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when i initially bought the game i was thinking it would be something like what this person posted a little like tarkov.
where you were entering these space stations to loot so you could either equip yourself, sell what you brought back/didnt need or craft with it and if you wanted you'd complete some missions while on site but the main drive for getting into these places is murder hoboing/looting.
im not complaining, its a cool game it just wasnt what i thought it would be, i only watched splatter cats vid on it and i was doing chores while it was on in the background so i probably missed when he talked about how the missions worked.
I actually had no idea any of the story behind why you were doing any of this, i heard pmc and thought similar to tarkov, i didnt play the demo and they just drop you in so i just started playing, i try to learn hat i can but there arent many ways to gain that info, i didnt even know why qausimorphs exist until searching it and even then i have only pieces of the background.
The items are easily worth that PMCs life and the return to ship.
Its also illogical that you can freely evacuate when you found an item license or a class chip, but you arent allowed to evacuate to bring the materials you need to create the items you got the license for.
The problem the game has, is that it wants to sit in the middle of the battlebrothers system, where you get paid for missions to then buy better equip from it (classical economical RPG) and Tarkov where you have to get into missions to gather equipment and materials, to then bring them back and progress in the meta game.
The logic is, the PMCs arent valuable. Ok, fine. Which means that if the individual soldiers arent valuable, then the above sitting layer of progression is valuable.
And that meta layer is the ship, the equipment you have, the relations you have with factions, unlocking classes and more items.
Thats the valuable part in the game, not the losers you send down.
But thats the point. The losers you send down arent valuable but they become valuable the more they pick up to progress in the meta layer of the game.
And the devs decided that the only part of the meta layer thats valuable is just the chipsets.
But people complain rightfully, that thats not true and the actual valuable progression is gathering better equipment.
I dont care if i can craft a new set of trousers. I want my PMC to come back to bring me those flamethrowers, the plasmaguns and the sawblade launchers.
They need to decide whether they want the Battle Brothers experience or the Tarkov Experience.
Is it the missions that play the primary role or the items you loot?
If the former, then fine, but then add a currency, economy and actual vendors.
If the the latter, then create more ways to evacuate your PMCs and add free missions that allow you to evacuate at any point.
Maybe rewrite map generation so you have a different entry point than exit point, for the spice.
Another way would be to create a value threshold.
So lets say the PMC picks up items, they have a value, as soon as the inventory value is above the value threshold, they can evacuate.
Basically a way to measure when its worth to bring them back, versus leaving them there to die.
But ultimatively it would never make sense.
Because the transport ship already entered the area with the PMC, its parking over there, picking up the PMC to bring him back alive is EVER the most efficient and effective solution while leaving the PMC there and recalling the ship empty would be a waste of resources.
How could they tackle that?
Well, every journey of the ship should consume something. Credits, fuel, whatever.
And the creation of new clones should also consume something.
Energy, biomatter etc.
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And personally i think they should go the Marauders route plus a bit more extreme for better logic.
The PMC shouldnt arrive by ship, but be shot down in a capsule that gets destroyed when landing or lets say, its just a oneway ticket, down.
And to get your PMC back to the ship, he needs to find one of the escape pods thatcan shoot a person back into space, where the PMC can be picked up by the spaceship.
Just like Marauders does exit points.
Thats logical and a balanced way to allow people to evacuate at any point.
IF they made it to one of the exit capsules.
It would also add the option to shoot up equipment and stay on the mission, to save some stuff and still continue.
Et voila, far more interesting gameplay loop, more options for players, far more logical than how it is now and it balances the Battle Brothers and Tarkov Experience.
But it's cool for them to early evac when they find a particularly shiny blueprint module, or one of the other class modules? You know, those things you have a million copies of and trade for on the regular?
Anyway, I'd be good with like a "gamma container," sort of deal where you can put like 6 items away to be recovered by the ship when you die. The amount of times I've just insta-died to random, unavoidable ♥♥♥♥ while being totally gooned up is unreal, and it's really chafing my ass at this point.
In other games you have to often cross the entire map, pass through dangerous spaces with enemies and then get to the exit which is often exposed.
In Quasimorph you find the elevator, which is often not even protected by enemies, select evacuate and you are done.
You dont need to hold out, no need to pass throug hdangerous spaces and the maps are so small it doesnt matter anyway when the elevator is on the other end.
Early Evac could work, but only with more conditions, a timer (you start the boot up sequence of an escape pod) and in that timeframe it can be that enemies move towards you to interupt and kill.
Etc.
And then this could work well.