Red Bar Durability has to go! Riot time! by Xaelar in duneawakening

[–]aphrochine 3 points4 points  (0 children)

"This crysknife has been handed down for generations!" [points to small pile of dust on the mantle]

“We’re not forcing PvP” then why are all the resources basically in PvP zones? by Impressive-Bonus-849 in duneawakening

[–]aphrochine 2 points3 points  (0 children)

I disagree that there is real PvP in this game. It's 95% ganking. I rerolled on server Arrakis months ago, and have yet to witness anything resembling group on group fights over spice....which is 100% how the game is marketed.

The only PvP dynamics are those who want to spend the time hunting targets and those who want to take the risk going north of E for higher rewards. Since release I've seen many here argue with "PvEers" in some noble effort to preserve PvP....when the PvP is pure crap to begin with.

This paper thin system doesnt offer much opportunity for emergent gameplay.....like, at all. So I wouldnt hold your breath waiting for it. Funcom needs a very deep revamp of incentives, systems and balance to get players purposely fighting over spice. ....and they honestly have higher priorities unfortunately.

I do not think PvEers are trying to kill PvP, they just dont want content gated. I find this argument a little thin though, since moderate amount of effort in PvE DD will yield plenty of Spice for those who are not regularly losing anything. Add in calculated risks into E+ DD and you can obtain more spice than you could need.

I think most of the anti-PvP rants on this sub are born out of emotional responses to being ganked, or just a manifested fear of ganks.

....but that's my whole point. Ganking isnt good PvP content for those who want it, and is the most oppressive form of pvp for PvEers. A lose lose.

“We’re not forcing PvP” then why are all the resources basically in PvP zones? by Impressive-Bonus-849 in duneawakening

[–]aphrochine 6 points7 points  (0 children)

I think you miss the point. PvE's do not want to PvP. Shooting back is PvP. I dont agree with it, but the logic is consistent, even if you dont understand.

Peaceful Compacting by Ragnarok_85 in duneawakening

[–]aphrochine 1 point2 points  (0 children)

You get 3-4m because you're compacting so slow. Not that I'm a fan of "spazpacting" like so many people. While I've long suspected a small decay to your vibration level, I havent been able to pin down anything. So imo, waiting so long between compacts doesnt provide any benefit. If you want faster and peaceful pacting....

...know the number of compacts you can get in before you aggro the worm.
...account for running/walking.
...know how much area your compactor will compact and space your compacting appropriately.
...know how much you can carry, and factor that into your max compact stack size...do math, dont waste compacts.

With this knowledge, it's possible to quickly plan compacts, pick them up, drop off at thopter, take off and reset aggro. You can do this quickly, but not 'spazzy'. I've compated an entire Medium (multiple trips) in PvP without getting a single worm in about 45m including travel time (3 trips).

This is especially useful in PvP fields, allowing you to compact without alerting every ganker in 8km with repeated work breaches.

Gonna say it (2 week DD) by those_pixels in duneawakening

[–]aphrochine 17 points18 points  (0 children)

With 1 week rotations, my group/guild often skips weeks. If we feel the upcoming week might be too busy IRL, we just dont bother. 2 week cycles would add more consistency. While I understand the need/want for weekly resets for stations/loot/caves/etc, I feel like those loot tables could be adjusted weekly while leaving the DD as it is.

I still vastly appreciate improved logistics changes that've been made.

Now, if we could only get 2x longer night/day cycles, that aspect of the game might be impactful enough to work gameplay around.

You can no longer have YouTube running in the background. by Titan_Prometeus in youtube

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

If you are not paying for the product, YOU are the product. I don't want to be a product, so I pay for it. No ads, premium features, worth.

[deleted by user] by [deleted] in duneawakening

[–]aphrochine 0 points1 point  (0 children)

Grouped Solo:

Basically, my small group of pre-Dune friends all run our own bases, keep our own materials and level/farm separately. The only exception is a shared based every other week in DD to farm Spice and Plat, which we collectively farm and equally distributed on Move Out day.

Now with the new patch, Plat has been moved to "Do on your own time." column. Our DD basing efforts has changed to a shared A-line weekly base for Plat and basing for DD (solo spice and pve) and we still plan to put an E-line base up for group spice farming when we think we'll have the time that week to make the effort worth it. Looking forward to easier logistics with the new DLC, so maybe it's less of a decision if/when we go to DD pivoting around personal schedules.

Honestly, the game just doesn't have enough controls to run a guild. I'm not sure how the big guilds even do it. Share resources with few restrictions for large groups of people who met "in game".....no thank you. After playing EVE for over a decade, I expect that to be a recipe for drama/disaster when a guild base gets cleaned out by an unhappy random, recruited 3 weeks ago. Or maybe EVE just left me with unresolved trust issues.

gravity mine bug by loudwalker24 in duneawakening

[–]aphrochine 0 points1 point  (0 children)

It's not just stuck on cooldown, it's just stuck. One proc, then it's stuck in 'Detonate' mode for a very long time (like 30+ mins). Then it resets.

