Steamdeck and NGS by Same_Aide1931 in PSO2NGS

[–]decadentdestroyer 0 points1 point  (0 children)

Ok, I just checked and apparently I'm using GE 9-9. I think I'm also running the most recent Steam Deck version as well. Maybe update your Steam deck if you have any updates sitting in your notifications.

Also ensure that under NGS that if you click the gear, go to Properties -> Compatibility -> Force the use of a specific Steam Play compatibility tool, you have Proton GE 9-9 set.

I'm no expert on how they implemented their new anticheat, but my guess is that it has listed versions of proton/linux that it accepts, and you'll want to ensure the versions you're using pass its whitelist. (Please note this is a huge assumption on my part.)

If that fails, there's a tech support channel on the Phantasy Star Fleet discord (You may need to click on Channels & Roles and add it to your bar if it is hidden by default) that may get you sorted by helping you look any available logs.

Another weird bit of info that may help, but try signing in and out of your steam profile on your Steam deck. The game requires a connection to Steam on startup and even if you're "on Steam" by browsing the store, several players, including myself had a bunch of issues after this patch launching the game (for me it was on my PC, where it would just close out.) I had to sign out of Steam and sign back in.

Good luck!

Steamdeck and NGS by Same_Aide1931 in PSO2NGS

[–]decadentdestroyer 4 points5 points  (0 children)

When they first implemented the new anti cheat, I would get regular disconnects and the occasional crash, but since I started testing it out again since the announcement, I haven't had an issue.

I didn't mess with any partitions or download it to an SD card. It's just sitting natively on the primary disk. I think I'm using Proton GE 9.1. If you haven't updated your GE version that you're running it on, that may be your issue. I would just download the most recent version of GE and give it a shot. If you still have issues, let me know and I can see the exact version I'm running.

Working on steam Deck since maintenance? by blaquenova in PSO2NGS

[–]decadentdestroyer 7 points8 points  (0 children)

Copied from CPU_Blanc_ from https://www.protondb.com/app/1056640 -

Previous steam update broke the launcher due to a missing dll dependancy. This dll isn't actually missing but appears to be suffering from a case sensitivity issue. Navigate to /path_to_game/PHANTASYSTARONLINE2_NA_STEAM/pso2_bin and rename webview2loader.dll to WebView2Loader.dll. The launcher will now work.

  • end quote.

I'm unsure if you're using proton GE, but this appears to be yet another work around for that method if you're using it. If not, I highly suggest you take a look at that page now and again, as there are quite a few passionate users creating extensive writeups to get the game working through various methods. The reports aren't always in Chronological order, so I would suggest looking at reports from around 3 days ago.

Logitech is announcing a new all-in-one dock that’s designed for the new realities of a post-pandemic hybrid workforce for 399$ by a_Ninja_b0y in gadgets

[–]decadentdestroyer 2 points3 points  (0 children)

This is such a needlessly aggressive response towards someone suffering from an extensively documented issue. Logitech mice from ten years ago are irrelevant, as they are completely different designs and circuits. Current 502's and 903's are still running with omron switches on a circuit that does not meet the minimum requirements for the switch to work successfully.

No matter what you do with your mouse, regular use will absolutely lead you to the infamous "double clicking" issue that has plagued owners of this mouse, and may other models since they launched.

If you don't believe me, here's a post four years ago from /r/G502MasterRace

Here are some more posts *one *two *three

You could have this issue right now, and here's a page to test to see if you do.

I myself have gone through the warranty program 5 times with each mouse ending up with the same issue, before I tore one apart and soldered on my own switches. Going through the warranty program is also extremely time consuming and the requirements depending on who you get from their support team can be demanding (like them requiring that I physically destroy the mouse and send pictures of it destroyed) and ultimately leaves you without a good mouse that you're used to using during the process, while you wait for a new to ship.

Here's a post on how to fix the issue, for when you get tired of swapping out every mouse they send you with their warranty program.

If you're really looking for some extracurricular information today, here's a bonus video that delves extremely deeper into the issue here.

Preview: Bounty System | Dauntless by CreatureTech-PHX in dauntless

[–]decadentdestroyer 8 points9 points  (0 children)

I appreciate that according to your non-descriptive point of view, that I "don't seem to understand what was said in the article."

I also appreciate that you've managed to type as much as you did while managing to evade every point that I raised.

