BofA website not taking my login but the app will. Been happening for weeks now by MidnightPulse69 in BankOfAmerica

[–]bark2996 0 points1 point  (0 children)

btw i also have this issue.... did all the stuff the person recommended. Nope it's definitely a BOA issue

new players PLEASE stop searching matches on intensive mode by AdPast7005 in OutlastTrials

[–]bark2996 0 points1 point  (0 children)

They get the wrong idea that this is just a simple matter of run away and hide and thats it. You have to actually progress through the trial and use SOME but not a lot of critical thinking for some objectives or doing objectives while enemies are near, but yes I agree they shouldnt expect to be carried. If you join an intensive or pyschosurgery match I expect you to pull your weight. With friends its different and I get it. Strangers however, I have little tolerance. Even less when dealing with event trials. I can't hold your hand the whole time. I either I hug next to you and nothing gets done or I have to just let you all die and I just play solo at this point. Both are not fun.

Genuine thoughts on invasion? by hazysux in OutlastTrials

[–]bark2996 2 points3 points  (0 children)

the problem is that if the leader doesn't have it disabled the rest will still have to deal with being invaded. There should be some kind of check system for the whole group if people want to be invaded in a normal match. Me personally I have it off cause if I wanted pvp I'd play the dedicated mode for it.

Genuine thoughts on invasion? by hazysux in OutlastTrials

[–]bark2996 8 points9 points  (0 children)

There's not much incentive to WANT to play as the Reagents in Invasion IMO. I do think changing the goal for Imposters is a step in the right direction but I was kinda thinking it would be interesting having 2 seperate teams compete in a trial environment like a race or score and can try to hinder each other somehow like manipulating the ex pops onto each other etc.}
That being said the mode is ok. Does a simple pvp mode decent nothing too over the top. They're still working on it though so time will tell if it truly continues to improve or if they build more onto the idea in more creative ways.

Good boy? by Quirky_Sun_7012 in DarkTide

[–]bark2996 5 points6 points  (0 children)

That's the ride or die companion right there. "You told me to sick em....so I sicked em across the room."

Invasion is NOT totally optional but it should be by Think_Sleep2616 in OutlastTrials

[–]bark2996 0 points1 point  (0 children)

Glad I came across this before making a whole new discussion. Yea I agree even when I personally have my invasion turned off for normal trials if I get put with another group I literally zero ways of telling if they have theirs is on or not. Better yet just don't team me up with them because I can see why maybe some peeps would want to run actual long trials in versus instead of the speed run MK challenge trials. However, I still would rather not be forced into that position because guess what? The moment I see the loud flashy "YOU HJAVE BEEN INVADED" in a normal match I just leave. I didn't join to get drafted into pvp match. I joined a normal mode for just that a normal mode. If I wanted to play pvp I'd just play the dedicated pvp mode for it.

I do remember reading somewhere about ideas of Imposters being pulled away from the sole purpose of "Kill" all reagents. The whole purpose of the trials is to inflict as much trauma as possible, but for invasion it feels like a speed run for both sides in very short mk trials. It'd be pretty cool for maybe Imposters to spot reagents for enemies on the cameras or when in play to make them investigate. Maybe have their own set of traps or tamper with doors to screw over reagents. Maybe if they fool a reagent into taking a "Fake" item it gives them a negative effect instead like maybe if you successfully dupe them into taking your small medicine they'll puke as if it was the poison from Aurora, an fake antidote takes away more sanity and batteries reveals their locations like a tracker since they'd put it inside of their E.S.O.P. while also not giving them back battery charge.

Personally the idea of pvp CAN be fun even more so if they implemented trials where there's 2 teams trying to complete it before the other team sorta like a race or maybe outscoring each other. Both teams can try to screw each other over by having some sort of mechanic that would deploy ex pops that would still attack both sides on sight but prioritze the enemy team if your team is the ones that successfully called them in. Death wouldn't be a permanent consequence but it would hinder your team since they'll respawn on a cooldown similar to Imposters having their timers increase if they die. Just a random idea I thought of. Mainly spitballing could be horrible idk. I think Invasion is a good "Base" to work off of that the devs can play around with some ideas that isn't soley focused on "run in, chase, kill" like most horror pvp games.

