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strix_

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Everything posted by strix_

  1. Oh hell yes. This is such a necessary QoL change and it's going to make the game so much more comfortable to play, for me
  2. I actually love the idea of adding Same/Diverse AT badges to each TF a lot! It could really incentivise the all-same-AT runs that already seem popular with players, and incentivise more experienced players to teach newer players the functions/tricks of the AT. I know I'd definitely be interested in running TFs I haven't experienced already if someone was recruiting for an all-Brute run, for example, and being able to ask those players for advice on how they've slotted enhancements after seeing how their builds perform could be really helpful in planning out my own character builds. More casual and social content in the game is always a net good, for me. Also: the dev team could give them all funny names. That alone usually makes a badge worth getting imho
  3. Running this zone for the first time on the open beta! Just wrapped up the Straxt story arc, and working my way through Orpheus's contact now. Lots to love, lots worth critiquing. I'm going to try to keep gameplay feedback brief, because I'm aware that I was playing co-op missions solo so my experience might not be representative of other players' or the intended experience: - Missions felt decently paced, but bosses go down a little easy. - I felt decently able to solo everything on an appropriately-levelled Arachnos Widow with crafted enhancements (wanted to test out the new VEAT changes!). Died a couple times in more hectic fights. - Bomb locations in both the cargo ship and the warehouse were really obscure and out of the way in places, which got a little frustrating, but that could just be poor RNG on the spawn locations. While I love the content itself, I have some feedback on the grammar and word choice in the NPC dialogue I've read so far that really make me think that a few bits of dialogue could use another polish/editing pass before release to make things clearer for the players. However, I'm also conscious of the fact that, as the build is currently at Release Candidate 2, it's probably too late for substantial overhauls of the dialogue before the final release of Page 7. As such, I've included a "tl;dr" at the bottom of the post that just consists of purely of grammar and formatting errors I've noticed during my playthrough, rather than my more in-depth thoughts about the quality of the writing so far (very good) and ways I think the presentation could be improved (extra clarity on a few lines of dialogue). Here we go: And the "tl;dr" of quick fixes to grammar and formatting: Anyway, this zone rocks. Sorry for the long post!
  4. Took Killer Scream for a punk rock Sonic/Sonic Corruptor! As part of my altaholic spring cleaning, I've released a few names people might be interested in: - Century Girl - Eidolon Alpha - Midnight Wasp - Mudslide - Praetorian Knight - Regime Change (perfect for a Malta char imho) - Be Gay Do Crimes (thought it would be a funny title for a queer rogue to name themselves ICly, the novelty did not last)
  5. Finally had a chance to run around the Vanguard base, and I've got some performance reports for how the level runs on lower-end hardware: on my Ryzen 2200g at 1080p windowless bordered with maxed out settings (& 200% char/world detail), there's a bit of noticeable performance hit as the level initially loads in around the Infirmary/Lady Grey area after teleporting in from Atlas Park (roughly consistent to framerate tanks on a heavily-decorated SG base) but it's manageable and after the initial bump the game runs smoothly. Similar results while having cel-shaded mode on. Not sure how having big leagues running around for MSR could affect performance, but it's difficult to test that on the beta server. Overall, the redesign is awesome, and I really hope we can see other areas get similar treatment later down the line!
  6. Wholly agree with this, it's inordinately damaging to casual/solo players for next to no benefit. Love the idea of giving the CoT more enemy variety (the critiques of them being balanced upside down in live is pr much true lol), but the current implementation of that in the beta isn't the play. In a broader sense, it's also damaging to try and shunt the power-levellers towards AE farms? Say what you want about MSR/PI radios, but at least those put power-levelling players into going through content where they might learn fundamentals of the game from other players or catch story content that gets them invested in the setting or characters. I know when I was first learning the game, I caught most of the basics of knockback/knockdown and how CC works in this game through doing MSR for the rewards. Changes that push newer players towards passively door-guarding in AE fire farms against generic enemies in the same three environments is ultimately a net negative for keeping those players invested in learning the game, esp. if they're being incentivised to do that by more established players who wouldn't see dragging them through 50 content as valuable if these changes get implemented.
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