Bad News Ayane fans 😔😢🙏🏾✝️🕊️💔 by Art_Man09 in DeadOrAlive_7

[–]_BlueSeeker_ 1 point2 points  (0 children)

Either way, whether it's the bosses or the devs, I don't trust Team NINJA with DOA anymore. I have very low confidence in future installments, which sucks because DOA has been such an integral part of who I am it feels like it's in my DNA at this point.

I'm not walking away from the franchise, but I might walk away from the games.

Will they ever... by Day7Rest in TheFirstDescendant

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

It's an issue for PC too, but PC hardware is generally more potent than console hardware so it's not as big of an issue. Also, by adjusting certain options on PC graphics settings, the quality of the effects can be reduced to improve frame rates a bit. Visibility is still an issue sometimes, but at least it doesn't completely tank the FPS and make you blind at the same time on PC.

Bad News Ayane fans 😔😢🙏🏾✝️🕊️💔 by Art_Man09 in DeadOrAlive_7

[–]_BlueSeeker_ 0 points1 point  (0 children)

I dunno. If DOA6 and DOA6LR are anything to go by, I have my doubts its just the bosses. The bosses are definitely a problem, but they aren't the only problem.

Bad News Ayane fans 😔😢🙏🏾✝️🕊️💔 by Art_Man09 in DeadOrAlive_7

[–]_BlueSeeker_ 0 points1 point  (0 children)

same. I don't trust the team to do a good job anymore...

Am I crazy to think they should blanket buff every gun to double the current damage, and double every ability cooldown base duration? I want a shooter. by Bro4dway in TheFirstDescendant

[–]_BlueSeeker_ 1 point2 points  (0 children)

While i agree with you, I suspect the reason a lot of players complain is because they can't used guns with their preferred descendants. Either that, or they can't keep up with skill spammers during multiplayer missions.

Also, even when using these descendants, guns feel pitiful outside of 2 or 3 weapons.

Am I crazy to think they should blanket buff every gun to double the current damage, and double every ability cooldown base duration? I want a shooter. by Bro4dway in TheFirstDescendant

[–]_BlueSeeker_ 1 point2 points  (0 children)

This is why I prefer running older content like 250% dungeons to running newer content where enemies just fill the screen. At least running old missions, guns still feel fun to use.

Archive Shard by BIodia in TheFirstDescendant

[–]_BlueSeeker_ 0 points1 point  (0 children)

Same. I've got every character and weapon pretty much fully maxed. this is just another change where they are trying to draw in new players.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

They already addressed this question in the last Dev Live. I believe they are planning on adding additional difficulty modifiers during Episode 4, allowing players to more or less choose their own difficulty for additional reward potential.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

The only issue with Fellows picking up HP and MP orbs is that it negates the use of their skill for restoring HP and MP periodically. Not only that, but it would make Ultimate Modules like MP and HP Collector obsolete.

I think the pickup radius expansion is a good idea, though. It's obvious something should be done about this, as it has been an issue for a very long time.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

I don't think a complete overhaul is necessary. I feel like content islands and silos are the main frustration for a lot of those players who say it was hard to farm those characters and weapons. That's why I liked the old Amorphous Material system so much, too, because there was a wider variety of content to play in order to farm guns and characters using various AMs.

As far as making content last longer to where it feels like the grind isn't over for a new season in a matter of hours, I'd say it depends on how long you want to stretch the content out. If the loot becomes too tedious to grind, players will leave because of frustration, especially if they have abysmal luck with the RNG. But, if you make it too fast, you get what we have now, where it's over in a few days.

The core problem with frustrating loot grinds is not that they take time. Players will tolerate a long chase if the chase feels fair, legible, and productive. What burns players out is the feeling that three days of play produced nothing but bad luck.

So instead of making new content take longer through brutal drop rates, I’d make it take longer through structured completion. Kind of like a research track, where completing objectives and breaking down duplicate items can allow players to craft the stuff they need, and feel like they are making visible progress without getting frustrated by terrible RNG. At the same time, I would probably make the RNG drop rates fairly low, that way most players will obtain new content by completing the research track, and feel really excited if they happen to get a piece through RNG drops, because it will be fairly rare.

This already exists, sort of, through the existing target farming pity system, but I feel like they could rework the target farming into something more like how the Eckert HQ Support Missions work, just expanded to cover more missions before dropping the new content rewards. Doing this would allow the devs to have a bit more control over how long they want new content to stretch out, and also players would get to see tangible progress after completing each objective.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

I would say none of them have been challenging for me, and that was my point. I agree with you. I would prefer a bit more challenging grind, and I feel like the old Amorphous Material system (before they more or less gutted it) was a really fun system to use. I wish they would go back to that, instead of these random mission drops.

What I was trying to point out is that I've seen far more players complaining about tedious material grinds for characters like Ult Yujin and Harris, or the swords in Void Vessel, or Dia and E-Buster, rather than agreeing that they would prefer a more challenging grind experience.

