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I don't see why all the player base should pay for a content that just a "happy few" can play.
Any player pays for the whole game, including the Rifts ! So if I pay for a content I intend to be able to play it...
If it's "hard", ok with that, but IT MUST take into account my current playing level.
Otherwise all the player base not playing into "hard core" are just paying for those guys, without having anything in return.
And saying "just train to match the difficulty" is not a valid point ... we are still talking about a GAME... and it must not become a chore just to be able to use what you bought !
But maybe just enhancing (a lot) the Tears of the Mad drop rate for lower level players could do the trick. Like this the lower level players don't have to do sooooo many trials at low lunacy before (re)trying AND having a chance of a Legendary drop.
Even better would be this doubled with auto-loot for those Tears.
This auto-loot functionnality which could also be tied to the playing level, maybe even with a possibility do enable/disable it in the settings (in a "End Game" section)
Best wishes to all Pilots!
100% agreeI hate it when something like this is forced on me. No skills, No Brain simple button mashing with meta Builds i farmed. Voluntarily, if I'm in the mood ok. But not forced.
Indeed. You speak from my heart.
I Quote a Developer here: As the endgame activity of a fast-paced space shooter, we want you to dive right into the battle with an optimized build and unleash mayhem on your enemies rather than camping behind an asteroid and picking one target after the other from a safe distance.
What is there to say about that? That's exactly the attitude I mean. A certain way of playing is devalued. Let people play how they want. What do you care if some make it easier for themselves by using their brains? If I proceed cautiously and tactically, that's my business.
There are even ships developed directly by you, dear developers, for this role. The Scout, for example, whose skills are designed for camouflage, strike, camouflage, strike.
This system you've come up with is, well, ill-considered and ill-conceived.
How do you make a game where players have the freedom to approach combat the way they like best throughout the game, and then go full-on mindless DPS builds in the endgame?
Like I said that's fine, I also like games where I can turn off my brain and just click. But forcing that on your players in endgame makes me frown, at best.
In addition, with such a high fail rate, it's even more bad to make people have to farm again and again before they can try again. After a successful attempt (defeat the boss) if you like, but not every time.
I understand endgame content should be hard and push players to the limit. But to do it in such a clumsy way that counts for nothing but quick kills with no respite to act tactically is either design laziness or just an ill-considered decision.
I don't mean to be rude, I really don't. But why such a one-sided endgame experience.
I can not understand that. Maybe I'm missing something. I don't think I'm always right. But I personally find it kinda clumsy.
I would sometimes approach the Rifts as they are now, fast, DPS and just keep at it. But another time also more tactically and purposefully. That's been the fun so far. Use a gunnership for a while and just shoot, and then use a whole different ship and try a whole different way of playing.
I hope I'm not stepping on anyone's toes. I typed that in German into google translator and who knows if it translates everything the way I mean it.
People who desire the challenge deserve the same satisfaction of completion, and the rewards should reflect the effort, time and perseverance.
Equal opportunity, not equal outcome.
If I whöuld knew how stressfull the challenge of the Rift is , I whouldn t have take it.
Passing 5 times on level 200 now, no Legendarys. Means this a good chance? Anyway.
What I found , was to reduce the Effects like Motion Blour, helps a lot. Before, you often couldn t see the enemies, because of this overwhelming effects all around.
And 1 last point. It s not only a question of Gear and Setup. A lot of skill is needed as well.
Always needed to pick the right Target at the right time.
And I also started with maxout red Gear by the way.
I get and understand your point, but it s only a Game , and every normal Player should ,be able to manage the Rift, without investing hours of training in it. Normalwise people have to work and do other things like Reallife and so on. A Game is for Entertaining, not for a Portion of extra Stress.
But you can say ; I did it when others couldn t.
And it s Singleplayer no PvP. so Nobody has a disadvantage.
I also hate Timers in Games.
Same. That "resolve" thingy, is a red flag for me. Because my resolve is tactical and opportunistic, not "in-your-face".
I used to play Everspace 1 with the "low-profile" glyph, so that no one came after me, and had all the time in the world to do my play.
Timer, for me, is a way to take away the fun. What's the fun in running after a countdown, in a frenzy of explosions until the job is done? My brain won't even savor the details, or take pause to think of tactical/fun ways to take advantage.
Is there a feeling of reward after a hellish battle? Maybe for some, but not for me. I relish in the cold tactical murder. Imagine playing "hitman" like a Doom game, without any stealth or clever trap.
