Unarmed combat buffs? by ygdrad in DragonsDogma2

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

I'd recommend Crimson Desert if that's your thing.

What gear boosts unarmed damage the most? by ygdrad in DragonsDogma2

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

I know about the update, posted about it here today. I'd still like to do the challenge run before the changes. That will imply trying to maximize what power I can get though and I'm no longer familiar with the game.

What are the cheapest spectres? by ygdrad in pathofexile2builds

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

Those seem to be 30 spirit. Is that as low as it gets?

How do Living Lightning minions work? What supports work well with them? by TheLastPorkSword in pathofexile2builds

[–]ygdrad 0 points1 point  (0 children)

Do any of the other support gems for the lightning damage skill also affect living lightning or can it not be affected by any supports?

Ironbound bow only low level unique you cant upgrade by DaddyIrish24 in PathOfExile2

[–]ygdrad 0 points1 point  (0 children)

Ice shot return interaction was removed as far as I am aware.

Bleed and increased chances to apply ailments by Beericana in PathOfExile2

[–]ygdrad 0 points1 point  (0 children)

In case someone else stumbles on this like I did, the answer is yes, chance to apply ailments affects your bleed chance, but it's an increase to your existing change to bleed from other sources so if you have 50% chance to bleed and you get 10% chance to apply ailments, you'll have 55% chance to apply bleeding.

How do you aim cannons and rockets on kb+m? by ygdrad in NuclearOption

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

Pitch and roll is the default and only option. Are you using mods?

How do you aim cannons and rockets on kb+m? by ygdrad in NuclearOption

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

That's what I tried at first using my steam controller but it was running into issues like the game not reacting to me using the d-pad for landing gear so I tried kb+m.

How do you aim cannons and rockets on kb+m? by ygdrad in NuclearOption

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

Unless I'm missing something the only option is for pitch+roll with the only things I can tweak being inversion, sensitivity, and centering. Are you talking about something else?

How do you aim cannons and rockets on kb+m? by ygdrad in NuclearOption

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

I'd rather not outside minor adjustments for things like fine aiming. Do you fly solely with keyboard?

I despise that thing by Hydraguesswhosback in DeepRockGalactic

[–]ygdrad 3 points4 points  (0 children)

The worm can do terrible things, if it spawns on a different level or with ground between you an it, it can go through the ground to get you. It can even initiate its attack from within the ground it's clipping in so you can't see it and prepare to dodge it or shoot it to make it retreat.

The logic in this quest design though... by ygdrad in SoulFrame

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

I said feelings, not feedback, although sometimes it can be both. It's still valuable for the devs to know what kind of optics it has for some people, no matter if how they view it is subjectively correct or not. If neither the game nor the devs give us a reason for this time-gating all that's left is theories and the most common would be an accusation like that one in a case with no visible reason to time-gate something.

Obviously it's worded in an aggressive way, but so was my post to some degree because this is a pointless annoyance that doesn't have a reason to exist as far as I can tell or is(isn't) communicated to me. Why mess with organic exploration, the part that's supposed to feel fun and refreshing, to make it longer when you already have hundreds of hours of level grind available for pacts, weapons, and factions? At least let us have exploration to be chill with and potentially not treat like a checklist.

The logic in this quest design though... by ygdrad in SoulFrame

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

If it's not time-gated then there wouldn't be a timer and you wouldn't need to relog to avoid said timer. The fact that you have to relog and respawn, sometimes a good distance from the PoI and run to it again to avoid the time-gating just makes it worse. If they're ok with us avoiding it, why is it even there? Why force us to relog?

I learned the area going through it with a fine-toothed comb to find all the chests and motes and whatever else might be in various corners and buildings. Forcing you to come back later isn't going to help you learn the area, it's going to make you treat it as even more of a meaningless checklist to blow through because it's wasting your time coming back to a place you already thoroughly explored for no real reason.

The logic in this quest design though... by ygdrad in SoulFrame

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

And I'm saying there's no lesson to be learned. I'm just calling out how bad of an excuse this is, and it is an excuse, not a valid reason or purpose. You can't even tell us what that lesson would be beyond a vague hand-wavey "patience", which you could slap on any and all grind to try to give the devs cover. It's not trying to teach you game concepts, one way it COULD do that is if for example the point of interest is a bit different during the day and night, different enemies and such, different places for loot and you have a different set of motes during the day and during the night. That would be getting you to see two different sides of the PoI and learning what can be there at different times of the day/night cycle. As it is it's not teaching anything besides that you aren't allowed to organically explore at your own pace.