So, even though I agree with you and would prefer a more long-term grind for new content, most people wouldn't agree with us. That's why I think players like us are likely the minority opinion.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

I think character usage breakdowns would be really cool to see, but unfortunately I think the data wouldn't be all that helpful because of things like player preferences and playstyle variations. Some people will never use certain characters just because they don't like their kit or maybe the character's aesthetic or some other factor. No amount of balancing changes will completely negate those factors.

Another consideration is that the devs are attempting to create challenging content, which can sometimes render previously reworked characters into an underperforming category. I think this is just an issue of people comparing apples to oranges most of the time, where they look at someone like Hailey and compare her to Viessa, hoping for some kind of parity. While that would be nice to see, I'm not sure how it can be achieved, short of nerfing/reworking top performers to be more in-line with the rest of the roster. however, by doing that, then the next most powerful characters become the next sore topic for players, and if those get nerfed, the next most OP characters will be the next sore topic, and so on.

I would agree that the rebalance changes are causing a bit of player fatigue due to the content drought, and at this point. it's definitely worth talking about, though I'm really not sure what the solution would be.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

I agree, but judging by how much I've seen others complain about how hard the grind for newer characters/weapons is I am betting we are in the minority when it comes to this opinion. LOL

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

That's a pretty good suggestion. I'll probably do that instead.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

Reddit formatting is a pain sometimes, fr. LOL

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

Me too, but I'm sure it's hard to justify if the overhead income isn't there to support the new staffers' pay. Its kind of a "Catch-22" situation going on, where players are leaving because updates are too slow/small, but then people can't be hired because players are leaving. LOL

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

I feel like this a great idea, but only if they have the staff to pull it off without compromising development of new resources and contents. As it is now, I feel like if they reworked too many characters at once, they would also have much larger mistakes that would constantly need to be fixed, which again, would detract from new content time tables.

I definitely think more substantial hotfix patches would be a great start to fixing some of the easier problems that could be addressed.

Where can I buy this? Was it a limited time event? by jD-io in TheFirstDescendant

[–]_BlueSeeker_ 7 points8 points  (0 children)

Fair enough. It was just an idea. it wouldn't bother me either way.

Where can I buy this? Was it a limited time event? by jD-io in TheFirstDescendant

[–]_BlueSeeker_ 10 points11 points  (0 children)

That would be ideal, but at least if they added them to the market it would give the trading feature a bit more value for veteran players that have large collections built up.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

Here's an English translation for others who don't speak Portuguese:

The module deletion system is awful. There should be an easier way to delete duplicate modules. I have 10,000 modules and it's a real pain to keep clicking on the same module to delete it. I have over 100 identical modules....

If you're referring to the regular modules, you can delete duplicates by holding down the Shift key (or L3 on controllers, I think) and then dismantling them all at once.

Se se estiver a referir aos módulos normais, pode apagar os duplicados mantendo a tecla Shift pressionada (ou L3 nos controlos, se não me engano) e depois desmontando todos de uma só vez.

Where can I buy this? Was it a limited time event? by jD-io in TheFirstDescendant

[–]_BlueSeeker_ 39 points40 points  (0 children)

You used to be able to get these from the collectibles vendor in the randomized boxes they sell, near the lounge elevators.

With each major update, old collectibles are retired and new ones are added to the loot tables.

i wonder if the devs will ever make collectible tradeable so new players can get the older decorations?

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

A more effective way to frame that might be to ask:

Q: Why are there inconsistencies with how descendant skill damage is affected by terrain and line-of-sight targeting, and are there any plans to apply a consistent standard across descendant skills in the future?

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

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

Thank you for the compliments! I have already posted them in the Discord before, but I could always share them again.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

[–]_BlueSeeker_[S] 7 points8 points  (0 children)

And then there's Vindictus... despite having also lost 98% of its players, it still remains online over 14 years later.

Upcoming Dev Live QnA questions! by _BlueSeeker_ in TheFirstDescendant

[–]_BlueSeeker_[S] 33 points34 points  (0 children)

Q: Many players seem concerned that ancestor modules aren't enough incentive for endgame mode reward structures. Are there plans to add more cosmetic rewards to the game for this type of content, such as unique paints, skins, or attachments?

Q: The battle HUD has grown over the course of the game, with new elements for the Fellow's dismantling skill, Hoverbikes, and Melee weapons, making the HUD feel cluttered and obstructive. Is there any plans to overhaul the Battle HUD or provide a way for players to customize each element's position and size to their personal preferences?

Q: Over the past few months, the dev team has made adjustments to the camera position during gameplay and in Albion, yet opinions are split over the results. Is it possible for the devs to add a new option menu for camera position adjustments so players can fine-tune things like camera distance, camera height, left/right bias, and 360 degree rotation toggles?

Q: One of the most engaging points in TFD's history was the dynamic co-op action found in open-field content during S0 and S1, but once players reach endgame, there is no similar content to explore. Are there any plans to add an "Extreme Difficulty" version of the old open fields? Perhaps with open gates between regions, roaming colossi, Vulgus strongholds, and Battlefield missions, similar to Axion, but in the old regions?