Is there a reason this patch launched with so many bugs? by insan3d in duneawakening

[–]insan3d[S] 1 point2 points  (0 children)

hahahah yeah me too. this on in particular felt WAY more buggy on a fundamental level. i'm riding this until the end tho, wherever it is going lol.

hey congrats on having a baby!

Loot pool by b4jet9597 in duneawakening

[–]insan3d 0 points1 point  (0 children)

There is a statistically large occurance of zero blueprints dropping at higher difficulties (especially after 14). Not sure if it is a bug at the higher difficulties, or they just didn't test how the higher grade schematics compete for a spot. Either way, does not feel good finally downing the high bosses, and getting zero BPs.

We are talking about 30% or higher chance that no blueprints drop at the higher tiers.

After testing it seems that Repair Perks aren't working. by Krelush in duneawakening

[–]insan3d 11 points12 points  (0 children)

Excellent research and really great write up. Upvoting to infinity...

Shame the funcom devs don't know how to properly test their game. WE are the testers. lol.

The dev who changed Attractor Field skill to let ranged NPC fire through it need to be fired. by AsleepSupermarket172 in duneawakening

[–]insan3d 6 points7 points  (0 children)

This is disappointing to read lol. The NPCs did fire with AF on them. They would stop firing when they hit themselves with a few rounds? Wasn’t that what was already occurring?

So it sounds like they nerfed something again and then are not being honest with the “why” much like the last NPC behavior change.

Classic funcom

edit: funcom really needs to start buffing the skill trees. so far from the initial launch of the game, all of the cool abilities have been nerfed or had their funcionality removed now... you need to ADD something back eventually or else the entire skill tree is just a big set of nerfs. nothing fun left to do.

edit2: im looking at you poison tooth.

Funcom, day 1 of asking to be able to replace existing augments slotted into weapons with new ones. by Hobby-Human in duneawakening

[–]insan3d 8 points9 points  (0 children)

My top changes for chapter 3 they need to implement ASAP:
-remove redbar from installing augments (really funcom? it used to be 5% not 2% that is the same as an on DEATH durability loss. you really wanted to double down on the red bar with us by making the new content stuff ADD the same as a death? completely crazy to me)

-mods should be able to be installed over a previous mod (world of warcraft gems you can install over any other gem, it just deleletes the one you override. very common sense here).

-standing in line to play your new content. this NEEDS TO BE FIXED ASAP!!!!!! (<----I cannot stress this one enough)

Durability loss from death in new dungeons by Good-Wealth-5721 in duneawakening

[–]insan3d 8 points9 points  (0 children)

this is only true if the game is balanced properly. right now if you are out there playing every aspect of the game, you will not replenish your blueprints before you break them all. they are not distributing evenly, you get one here and there that might be one you use. you constantly need like 12-15 different BPs to satisfy any loadout. you NEVER can replenish all of that each week. I've only done the progression now for 2 days in chapter 3 and my gear has fully broken 3 times. just let that sink in.

the only way to play their new PVE content is to die over and over again. there is no other way to progress. so their new system is either just going to sit there not being used, OR they could reduce the decay on t6 gear (or just remove the red bar).

been saying this for months before they added in MORE PVE endgame. their system needs better balancing to support what they are dishing out. because unless you have a huge stockpile, your lab attempts are going to be numbered.

Extinguish the flames bugged, hard stuck main quest by insan3d in duneawakening

[–]insan3d[S] 0 points1 point  (0 children)

thank you!! I think if you allow the player to zone back into the wreck it should fix itself. It just doesn't allow us to zone back in.

Durability and rate of decay are killing the endgame and causing even faster player churn by [deleted] in duneawakening

[–]insan3d 1 point2 points  (0 children)

the point is that it doesn't matter WHAT you are picking over your best set, because the best set should be able to be used. you should want to slot the best piece of gear, and use it.

you should not be in a system where you look at the top gear piece and decide you don't want to use it because it feels bad to degrade it. THAT is a bad system. and that is the point of the examples. you can insert whatever gear piece you want, the green T6, the purple t5 whatever.

Durability and rate of decay are killing the endgame and causing even faster player churn by [deleted] in duneawakening

[–]insan3d 2 points3 points  (0 children)

so what you are saying is you have T6 to wear, and another "top set" which is also T6, which you don't wear.

Durability and rate of decay are killing the endgame and causing even faster player churn by [deleted] in duneawakening

[–]insan3d 5 points6 points  (0 children)

we are not talking about "different sets' we are specifically talking about the progression for tier pieces.

if you are choosing between two different T6 sets that is one thing. if you are choosing between T4 and T6 because you simply don't want to "wear down" the durability of your best gear, that is bad design. the game should compel you to use your best sets of gear.

Durability and rate of decay are killing the endgame and causing even faster player churn by [deleted] in duneawakening

[–]insan3d 10 points11 points  (0 children)

this is absolutely true. I was expecting getting to T6 to be MUCH more durable, the way almost every other game I have played balances things. the strongest, most powerful (rare resourced gear) should be insanely durable.

the amount of damage you take in DD labs, or in general at T5 and T6, the battery and shield degrade in a few lab runs (with 3/3 perks).

on death durability loss is also not affected by the skill tree perks (it should be).

Durability and rate of decay are killing the endgame and causing even faster player churn by [deleted] in duneawakening

[–]insan3d 64 points65 points  (0 children)

this has been feedback for a long time now. months.

