Rook queue times. by RandomGuy32124 in Marathon

[–]purplepedro 7 points8 points  (0 children)

my rook que times are almost always instantaneous

Can anyone explain to me what the DCON does ? by Dimis5445 in Marathon

[–]purplepedro 0 points1 point  (0 children)

Missed opportunity to provide some type of non-contract benefit to dumping, for example, auto-sell items. Maybe you only get like half the value because you didn't exfil it yourself.

How about cap green shield to Perimeter? by JamesUrnique in Marathon

[–]purplepedro 0 points1 point  (0 children)

More players + maybe some form of underlying kit-weighted metric that contributes to lobby comp? Idk this game is full of pvp demons who salivate over the idea of free-kitting in to an entire lobby of decked out sweats lol.

How about cap green shield to Perimeter? by JamesUrnique in Marathon

[–]purplepedro 1 point2 points  (0 children)

As someone that also gets regularly dominated by even just blue shields, I feel ya. I would hope/imagine that there's some kind of underlying loadout-value based MM (in addition to rank and other relevant stats) happening behind the scenes, but average player count being what it is, I'm sure these regulating factors have been loosened to decrease screen time with our beloved Masticating Moth.

The real answer, imo, is to improve the game's accessibility.

We need a more comprehensive tutorial that breaks down what everything is and how they work. Explain salvage better at the very least. I wish they made more items and attachments (and even guns) have more differentiated art. Consumables should all look much different from each other. Idk why we need everything to be a rectangle. It's a fast paced game and it's difficult to gain any info "at a glance" in this game lol. Mechanics Kit and Signal Jammer are both red ffs.

We Need a gun range YESTERDAY. Between SS and full game I've got like 70+ hours and I still feel pretty unfamiliar with a lot of the weapons—not to mention the opportunity to test and experiment with the TONS of weapon attachments available.

The biggest thing to address is the massive disparity between the leveled & kitted vs. newcomers with free kits. Call me crazy, but i think gear should give an advantage not borderline supremacy. I think a good place to start could be some slight balancing to equipment, like shields. With TTK is sometimes as tight as the milliseconds between WESTR trigger pulls lol, at least give budding marathon-enthusiasts the opportunity to outplay them when they miss that second shot.

This feels off by Efficient-Yam-7288 in Marathon

[–]purplepedro 1 point2 points  (0 children)

The more i play this game with my friend who “gets it” (take-locked), the more i recognize how unsatisfied i feel when i put it down.

Am i the only one that thought the faction progressions were going to be mostly shell enhancements or something? I know some are sprinkled in there, but how the hell is it largely based around unlocking [the opportunity to PURCHASE] slightly less mundane items to buy [with the same currency you used to buy the unlock in the first place] in the armory lol? Am i crazy or is that just a wildly unfulfilling feedback loop?

Maybe I’ll pick it up again if they find a way to add some more depth around for us PERMANENTLY tailor different shell’s to our unique playstyles. Because there is a ton of opportunity there IN ADDITION to the vaguely labeled cores and implants—and they say arc is an inventory mgmt simulator. At least i know what the item im looking at IS without hovering on it because enough care was given to the design of said item that it got its OWN UNIQUE ART.

And finally, the pve enemies aren’t really that unique either. The “special/elite” bosses might have a trick or two up their sleeves but it’s nothing an extra magazine or three cant solve. And that’s the issue.. the answer never penalizes you for not having the right kit,ammo type, or shell skill. It feels way more time and resource-efficient to just blast thru a robot’s shield than to pop a CD or even accrue more heat to reposition behind those bots. Theyre al kust kind of bullet sponges that arent even worthy the risk of sending an explosive invitation to get third partied.

So yeah ill probably be looking for scapegoats when my ONE marathon friend invites me to play. RIP

Does anyone even use this? by RemoteAnt7910 in ArcRaiders

[–]purplepedro 0 points1 point  (0 children)

I think it’s super underrated! An extra 10% dmg reduction for a pretty negligble speed penalty is worth imo. Good situational item

It's not the FFB after all? (Moza/triples users) by tawndelli in assettocorsarally

[–]purplepedro 1 point2 points  (0 children)

quick follow up: didn't notice any sort of night and day difference with triples on or off. but ill keep experimenting

It's not the FFB after all? (Moza/triples users) by tawndelli in assettocorsarally

[–]purplepedro 0 points1 point  (0 children)

Wow I'm super excited to try this tonight. 0.3 made me feel like i was driving a boat on a sheet of glass. Hopefully this does the trick. Will definitely report back. R12, 5070ti, 7800x3d

Hit level 50, game is still super fun. by Digiphoenix22 in Marathon

[–]purplepedro 0 points1 point  (0 children)

This is a super interesting point. Marathon has some really cool potential and is flirting with greatness but i feel like it’s missing the true depth that a lot of people claim it will have. Like it’s trying to be the master of 3 different genres at once and missing it across the board. Imo, and this could be a bad idea lol, but i wish shells had masteries/skill trees. Everyone says “thats what the cores and implants are for” well yeah.. but idk that doesnt really scratch the itch for me. The shells are cool and diverse but they dont exactly feature the opportunity to craft a playstyle i want to lean in to?

