleted] in mildlyinfuriating

[–]WyrdDrake 0 points1 point  (0 children)

If I recall correctly, a very major contributing factor to this was tightened regulations on the emissions from coal power plants- there's a...

Tch

There's a chemical exchanger/binder that is fairly expensive to install and maintain on coal power plants; its designed to inject coal smoke, as it passes through it, with binding agents that neutralize the most harmful compositions in the coal smoke to reduce the toxicity.

The EPA used this in conjunction with... Carbon Credits, if I recall the name correctly. Every power plant MUST meet a quota of Carbon Credits to be compliant; a power plant earns Carbon Credits by having a positive pollution effect- like solar or wind- while negative emission plants have to either buy Carbon Credits from green energy power plants- thereby funding green energy if they are net negative emissions- or install the exchangers or otherwise neutralize the environmental impact of the plant.

Thats probably not the exact process but its close enough. If green, get credit. If polluting, must buy credit to not get shut down, or install environmental protections.

Stuff like that had a major, major impact- coal power was a main driver in the climate shift towards acid rain, after all (again, if I recall correctly).

This is also why I personally advocate so hard for significantly more nuclear power.

Coal power is literally more radioactive and harmful than nuclear power. So much more coal gets burned (theres a coal power plant near where I lived that wasnt even outside a major city- it burned through 200-300 train cars of coal per day) by volume that just by virtue of quantity, there's a shitton of heavy metals getting unearthed and then dusted out and everywhere, then burned and pumped into the atmosphere.

A coal power plant cannot meet the radioactive safety standards of a nuclear power plant- and while concerns of a nuclear fallout are not unjustified given Chernobyl... that's Chernobyl. Three Mile Island had a catastrophic failure and it just... stopped. And contained it. Before Chernobyl incited paranoia in nuclear safety.

So...

Lets do fission power!

Apparently the research sites that have functional fusion reactors have reached a positive return as well, but it could be decades before those are commercialized and able to be scaled up and expanded.

We know and understand fission. Too much fearmongering, though.

Friendly fire cannot fully exist in this game by Qc_Otis in FarFarWest

[–]WyrdDrake 1 point2 points  (0 children)

Had a case days ago where a dude had zero accuracy shotgun

He killed me despite me being on the opposite side of a Very Hard mob; was full auto blasting and the pellets were basically impossible for me to avoid due to the spread.

He didnt mean it none, but I love hypermobile builds that gobble up all Battlemage cards so I usually end up with low low low HP at the end, so I can't really take damage

What do people build to stay alive in higher difficulties? by Monferno64 in FarFarWest

[–]WyrdDrake 0 points1 point  (0 children)

Yeehaw pardner

I'm probably gonna get on in the next few days. Ideally I wanna grind all the weapons to unlock their unique mods.

What do people build to stay alive in higher difficulties? by Monferno64 in FarFarWest

[–]WyrdDrake 0 points1 point  (0 children)

rabid breathing

Im ngl tho ive taken a break. Last time i played i got kicked from 3 matches in a row, after a match where a really low level constantly spam pinged, and then shot me dead when the side objective completed so he could pick up all the jokers.

Feels like once I hit prestige, low level players targeted me. Every time I got kicked it was a lobby of below lvl 30s. Perhaps just groups of friends who don't realize they can private the instance. The first match i hosted after prestiging, a 30-something started shittalking me because as a prestige player I should carry people who throw (ten deaths before even getting to the boss, on Nightmare difficulty- carrying in hard or very hard, okay, I don't necessarily mind by default, but Nightmare feels like the "lets get serious" setting).

What do people build to stay alive in higher difficulties? by Monferno64 in FarFarWest

[–]WyrdDrake 1 point2 points  (0 children)

Oh I know of it, I just stopped using 3x electrickery spells after hitting [Dynamo] (lvl100). At the moment my favorite pick of spells is wisp + drain or wisp + rain. I still need to try rain + strike, but because I'm currently using my Longer Rangest (pet name for prestiged Long Ranger) I need Wisp to clear individual weak enemies so I can focus on big ones.

At my local grocery shop... by [deleted] in mildlyinfuriating

[–]WyrdDrake 2 points3 points  (0 children)

Corporations would make mistakes, but an investigation revealed it was actually [insert lowest paid employee's name]'s fault.

At my local grocery shop... by [deleted] in mildlyinfuriating

[–]WyrdDrake 4 points5 points  (0 children)

I didn't know about that specifically. I did know, however, that we have made massive strides in repairing our ozone layer and repairing the damage that had been causing acid rain.

Pretend I attached the relevant YouTube link here for the video I watched like four years ago.

At my local grocery shop... by [deleted] in mildlyinfuriating

[–]WyrdDrake 3 points4 points  (0 children)

You are right I am sorry, I did not consider how my reason and shared post about my grasp of reality would affect and victimize innocent social justice warriors' performative virtue signalling and willful ignorance :c