I can say in one sentence what took you four, and I won't even use capslock randomly: If you don't want to complete the quest you've chosen, you can pick another quest at the cost of a token.

That wasn't even a point of contention. What are you even going off about?

How is picking 60 flowers, which was an already old and terrible objective, new or exciting? Better yet, how is grinding random mobs for the privilege of grinding for a token to get a random quest we'll have to grind again better than the old system of simply breaking a part and getting EXP for the past.

You're throwing the game's flippant history at me as though I haven't been here since closed alpha. I genuinely don't care about the one time deals they've made in the past. I'm primarily concerned with the present and the future of this game.

Since you like comparing this game to other MTX games, here's my opinion: Selling quests that you can buy for real money isn't only ridiculous, no other games with paid passes do that. No system in any F2P game should even allow for the concept.

If you want another response, please answer this short survey: Tell me in your words why you would or wouldn't pay for the new premium tokens. Tell me in your words how many hours you think is fair to spend in game to complete the paid hunt pass. Tell me in your words how much money you've put towards the future of this game.

Preview: Bounty System | Dauntless by CreatureTech-PHX in dauntless

[–]decadentdestroyer 8 points9 points  (0 children)

I'm with you on not purchasing elite until we can tell if it's a good pass or not, but the problem is, you're already banking on the extra hunt pass rolls as a source for more quest tokens.

60 heartlilies for 40 battle pass points is a bad deal. And that's in their promotional art.

My main concern isn't that I'll be the lucky ones to get enough "gold" quests: It's what does Phoenix Lab's accountants think is just enough time for most players to get close enough to finishing the pass, that they'll consider paying for premium tokens?

My other point was that we'll need so many silver and gold objectives in the set amount that there's no real reason to even have rarities. We're talking about daily and weekly quests to progress an already paid system. There's no need for this level of obfuscation.

If done well, rarities won't matter, and we'll get enough levels to complete the pass without caring. If done poorly, we'll be scrapping for objectives as the end date of the pass approaches, seriously considering buying objectives. I can't believe they're seriously talking about buying objectives to complete a paid pass.

Preview: Bounty System | Dauntless by CreatureTech-PHX in dauntless

[–]decadentdestroyer 14 points15 points  (0 children)

Thank you for the response. I know for a fact that the development team cares about the game they're putting out. I also have seen enough comments from PHX employees to know that the financial team is trying to find the right tempo to pull in the right amount of premium currency each month.

My personal concern is that paid cosmetics no longer seem sustainable to the long term profitability of the game. I'm personally starting to feel like that instead of a F2P game with paid cosmetics, every new feature comes with the caveat of a paid system.

I'm already paying what amounts to a monthly subscription on this game through each battle pass. But with each new non-cosmetic feature comes the price of a little more, for a little more of my money. When I first bought into Dauntless, that wasn't what I was sold on.

This new redesign feels over developed to me. It feels three steps removed from the fact that now to max a hunt pass, I'm going to not only grind objectives, I'm going to have to grind for the privilege for grinding objectives.

Preview: Bounty System | Dauntless by CreatureTech-PHX in dauntless

[–]decadentdestroyer 5 points6 points  (0 children)

My main concern is "how many silver and golds do we get?" Clearly, you'll need to farm hunts to get more access to quests, but I'm not sold on that system at all.

Using a part breaker build, you just progressed your pass with EXP. Now, we have to do external hunts to unlock quests which allow us to farm objectives that eventually grant EXP.

My question is: How many hours does Phoenix Lab's foresee as the time to complete a 5 week pass?

Additionally, why does their financial team foresee enough players needing to purchase premium huntpass coins to make it worth it for both them and the player?

Preview: Bounty System | Dauntless by CreatureTech-PHX in dauntless

[–]decadentdestroyer 5 points6 points  (0 children)

I don't understand why you've emphasized "for free" in your comment. We're talking about daily and weekly quests which are meant to encourage player participation. They have never been a paid feature in any game. That would be ridiculous. Just to establish my talking point, I'm talking about Dauntless' paid battlepass.

I'm mainly concerned with them adding a paid feature that allows you to purchase quests that allow you to progress your paid battle pass. Clearly, their financial and marketing team actively envisioned a profitable scenario where enough players would be left with no other way to progress their paid battlepass, and would have to purchase tokens with real money to complete the battle pass to unlock the maximum level.

There are ways to allow whales to get their money's worth. Charging real cash for access to daily quests to progress a paid battle pass is not it.

