Deep Rock Galactic
Spawning a bulk detonator during the 'repair the fuel pod/beacon' mission is completely ♥♥♥♥♥♥♥♥.
Just solo'd a deep dive and the game spawned a bulk detonator immediately on point and I couldn't kill it fast enough. It killed me 4 times in a row cause it would just spam the explosion as soon as I spawned. If I left the area, the bar would start depleting.

This isn't fun. This is stupid. Please prevent these things from spawning or spawn them far enough away so I have a chance to actually kill them.

I know it's very stressful and stress is good, it makes a game interesting, but honestly they just become ♥♥♥♥♥♥♥♥ to deal with. I can do 2 out 3 of the following at the same time:

1. Stay inside a half-circle area that's really small.

2. Kill a horde of enemies.

3. Kill a bulk detonator.


I can do 2 and 3 at the same time. I can do 1 and 3 at the same time. I can do 2 and 1 at the same time. I can't do 1, 2, and 3 at the same time.
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Messaggio originale di Issen:
Messaggio originale di R-:
Repairing the mules gives nitra

Hold on, what?
https://deeprockgalactic.gamepedia.com/Salvage_Operation
Repairing a M.U.L.E will reward the team with what resource it was carrying, which is always Nitra and Gold.

Yeah, even myself discovered that rather late in game.
To quote Captain Kirk “I don’t believe in the no win scenario.” It’s solo or teamed when you make it through that first bulk by the uplink only to have a second one spawn when you have 79 nitra left, two oppressors and a warden buffed swarm on your butt, then it’s Kobayashi Maru. In any situation though, proper preplanning will get you through most anything. Sometimes you stock 400 nitra for the uplink situation, bunker out, turret up and you get a Haz 2 sized swarm in a Haz 4 mission and sit there looking around doing nothing. Random...the Gods of luck.
Ultima modifica da Scuzz MB; 7 lug 2020, ore 7:41
When a Bulk Detonator appears during Salvage defence stage...

https://www.youtube.com/watch?v=PirVtiJuvDs
Found myself in the same situation. Died three times but managed to kill the bulk and survive on the dregs of HP till the end. Certainly not fun to deal with this ♥♥♥♥.
I never understood why it fails the mission on Salvage, but the primary objectives of activating Black Boxes on DD and EDD just result in having to re-activate for further attempts if you botch it.
Ultima modifica da Jimmy Hunter; 7 lug 2020, ore 10:30
Had this exact thing happen on a level 3 of a 2-man Deep Dive. Bulk Detonator spawned:

1. Immediately upon starting the uplink event, so we had very little bar progress and would fail just seconds after stepping out of the area trying to not die;

2. Extremely close to us, so we had no time to CC or try to kite it.

Honestly, they need to change the event so you just lose progress when you step out of the area, not fail. There is no good reason for the event to work this way.
Ultima modifica da ComradeSnarky; 7 lug 2020, ore 12:49
Messaggio originale di ComradeSnarky:

Honestly, they need to change the event so you just lose progress when you step out of the area, not fail. There is no good reason for the event to work this way.

I'm normally hesitant to hop on board with making major game mechanic changes, but I find myself agreeing with this. Having to start the fuel cell build over should be bad enough. Chances are by that time it was that much hell to that point you're probably already starved of nitra and hurting, so you're going to be handicapped.

By the time a couple of Dets blow, the combat area is going to be a hot mess to work in. There does HAVE to be something that triggers a mission failure though or you could just be caught in an infinite loop until all players go down at once since the drop pod can't take off until the fuel cells are charged.

Ultima modifica da Scuzz MB; 7 lug 2020, ore 13:09
Bulk on salvage is doable with a nice team. Easy, split up, check who bulk is following, others come back to the uplink. Lure away and kill.
But since it's coop game and designed for more than 1 player, there is not much to help you on solo missions.
Also, friendly reminder - we don't have to win all of the missions.
Messaggio originale di Issen:
Also, friendly reminder - we don't have to win all of the missions.

