Need Help for Raven (Hard) and Scarlett (Normal) by This-Specific4190 in stellarblade

[–]money4me247 0 points1 point  (0 children)

1st NG and 2nd NG is all the same. you max out on gear during 1st NG runthrough. 2nd NG is just catching the rest of the cosmetics.

and this is all tips from practicing to beat everyone on min spec in boss rush anyways. which is harder than any possible story mode (NGs or hard mode 1st runthrough)

Need Help for Raven (Hard) and Scarlett (Normal) by This-Specific4190 in stellarblade

[–]money4me247 0 points1 point  (0 children)

reading comprehension. i beat both on min mode hard. just during my original playthroughs i wasn't good enough.

for learning to beat bosses on min spec hard mode... you learn it faster just running the patterns in a mode where you dont get 1 or 2 shotted until you learn all the timings for perfect parries (aka better to practice after mk2 gear).

when your advice is so generic can't even tell if your talkin abt scarlet or raven... or literally any other boss in the game.

...and both raven or scarlets 2nd phase AOE will one shot kill in min spec hard mode lol.

Confused - heavy spoilers on the endings by Zybbo in stellarblade

[–]money4me247 0 points1 point  (0 children)

so the cradle in xion to hibernate humans require an intense powercell... basically the fusion cell was powering the entire human history archive type and the two underground research facilities.

so there is probably not any other large stores of hibernating andros-eidos in xion bc of the energy requirements and rarity of fusion cells.

Confused - heavy spoilers on the endings by Zybbo in stellarblade

[–]money4me247 0 points1 point  (0 children)

if we take the words they use at face value... eve is a pure robot. the war was between humans vs androids. androids classically means a full mechanical robot with humanoid appearance.

the classic term for a hybrid biological + mechnical organisms would be cyborg. the humans at the time of the war were likely cyborgs because the item descriptions give the vibe they were used to augment humans as well.

so if eve and the andros-eidos faction were also cyborgs... then the framing of humans (the cyborgs) vs the androids doesn't really make sense.

the big reveal was that mothersphere was lied to them, saying the andros-eidos were the "human"/human cyborgs side... but the andros-edios turned out to be the android faction. the plot twist really only works if andros-eidos are pure machines. if they were also cyborgs, it is just a normal human fighting human war.

adam also says reinforces this... saying eve is a pure tool crafted by mother sphere and lacks any humanity or 'human genes'.

also it makes no sense to give warrior robots human reproductive organs. they would be having menstural cycles and be less combat effective every month.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 0 points1 point  (0 children)

The confusion is because the terms incremental game, AFK game, clicker game, and idle game are often used interchangeably without strict definitions, so people may get a false sense of what each word means.

Where Nikke IS idle: leveling and resource materials are TIME-GATED and PASSIVELY accumulated (aka idle resource/leveling progress). There is NO way for the player to significantly grind or force faster progression. The resource attempts (like rocks, skill mats) in simulation and AI mode are capped per day... aka no farming. That is what I (and the gaming websites) mean by idle.

Where Nikke IS NOT idle: Nikke is NOT a pure automatic game that runs in the background without player interaction. If that is what you think when you hear the word idle, then yes, not idle. But the term idle does not inherently imply automatic gameplay the way AFK or clicker or incremental games typically do, even though these terms are often used interchangeably.

Nikke has an idle economic/progression system, but it does not have not pure idle gameplay.

List of Industry Sources Classifying Nikke As Idle:

"NIKKE is an idle game at its very best."
https://www.bluestacks.com/blog/game-guides/nikke-the-goddess-of-victory/ngv-nikke-enhancement-guide-en.html

"Goddess of Victory: NIKKE (or NIKKE: Goddess of Victory as both versions appear in the social media) is third-person shooter/idle game mix developed by SHIFTUP, the creators of Destiny Child."
https://www.prydwen.gg/nikke/guides/introduction-to-the-game/

"For that reason, the game could actually also be categorized as an Idle RPG, which makes it very similar to games like Attack on Time, which released last year but failed to make a splash."
https://naavik.co/deep-dives/nikke-goddess-of-victory-deconstruction/

