HELLDIVERS™ 2

HELLDIVERS™ 2

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Dreepa 2024年3月13日 5時01分
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SuperSamp. on lower dif solves all problems
Just saying.

Any logic of problems discussed here is made obsolete and irrelevant by one simple move: Put supersamples on lower diff.

As soon as difficulty is a purely personal choice for fun and how you want to play the game, all those arguments left and right, up and down become irrelevant.

It's the silverbullet solution to all problems.

Devs, just do it instead of further messing around with the game and stiring up more heat.

(To the ppl that think it's about me, I don't care, I am thinking about improving the game, I got everything unlocked).


Edit1:
Just add a conversion mechanic. Being able to convert rare samples to super samples, as someone has proposed:.

Converting them would be an AWESOME solution man.
So you can play your prefered diff and convert like 20 to 1 or smth and still progress and feel like you get your completionist attitude served.

Win win.

Yep, that's the solution right there to fix all the drama.

Edit2:
Artyoan の投稿を引用:
Another options is to allow requisition credits to purchase them. Seeing as those have no appropriate 'dump', it would be nice to be able to purchase super samples, super credits, and/or medals with them.






Edit3:
The reason why it feels wrong to many gamers is how HD2 presents the unlocks. In other games, there is also raid-gear etc. locked behing harder difficulty. But nowhere do you ever see your abilities (take Diablo like actionRPG as an example) being locked by difficulty. Those games DO NOT show it into your face that you are missing something.

In Helldivers, it is organized and shown as a huge list, that trains you to unlock stuff further and further. And suddenly you hit that wall, and you have that list in your face, incomplete. It is basically like a task list, that now suggests the right path forward is to get supersamples and play suicide next.

The known and used-to game design ALWAYS has EVERTHING unlocked when you finished the campaign, and THEN come the extra difficulty options, like game+, play campaign again with higher difficulty, etc.

So HD2's concept is unlike what we as gamers got used to. It feels like "you are playing through the game" and then you hit a "difficulty spike" in the middle of the "unlock tree".
That's completely against how we got trained to perceive unlocking our abilities in a character based game.
最近の変更はDreepaが行いました; 2024年3月13日 6時55分
投稿主: Redeyeflight:
Dreepa の投稿を引用:
Just saying.

Any logic of problems discussed here is made obsolete and irrelevant by one simple move: Put supersamples on lower diff.

As soon as difficulty is a purely personal choice for fun and how you want to play the game, all those arguments left and right, up and down become irrelevant.

It's the silverbullet solution to all problems.

Devs, just do it instead of further messing around with the game and stiring up more heat.

(To the ppl that think it's about me, I don't care, I am thinking about improving the game, I got everything unlocked).


Edit1:
Just add a conversion mechanic. Being able to convert rare samples to super samples, as someone has proposed:.

Converting them would be an AWESOME solution man.
So you can play your prefered diff and convert like 20 to 1 or smth and still progress and feel like you get your completionist attitude served.

Win win.

Yep, that's the solution right there to fix all the drama.

Edit2:
Artyoan の投稿を引用:
Another options is to allow requisition credits to purchase them. Seeing as those have no appropriate 'dump', it would be nice to be able to purchase super samples, super credits, and/or medals with them.






Edit3:
The reason why it feels wrong to many gamers is how HD2 presents the unlocks. In other games, there is also raid-gear etc. locked behing harder difficulty. But nowhere do you ever see your abilities (take Diablo like actionRPG as an example) being locked by difficulty. Those games DO NOT show it into your face that you are missing something.

In Helldivers, it is organized and shown as a huge list, that trains you to unlock stuff further and further. And suddenly you hit that wall, and you have that list in your face, incomplete. It is basically like a task list, that now suggests the right path forward is to get supersamples and play suicide next.

The known and used-to game design ALWAYS has EVERTHING unlocked when you finished the campaign, and THEN come the extra difficulty options, like game+, play campaign again with higher difficulty, etc.

So HD2's concept is unlike what we as gamers got used to. It feels like "you are playing through the game" and then you hit a "difficulty spike" in the middle of the "unlock tree".
That's completely against how we got trained to perceive unlocking our abilities in a character based game.

There is a trick to getting easy super samples without cheating if you figure it out. I'm not going to post it here for fear the devs will remove it, but I got all my samples solo.

It can be done.

That being said, you are correct. If progression isn't locked behind difficulty pretty much everything is solved.

Ship module progression is the only thing in the game that's locked behind difficulty, so all they would be doing is bringing it into line with the other progression paths.
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Danson 2024年3月13日 12時11分 
Eidolon の投稿を引用:
I like your ideas OP.
I am ok at the game but now I need Super Samples. Not only am I fairly mediocre at higher difficulties, now I may be negatively affecting random teams some which seem to ballet through the mission regardless.
Seen plenty of players worse than me join in too, at all character levels. The times I've seen Space Cadets at level 8 join difficulty 7...
I have all stratagems, just need the Supers for my ship.
Arrowheads call I guess.

You just have to practice the harder difficulties, and as you said you'll get carried through enough missions to have some success. You aren't dooming the team. Just try not to friendly fire and your level doesn't matter. I've had great games on 8 and 9 with low level players who were communicative and friendly, more than can be said for the majority of people who use steam forums.
difficulty 7 is really easy though...
Pense の投稿を引用:
Dreepa の投稿を引用:
Ofc it's fun. I don't have anything left to unlock. I still play the game without any reward in sight.
Because it's fun.

If you play for fun, why are you worried about other ppl super samples ? Just let them cry about it, if they are obsessed about samples they already missed the point of having fun.