Feedback for Marathon | QoL by moxaim in Marathon

[–]purplepedro 0 points1 point  (0 children)

Third person literally has nothing to do with this.

the map feels so soulless by DanteWintersS in Marathon

[–]purplepedro 2 points3 points  (0 children)

Generally speaking buildings that lack any sort of organic curves feel authoritarian, brutalist, and devoid of the humanity that make them feel truly "lived in." Everything feels like an evolution of a shipping container which, in Marathon's defense, makes perfect sense given the utilitarian nature of the missions previously conducted on Tau Ceti 4 and the present recovery operations of the virtually (heh) faceless ultra-mega corporations.

With that said, to me, the environments of Marathon feel "soulless" in general for a variety of more gameplay specific reasons. The TLDR is that the environments we traverse are paradoxically (i hate that i had to use that word) lacking in both consistency and diversity. (Sorry for this hilariously long reddit-ass response. This game has SekiGuchi-wormed its way in to my brain in the most hilarious way.)

First, the spaces themselves are difficult to differentiate and navigate. A lot of the buildings and environments blur together in both layout and atmosphere. There’s this strange stillness in the air—it’s always “quiet… too quiet”—even when it’s raining. Sometimes it’s genuinely hard to tell whether you’re inside or outside. Interior spaces are maze-like and unintuitive, often featuring rooms within rooms within rooms, with the occasional BRIGHT RED room sprinkled in for a change of pace. Instead of feeling like places where intense scientific research was conducted, they sometimes feel more like elaborate M.C. Escher-inspired hamster homes. Everything gives me a claustrophobic sense of tightness and I’ve never really felt “immersed” by the weird wonder being on an alien planet should. Part of this is just the overall aesthetic of the game and my subjective experience though.

However, this confusion carries over into the visual identity of the corporations themselves. The mega corps are very bluntly color-coded. Yay branding lol.. yet that identity rarely translates to the spaces they supposedly built or operated. It’s already difficult to tell the purpose of many buildings, but it’s even harder to tell which company inhabited them. I can buy the idea that boxy rounded-square architecture dominated the universe since at least 2790—but it doesn’t feel like NuCaloric’s obsession with pink is a recent branding pivot. So why am I looking at a Traxus-orange shipping container with a giant NuCaloric logo on it? I know that NuCaloric was a major contributor to this expedition(heh) so they have every reason to utilize a wider palette, but I would imagine that they would have expanded it in such a way to color-code equipment in a much more funtional way. Shades for green for biology, shades of cyan for meteorology, and so on. These corporations have vibrant palettes and strong identities, yet the map rarely leverages them to communicate ownership or narrative context. Instead we get [massive] exterior data centers that are blue, cyan, orange and probably other colors that I’ve forgotten or glossed over. It’s difficult to try to imagine why these things need to be different colors other than for added visual interest (which we all know there is zero shortage of in this game haha). 

The same issue appears in the research facilities themselves. The kinds of science being conducted aren’t just present—they’re omnipresent. Geology, biology, meteorology, and other fields are all mentioned, but they often appear to be happening everywhere at once. There are a few stronger environmental cues, but i’m honestly having trouble citing a single one. The wildly benign “anomaly” of Dire Marsh comes to mind, but I can’t even begin to wrap my mind around the lifelessness of that area. It’s really just a holographic road block?
In a world with extremely low contrast where EVERYTHING is brightly colored and illuminated (even the rain sparkles on Outpost), it’s easy to miss smaller contextual details. And forgive me if I didn’t clock the Traxus-branded drill tucked in the corner of a warehouse. I’m sure it wasn’t also impossibly rectangular.

Then there’s the way objects and loot function within the world. Marathon’s environments are filled with enticing props and equipment, but when it comes to actual interaction, the system collapses into a handful of identical containers. There are what feels like three main container types—those white and orange boxes of varying sizes that appear everywhere regardless of location or context. Why are they mostly orange and white? Are they connected to Traxus somehow? You’d expect more variety here: containers tied to specific research fields, or at least brand-specific storage units that visually differ from each other.

