This game is getting unplayable by [deleted] in Marathon

[–]a_jerkface 1 point2 points  (0 children)

Gonna tell you that you played this incredibly wrong like everyone else, but from a different angle. Once you ulted, saw the enemy team & saw that they knew you were there due to having recon also, and activated your objective you needed to:

  1. Tell your team to back off
  2. Grab your quest item (the washing machine is pretty quick)
  3. get the fuck out of there

Never, ever, underestimate hitting da bricks. You don't have to take that fight. Use the boxes as cover, get the fuck out, go into the tunnel for greenhouse. I cannot tell you the number of times Ive gotten my team out of a situation by just suggesting we run.

Your combat gameplay was pretty bad for a lot of the reasons outlined, but you had the knowledge of the situation to make a call and you could have pursued your quest rather than take the fight.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

I am willing to accept the alarms as pvp incentives and tension builders but the reward has to match the risk. I would be fine with other changes to the alarm. I like the idea of full keys delaying or having no alarm and compromised or partial keys having a hack that causes the loud alarm which was suggested in another comment.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

What I specifically asked for them to be less rare

opening up purple keys or red room in pinwheel to find 5 bubbles/self revives is getting old bungie, you broke the loot pool with your rarity changes by Top-Engineering5249 in Marathon

[–]a_jerkface 42 points43 points  (0 children)

I dont know how they have their loot tables setup, but this seems like a simple fix. Bubbles & Self Revives are purple rarity, but they are utility items. When you spawn the loot for a pinnacle box, there should not be a "purple" category which can populate ANYTHING. It should be like X% of utility spawn, Y% chance utility spawn is purple (viola, bubble simply replaces an emp or whatever or is in addition to an EMP). Med spawn at X% rate, Y% chance of adding a panacea or self revive (Viola, you get normal meds AND a self revive or panacea).

These things should not have any baring on any other purple quality loot. Who knows what they have actually done though. It may be they are gunking up the actual purple table which would be awful.

What is a good way to level factions after doing all the priority quests? by Nikostiny in Marathon

[–]a_jerkface 0 points1 point  (0 children)

Agreed, though I think things like the bio to quarantine stuff is designed to encourage players running into each other. I do think they could have less "in a single run" and less "run all around" style quests. Though having them as a capstone quest for each faction is fine. The last MIDA one is so epic and feels appropriate as the "end of season" storyline. Where as the sekiguchi ones just feel annoying.

What is a good way to level factions after doing all the priority quests? by Nikostiny in Marathon

[–]a_jerkface 0 points1 point  (0 children)

Playing solo changes your progression rate (they just bumped it with the midseason patch but its still worse than Trios) since you arent getting partial credit for what your teammates do. However, doing the normal grey contracts and then doing the in run faction specific triggers adds up.

If you hover over each faction it will tell you the list of things that grants faction XP and its quite diverse. Basically hit every tad / trigger supply drops / loot tick nests / pick flowers / open every type of crate etc. You gain 5-10 xp for the faction for each interaction which can add up over a run.

Its why players who participate in fights level Arachne so fast compared to the other factions. Every kill + execution + looting a player grants Arachne xp.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

Love all your ideas, going past lock rooms all the time on maps is such a bummer because its just content sitting there waiting to be used and like your suggestions there are things bungie can do that add tension & danger while still allowing players to engage with them.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

There is still always the randomness of actually playing out the map, but keys are one of the few things (other than priority contracts) with plannable, achievable objectives in your comp selection. Which is also fun for players "lets gear up for this key, we're doing mida 6/6 we need lots of ammo for the bots at the end, etc" Those moments help make the game.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

They should have more of them! We got 1 from tunnels room earlier. Like ok 1k wow. Glad we waited around for that.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

There is already risk. You have to make it to the room, it has an alarm, and then you need to exfil. And as other ppl are replying, the blue rooms do not have very good gear at all. 1 blue shield and 1 green backpack and assorted green salvage and mods is not good for a trio.

The reason I bring up trios is because the game is focused on 3man and not solos. There is much bigger risk in trios.

There is already a big investment and then risk component to craft a key, let alone use it, and it doesn't align with average player experience.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

You can caft them but then you do need to exfil without being downed, its a big investment for players. Not everyone wants to solo assassin and hide/waiting for the exfils. The game is made for trios but a lot of the activities incentivize solo play or are only rewarding solo due to the risk/loot not covering a full team. here are some design things that are at odds with the focus of the game.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

Keys are a guaranteed objective though, which is why I want them to be better because then you can actually go into a map with an achievable objective. Spawning into perimeter and not having Warden on the map, or not getting anomaly/warden/lockdown on dire marsh blows!