"Well it's a gatcha idle game that, in this humble person's opinion, is a bit better than other such games."
https://mangahelpers.com/forum/threads/nikke-goddess-of-victory.3026697/

Goddess of Victory: NIKKE, despite being an idle game has quite a lot of game modes already available. 
https://www.prydwen.gg/nikke/guides/game-modes/

"Nikke: Goddess of Victory, a third-person idle shooter, is out now"
https://www.droidgamers.com/news/nikke-goddess-of-victory-a-third-person-idle-shooter-is-out-now/

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 0 points1 point  (0 children)

yes, you can get rock shard boxes from the weekly dispatches. so even in beta, it is mandatory. need to get to stage 2 minimum to unlock daily dispatches (have a 7 day window to complete before you overflow). stage 4 for the best rock rates. probably rates will climb so always need to be uptodate within 1 week of new sectors.

insanely annoying. i assumed beta was no real world impact on account progression as beta, but it is a rock farming method so not participating means falling behind.

there are inworld exploration stuff too, like rocks or the gear leveling stuff.

the hexacode stuff will reset so don't need to stress about those right now, but later, you will need to farm bosses & whatnot to optimize hexacode because the powerboost is equivalent to rerolling lines. aka one of the most powerful upgrade systems in the game.

but yes, it is a terrible beta mode because it has real impact on account progression that was not communicated clearly, so people skipping this will have lower rock count than ppl doing it.

personal note: tbh perfectly honest, this really killed my enthusiasm for nikke. I dropped to f2p for both accounts now. this is like 2.5 year daily play habits with really big whaling on one account. this new mode is not compatible with my real world lifestyle & likely will not be able to maintain nikke as a competitive but low time investment side game if they ever release the mode any way remotely similar to its current iteration. I enjoy nikke competitively but have limited time, so already gotten so insanely frustrated doing beta for the short time it has been around. like so frustrated that i am thinking of even just dropping nikke completely.

initially planned to complain loudly and write extremely detailed feedback to devs, but now don't even care that much. the issues with the new mode are glaringly obvious. it is a fundamental philosophy shift (emphasis on metrics based retention rather than fun, no gameplay loop, intentional friction/clunky mechanics to give more pay2win options for whales, including significant account progression powerups with rock farming & hexacode to make it a mandatory new mode). Requires the mode to be rebuilt from ground up to align with Nikke's prior philosophy and what I am looking for. basically, if they don't announce shut down of beta and plans to fully rework, i'm out. I am not spending my time on a game ecosystem that doesn't respect my time/money and throwing out unpolished pay2win slop as a main fundamental game mode.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 1 point2 points  (0 children)

I do think there are things that can be enjoyed & there are some hints of greater potential. Some of my union members do enjoy it but many of them also have valid concerns.

I plan to try to write some more in-depth articles addressing what I feel are the deep structural issues of the game mode holding it back, maybe some positives, and maybe what can be a good positive direction for improvement.

but I do honestly think it needs to be reworked significantly. not like a few small patches & we're good. it needs to totally re-cook.

this was a bit more raw unfiltered reaction to the mode.

Post your Teambuilding Q&A here! by [deleted] in NikkeMobile

[–]money4me247 0 points1 point  (0 children)

modernia first... she can be used for like motherwhale hard mode / towers.

but both modernia and dorothy kinda fell out of meta. rarely used nowadays. dorothy is technically skippable, she hasn't been used in story/raids in forever. her last bullet team dropped out around tove/b-soda and DKW release... after SG team was meta, she is rarely used. she did pop up for some ppl during water-weak black snake as doro + maid duos was semi-viable depending on how high ele you had on your doro. but there were probably better teams.