Excellent call out to all you legendary miners crashing Haz 2s!
Messaggio originale di Scuzz:
Messaggio originale di Issen:
Also, friendly reminder - we don't have to win all of the missions.

Excellent call out to all you legendary miners crashing Haz 2s!

No idea what is this supposed to mean. If any legendary miner is crashing haz 2 mission, it's probably only and only to help out greenbeards.
Messaggio originale di Scuzz:
There does HAVE to be something that triggers a mission failure though or you could just be caught in an infinite loop until all players go down at once since the drop pod can't take off until the fuel cells are charged.

Why? Isn't all players dying at once the fail condition for every other mission type?

At minimum, there should be a little more generous of a window in which players can leave the control area, and an indicator when not in the control area of how much time remains until failure.

I don't favor preventing bulk detonator spawns because that seems contrary to the random nature of the game. But what I'm proposing would actually bring salvage missions more in line with the rest of the game.
Ultima modifica da ComradeSnarky; 7 lug 2020, ore 14:05
I don't believe Bulk Detonators spawn randomly in deep dives, i did the same dive twice and had a bulk detonator spawn in the first room on both occasions.
Messaggio originale di Lex:
I don't believe Bulk Detonators spawn randomly in deep dives, i did the same dive twice and had a bulk detonator spawn in the first room on both occasions.

Deep Dives are seeded. That doesn't mean they aren't procedurally generated. The devs do not hand-craft deep dives.

https://www.reddit.com/r/DeepRockGalactic/comments/f1t5pz/are_deep_dive_maps_designed_by_gsg_or_randomly/
Messaggio originale di Issen:
Messaggio originale di Scuzz:

Excellent call out to all you legendary miners crashing Haz 2s!

No idea what is this supposed to mean. If any legendary miner is crashing haz 2 mission, it's probably only and only to help out greenbeards.
I'm nearly gold promotion engie and still play haz 2 frequently /shrug
I've done EDDs and stuff, but I don't really see much reward for doing that high difficulty stuff. Slightly more gold, xp, and resources?
Messaggio originale di ComradeSnarky:
Messaggio originale di Scuzz:
There does HAVE to be something that triggers a mission failure though or you could just be caught in an infinite loop until all players go down at once since the drop pod can't take off until the fuel cells are charged.

Why? Isn't all players dying at once the fail condition for every other mission type?

At minimum, there should be a little more generous of a window in which players can leave the control area, and an indicator when not in the control area of how much time remains until failure.

I don't favor preventing bulk detonator spawns because that seems contrary to the random nature of the game. But what I'm proposing would actually bring salvage missions more in line with the rest of the game.

I'm all in favor of some change, but as a matter of reference, all players going down fails a mission, but every mission has an event on which success or failure is required, which IMHO is what makes it work so well. In all missions other than salvage, failure is the drop pod taking off with none of the players being in it. You can fail a mission easily with all players standing and none ever having gone down.

So the catalyst event that creates the circumstances for mission success is calling for the pod in all other missions. You could never call the pod and hang around forever, but then it's impossible to win, and would inevitably result in failure with all players going down...which could be hours if it's a lower Haz. A catalyst and cause for failure rather than 4 dwarves down is a necessary component to making every mission type work. I'm not saying that failing because the fuel or uplink section timed out is the best solution, but there must be SOMETHING that puts the mission out of its misery at some point.

It would change it dramatically if you could just mess around after repairing the fuel cells thinking "we got all day, we can just kite the swarm around the map to split it up and keep coming back until we get lucky enough to get it done" Matches would drag on forever and we'd see the law of diminishing returns on how much time is spent in the mission vs XP/Credits received. There was definitely thought put into this mission flow logic by the Dev team.

You can't really have a mission without a point where there is a discreet criteria for failure other than 4 men down unless you limited revives after the uplink section starts, which could work I suppose, but would be pretty anti-climactic, not fit in to the logic of the game and not fully solve the problem.

Ultima modifica da Scuzz MB; 7 lug 2020, ore 15:15
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Data di pubblicazione: 5 lug 2020, ore 19:13
Messaggi: 44