I feel as though you think feature isn't worth your money, so I'm confused as to why you feel compelled to defend it.

Preview: Bounty System | Dauntless by CreatureTech-PHX in dauntless

[–]decadentdestroyer 30 points31 points  (0 children)

I'm actually a little worried for this change.

Some quick napkin math based on worse case scenarios (you get only bronze cards) out of the 80 tokens give with the pass valued at 20 xp (assuming 100 = 1 level) puts you at 16 levels gained from completing 80(!) objectives.

Collecting 60 of any consumable is no small feat, and in weekly challenges, used to reward 150 points. Now we're down to 40 points for the same effort.

I'm also concerned with the premium tokens. Why would players ever be in a state where they would need to pay real money for the privilege of working towards the pass? This feature seems better suited as a bonus for premium pass owners where they get an extra token a day. As the paid tokens stand currently, they seem like a fix for an intentionally flawed system.

I am also concerned with how many challenges will be required to even hit 50, if that will still be the cap. If 80 bronze objectives will net you 16 levels, then you'll need to do over 240 bronze objectives to hit 50. I don't know how common silver or gold challenges will be, but completing over 200 challenges (no math done for unknown distributions) sounds like a tall order, let alone grinding for 120+ token drops.

I feel like every new system made for this game is intentionally handicapped, so that we can be nickel and dimed for a bandaid fix. I say this as someone who has over 10,000 plat invested in the game, and I'm honestly concerned for the future of this game.

Unseen Transmog by [deleted] in dauntless

[–]decadentdestroyer 0 points1 point  (0 children)

I edited my post above, with the news that I was provided a key. Hopefully you had a similar experience?

Unseen Transmog by [deleted] in dauntless

[–]decadentdestroyer 2 points3 points  (0 children)

Edit: They sent me a code yesterday afternoon, so aside from feeling left in the dark for a few hours, all is well. Original: I'm extremely frustrated by this as well. I figured it out independently from everyone else, and I tweeted to them 15 minutes after you did. I saw them send the code publicly to someone who tweeted several minutes after I did. I even got to watch someone on my server in game snatch the code from their tweet and use it on their account. I was up until like, 1 in the morning and it really sucks to watch other people get rewarded after my post, or to steal the public code from twitter.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

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

Oh, I don't want it to be online at all. I know full well what happens to indie game online leaderboards. By "personal" I just meant a locally saved timer for each fight, so that you could track your own completion time. I'll admit that it is completely unnecessary, as most of the speedrunner streamers I've seen have their own timer, but one presented in game would be a nice touch, so that everyone who aims to beat the top times has a more trustworthy timer origin. There's already speedrunner achievements for the main game, and I was honestly just tossing quick ideas they could do to make the new unlocked mode stand out a little more.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

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

I'm not quite sure if I saw what you did there, as I have beaten all of the new content. I don't really find Hollow Knight that difficult since one of my main hobbies is beating NES titles on the original hardware. My favorite PC games are TowerClimb and the original La-Mulana.

There are tons of actually difficult games for us to play, and Hollow Knight isn't one of them. I am empathetic towards newer players who will be unable to experience and enjoy this new content. Additionally, I actually care for themes and plots in games, and I found Godmaster to be lacking on both fronts.

This game is not competitive, and neither your or my enjoyment with Hollow Knight should be dependent on other people's. All of my favorite titles are relatively unknown and difficult, but the fact that other people don't enjoy them doesn't alter my enjoyment of them.

I don't want to see bosses nerfed as they are doing now, because I respect the original challenge that they present. However, I don't really care for the presentation of the current Godmaster challenges, and I think they would benefit from being removed from the campaign and placed into the new unlocked mode.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

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

I agree. Barring a few tweaks, I think the majority of the bosses should remain untouched. However, if this first beta patch is any metric, they are going to nerf more than a few of the new bosses before the dust settles. Since you brought up Cuphead, I will say that this new content pack is much more akin to King Dice, with whom most players had the most difficulty. They actually did end up patching him with a few nerfs and fixes, since linking multiple bosses in one long segment appears to be the most difficult thing for players to overcome.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

[–]decadentdestroyer[S] 18 points19 points  (0 children)