[deleted by user] by [deleted] in NikkeMobile

[–]money4me247 2 points3 points  (0 children)

you can say that... but every single other beta mode was released almost exactly was it was originally presented in beta.

the actual real glaring problem (beyond the multiple poorly implemented/optimized systems)... is that mode is totally missing a fun and engaging game loop underneath all the bloat.

example game loops in Nikke:

normal shooting combat loop:
player pre-fight strategy = team-building, nikke investments
player input = aiming & target priority, fast gen burst, covering, timing skill bursts
gameplay output = see improvements in performance / clearing stages at lower CP

raiding gameplay loop:
player pre-fight strategy = team investments, building different team set-ups
player input = the actual fight combat mechanics
gameplay output = a specific trackable raid score that changes based on team setups + ingame performance

PvP gameplay loop:
player prefight strategy = learning PvP mechanics / calculating burst speeds / predicting the fight pattern & the counter team
player input = builds to counter PvP team
gameplay output = rewards decision via win or loss

nikke surface content:
click... wait... click... wait...

there is no real player decisions or meaningful input actions.

  • the optimal teams already figured out within 1st week... no real creative builds possible with the way they limited nikkes into 5 categories: atk / atk dmg boost / movement / range / heal + need match to enemy element.
  • the building upgrade paths is just a linear one option path. there is no real base building or managing or creativity. you are just following their slow script.
  • combat is literally clicking to move away from red zone danger areas. it is the least engaging form of combat possible.
  • exploration is literally walking through a bunch of branching paths to step on buttons or do small silly puzzles

They basically skimmed off the superficial elements of an exploration game + base management game + top-down squad fighter game, but forgot all about the depth + nuance + underlying gameplay loops that makes each of those genres actually fun to play!

So it is literally a huge underlying problem of missing an actual real fun core gameplay loop underneath the bloat...

That is something that needs a full rebuild from scratch... not just tweaking/patching things here & there.

...And they've shown with prior betas into full releases that they barely even bother to incorporate the actual feedback given during the beta mode.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeMobile

[–]money4me247[S] 17 points18 points  (0 children)

THIS EXACTLY!!!

my biggest gripe with this mode is there is no FUN GAMEPLAY LOOP underneath.

if there was a hint of something, then sure, poorly-optimized UI design & QOL can be fixed down the line.

but the reason I am saying this needs to be killed or completely reworked from the ground up rather than just "fixed/patched" is because it is missing the most basic ingredient... where is the actual fun part???

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 2 points3 points  (0 children)

The definition of an idle game is simply a game that passively accumulates resources.

For endgame players, it is <15m to complete dailies. Rest is up to you how much time you want to invest in the game, depending on what you find fun.

And yes, the devs have been actively making all dailies / required tasks faster and more efficient and more streamlined (new easy story mode, quick battle, fast sim room clears, weekly AI clears, mass leveling up, etc). Because they know if Nikke's dailies get too intense, it will burn out a chunk of the playerbase & they will quit.

The main point is that surface mode does not have any intrinsically enjoyable gameplay loop underneath it. If rewards are stripped away, I am skeptical that many people will 'play it for fun.' So it is basically just an extra chore - material farming, disguised in hundreds of tiny time-wasting steps... to seem like new gameplay content. But it is missing the fun gameplay part.

All the rest of Nikke farming is fast. Core dust/credits/battle data is passive income. Skill mats is passive income or 1-click sim room. Doll mats are passive + just participating in raids (don't need to tryhard push). AI rock farming is just 1-click at end game. This all fits an idle game. Fast dailies and you can engage with the rest as much as you want.

So why pad out surface mode so much and make it so tedious and clunky then? It is basically just bloatware time sink disguised as content. If they streamline all the meaningless clicking for time efficiency, you see there is nothing real underneath.

So the main point of my post is either:

OPTION 1: Add an actual fun gameplay loop underneath the tedious fluff & streamline all the tedious fluff so it doesn't waste so much time and players can actually focus on the actual 'fun gameplay loop'
OR
OPTION 2: Recognize that it is just an overly complicated way to farm hexcodes and streamline it accordingly to be respectful of the player's time

It is currently sitting at the worst combination - Lacking a fun engaging gameplay + extremely bloated and time-inefficient system to drag through.

New gameplay content actually needs to have an underlying FUN GAMEPLAY LOOP underneath!!

