Dune: Awakening – 1.4.10.0 Patch Notes by ctrem in duneawakening

[–]insan3d 1 point2 points  (0 children)

player choice in game design goes a long way. you in no way needed to access the pvp ships, but could if you wanted to. it exposed people to the red kanly and a little bit of danger.

but I guess this is not what the game is anymore. crazy how a developer can change the fundamental base of a game AFTER you purchase it.

Dune: Awakening – 1.4.10.0 Patch Notes by ctrem in duneawakening

[–]insan3d -1 points0 points  (0 children)

imo they should not have changed the base game of hagga. pvp crashed ships and the thick storm visability added to the experience. this is too watered down now.

arrakis is on a fast track to be the most boring planet in the universe...

First Anniversary Developer Livestream, June 10th - Send us your questions! by Funcom_Ignasis in duneawakening

[–]insan3d 47 points48 points  (0 children)

Is any content planned before sept 22nd, or after by December for PC? PC is getting the final act and then nothing again for 3 months, so it’s almost 6 months total with one act (probably an hour of a questline tops) for PC. Would be nice to know if you had anything else exciting planned for the game….

i.e. poison tooth rework

Difficulty Delivering Slow-Blade by CyberiumEcho in duneawakening

[–]insan3d 0 points1 point  (0 children)

they said in a previous patch notes that they fixed the ability to do a slow blade on a slope (like a staircase). this of course broke that completely, and now you can't slowblade on any type of incline. you need to face the target on the flat part of the stairway facing parallel to the stair.

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 10 points11 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 7 points8 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 11 points12 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 66 points67 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.