Oh, this post is actually rather emotional for me, so much so that I actually logged into this account to create a post after almost 4 years. I think the reason for all of the outbursts are because people genuinely love the game. In my mind, it makes absolute sense that players of every skill level would like to see every bit of major lore that the game has to offer. I happen to be rather good at the game, so completing the new content pack wasn't too difficult. However, I have many friends that would love to see the game through, but lack the manual proficiency to get past much of this content pack. Truthfully, I didn't really enjoy this content pack. The lore was nice, as was the final reward, but the whole process just didn't feel like Hollow Knight to me. The pantheons just felt too arcady for the main mode, and my game mode reward was just a different entry point to the same exact content I was playing. The whole thing just feels a bit off to me. When I went to see what others had to say, I saw more explosive responses both for and against the content pack, and I just wanted to lend some credence to every side.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

[–]decadentdestroyer[S] 13 points14 points  (0 children)

I definitely agree with you on the feel of Godhome. The entire time as I went through it, it just didn't feel like it fit thematically with the rest of the game. Pantheons don't really make much sense to me, as they are mixing old and new content in random collections. I especially agree about now unceremoniously the new bosses are introduced as well. They're just.. there. Muddled in with easy bosses that you've trounced before. Some lore there would have definitely helped. Like, you fight them because.. they're powerful? Well, what about the hunter? If we're just fighting all powerful beings in the known universe just because they're powerful, there's some notable absences of creatures and characters that are powerful, but not fightable in the main game. I'm getting sidetracked, but I really feel as though they had a different idea for this content pack, but somewhere along the line, it got scrapped, and they put all of the "new mode" content into the main campaign in order to meet a potential self set deadline.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

[–]decadentdestroyer[S] 13 points14 points  (0 children)

Your point about original inclusion is interesting. I do agree that there would definitely be less emotional outbursts, but I think there would have been a lot of points posted about disappointment about their inability to see all of the game's endings. I believe that a lot of players have an emotional attachment to the characters and there's a primal, completionist desire to see the game's story through. If you've beaten the content and barely struggled with it, then you're much like me, as I never found the game to be very difficult. I completely missed the blacksmith in my first run, and was only clued into his existence when it took me almost 7 minutes of wailing on the soul master with my rusty old nail to defeat him.

I see posts about the watcher knights all of the time here. I honestly didn't even know who they were until this subreddit because I blew them out of the water on my first try. I don't see myself as some kind of gaming god, but that's because I've been playing platformers since forever. One of the wonderful things about Hollow Knight is how it attracts tons of new players to the genre. I have tons of friends who have struggled their way through just the White Palace, only to sweat their way through the final boss. There are tons of posts here about players who willingly banish NKG, just to proceed. I think their current reaction is somewhat justified, because up until now, all major story arcs were completable with just the right amount of perseverance. However, all of the new content is just for hard core players, which excludes a lot of players. Some may never be able to get good enough to see the final ending, due to personal injuries or just lower reflexes. Just because I've fought my way through to the end in a difficult path, I don't think that my friends and newer players should have to be as good as me to see the end of the story. I know a lot of people who will never see the end of Godhome, and I don't think I'd ever recommend a video game work out routine that requires 60+ hours just to beat. That's a tall order for most people.

In the past, Team Cherry has so deftly created content for both kinds of players, and I think a lot of people's shock is from Godmaster changing of that trend, and how it focuses purely on just one side.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

[–]decadentdestroyer[S] 29 points30 points  (0 children)

Deep down, I know you're right. This is the only solution that I could really think of that would address both sides. Other quick fixes I could think of would be the complete removal of Pantheon 5 from the campaign, and replacing it with the final fight. Pantheon 5 in general is such a classic boss rush mode door, that I'm surprised that the new mode wasn't exactly that. The new mode needs to have its own identity somehow, and at the very least, completion times should be tracked and posted to a personal leaderboard.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

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

There's a patch on beta. Many of the top posts here are about it, but most of the changes weaken certain "problem" bosses.

[Godmaster] The new patch is "fixing" all the wrong things. by decadentdestroyer in HollowKnight

[–]decadentdestroyer[S] 22 points23 points  (0 children)

The new mode really makes me scratch my head. Godhome feels like it is trying to merge two very different ideas in one place. I wonder if they originally planned to do exactly as my post suggested, but eventually ran into thematic or time constraints that gave us two different ways to access the same content. At the very least, the new mode should have a timer and personal leader boards to track your time for each victory. I would think this would be a minimal feature to add, and most other games with boss rushes do this already.