EVERSPACE™ 2

EVERSPACE™ 2

İstatistiklere Bak:
2bytes 21 Kas 2022 @ 4:22
2
3
The Rift is much too hard. I m out-
After trying for hours, I give up. I can not pass even on 100 Difficulty.
Most anoying is the Timer and the Orientation in the fight. A mass of enemies shooting at you from all directions, and it s often confusing to check the next enemy. And the whole screen is full effects. It s no fun it s like hard work. It s frustrating. And if the enemies don t kick you out, so this Timer does. And try again. Really no fun at all.
< >
52 yorumdan 16 ile 30 arası gösteriliyor
İlk olarak Yes Indeed! tarafından gönderildi:
Rifts by intent, nature, and design are intentionally very difficult and absolutely do not represent the difficulty of the main game. They are not intended to be, "accessible." This content is a mastery check, not an accessibility check.

If it is too difficult for you, that is okay and exactly why rifts are not part of the story campaign.
With this way of thinking, the Rifts the should be A PAID DLC !
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 !
... just to carry on about this, the Rifts in themselves maybe don't have to be changed.
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)
I've been playing since the beginning and almost at 600hrs of game play time under my belt (love this game!) so I'm pretty skilled but as of now (experimental release) I have not been able to get past stage two of a 100 lunacy rift. I don't mind at all playing at lower lunacy levels. I would, however, really like to see a large increase in Tears of the Mad drop rate so I don't have to grind a massive amount of rifts just to get one legendary. I'm sure the DEVs will listen to the community (as they have proven that they do listen) and make further adjustments to the drop rate to accommodate players like me who are older and have lost way toooooo much hand/eye coordination over the years lol. I don't see myself ever completing 1000 lunacy rifts (maybe not even 500 or even 300 possibly) so TotM drop rates will make it worthwhile for me to do some grinding of rifts....just hopefully not too much grinding to take the fun out of it. Oh the joys of balancing a game!

Best wishes to all Pilots!
İlk olarak Johnny Hazard tarafından gönderildi:
I'll hold my definite opinion until the update comes, because I don't play the experimental, but, for what I have read and observed in streams, the rifts are NOT a matter of skill, but a matter of ship setup, or better, meta-builds.
It seems like, exactly as in Path of Exile, rift success will be dependable on how much damage per second you can dish out, and how fast you can use the frontal shield device (XD).
Dodging? Flight tactics? Nope. Pure DPS.

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.

İlk olarak yorglaa tarafından gönderildi:
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 !

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.
En son VaeliusNoctu tarafından düzenlendi; 23 Kas 2022 @ 7:17
Timer... it always change the game (any game) from fun to work.
If you do anything, please don't remove the difficulty, as-is.

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.
Thanks for all responses. Nice to see that other players have similar feelings and thoughts.
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.
İlk olarak ᛈᛋᛁᛟᛏᛁᚲ tarafından gönderildi:
If you do anything, please don't remove the difficulty, as-is.

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.

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.
İlk olarak Quickdraw tarafından gönderildi:
Timer... it always change the game (any game) from fun to work.

I also hate Timers in Games.:steambored:
İlk olarak wernersolaris4 tarafından gönderildi:
İlk olarak Quickdraw tarafından gönderildi:
Timer... it always change the game (any game) from fun to work.

I also hate Timers in Games.:steambored:

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.
En son Johnny Hazard tarafından düzenlendi; 23 Kas 2022 @ 11:24
Rifts are fine as they are, perhaps could use a bit more dressing and pizazz, but that's just content stuff.

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.
İlk olarak Yes Indeed! tarafından gönderildi:
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.
Disagree. There is A LOT of skill in dodging a pack of enemies around an asteroid. Much more than taking a gunship and blasting all enemies with a frontal shield up.
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.
En son Johnny Hazard tarafından düzenlendi; 23 Kas 2022 @ 13:15
İlk olarak Yes Indeed! tarafından gönderildi:
It's post-endgame content. It is supposed to exceed the endgame in difficulty and present an excessive challenge that can be pushed to absurd difficulty. If the difficulty of rifts is lowered, they are demoted to little more than repeatable HRAs. Rift difficulty is not meant to and should not represent the difficulty of the main game.

Rifts by intent, nature, and design are intentionally very difficult and absolutely do not represent the difficulty of the main game. They are not intended to be, "accessible." This content is a mastery check, not an accessibility check.

If it is too difficult for you, that is okay and exactly why rifts are not part of the story campaign.

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.
To add to my previous post I think the resolve timer should be adjusted based on difficulty settings, but only on say lunacy below 500 or something. I am okay with only having difficulty settings and accessibility options on lower lunacy levels since that is where they are needed most anyway. The main purpose of a game is to have fun and enjoy your time playing it. Timers can be really tough for certain players who don't do well under such stress and it usually leads to frustration. Most games with intense timers turn me away and I typically avoid multiplayer games because I don't have the time to kill grinding to stay ahead of the curve. I just hope Rockfish continues to be awesome in taking in the feedback and adjusting the challenges to meet the players where they are. I have no desire to beat high levels of lunacy in Ancient Rifts, but I would still like to enjoy them and collect all the legendary gear in a reasonable time.
Lower difficulty = decrease chances for legendary = increase grind time. Thats how it usually ends and im willing to bet my stinking old slippers they already thought about it.
< >
52 yorumdan 16 ile 30 arası gösteriliyor
Sayfa başına: 1530 50

Gönderilme Tarihi: 21 Kas 2022 @ 4:22
İleti: 52