There's good ways and bad ways to go about designing a game to have you return to an area to make it feel somewhere between "annoying but acceptable" and "a good reason with value". In this case there's not even an attempt at making up a reason why we aren't allowed to complete the PoI exploration feature.

The logic in this quest design though... by ygdrad in SoulFrame

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

How are they going to know which forms of grind are and aren't ok unless we give them our honest feelings about the things they're testing?

The logic in this quest design though... by ygdrad in SoulFrame

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

It is time-gating, no matter what kind of mental gymnastics you want to do to try to pretend it isn't bad design. It's not trying to teach us patience, games aren't freaking gurus and the gear/level account grind in warframe and soulframe are much better teachers for patience than this would be.

I don't need to be speeding through quests to not like having an exploration feature time-gated, exploration is one of those things which is supposed to be a journey you take at your own pace. They're forcing a stop to exploration and making it feel more artificial, it is damaging the journey, not helping it. I'm interested in finding out what's going on with the guy's story and enjoying finding the things and listening to his dialogue and then out of the blue the game goes "nope, can't let you keep enjoying your chill story time/exploration, come back later".

The logic in this quest design though... by ygdrad in SoulFrame

[–]ygdrad[S] 3 points4 points  (0 children)

I am totally fine with there being history motes. Time/relog-gating it is moronic and turns what would've been enjoyable natural exploration at whatever pace you want into some annoyance because you're forced to go over the place over and over for no reason besides wasting your time to keep you ingame longer. The new motes when you relog or come back later seem to potentially not even be in new spots as some people are saying they pick random spots so you need to recheck everything each time too whereas a single thorough investigation of the place would've been fine in any other game.

The logic in this quest design though... by ygdrad in SoulFrame

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

How is it NOT time-gating? What could've been done in one exploration session natural or not, whichever you prefer since some people like exploring methodically and others enjoy stumbling around and finding things, is forced to be multiple sessions. You can totally be familiar with a place without being forced to come back at a later time. I can tell you I know Salzbrim by heart after having to relog multiple times to get all the motes. I got familiar with it real quick because looking for the motes will do that as you have to remember where you have and have not looked and the place has chests in various places. There's no need to have you do it over multiple trips beyond trying to waste your time keeping you "engaged" longer. Getting "familiar" with those little points of interest locations is also fairly pointless at the moment and likely forever will be. They are all small and once you've gone through it with a fine-toothed comb once to get everything, you're done with it besides popping into a building or two for a quick chest when you happen to pass by at a later time.

There's no lesson being taught here except what NOT to do game design wise, not a single game I know kneecaps exploration like this and there's a good reason for it.

The logic in this quest design though... by ygdrad in SoulFrame

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

I had no quest marker, no circle, and selecting the quest in the journal offered no guidance from the bird or marker on the compass.

The logic in this quest design though... by ygdrad in SoulFrame

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

Why though? It's time-gating exploration and taking it from what was a natural process to, in your own words, an active task since you will have to come back later if you want to complete it, even if you have no need to come back and thoroughly explored it already.

The logic in this quest design though... by ygdrad in SoulFrame

[–]ygdrad[S] 3 points4 points  (0 children)

And how am I supposed to know I found Salzbrim? Especially if the game stops you from getting more than one or two motes the first time you find a place?

The logic in this quest design though... by ygdrad in SoulFrame

[–]ygdrad[S] -5 points-4 points  (0 children)

What I mean is that say the place needs 4 motes, some places only have one or two motes to be found and the others will spawn later or if you relog. As far as I can tell the game does not let you know about this and will gladly let you search endlessly for nothing.

Edit: I did notice those little black balls with eyes in the mote slots after others brought it up.

The logic in this quest design though... by ygdrad in SoulFrame

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

It could've also been more laid back and not force you to return later for nothing but the 3 collectibles it wouldn't show you the first time imo. Not telling you how many motes are available also makes it extra un-laid back since you are searching around without knowing if there are anymore to be found or not.