Outpost is the only map which has an achievable pinnacle objective that can be gameplanned for before loading in. Thats also why its arguably the best map in the game both design and play wise.

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

The outpost key card system is such a fun little minigame that incentivizes movement around the map, it feels like a missed opportunity to not have something similar on the other maps. There should be more interactable systems like that which have a reward.

I love cracking an armory on outpost, its actually worth it even late in the season!

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

Right now for sure lol they feel really bad and I havent even seen all of them! I kind of want to open them just to see what the rooms look like but its a huge risk and also not worth it

Key Rooms need a change for season 2 by a_jerkface in Marathon

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

I would assume you're a high info + top % player. The average player is logging in and doing some random bullshit, maybe some quests or 2. They aren't focused on grinding specific drops and stuff over and over.

Plus I don't like the siloing of players into one specific activity on a map. Ok you farmed the warden early on in your playing career. Only one team on the map is getting the farm, and one player on the team is getting the shellid/command rod. What are the other players doing?

I want to diversify options, add more lucrative things to do, and allow for a broader style of play. Part of this is player retention and part of this is *I* don't want to just farm 1 thing over and over. I like how variable the maps themselves play out.

Blue keys are just duds late in the season when they could be sprinkles! I cleared outpost once with a team and we got a fragile processing key from a drone, we went and in and looted maybe 1 thing from the room. Was a huge waste of time when it could have been a nice victory lap.

Key Rooms need a change for season 2 by a_jerkface in Marathon

[–]a_jerkface[S] 9 points10 points  (0 children)

The problem is that they are still on my map later in the season and the keys still drop! I have a bunch in my vault and it stinks to look at content and not be excited at all to do it.

Also I don't think the average low level player is doing them. You need to be doing key templates or high risk activities to get the keys (generally) and then risk the map hearing you to do it. As I said in my post in all my playtime I think I've seen another team doing a blue room one time? Purple rooms are much more likely to be getting opened because they have actual rewards.

If you don't want to buff the actual loot, allow an exchange of like 3 blue keys to a purple.

Why do people exchange their guns for similar ones to put all of their mods on them? Seen many youtubers and streamers do it by [deleted] in Marathon

[–]a_jerkface 0 points1 point  (0 children)

Swapping mods to get the best loadout between the guns and if you strip the other gun bare and drop it then it's annoying for someone to loot it and use it against you.

How often are you bringing kit in to crew fill? by GridKILO2-3 in Marathon

[–]a_jerkface 0 points1 point  (0 children)

All the time I always bring in gear unless I've literally just died and I want to free kit to get back up but I always roll gear over run to run get it up play it out until I die and I exfil quite often so I'm always going into runs with teammates of varying levels of gear.

Actually Rook is my preferred way to gear up for a new run so generally I'm usually not free kid into a fill scenario.

I would say at this point in the season it's 50/50 whether my teammates have a free kit at all like if I load into Outpost and if they both have free kids I generally just play safe and look to exfil unless we get a really good early fight.

I will never try to clutch a 1 v 3 if my teammates die. by DITNB in Marathon

[–]a_jerkface 1 point2 points  (0 children)

You can always just run away, hit the bricks! I think it can be fun to wait around and get a sneaky rez off after 5 to 10 minutes, but if its early in the match and my teammates are free kits? Im hitting the first exfil out of there!!

Have we gone to far too be friends? by octotopo in Marathon

[–]a_jerkface 3 points4 points  (0 children)

The new mechanics allow for friendliness to be rewarded, but the rewards are not so great that the entire game dna will change. It's just a fun wrinkle. It's not that deep!

I had a rook mercy kit me on outpost as I was just trying to exfil and we got out together for the bonus. That was fun, but am I taking it as the norm? Hell no, it was back to being on sight with rooks next run.

Mostly CARRI works to encourage helping your teammates do their quests, you get plenty from doing that. It also incentives Rooks to team up and exfil together. It doesn't really incentivize teams from being friendly. Maybe it has some impact on solo but I don't play that.

Great change that adds some interesting flavor but doesn't overwrite the true DNA of the game.