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I want to know who was playing and thought hmmm, I think maybe...yes definitely more patrols. I want to be swimming in enemies. I don't even want to see ground. I need MORE!
It is the opposite.
4 players 100% spawn rate
3 players 75% spawn rate
2 players 50% spawn rate
1 player 25% spawn rate
Solo just got bumped up to 25% from 16% to correct the spawn rates incorrectly scaling.
There was also a change to the way scaling works. So solo players are seeing about a 50% increase.
People that have their whole armory unlocked and stocked up on these samples will be less impacted but to newer players this is now more work than ever before.
It's not that it is impossible, but it makes the game less fun because playing games is meant to be relaxing for some people.
Playing on lower difficulty still will give the dopamine response but it won't make you be able to progress to the full potential of the upgrade tree.
If there were other options for obtaining these samples, like as a reward for daily missions or something, that would be a step in the right direction.
It's possible to obtain super credits on even the lowest of mission difficulties, why not have a route for obtaining super samples on other levels than 7-9?
Which is a 56% increase in spawns for solo players to deal with. Prior to the change solo runs could have been argued to be too easy. However, the difficulty faced playing with a team of 4 does not scale linearly. Spawns don't always come from a single direction and one at a time. A 4-diver team can cover all angles or concentrate on a singular threat. Concentrated fire to remove priority threats is a highly effective tactic in any game, especially when the opposing force is distributing their attacks across multiple targets. This is an option that a single player doesn't have while to make things worse, all threats are concentrating on them.
So I do not agree with balancing that a solo Diver should be fairly facing 1/4 of the threat as a team of 4. More than 16%, sure, but less than 25%.
An interesting metric to look at would be to look at kill counts for solo vs. 4-diver games. Number of kills is not all that indicative as a Bile Titan counts the same as a Scavenger. Still, looking at average kills per diver, & total kills across the team vs. kills in a solo game, as well as the average comparable mission length might give some indication of how "fair" the adjustments have been. All things being equal, mission time and kills per diver should be comparable between solo and 4-diver games. (Mission time can be considerably shortened in 4-diver missions where teams split up, but doing so leaves both teams encountering more patrols)
Which is a very anti-Democracy way of going about it. Achieving something "reasonably" in a game should not involve purposefully failing a mission. Yes, some people can solo Difficulty 7-9, and a few of those can do it without all of the bells and whistles they have already unlocked, but where does that leave 80-90% of the player-base? At one point it was 50% easier for players to solo run to get samples, *completing* missions and gaining Medal rewards.
It's completely fair to have it scale linearly, why over complicate it? Why should they incentive solo play by making it easier then team play? This game is primarily designed around team play.
Sure, you don't have a team to cover you on solo. That is one of the many disadvantages of playing solo. If you can't handle it, play with a team or play a lower difficulty.
I was honestly amazed he did the first one solo. Even more amazed with did the other 2 duo.
That's what he's talking about. It went from 1/6 to 1/4, which is about 50% for one player.
Thanks for the tip! I'll try the defense mission then. I usually stick to ICBM, prospecting, 710 or data missions, not defense or eradication.
I just did a prospecting mission solo, got all objectives but had to run around untill the timer dropped to 0. Was killed for the first time 15 seconds before the timer was out so it was stressy coming back with no help.
It was a map where stratagems took 50% longer so pelican one would also take 3 minutes to arrive.
Even with all stratagems, surviving 3 minutes waiting for the pelican and not being able to run far while having all patrols and bug breaches homing in on your position even when they cannot see you is not fun. It used to be ok but now with the increased spawn rate getting 4 chargers and 2 bile titans spawn in during the first 20 seconds it's tedious to say the least.