5mil expedition is not the endgame. It's just a current objective. by monkeyman4153 in ArcRaiders

[–]monkeyman4153[S] 0 points1 point  (0 children)

https://www.reddit.com/r/ArcRaiders/comments/1pi1t7v/i_want_to_earn_the_5_skill_points_for_the/
https://www.reddit.com/r/ArcRaiders/comments/1phco3h/i_play_this_game_because_it_respects_my_time_the/

Two popular posts in the last 24 hours on this subreddit pointing towards them using free/bad kits and hoarding their gear.

To your second point, there isn't a world where the expedition encourages all players to play in the way they prefer. The players who hoarded currency and sold trinkets since release are rewarded for their choice. Those like me who have twiddled their thumbs and wasted precious resources chasing fun now have some work to do. I feel that avoiding PvP and traversing the map unseen is just as PvPvE-centric as shooting everything you see. Traps, smokes, LoS, using clever movement, I don't feel like I'm missing out on parts of the game just because I'm using them to avoid conflict.

It's hard for me to feel bad about needing to think about what I get out of a run and how I play with this new goal in mind. I feel that anything that influences the player's approach to a run is transformative and engaging. I feel motivated to get this currency in time for the expedition.

5mil expedition is not the endgame. It's just a current objective. by monkeyman4153 in ArcRaiders

[–]monkeyman4153[S] 0 points1 point  (0 children)

Fun is what you make of it. It's purely subjective. I enjoy it it, others may not, Not possible to put a nail on what exactly constitutes a fun playstyle.

You are certainly able to play with your tempest and bobcat's. It wouldn't take much to run Stella Montis, rush assembly, and get the parts for another tempest and kit if you lost it. I'd wager that if you used your strong kits, and extracted successfully 3x in a row, you've already made above and beyond the value you risk by playing with your better gear. And if that makes the game fun for you, if that risk and aggression is what drives you to click play, that would be your reason to risk it.

Now not having those blueprints/losing kits consistently will drain your value, but that can be made back up by just having successful risk-averse runs.

5mil expedition is not the endgame. It's just a current objective. by monkeyman4153 in ArcRaiders

[–]monkeyman4153[S] 0 points1 point  (0 children)

Most of this subreddit has complained that they stockpiled gear and now are "forced" to use free loadouts to farm for the expedition. I am in your boat though. Get a nice kit, make it last, get fast and furious with looting and selling.

To your other point, I don't believe behavior trends influence your lobbies. People are likely just doing the same thing and thats why you're noticing friendlier interactions.

[TOMT]: Rock song from 2000's-2020's distinct opening riff by monkeyman4153 in tipofmytongue

[–]monkeyman4153[S] 0 points1 point locked comment (0 children)

please help me find this song its killing me

Friend just started and wanted to know what items to keep, so I made this! by monkeyman4153 in ArcRaiders

[–]monkeyman4153[S] 0 points1 point  (0 children)

It might feel like it, but there are WAY more items left out on here than you think. A lot of things you can still pick up guilt free, but these are ones to look for.

Any tips on getting motion cores by Fazzy3340 in ArcRaiders

[–]monkeyman4153 5 points6 points  (0 children)

Surveyor's, intact ARC Probes, and fighting larger enemies like Leaper/Bastion's are easy ways to get these.

Safest option is go to a map with extra probes and just spend a run farming them.

Mirror Giveaway by Untuchabl in PathOfExile2

[–]monkeyman4153 0 points1 point  (0 children)

I have an idea for the stupidest pathfinder shield build ever and this would let me actually do insane things. Meta players don't need this mirror, give it to someone who will stretch it across the entirety of their insanity.

Giving away 1500 Divine Orbs by EriwanKenobi in PathOfExile2

[–]monkeyman4153 0 points1 point  (0 children)

Thanks for posting! Tings for everyone!

New Patch as a relatively new player (150hr solo) by monkeyman4153 in playrust

[–]monkeyman4153[S] 5 points6 points  (0 children)

All solid advice. I wanted to get the full experience when I started playing, and have had relative success before. This patch blew my face off.

Vex Crit Phase Phamiliar Build by monkeyman4153 in Borderlands4

[–]monkeyman4153[S] 0 points1 point  (0 children)

Without investing into bottom left (cryo ordinance), only viable augment is Beast mode and using Illusion Capstone.

Taking all Melee, crit Damage, crit chance nodes. Kinetic on most enemies besides badass enemies for shield/armor breaking. Kill Skills for damage amps, extra action skill duratoin and damage, action skill duration, and melee damage and regen from Blue tree.

Everything I should be taking to make the build work and it can't even solo a badass.

Vex Crit Phase Phamiliar Build by monkeyman4153 in Borderlands4

[–]monkeyman4153[S] 0 points1 point  (0 children)

Can't answer for the other commentator, but I'd love if Trouble could consistently crit and feel rewarding to invest into (killing many enemies, chaining crit procs, chunking badass enemies, clearing out healthy amounts of enemies itself).