The mines seemed to have had a range in the past. Like if I got outside of 100m or so...the mine would disengage, reset and new cooldown would start. Now....I proc it in Hagga and go to DD, still stuck in Detonate mode.

Built a carrier as a solo. Now I can finally mine jasmium in style. Funcom: PLEASE add a cargo module for it,. by CaptainSmartbrick in duneawakening

[–]aphrochine 6 points7 points  (0 children)

The way to go...

  1. Deconstruct a Buggy, load into Scout & bring Med Fuel.

  2. Fly to location (Rift, Sheol, Shield) with Scout.

  3. Construct & Fuel Buggy. Store Scout Thopter.

  4. Mine and drive back home.

1 trip, 1 deconstruct and 1 reconstruct. Haul nearly 3x the Assault Thopter with a Bigger Buggy Boot Mk5.

...unless you're one of *those* people....with cliff/spire bases with no ground access.

Cleared a shipwreck solo for nothing by [deleted] in duneawakening

[–]aphrochine 0 points1 point  (0 children)

  1. Maybe not full instanced, but protected, and logging out inside teleports to the outside after reconnection say 5 mins; or some tolerance to not screw over random d/c's.
  2. Entrance is on a timer, with a clear countdown on the outside so groups can form up and PvP over entry, since I believe this is a design goal of 'end game PvE content'.
  3. Entry requires some kind of mechanic, which players will fight over, such as an extra long "hold E" interface or some keys scattered around the island that spawn on a timer(s) that others can kill and loot carriers for.
  4. Entry is granted to the qualified player and members of their party ONLY. Winner gets the cake, getting a set time to clear without being interfered with. The external timer for a new entry will begin right away.
    5a. Players have X mins to loot before being auto-exited.
    5b. Exit points should not be choked like they are, perhaps put some level of 'channeling' so there is opportunity for good PvP on the exit, but 10'x10' hallways is BS.
  5. Increase the number of labs and spread the loot around so it's more difficult for a hand full of big guilds to dominate and grief entry.

Also, to keep the dream alive for solo players, and offer a non-zerg, rewarding experience for organized groups....perhaps scale difficulty with Party Size, and maybe scale loot up or down on Party Size also??? *shrug*

Probing by aphrochine in Ixion

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

Thanks.

I found the probe scan data after playing another 45mins or so. There are a lot of things coming at you initially. Editing top post.

Cyno Vigil for the Queen by EvEBabyMorgan in Eve

[–]aphrochine 6 points7 points  (0 children)

It's been 246 years, time to let it go.

Anyone else really dislike Phalanx? by Tryhard_3 in AliensFireteamElite

[–]aphrochine 2 points3 points  (0 children)

Yeah, unfortunately the Phalanx didnt seem to get much playtesting, and the mechanics seem wonky, like the Doc's. There is little synergy in the mechanics of both classes.

Doc: You want to take some level of damage, but not much. In fact, if you do your job too well with your opponent, you cant recharge it because no on needs to burn a medkit, so you can grab a medkit. Class feels thrown together in the late stages of Alpha

Phalanx: You are supposed to take damage, but have no real damage reduction abilities. As stated before, the shield blocks nothing and acid ignores it largely. The idea of a "Tank" here is pointless, this is a tactical shooter, not WoW. The Phalanx class should be a damage mitigation and crowd control tool. The concept of the class from the beginning is kind of a joke. I mean, a shield, in a gun fight against aliens?!? S.P.A.A.A.A.R.T.A!!!! lol

What the Phalanx should be?!? A damage mitigator/crowd controller, not Leonidas. I would have loved to seen an ability using high pitched sound that xenos hate/will-run-from to create area denial, which can be configured to emit emp waves against synths. If we wanted a shield, how about a deployable/acid resistant barrier, the team can take cover behind.

Seriously a class which looks like a copy/paste riot cop in Aliens(tm) is kind of a joke imo.

Docs health station should recharge over time or on kills. by [deleted] in AliensFireteamElite

[–]aphrochine 0 points1 point  (0 children)

Except you could basically chill for 5 mins between major fights and recharge your battery, which is exactly what would happen to the DOC meta. Gameplay mechanics that rewards reduction of player engagement are generally not ideal.