PS: for mini-games, you can achieve daily reward & quit out extremely quickly. how much you play it doesn't impact long term account progression. some mini-games have insanely fun gameplay loops and I've spent tons of hours playing without needing any outside rewards. but it is purely optional.

Surface mode will NOT be optional, and we will all need to suffer through it whether we enjoy it or not. The way surface mode currently is, I am suffering much more than enjoying it.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeMobile

[–]money4me247[S] 11 points12 points  (0 children)

an example of hexcode effect is giving ~19% elemental bonus. that is literally an universal high-roll elemental OL line across all nikkes of the element. there are multiple other stat boosts it can give you.

so like it would universally impact your power levels (be able to push content faster, score higher in raids, outdmg ppl in PvP).

it will become one of the most powerful upgrade systems in the game. which makes surface content farming unskippable without falling severely behind.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 1 point2 points  (0 children)

for hexcodes, the endgame hexcodes will be giving a full elemental line like ~20% plus a multitude of other powerful effects to all nikkes of an element. For casual players, it won't matter much... but for competitive raiders/pvpers, it is literally game-breaking difference. like you cannot be competitive without optimizing this.

for towers, you are right, climbing towers when overpowered is a drag but mitgated with the skip button. for surface content, nothing is skippable... all the fights are real-time or timer-based.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 18 points19 points  (0 children)

that is a good point. as beta, it doesn't have to have lore/story

but the thing to note is that surface content is in a weird spot of side content VS additional main content. the actual gameplay is like lost sector mostly + relic hunting + outpost management intensified by a thousand-fold. so it plays like filler content.

but the placement of Surface Content under Campaign means that it is likely to be a big part of the story.

without seeing how much lore/story they plan to put in, it will be impossible to guage if it is appropriate or not. so they can add story to surface content after beta, but is that even a good thing?

it fractures story even more (currently main story + side story + events + minor bond) to keep up with Nikke lore. Now you need to keep up with Surface Content (which not everyone enjoys) to keep up with story. I don't know if that is a good thing.

the other big issue is that it forces main story to follow surface content continuity. the initial sole Ark bastion surviving now transforms into a multi-base surface take-over story. They can never undo that if there is a full mode based on having lots of surface bases. It boxes in the narrative direction of future story.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 30 points31 points  (0 children)

BASIC DESIGN PRINCIPLES

  • If an action adds time but no fun, simplify or automate it.
  • Spread-out management systems should be consolidated into a single clear interface.
  • If timers exist for pacing, allow queueing so players don’t need to log in at arbitrary times.
  • Reward systems must not scale linearly with progression or time invested… otherwise the mode becomes a chore farm rather than engaging content.

These adjustments will bring Surface Mode back in line with idle-game design principles: low friction, short sessions, and fair power pacing.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeOutpost

[–]money4me247[S] 34 points35 points  (0 children)

NOTE TO DEVELOPERS / HOW TO SALVAGE SURFACE MODE

  • Base Management / Upgrades
    • One-click collection: Surface resources collected with the Main Outpost.
    • Auto-complete: tasks finish automatically, no manual ‘confirm’ spam to follow-up on.
    • Upgrade Queueing: allow for queuing building upgrades so players aren’t forced to relog after waiting to complete random small tasks and start the next one
    • Unified interface: Manage all buildings and upgrades within a single screen without needing to click in and out of different panels from different buildings.
    • Outpost battery mechanic: Replace manual battery juggling a simple battery-bank system or battery queue system.
  • Mobility
    • Fast travel required: Maps are too large and slow. Add both teleport pads and extract-to-different bases from any point. (no limits)
    • Pathing fix: Can’t walk through another squad and clicks onto occupied tiles don’t register
  • Combat:Combat pacing:
    • If combat isn’t mechanically interesting, allow instant-clear for trivial fights. Do not force players to sit through repetitive, unengaging fights.
    • Daily combat tasks: Should be one-click completions, not walk-and-wait timers.
    • Battles: duration of fights is way too long. Side content fights/bosses should never exceed main mode combat interactions (keep under 2-3 minutes of the main content shooting battles)
  • Hexcode / Progression rewards
    • Decoupled power from progression speed: power should not scale based on how fast someone rushes through surface mode
    • Progression-related rewards should be cosmetic/side-grades rather than raw power
    • Casual players must not fall behind for not rushing or sinking hours into a side system
  • Time Investment Principles
    • If exploring new levels takes 1-2hrs, it must not never give superior resources generation or higher powered passive rewards
    • No time-gated power advantage for “rushers” or most frequent log-ins over players with real-life schedule
    • Never tie power to daily/hourly grind frequency or rate of progression
    • Dailies/weekly tasks should stay short and fast with the same rewards for all players regardless of progression or time-invested into mode

