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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.
https://www.youtube.com/watch?v=PirVtiJuvDs
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.
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.
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.
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.
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.
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/
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?
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.