Some people just want to see people have a good time.
my take is simply that you have no need of the super sample upgrades if you play on diffs where they dont drop

it ok not to unlock literaly everything in a game
Pense の投稿を引用:
Making tedious things ain't challenging ? what ?

Tedious and challenging are not synonyms.
WAAAGH 2024年3月13日 12時58分 
Saying that ship modules upgrades is a progression is a big overstatement, it doesn't do that much plus there has to be reward for playing higher difficulties otherwise everyone would be farming easy missions. If you want to get end-game upgrades, you are playing end-game content.
Pense の投稿を引用:
Yeah such a challenge that they have to provide exclusive rewards since no one would play it otherwise. Mass spamming elite enemies constantly is about as interesting as inflating the health pools of said enemies. Honestly pretty weird flex for a coop game whom's entire gameplay loop can be broken down to throwing balls into holes.
But you don't even need super samples. Hell, you only need like 40 in total I think for everything. Most of the tier 3 upgrades are meh at best. The only one that is worth it is the eagle one. The rest you just get because you're a completionist/have played the game enough to have anything useful to spend samples on. But if you're at that level and are struggling on difficulty 7+, then idk what to tell you.
Super Joe の投稿を引用:
difficulty 7 is really easy though...
I think people still believe you have to kill the enemies instead of simply completing missions and collecting samples and moving on. Far to often in randos I'm halfway across the map collecting 2-3 sights and check my map and 2 of the 3 other players are still trying to kill chargers and BTs... Like they aren't doing anything but wasting time....
Dreepa 2024年3月13日 14時34分 
Pense の投稿を引用:


Dreepa の投稿を引用:
Ofc it's fun. I don't have anything left to unlock. I still play the game without any reward in sight.
Because it's fun.

If you play for fun, why are you worried about other ppl super samples ? Just let them cry about it, if they are obsessed about samples they already missed the point of having fun.


Because it solves the entire other discussion that is going on: General difficulty.
People say: "Just play at the difficulty that suits you if you hate the spam of bugs and chargers and bile titans"

And their (valid) response is: But I have to do it to get the unlocks.


I am not worried, I merely think the casuals would be satisfied by that change, and the hardcore players would still play high difficulty anyway, because that's what they like doing and it also still gives them more R and medals.
Sonicle の投稿を引用:
All of this for:

10% cooldown decrease for all Backpack stratagems
10% cooldown reduction for all Orbital stratagems
Increase the number of Eagle stratagems uses per rearm by 1
Improved steering for Hellpods
Remove deployment time for Emplacement stratagems
Sentries rotate towards new targets more quickly

The whole point of these upgrades is to make the game marginally easier at higher difficulties, they are not make or break, this type of grindplay loop is common in games. It makes sense that things that make the endgame easier and kinda well, locked behind the endgame.
I mean, the eagle one is very very powerful. The rest are hot garbage.
Sonicle の投稿を引用:
All of this for:

10% cooldown decrease for all Backpack stratagems
10% cooldown reduction for all Orbital stratagems
Increase the number of Eagle stratagems uses per rearm by 1
Improved steering for Hellpods
Remove deployment time for Emplacement stratagems
Sentries rotate towards new targets more quickly

The whole point of these upgrades is to make the game marginally easier at higher difficulties, they are not make or break, this type of grindplay loop is common in games. It makes sense that things that make the endgame easier and kinda well, locked behind the endgame.

+50% deployment HP and +50% sentry ammo too. Those have quite heavy impact.
Firellius の投稿を引用:
Sonicle の投稿を引用:
All of this for:

10% cooldown decrease for all Backpack stratagems
10% cooldown reduction for all Orbital stratagems
Increase the number of Eagle stratagems uses per rearm by 1
Improved steering for Hellpods
Remove deployment time for Emplacement stratagems
Sentries rotate towards new targets more quickly

The whole point of these upgrades is to make the game marginally easier at higher difficulties, they are not make or break, this type of grindplay loop is common in games. It makes sense that things that make the endgame easier and kinda well, locked behind the endgame.

+50% deployment HP and +50% sentry ammo too. Those have quite heavy impact.

Not as much as you would think, and certainly not something you need for diff 1-6.

All I still hear when I see these posts is:

"You need to give me the heroic raid gear first, otherwise how else am I going to clear the normal raids?"

And don't get me wrong, this is not gatekeeping, I don't give a ♥♥♥♥ if you have the buffs unlocked or not, but don't come in here pretending you NEED them.

You want them, and that is fine, but the game does not require you to have them to play 7 or up.

I can certainly appreciate that it rubs the completionist the wrong way that there's unlocks left to be unlocked, but that could/should be your motivation to actually improve so you can play at the levels required.
Firellius の投稿を引用:
Sonicle の投稿を引用:
All of this for:

10% cooldown decrease for all Backpack stratagems
10% cooldown reduction for all Orbital stratagems
Increase the number of Eagle stratagems uses per rearm by 1
Improved steering for Hellpods
Remove deployment time for Emplacement stratagems
Sentries rotate towards new targets more quickly

The whole point of these upgrades is to make the game marginally easier at higher difficulties, they are not make or break, this type of grindplay loop is common in games. It makes sense that things that make the endgame easier and kinda well, locked behind the endgame.

+50% deployment HP and +50% sentry ammo too. Those have quite heavy impact.
That impact is not needed prior to 8.
melta 2024年3月14日 1時18分 
lol i totally forgot noobs will have a hard time farming mats for upgrades
lol git gud
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投稿日: 2024年3月13日 5時01分
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