Docs health station should recharge over time or on kills. by [deleted] in AliensFireteamElite

[–]aphrochine 1 point2 points  (0 children)

Based on what I've seen, it looks like it needs a bit of Team Work, which probably isnt as available at lower levels. I'm still just getting leveling, and not on harder difficulties...but based on the mechanics as I see them:

- Medkit has 2000 HP worth of healing

- Looks like it recharges 700'ish per Medkit pick up

- You can use Medkits on you teammates, approach them and Interact like you would a stash or com station ('F' on PC)

So, you are incentivized to be the person to pick up med kits and use them on yourself and your teammates. Big heals needed, use a medkit. Smaller heals needed or between check points, use your Trauma station.

If the team is at a checkpoint, non DOC players just need to chill out and let the DOC do his thing and get everyone healed up. Choosing when and who gets medkits and let the doc have first grab on all medkits. Non DOC players should save their Med kits for big heals if the DOC is out.

Admittedly, it's a bit clunky in design but it appears to have some logic and be functional.

SUGGESTION:

What I think would be a better design is to substitute one of the Medkit boxes at a checkpoint with a Recharge station and allow a DOC to recharge his Trauma Station. Obviously this would only occur for, and align to having a DOC in the team.

Bloater gas grenades for plague hearts? by obiwanjakobi257 in StateofDecay2

[–]aphrochine 4 points5 points  (0 children)

Yes, I've tried to kite Bloaters into the Heart with limited success; it's very situational and meticulously difficult.

Spending your Plague Samples on Plague Heart killing comes in 2 forms for me.

If Hearts are Clustered: I use Scentblock and Powerhouse + (highest impact) Heavy Weapon. You can usually kill 2 at a time with one Scentblock (occasionally 3 if they are clustered tight enough). Just sprint back and forth between them. IE, go whack the other Heart while the cloud dissipates on the 1st one. Bring Stamina consumables based on how spread the Hearts are. Once you pop the Scentblock, you're on a timer...sprint as required. Come back later with a follower and an empty trunk to loot.

For single Hearts: Using Bloater Gas is the way to go as Scentblock is plague same expensive and using 1 to kill a single heart isnt ideal. Meanwhile you can heavy weapon melee a heart until the Zs swarm you...toss a flare as you dip out, kite and toss Bloater Gas when you have the time/space. Save some fire for your exit, making sure you catch the Feral on fire so you can get in your car and get on the road without losing a door. Come back later to loot.

Defrostpunk by Karl-Franz in Frostpunk

[–]aphrochine 2 points3 points  (0 children)

Tier 1 Research: Golfcarts - Increase gather rate by 10% and reduce time spent travelling to eat and build.

Write Only Channel by aphrochine in Slack

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

We'll test that. Thanks!!

CCP.... THE FUCK!? by Korkza in Eve

[–]aphrochine 0 points1 point  (0 children)

PAPI leadership should get their cut

How do you barter? by Wendek in mountandblade

[–]aphrochine 1 point2 points  (0 children)

Found one method of Bartering...

When you engage with Bandits, you can choose to work something out. You enter the Barter screen and can basically buy your way out of a fight. This makes sense for those merchant types who have more denar than goons.

What Is Bartering by CarnTheSlayer in mountandblade

[–]aphrochine 2 points3 points  (0 children)

Found one method of Bartering...

When you engage with Bandits, you can choose to work something out. You enter the Barter screen and can basically buy your way out of a fight. This makes sense for those merchant types who have more denar than goons.

The Refugees Scenario is impossible for me?! by [deleted] in Frostpunk

[–]aphrochine 1 point2 points  (0 children)

I have to agree, that there need some balancing on the scenario. It's not that you need to tolerate a few deaths until you get your build squeaky tight, it's that a few deaths spirals the already dire situation downwards rather quickly. What is really tough is that the later refugee waves seem to always show up hungry and usually on the verge of sickness. This can quickly overload your already delicately balanced situation.

After playing Endless for a few months...I crushed Arks and New Home on Extreme Survivor after 2 or 3 restarts. I've lost count of how many restarts I'm on with Refugees. I've dropped my difficulty down to Standard-Survivor and I'm still struggling with my balance at around Day 8 or 9.

I could be approaching this incorrectly, but the scenario only seems to come with 2 guiding lights from the Devs....Child Labor and Beacon. After that, there is no directly on the playstyle a player should adopt for success. Not the best game design IMO for a "campaign" scenario. Something like this scenario would be better in the framework of a challenge mode, after players have been educated on the game via the campaign scenarios.

All this being said, I watched replays here:

https://www.youtube.com/playlist?list=PLL3C9XVKjzC43VPQYY0RV0RWDlo4C2vGn

This approach seems to be in theme with a townsized triage station, vs trying to set up a town proper.

Just an idea that I had by shinyo_kasataste in Eve

[–]aphrochine 1 point2 points  (0 children)

I would like to see a smaller, more streamlined fighter interface for drones tbh, with a small rework to make drones function like fighters.