Sorry Devs. This game is great and you are doing a great job, but that resolve bar... It's a bad move. Blocking the use of secondaries and consumables inside a rift, also a very bad move.
If they remove mechanics requiring the player to actually play the game, such as the timer, it fundamentally neuters the challenge. There is zero skill in cowering behind an asteroid while clicking on the red circles. That is an invalid playstyle within the context of rifts' challenges.
I could perhaps see some sort of hybrid compromise such that the timer depletes more slowly overall, and also suffers a penalty whenever the player receives damage. This would still pressure hit-and-run builds to not waste time, while allowing a bit more time to swoop back and line up. It would also increase the demand on heavies and brawlers to avoid taking unnecessary damage and to capitalize their damage output optimally.
Invalid playstyle is making rifts force players to face-off in close quarters, when there are ships made for stealth, mid and long range tactical combat.
My advice:
-remove the resolve bar, change it to a "rift stabiltiy" bar.
This new bar is multi-purpose. At the entrance of a rift, it stays empty, but when entering the next rift challenge, it can be affected by different factors:
--the presence of a guardian enemy will slowly fill it. Kill the Guardian asap, or the rift will break.
--special drones can make any type of damage on the player increase the bar. Kill those drones to lower it again.
--rift modifier - the bar will slowly rise, and decrease when the player hits enemies.
-- rift modifier - the bar will rise when players use secondary weapons. It decreases slowly if not.
-- rift modifier - the bar will rise when players use devices. It decreases slowly if not.
-- rift modifier - the bar will rise when players use consumables. It decreases slowly if not.
-- rift modifier - the bar will rise when the player kills enemies. It slowly decreases when they don't. 😆
Whenever this "rift stability" bar fills up, the rift breaks and the player is thrown out of it.
Not sure I understand how this is a mastery check so much as a check if you grinded for the right gear with the right modifiers and picked the right devices and modes, picked the best perks, and chose a ship strong in close combat dps. I am seeing users who succeed in rifts using the same overpowered weapons such as corrosion mines and destabilizer missiles, the same devices that put out dps (corrosion injector / annihilator virus), and the overpowered weapons like the executioner. The new frontal shield is so strong too it seems like a must. Plus getting starforged gear makes a big difference in overcoming the level scaling and they made the legendary gear op so it would help with the higher rift challenges.
I would like to see someone be as successful without the right devices or ship or gear. I could understand crazy challenges if there is a leaderboard or some multiplayer aspect, but this is a single player game and this was a promised feature - not some add-on only for some gamers. If people want to do self-imposed challenges like purposely not using the best meta-gear to win the rifts and see how they do that is fine, but the rifts are only showing me what stuff the devs consider to be overpowered currently, not a skill check. They nerfed the executioner for this very reason because it was the go-to rift weapon.
But for people who don't want to grind for the best gear to even see a legendary item it feels like this is gated to the dev team and the most loyal fans. I would rather see something different than repeatable HRAs, which the rifts are currently too similar too right now. Except rifts are the only way to get access to legendary gear that I think most players would like the opportunity to earn without an excessive grind or following a meta build if they enjoy playing a ship type that is essentially handicapped in the rifts like the scout. If they are planning to require grinding for a resource to open rifts in version 1.0 it is punishing certain gamers who don't already play the game on very hard the whole time and have tons of hours to kill grinding.
I am just trying to provide feedback that the difficulty settings should have some impact on the challenge in a way to make it less punishing. For example:
1) Lower difficulty increases tears of the mad drops so players who struggle can get to the guaranteed legendary quicker.
2) Make opening a rift cheaper for players on lower difficulties so they are able to repeat them more often if they get kicked out alot.
3) Provide some kind of handicap for players who want to engage in this content without getting overly frustrated (say if you get kicked out of a lot of rifts you can choose a temporary buff)
I am not suggesting they need to dumb down the insane difficulty of high lunacy rifts for all players, but more provide options for those who are not looking for bragging rights on beating lunacy 1000, but just want to enjoy the game fully. The devs can make it as challenging as they want at the high end for players to test themselves, but don't make it so frustrating for the majority of more casual or older gamers without the twitch reflexes and tons of time to grind. That is the whole purpose of difficulty and accessibility settings and they are ignoring all of that for this one piece of content just seems so odd to me. Are they afraid someone is going to break the non-existent leaderboards or claim bragging rights on the rifts challenges by playing on an easier difficulty? Seriously, I don't understand what is at stake here in a single-player game.
Someone please explain why only this one part of the game should be tuned to the developer's highest difficulty possible for every player without exceptions.