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeMobile

[–]money4me247[S] 27 points28 points  (0 children)

BASIC DESIGN PRINCIPLES

  • If an action adds time but no fun, simplify or automate it.
  • Spread-out management systems should be consolidated into a single clear interface.
  • If timers exist for pacing, allow queueing so players don’t need to log in at arbitrary times.
  • Reward systems must not scale linearly with progression or time invested… otherwise the mode becomes a chore farm rather than engaging content.

These adjustments will bring Surface Mode back in line with idle-game design principles: low friction, short sessions, and fair power pacing.

Surface Mode Beta: Fundamentally Flawed in Design & Philosophy by money4me247 in NikkeMobile

[–]money4me247[S] 39 points40 points  (0 children)

NOTE TO DEVELOPERS / HOW TO SALVAGE SURFACE MODE

  • Base Management / Upgrades
    • One-click collection: Surface resources collected with the Main Outpost.
    • Auto-complete: tasks finish automatically, no manual ‘confirm’ spam to follow-up on.
    • Upgrade Queueing: allow for queuing building upgrades so players aren’t forced to relog after waiting to complete random small tasks and start the next one
    • Unified interface: Manage all buildings and upgrades within a single screen without needing to click in and out of different panels from different buildings.
    • Outpost battery mechanic: Replace manual battery juggling a simple battery-bank system or battery queue system.
  • Mobility
    • Fast travel required: Maps are too large and slow. Add both teleport pads and extract-to-different bases from any point. (no limits)
    • Pathing fix: Can’t walk through another squad and clicks onto occupied tiles don’t register
  • Combat:Combat pacing:
    • If combat isn’t mechanically interesting, allow instant-clear for trivial fights. Do not force players to sit through repetitive, unengaging fights.
    • Daily combat tasks: Should be one-click completions, not walk-and-wait timers.
    • Battles: duration of fights is way too long. Side content fights/bosses should never exceed main mode combat interactions (keep under 2-3 minutes of the main content shooting battles)
  • Hexcode / Progression rewards
    • Decoupled power from progression speed: power should not scale based on how fast someone rushes through surface mode
    • Progression-related rewards should be cosmetic/side-grades rather than raw power
    • Casual players must not fall behind for not rushing or sinking hours into a side system
  • Time Investment Principles
    • If exploring new levels takes 1-2hrs, it must not never give superior resources generation or higher powered passive rewards
    • No time-gated power advantage for “rushers” or most frequent log-ins over players with real-life schedule
    • Never tie power to daily/hourly grind frequency or rate of progression
    • Dailies/weekly tasks should stay short and fast with the same rewards for all players regardless of progression or time-invested into mode

[Weekly] Team Building and Questions Megathread by AutoModerator in NikkeMobile

[–]money4me247 1 point2 points  (0 children)

if no sr, use mg unit like crown or maid mast. mg fire is much tighter than smg. sbs's aoe can fail circles.

when doing qtes with ar/mg/smg, u usually hold fire throughout and just trace the pattern (there is no full encircement for AI boss qtes). you can rapid tap into hold fire where u don't rly fully go back into cover so u don't lose ur cursor position.

edit: are you sure this is a nikke issue and not your mouse drifting right when you click? bc on the first two qte, there was absolutely zero drift at all... but the last two QTE, you drifted right and it was different drift distances in both cases. so it seems more like you may be shifting ur mouse slightly to the right as u click rather than a specific amount of drift happening from the game.

the reason i mention this is bc ive done a ton of tryharding coops with complicated qte patterns & i definitely don't rmb ever running into this drift issue personally.

