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At least in Deep Rock Galactic, you call the thing in yourself once you're ready to leave.
They should bring that over to this game.
Also, it really becomes a non issue very early on (as in OG DRG), keep playing :-)
Also it becomes an increasingly frustrating issue at end game modes where a single hit from the tiniest enemy will kill you.
It's not a brag, more like an example, but I (and with me probably thousands of others) have literally not died once because of the drop pod count down. Never missed it nor got killed ont he way. And I'm really not that good, as I haven't finished beating the H5.
Just keep playing, progressing overall, getting more experienced
The timer serves as a limiter to how much farming you can do on a level. Without it players could get to levels of power that pretty much invalidate the Hazard difficulty and the increasing difficulty of the later stages. Scanner builds could mine every level clean, bagging thousands of gold/nitra more than what you normally can get without very specific builds. Going over the expected level curve and stocking tons of minerals for the shop means that Hazard 5 becomes a cakewalk for anyone and everyone. There'd be no point to the Hazards anymore.
It would also greatly reduce the importance of Pickup Radius, Movement Speed and the pathing choices you make. There would be no more "greed and risk it" moments since you could collect everything if the timer didn't exist.
You failed the dive because of a pathing error you made. Getting cornered is the result of your movement choices. Pathing and understanding how to kite the swarm around is a core part of the game. You could have taken this as a learning experience and focused more on your pathing and surroundings in the next dive. But you decided to blame the timer instead.
You have almost a thousand hours of play and haven't even reached H5 besides claiming to never have missed a pod ever, Shenanigans! Holding an elitist attitude of git gud does not make an un fun mechanic any funner. Plenty of ways to changed the timer while preventing an endless xp grind.
They have 58,5 hours in DRG:S. You're looking at their playtime in DRG. Two different games.
Plenty of people like the timer and have no issue with it. There's been numerous threads where all the suggested ways of changing it will just result in more farming one way or the other. The current timer is better than anything people have come up with so far.
I don't have a thousand hours ok this game, you're mistaken. And I happen to die regularly, but I never missed a drop pod, it's true, it's not a brag (why would I brag or day 'git gud' when I'm not even done with all the H5 levels). I died on numerous occasions, for stupid or understandable reasons, but never missed a pod. Do I feel stressed by the timer ? Sometimes yes, I wish it wasn't there, and just comfortably farm more and enjoy the 'powerful' feeling. Would I change this feature just for that though, I don't think so.
You know, people complain about the rush back to the drop pod in OG DRG too, and it is also just some lack of understanding, or experience, really not a fundamental flaw to nerf.
Also, I think it was Undermine, I could be wrong, memory sucks sometimes, but it was definitely another roguelite. Game had a hidden timer on floors where if you stuck around too long an invincible enemy would spawn and start chasing you. It got faster the longer you stuck around. So with that in mind, I completely understand the timer, and accept when I f@#$ it up and fail to get there.
I've not seen one thread saying I like the timer, perhaps a troll mimic thread after a complaint.
Plenty of people have issues with timer too so anecdotal vs anecdotal. I would be curious if they kept stats on death sources so we could see like they tracked dreadnought kills especially for certain players claiming to never have missed a drop pod.
Besides not reaching max gameplay yet and commenting on core game designs. Vanilla and Hardecore modes make this issue painfully obvious. Grinding XP becomes a non issue in H5 becoming incrementally harder to level any time increase would be irrelevant.
Well I have not seen any threads of people saying they like the mining twist, graphics, voicelines, gameplay, setting, upgrades, weapons, etc... well maybe but very rarely. Point is people are way more likely to complain than praise. Also praises come in more general form while complaints are usually specific.
So what you claim people are lying? What would be the point of that. If they were actually missing the drop pod they would be more likely to complain about it.. the thing is working against them afterall.
Vanilla and Hardcore are endgame content for those who have massive experience in the games, it is by no means the basis of any arguments you are trying to make. If you are struggling to reach the drop pod my opinion is that you are not ready for those. Reaching hte drop pod is trivial.
I reached level 110 or something like that in a biome mastery so the linear scaling is not strong enough to prevent players for reaching very high levels. So yes experience grinding would definitely be an issue if it was to easy to keep playing and farm experience.
Also. There might not be any threads saying drop pod is amazing but there is plenty of people coming into the thread every time that somebody complains about it to give advice, help and also pull apart any arguments which try to claim that the meachanic is bad..
it is a great mechanic. Its atmospheric, makes sense, it does exactly what its purpose is without fail and it is also fair since you can cross any map from one side to another in 30 seconds that you are given to reach it.
Also i never missed a drop pod. Once i was super close and in my opinion the game was a bit to generous to me i barely touched the ramp and it pulled me in. So that one i should have missed. But it was not games fault i keep pushing the timer and always try to collect some more experience because the tention is kind of fun and i like pushing boundaries.
If i wanted i could reach it with 15 seconds to spare each time.
Oh one time my build was crap and there was like 100 enemies on the entrance so i tehnically missed that one as well. I do not want however for hte game to give me more time so i can drag this enemies around the place until i finally see the opening. if my build is not good enough i need to learn to make a better one next time rather then waste my time trying to achieve something which might not be even possible or would be an exhausting experince at least.
Also there is something about the pointlessness of farming for experience not knowing how much you need, overleveling yourself in order to outperform the game not because you know what to do but you just grinded enough to be able to push trough.
I kind of like it that games says, hey this is enough time to win, most of the time, it is time to go, if you are not strong enough yet be more efficient at mining, killing things or both.
But yea. Mechanic is great and i like it.
Cheers!
Timer might be a problem if your build doesn't do damage and your creeps get too strong to run through -- or around -- fast enough to get to the drop pod. In this case its a problem with balance, your upgrade choices, or the escalating enemies getting stronger mechanic.
The BIGGEST problem for the drop pod is the 0:00 mechanic which has a poor implementation on the ramp. At 0:00 the game forces a move to the inside of the drop pod. I've lost more times because on ramp touchdown at 0:00, if you are changing directions or not moving at full speed with a controller, it will conflict with the game and sometimes send you in the wrong direction away from the drop pod. The game should apply more move commands or extend the -0:01 grace period.
Of course people lie, people double down on opinions sometimes even ones they agree with. You just did saying you never missed a drop pod then gave an example where you did miss it....
Vanilla mode is prefect example of baseline dwarf without any of the grind perks if anything game should be balanced around it. Reaching the drop pod with 0% speed or mining increase and still able to complete the run, the quick death is not reaching the pod the slow death is not being able to kill the dreadnought in time because you lacked resources.
...and your biome level basis is the only situation where your level gets that high where you can really farm on those 10 level if you wanted to but excessive.
Drop Pod timer is frustrating, just cease all new exp drops and continue enemy escalation beyond 30 seconds. Could even add UI of creeping bugs on screen edges untill they block out your screen plus achievement for getting to pod blind =p see more fun
but they couldnt do a healthbar because it might just instantly get bodied.