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Porcelain Keys actually dropped from Symphonists!
I've killed like 33 of them (I know, I kept all the heads) and found no keys! And a few keys would help give us more materials for making the Maestro Set.
And that's with dang near guaranteed encounters. I've got a base in the HQ office, and more often than not, there is a Symphonist right there, luring around near the elevator, with one or two others in Flathill. After farming the area I'd go off and do other things while waiting for respawns.
I've got so many practically useless heads. Why can't we turn them into something more useful?
Technically any content that isn't blocking the "golden path" (the road to progress the game) isn't mandatory. This doesn't mean it is not worth showing the player all the possible ways to interact with the content. While balancing is quite subjective (how many shards/organs and how often they drop), the exposition of the content is quite an objective task for the game developer.
For instance, the Hexed armor set deals much better with familiarizing us with obtaining it. Hexwood is introduced as a relevant crafting resource (small sign, mannequins, bucket), with few recipes that require only things found earlier(mostly in labs or office sectors). Later, we can pick up Kevlar Scraps in the security sector at a very early stage. This alone leads to discovering 3 of 4 items that make the Hexed Set. For comparison, Porcelain Shards unlock no new recipes, as all other items requiring them also need The Organ.
While there are many viable ways to familiarize the players with their possibilities (for example adding a crafting recipe that requires only porcelain shards and items we found prior in the facility), I think that rebalancing the drops of the Symphonists is the most reasonable, especially considering the scope of the update that will introduce the Reactor.
Which is even more of a shame with how fun of an armor set it is to use.
(which btw, on kill 37 and 38 I got two keys... Finally!)
Which is a shame, since it looks neat and it has a neat set feature to it.
I can see stuff being under tuned by design when developing, but this armor is a little painfully to get.
I'd hate to grind it out for a party of 6.
Though, I think with the co-op group I have, there is one person that's really into fishing... so there's that ray of hope.
There is a guy WEARING the armor. Some things are harder to obtain. That's a feature.
(If the drops are bugged they should be fixed of course)
(though for as few chances you get to attack them, the rarity of the tablet seems unusually high, but then again it might actually be fine for that kind of item)
Even then, with the Organ drop seemingly being on point to what the wiki lists it is still makes the armor set a bit too rare. If the keys were dropping correctly, practically doubling the Organ gain rate as long as there are chests left, the rate still feels rater low. Might be fine for solo if the keys dropped properly for me, but for a decent size group; good luck on getting the armor for everyone.
(or hope to have a dedicated fisher)
I still wish someone could look at the code after the update and see if things got changed, because it feels like a few things aren't matching up.
Instead of increasing the chance and ruin it for some solo players why not make some drops multiple of an item depending on number of players. For example the organ.
It isn't a bad idea at first glance, but group dynamics can do some really weird things. Heck, it might be a moot point as a bunch of players just decide to fish all at once for the needed loot, or you have the one dedicated person that either fishes a lot or regularly solos the Symphonists while people do other things.
Also we're yet to see real NPC traders show up, so maybe that will better answer this problem.
Well, it depends if you put an equal sign between something being hard and something being grindy. You can obtain 3 of 4 parts of the armor set by simply fishing, which in my opinion, isn't particularly hard. While the exact number is a matter of discussion. However, redistribution of the drops from one that is needed in lower quantity but is rare to one that is required in larger numbers but is more common is usually a better practice. This creates an illusion of steady progress, by regularly updating the count of needed resources for the set. You still need to combat with the Symphonist, as you need their head to complete the armor. That is why at least one guaranteed encounter should be added to Flathills after the first visit. Redoing the location isn't particularly hard, it is just grindy to revisit it and hoping for at least one encounter to generate.
Symphonists drop their giant freaky heads, maybe we could make soup from it and drink from the skull of our enemies to learn their secrets and have a better drop chance of items.
My concern with such an idea though is that there aren't that many enemies with a rare/valuable low drop item on them so it feels like we'd be introducing a single gimmick that would be used on a single enemy and forgotten about. (but it could be expanded to include new enemies maybe)
(Note: Devs, please don't actually involve Kevlar, that's mostly a joke to make a point)
As for the Organs, I'm a bit less sure about since you do have fishing to help supplement that, but I personally don't know the practicality of it; for either solo or in a group. Though it could likely use a slight tweak to make it a tad easier to get.