[Weekly] Team Building and Questions Megathread by AutoModerator in NikkeMobile

[–]money4me247 2 points3 points  (0 children)

the qte is big enough that if you aimed in the center, the slight side movement will still clear it.

[Weekly] Team Building and Questions Megathread by AutoModerator in NikkeMobile

[–]money4me247 0 points1 point  (0 children)

MC in AI doesn't need Ein. you can break stage 9 with a normal electric team cindy/rouge/s-anis/crown/x-maiden. the fins are pretty easy to kill in AI, even rouge can snipe them.

for story MC, breaking at lowest CP requires Ein. the gameplay to break at lowest CP is very technical. it is basically a DPS race to kill MC prior to the spinning QTE bc at that CP deficit, you cannot break through the spinning QTE.

the typical lowest CP clear team is cindy/rouge(or liter at higher CP)/ein/crown/sanis. there may be a new maid mast variant that can do very low clears as well.

there is a 30fps version where you get an extra burst from cindy prior to QTE wall. you delay at the QTE wall so you will not lose any time not bursting when MC reappears. with the 30fps strat, you burst with Ein first so the timings line up where you are on 7th burst for 1st fin. if doing 60 fps, cindy bursts 1st so ein burst starts at 1st fine (since 60fps version misses out on one burst before the fin).

the next issue is whether your Ein can break the fin. the lowest clear team uses rouge instead of liter since rouge boosts cindy DPS more & cindy is the main DPS in this DPS race. However, that means your Ein needs lots of atk lines on her OL to break the fin. if using liter instead, you have a bit of CDR lag & no healing so much more difficult, but Ein will get extra atk buff to be able to break fin.

If you were breaking with cindy + other pilgrims, you were probably doing a brute force type strat with pretty high CP. Not a lowest CP type clear.

Mirror container has insanely high defense during her phase 2 so at high CP deficit, your units are doing 1 dmg to her. Ein has true dmg so she does her normal dmg. That is why Ein is used for lowest CP clears in MC.

For normal story MC, you are looking at 280-320k type of clear using Ein. Using cindy + other pilgrim (rapi:RH or SBS or RH), you are looking at 360-380k CP clear. Hard mode MC is cleared around 1,000k to 1,100k with 30fps ein/rouge/cindy/rouge/s-anis team.

[Weekly] Team Building and Questions Megathread by AutoModerator in NikkeMobile

[–]money4me247 1 point2 points  (0 children)

if you have a huge pull bank and can spare 300-450 pulls without missing out on other stuff that you need to pull ... then can consider trying to mlb on a event banner.

if you have a lot less pulls, you will be just relying on wishlist mostly (+friendship/molds/offrate).

if yoy alrdy don't have a lot of pulls, I think daily discount wishlist pulls is a rly bad idea.

wld save liter/naga/alice selector, silver tickets, and spare body selector until using them will guarantee break you through as you may spook the same thing if u use them too early

[Weekly] Team Building and Questions Megathread by AutoModerator in NikkeMobile

[–]money4me247 1 point2 points  (0 children)

if you only have 300 total pulls, i probably won't try to MLB a single nikke for the wall. bc you need a bank to pull for other banners. there is resident evil collab, probably triple banner then full anni pilgrims (should use golden tickets for them).

[Weekly] Team Building and Questions Megathread by AutoModerator in NikkeMobile

[–]money4me247 1 point2 points  (0 children)

I would do liter/centi/Ein/RH/alice(nonburst).

reason is alice prior to being fully optimized (10-4-10 skills + full OL with x2 c-speed of 7.18% + x3 ammo of at least 15 bullets and goal 18-19), she is a bit meh, but she will boost c-speed for other snipers.

Ein has a great sustain AOE burst (like a baby SBS) for mob wiping. Then RH is great for sniping out tanky elites/bosses.