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No it's not. OP has imagined that a problem exists - but the game doesn't actually work that way. SWOKS is NOT immune. Fake news at 7.
It's just someone having a melty because they ran into one encounter with a boss that was immune until you kill the surrounding ships.
Recent changes in this kind of encounter:
(1) most (but not all) of the time when this happens the boss has a bunch of wiggly lines to the other ships. This was added to provide a visual queue (over and above the weapon damage showing as 'immune' instead of a number.
(2) auto-firing turrets now ignore immune enemies. What this means is that if there's a boss and you have (mostly) auto-firing weapons the encounter is now _significantly_ easier, because there are no wasted shots.
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How is this worse? How does this 'ruin the game'? 1.4 had immune enemies too.
There may be valid reasons to hate on 2.x (compared to 1.4), but this absolutely is not one of them.
Why does the game need to have immune anything? That is the argument.
I would say its a huge problem with the game. This is evidenced by the drastic drop off in players. Version 2.0 saw a large exodus of players and many negative reviews. The D - team knew before hand that the 2.0 update was not well received before they released it but ignored the community.
Thank you for not taking it as a personal insult and reminded another that I in no way had any other issues in the game besides this immune thing.
I also like how they hyped on about 2.0 or 1.x this and that when I made no mention of any version, just that this decision sucks lmao (in my own and MANY other peoples opinions). I had issues beforehand but they pale in comparison to this,
I was under the assumption they were reverting this way back when and came back to it now being a permanent change without any consideration to why in terms of function and player interaction.
I can see how someone wouldn't find this as an issue however to maybe add some different thought here.
By keeping this in the encounters with pirates (not all the time just with bosses I have found so far) it changes the entire player confrontation, it is no longer in the players hands of who they want to attack or prioritise. It is now a game of how much HP/Shield damage you can take and how fast you can kill the cannon fodder. All the while this immune entity can still use it's full firepower to attack.
Now this is being treated like a raid boss from a rpg or something. You did mention some sort of tethers that sometimes work, I haven't seen em, but the issue is why are they there at all? That and I like how you say it sometimes works and that now the auto turrets don't target them ( like that shouldn't have been fixed and changed BEFORE the public branch update lmao, another reason to provide evidence that there was a severe lack of care in this change).
This game is amazing don't get me wrong and I am glad faction fights haven't been changed to this either. Just a shame there are changes/edits that seem to be more out of spite rather than from a creative or constructive view.
Again it is their game and they can do what they wish, they have been hence the player decrease at the reaction of 2.0. Although I find a reaction like this "it their game get over it" is a negative mindset that, if anything, helps solidify the slow death of game studios over the years.
Not sure what to reply with but that's some sage sound advice. Thank you :)
The thing is that immune bosses have existed basically forever, and they're NOT new to 2.x and ERGO the existence of immune bosses is NOT a sensible reason why 2.x is worse than 1.4.
E.g. you CAN legitimately say 'in my opinion Avorion would be better without immune bosses'
But you CANNOT legitimately say 'I preferred pre-2.0 because there were no immune bosses'. (I mean, you can say it, it would just be wrong because it would be factually incorrect)
So you need to de-couple the discussion of immunities and puzzle design in encounter creation from your salty copy-pasta.
This shouldn't be happening. Although maybe the fix for this is in the upcoming beta. Hrm.
I'd be interested in hearing your ideas for building interesting encounters. Not just for Avorion but it might inform encouter design in other games (e.g. RPGs)
From a game design point of view I think they (originally) had these encounters for the purpose of giving the players a problem/puzzle to solve. Which is a very cRPG kind of thing to do. E.g. I don't think anybody would even blink an eye if they had a boss encounter where the minions had to be killed in a particular order in SoulVeilBladeCreed XVII.
The other thing is that all of these encounters are optional. As far as I'm aware there's no encounters where you're peacefully building your megastructure and *blam* an immune boss spawns on you (though the behemoths are close). So if you're fighting an immune boss it's because you went to it, not the other way around.
So if you don't want to fight it ... just jump out. ¯\_(ツ)_/¯ ???