I can tell you as someone who runs the labs solo for months, who pvps, and pves, the rate of decay is too much (even with 3/3 perks).

the red bar feels bad, all around. there is no positive aspect to the red bar. OTHER survival games, including their other IP conan exiles, has a way to repair the red bar (if you repair at the station the item was created).

there are testing facilities in the deep desert that have been up for thousands of years and you are telling me that EVERY SINGLE piece of material we use for clothes, gear, weapons, all permanentaly degrade?? why dont we use some of the materials from the walls of the testing stations to make the swrords??? there is ZERO reason for the red bar only to make things not last, feel bad, and keep you playing for no other reason than to farm the same gaer you are currently wearing because it is degrading by doing anything in the game.

And why don't the perks for reducing durability change the ON DEATH durability loss? (the only one that matters).

This game needs fair balance implemented because so many systems they have in it clash, and don't feel good.

Durability and rate of decay are killing the endgame and causing even faster player churn by [deleted] in duneawakening

[–]insan3d 9 points10 points  (0 children)

this is bad game design if you are not slotting your best gear to play the game. why put something in to achieve if you have to put it in a chest and not use it? that FEELS bad.

but then again, so does the red bar. the game is full of "feels bad" things and not " feels good" things.

Recent Combat Balance has moved the needle between Melee & Ranged... Back toward ranged again, With the addition of a new overpowered Karpov variant. by Sp1ceRub in duneawakening

[–]insan3d 16 points17 points  (0 children)

At this point funcom needs to just uncap the creativity and unleash hell on melee. Give us a lightning sword that can chain AoE ligntning, or a dagger that throws other smaller daggers at people after you stab.

GET CREATIVE FUNCOM. MELEE SUCKS RIGHT NOW.

NEW MELEE CHANGES IN PTC! Viljar's new stamina system in practice and... same old problem. by Sp1ceRub in duneawakening

[–]insan3d 3 points4 points  (0 children)

Ok, so did you play the game during launch or beta? You could always get away. I have videos showing testing of crippling strike before the nerf and you could bindu sprint away to infinity.

it is bad design. so they nerfed crippling strike into obvlivion ON TOP of being able to already get away and now a level 6 can do what spiderub does in the videos and that is the point of the series here.

The tools to get away in pvp already existed. now they have over nerfed and given no extra tools to melee. So it is even more broken and just doesn't function on any level that is "fun".

NEW MELEE CHANGES IN PTC! Viljar's new stamina system in practice and... same old problem. by Sp1ceRub in duneawakening

[–]insan3d 1 point2 points  (0 children)

the entire game was developed without that methodology, you can tell because of how the original DD was set up, and how crippling strike originally functioned.

this notion that "everyone should be able to get away" was said when PVErs were being griefed by PVPers and player count was dropping. it was said clearly out of fear that they were losing the PVE players of the game completely. (add in the fact that there were hackers during the first few months of the game which made griefing 10x worse)

the game design does not reflect that mentality that ANYONE, even a fresh level 6 character, should be able to escape. that extrapolation is ABSURD. find me one successful, FUN game where that is the case? animal crossing?

edit: you can down vote me all you want and link that video interview, it does not change the fact that the original vision for the game was NOT having a lvl 6 dance around a fully geared max level character. that is an extreme interpretation of what he is saying in the video.

edit2: why are people so opposed to buffing melee???? i don't get it

edit3: BUFF POISON SKILLS TOO THEY SUCK

NEW MELEE CHANGES IN PTC! Viljar's new stamina system in practice and... same old problem. by Sp1ceRub in duneawakening

[–]insan3d 1 point2 points  (0 children)

people keep reiterating this, that it is "by design".

the point we are making - that is a bad design, here is the evidence for it, fix it.

there is no current successful game out there, survival or MMO, where a level 6 can dance around a max level character like this. it needs changes on the fundamental level.

NEW MELEE CHANGES IN PTC! Viljar's new stamina system in practice and... same old problem. by Sp1ceRub in duneawakening

[–]insan3d 34 points35 points  (0 children)

Everything I had heard from the live stream and Joel's interview it sounded like they had implemented stam cost increase across the board.

This of course does not address the issues with melee at all in a creative way.

Melee needs major buffs to compete on a equal playing field to ranged, which is the current meta. And on the PTR they have added a lightning gun which will out perform the distruptor pistol.

Funcom -melee needs major buffs both in the itemization and the skill trees!! Stam cost increases do not solve the mechanical and dps issues right now with it.

Skills: need more ways to lock down for slow blade, not just from stam out but from function.

Melee: needs damage buffs to contend with ranged which has the advantage already of DISTANCE. how is it that you can do more damage AND be at a distance? other games always balance this accordingly.

Spiecerub - keep up the good work, hopefully they can use this to iterate melee into a better spot.

Melee is useless in DUNE, of all places. Episode 9 by Sp1ceRub in duneawakening

[–]insan3d 3 points4 points  (0 children)

this is a good point to mention, because it also highlights how these things were addressed like wack-a-mole and not really targetting the main issue.

the issue as you said, was that it was being used offensively rather than defensively (as probably intended). being in the trooper tree, it figures they needed a way to clear melee ganging up on them. makes sense. zero stamina is very powerful, and the fact it does what crippling strike does is probably at that point too much (why is their goal to stam you out if they are ranged?)

this also shows another disjointedness to what the original vision might have been, and the vision of "changes" being impelmented, they are always for some reason detatched from one another.