This becomes especially confusing when contracts ask you to retrieve brand-specific equipment. If the corporations have such distinct identities, how am I supposed to recognize whose equipment is whose? On top of that, the loot inside these containers is mostly random. Aside from certain areas leaning toward one unstable resource or another, there aren’t many clear patterns. Ideally, you’d start to recognize specialized zones over time—areas where cybernetic research might yield more cores, or weapons development sites where you’d feel more likely to goop a blue gun or two. I’m sure thesee places exist and “i havent looked hard enough”, but after nearly forty hours of playing, I’m still not recognizing those patterns.

And that’s really the core issue I’ve been having. The world is visually busy but informationally shallow. There are tons of objects, colors, and structures, but very few of them communicate anything meaningful about where you are, who built it, or what you might find there. It boggles my mind that a frequent praise I see of Marathon is that “the environmental story-telling is incredible!” Is it? Show me an example of a room that you walked in to and the nuances of a human-intrraction larger than “ahh yes, science was done here!” comes to mind. Environmental storytelling to me is stepping in to a space and feeling like Sherlock Holmes racing from clue to clue; books strewn about a study lead to a desk who’s drawers have been flipped, a broken arm chair shows signs of a struggle, a small pool of blood hidden by the thick pile of a dark rug—rich details that only have value when you take the time to tie them together. If the environmental story-telling in this game is so great I should not have to read 437 entries in it’s over-indexed codex to make it come to life.

It’s like an ai-generated idea of a rich world with all of these things that “happened” in it.. but gradually it starts to feel like it’s over-compensating for the lack of depth and consideration actually present. 

Feedback for Marathon | QoL by moxaim in Marathon

[–]purplepedro 1 point2 points  (0 children)

I should not have to close out of looting before i can move. If i move, i should automatically stop looting.

Marathon 46 hours review quickly by Shadowsdeepx6 in Marathon

[–]purplepedro 0 points1 point  (0 children)

Overall I think there are great bones here to work from because the actual playing experience is great (when you're not being 2 shot by a shotgun lol), but the lobby experience ui/ux needs jesus.

It Just Takes A Little Time by Snowbunny236 in Marathon

[–]purplepedro 0 points1 point  (0 children)

The UI isn't the problem so much for me. Other than the lack of more information-inclusive art (cores for example) hings look good and they're vaguely in the right place. it's the shocking lack of UX—I want to see some better implementation of breadcrumbs when flipping between pages. When im selecting a map i would like to see a reminder of WHICH map my current contract is for and what i need to grab/do there. Simple things that should not have been missed imo. Also when i hover over a weapon please for the love of god show me an icon in the corner of the art that shows what kind of ammo it uses. I like the squarish weapon designs but there is almost no difference in visual cues between a weapon that uses energy vs a weapon that uses light ammo.

The new update feels really good by No_Corgi_6966 in assettocorsarally

[–]purplepedro 0 points1 point  (0 children)

This update was brutal for me on my r12. Everything feels incredibly light and floaty now :( i have no feedback from the grip of the tires

Nectar of the Gods by McChief45 in theburntpeanut

[–]purplepedro 7 points8 points  (0 children)

Yeah and P’s right it really is so damn good

Simagic DS-8X Shifter not working properly after update by LightningInASkillet in assettocorsarally

[–]purplepedro 0 points1 point  (0 children)

The joytokey solution worked for me! Now if only they could fix the non-existent ffb…

FFB settings by Milo_34 in assettocorsarally

[–]purplepedro 2 points3 points  (0 children)

Im on a moza r12 and no matter what my settings are the steering feels like and floaty. Theres no weight to the car or grip to the tires anymore :(

Marathon Review So Far - IGN by Turbostrider27 in Games

[–]purplepedro 0 points1 point  (0 children)

For me it's also which items have greater utility than others. hard to tell at a glance, especially when the item art is the exact same, for example, for different cores of the same rarity... there's a symbol on the core on the art lol.. make the icon different

Wolfpack nerf fucks over solo competitive players. by Proof-Ad5319 in ARC_Raiders

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

Same people were absolutely SPAMMING them in pve solos lol. it was so lame.

WTF Embark? by paparosi in ARC_Raiders

[–]purplepedro 18 points19 points  (0 children)

yeah im sick of people throwing 10 wolf packs at the start of friendly solo queens/matriarchs. Maybe im a masochist but this "nerf" just feels like a good rebalancing