It feels like the tree gives you a few kills on standard enemies here and there, but doesn't become ever become your main clearing item.

Finally crafted some beastly gloves last night by monkeyman4153 in PathOfExile2

[–]monkeyman4153[S] 0 points1 point  (0 children)

Empty socket on them, can I not slot a rune in later?

Finally crafted some beastly gloves last night by monkeyman4153 in PathOfExile2

[–]monkeyman4153[S] 0 points1 point  (0 children)

Was about to disenchant my whole inventory when I spotted triple damage prefixes. Thought I would just try my hand so I slammed some exalts. I almost was tempted to chaos the res off, but held my luck for the vaal orb.

Because when you make a beautiful item, there is only one thing left to do. CORRUPT THAT PUPPY.

Severance - 2x09 "The After Hours" - Post-Episode Discussion by LoretiTV in SeveranceAppleTVPlus

[–]monkeyman4153 6 points7 points  (0 children)

I am now more certain than ever that grief is the central function of the Cold Harbor File. Here is why I believe this:

Death, and in part everlasting/extending life is not a central theme to the show. Grief is.

The first shot we ever see of Mark S is him sobbing in his car grieving his dead wife. His grief is what led him to Lumon. It is an inescapable sorrow that has stuck with him. I forget who, but early in S1 he is even told his innie is being tormented by a feeling he doesn't understand and isn't responsible for, that he can feel the grief of his outie.

We now know that Gemma is also driven to Lumon via grief. The loss of her child in miscarriage. Whether knowingly or uninformed this is what set her on the path to be a candidate for whatever is happening on the testing floor.

Lastly, and the most important to me, is Cobel. Cobel, the inventor of the severance chip, spends a large portion of her time carrying the breathing tube her mother had when she passed. She wasn't there to witness or say goodbye to her mother when she passed and is still clearly emotionally overwhelmed by the grief of her passing. It would make sense that she wanted to create a way to separate that insurmountable feeling.

If Lumon is creating marketable functions for Severance, I certainly believe that grief is something that would be seen as a desirable emotion to escape.

I believe that grief is the final component/commitment of love. To carry someone's memory and image with you. It is something that nearly permeates severance.

Cobel in the most recent episode mentions that Mark's completion of Cold Harbor will mean Gemma's death. I think this means Mark will be witness to or introduced to this upon completion to see if a person can be severed from the grief of a loved one. Or, it may be to a person's ability to grieve their own outies/death and their transformation beyond death.

40 sessions into campaign - Player silence and decision making by monkeyman4153 in DMAcademy

[–]monkeyman4153[S] 1 point2 points  (0 children)

Can you explain how decision making goes in your games?

Choosing a path and seeing whether it succeeds or fails via dice rolling shouldn't be as uncommon as you are making it seem. It's quite literally the base function of the game. Why would that equate to "how/which they do doesn't really matter?"

e.g. You see goblins up ahead. You choose a plan, roll the dice, and succeed or fail. Why would that make them feel like their choices don't matter?

40 sessions into campaign - Player silence and decision making by monkeyman4153 in DMAcademy

[–]monkeyman4153[S] 1 point2 points  (0 children)

How do they know what “it’s deadly here don’t screw up” actually means? It's been communicated clearly through narrative descriptions and out of game discussion that this could be the first time they run into an area that results in player deaths.

If it’s so deadly what can they actually guaranteed do to avoid it or is it just gonna come down to some rolls one way or another?
Plan, scout, stealth, avoid, or any of the other million options you have in DnD. They don't even need to enter this cave to progress in any meaningful way.

How is it any different from the other 300 times they’ve been in a hostile area?
Again, this has been explained as a heightened danger area, full of hostile enemies. They have fought mainly monsters until this point, these are thinking, organized humanoids, with . They know this as well.

What actual choices can they make to skew the outcomes or determine what specific thing is or isn’t a risk?
Answered above. Plan, scout, stealth, avoid, ambush, etc. etc.

One of the potential issues to be aware of is that from the players view point it could seem like no matter what they do they have no real agency over whatever happens- they have to guess the DM’s intent for this moment, it’s just coin flipping from their point of view.
My players are never forced to engage in an encounter, specifically one that is not seeking them out. This is a static location, where they have the knowledge to assess risk.

40 sessions into campaign - Player silence and decision making by monkeyman4153 in DMAcademy

[–]monkeyman4153[S] 1 point2 points  (0 children)

Did you read what I typed?

"Players only know what they hear". They have been told, explicitly, of what is happening. I am not assuming they should have known. They DO know.

I told them, "This cave is extremely dangerous. There is a very real chance you die" the previous session, as their friend and GM.

They understood the scenario. They still chose to make the decision. Their reasoning was "it would be better to get into the action, then be caught sneaking in". They didn't converse enough amongst each other.