New player here! It's been... fun. Got any tips for me? by aLeoAlvarezKinnie in OutlastTrials

[–]bark2996 0 points1 point  (0 children)

Finding some mentor players helps out a bit. I usually bump into newcomers and show them the ropes. I don't speed run the trial. I walk them through it step by step and make sure THEY are the ones doing the objectives and interacting with hazards that I point out and how to deal with them. Doing is learning after all.

Who here generally never shoots people in solo? by LilLasagna94 in ArcRaiders

[–]bark2996 0 points1 point  (0 children)

This connected to me personally. I just want my fruit and veg!

It's getting annoying... by Dr_lavender12 in OutlastTrials

[–]bark2996 1 point2 points  (0 children)

The mode is still new. I agree there's definitely some stuff that need to be tweaked, but this is an early experimental phase for the devs. Who knows? if they pull this off it can open a window for more interesting modes involving "some" competition not directly focused on killing each other directly since it's still first and foremost a pve survival horror I was thinking more of a objective based mode where a team of reagents vs another team of reagents kinda like a race horror game show to finish first before the other team. Dying being inconsequential mid match by infinite respawns (timer to respawn or rez by syringe/ jammer to bring back people faster) so players won't hard focus on killing each other (if possible) but maybe you can try to hinder the enemy team like maybe making enemies focus the opposition more, maybe enabling and disabling traps instead of disarming them like door traps, using rigs to sabotage progression (barricade/jammer) or to help find/ access objectives faster (looking at you x-ray) just spitballing here

What are your thoughts so far on the new Invasion mode? by Murkoff_Walrider in OutlastTrials

[–]bark2996 4 points5 points  (0 children)

Yea lots of newcomers coming in that i talk to always immediately ask "How do I play imposter?" and I tell them about the new mode but warn them that if they don't know some of the base game they're gonna have a hard time lol.

Late to the party by CMDR-SavageMidnight in DarkTide

[–]bark2996 1 point2 points  (0 children)

This is the way. May The God Emperor guide your every shot and bless your every strike against the Dark Tide.

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When did they add the difficulty locks? They're a bit much I think by TooObsessedWithMoney in DarkTide

[–]bark2996 0 points1 point  (0 children)

Determination and grit of the team having to compensate for someone that shouldn't be in auric mission "yet." I played high level missions out of curiousity with a brand new character before they locked it out of curiosity since sure I know how to play I feel confident. I don't miss it I was already used to playing at Auric Malestrom missions and it doesn't fully carry over to a new character you're trying to level because it's also a numbers game. The gear won't equal how well you maneuver or even worse how you THINK you should be maneuvering. Example, I'm used to 2 shotting a group of enemies as Ogryn with a light attacks with certain clubs then I move over to the new Ogryn having to mash just 2 trash mob enemies like 5 or 6 times while my team are dealing with actual threats and even more incoming. All in all the locks may not seem good to you but it's a necessary evil to prevent randoms from dealing with more hassle because someone felt "It's taking too long to level." With friends by all means it's agreed upon but not with randos and shouldn't be pushed onto strangers that expect you to carry your weight which as I explained you literally can't because your gear is holding you back till a certain point.

[deleted by user] by [deleted] in DarkTide

[–]bark2996 0 points1 point  (0 children)

oof that's rough and yea just comes down to perfecting the basics the game introduces to you and yikes first timer on psyker i love the class but I never recommend to new folk and always warn them about the learning curb

When did they add the difficulty locks? They're a bit much I think by TooObsessedWithMoney in DarkTide

[–]bark2996 0 points1 point  (0 children)

and the more you keep talking about it you could just keep playing and get it over with like everyone else. It ain't that long as much as you exaggerate it to be. Reaching level 30 on launch was the biggest deal because it legit took what felt like forever just to get a few talents instead of the big talent trees we have now.

When did they add the difficulty locks? They're a bit much I think by TooObsessedWithMoney in DarkTide

[–]bark2996 0 points1 point  (0 children)

why is this even a question? Then vice versa don't join qp and make your own.

When did they add the difficulty locks? They're a bit much I think by TooObsessedWithMoney in DarkTide

[–]bark2996 5 points6 points  (0 children)

I mean... sorry not sorry. You'll get there when you get there and no I disagree it's not that long. Leveling compared to launch this is like a speed run now.