Jump to content

Hexerin

Members
  • Content Count

    2630
  • Joined

  • Last visited

Posts posted by Hexerin


  1. 11 hours ago, Reprimand said:

    Tbh is this even a bad thing? A lot of players just ez mode through green gas and epi to run away after taking a few bullets. Kill more, earn more. It's a reasonable cost to stop players spamming it every mission. 

    Yes, it is, because as things currently stand matches are being imbalanced by situations of one side having access to consumables while the other side does not. This is not player fault, but a badly designed game system. LO needs to either make consumables readily accessible so that they are always available for active usage, convert them to permanent player mods, or just flat out remove them entirely.


  2. 11 minutes ago, Reprimand said:

    The point of a daily login is to give incremental rewards, not pay for your entire play experience. If you already have all the weapons, cars and vehicles why not just buy consumables? 

    You can't buy APB$, and the game doesn't supply enough APB$ through gameplay to support the excessively high $2,000 price tag on consumables. As I wrote out, a stack of 5 epipens is used multiple times over in a standard mission, and that mission gives at most $3,000 on a win (a fraction of that on loss). That per mission payout also pays for car spawning costs, ammo costs, etc, so you only get a portion of it that can be spent on something like consumables. Additionally, the after mission random reward thing is random, giving anything from literally nothing to JT to single consumables, etc.

     

    It is literally impossible to maintain a supply of consumables for active usage.


  3. 3 hours ago, glaciers said:

    i never understood the notoriety system as a balancing mechanic - if you're getting beat down so badly that 50 other players are activated as "backup" wouldn't you want the mission to end as soon as possible, rather than dragging things out with a single bounty kill?

    Defense always has an innate advantage, so assuming teams of relatively similar skill, attacking the objective is technically a stalemate. In this kind of situation, one of the defenders getting rekt because of bounty could be all that the attackers need to push the objective. Which isn't just theoretical either, being something that happened often in practical gameplay.

     

    The issue is that this goes both ways. The attackers can also get bountied (because notoriety doesn't reset on death or between missions), and often this can happen with bad timing resulting in the bountied attacker getting rekt while they're attempting to do the objective. As a result, the defense gets a free win.

     

    The only way to make the bounty system actually work from a gameplay standpoint, is to:

    • Only players assigned to defend an objective can accrue notoriety.
    • Notoriety is reset:
      • On death
      • When a mission stage concludes.
      • When a mission concludes.
    • Notoriety accrues at a significantly faster rate.

    This, for very obvious reasons, wouldn't make any sense from a thematic standpoint, and thus would just be an ugly feature.

     

    There's no actual way to make the bounty system function as a whole feature.

    • Like 1

  4. 1 minute ago, StunStick said:

    If you think they're going to give out 500jt or 50k daily, you're on something pretty crazy, and i want some too.

    7 minutes ago, Hexerin said:

    That being said, "significant" in this context would also almost assuredly be more than LO would be willing to provide.

    Try reading the literal first part of the post.


  5. For any conceptual daily login system to have any relevance to a veteran like myself, it would need to give significant amounts of APB$ and JT. I already own all the weapons, cars, etc, so such rewards would not be incentives to me. That being said, "significant" in this context would also almost assuredly be more than LO would be willing to provide.

     

    APB$ is only relevant if it's given in amounts that makes it viable to use consumables (which is the only thing that such an income of APB$ has a use for at this point for someone like me). Since consumables cost $2,000 for a pack of 5, and you can very easily use that (if not multiple packs of that) in a single mission, such a login payout would need to be sizeable.

     

    Also no, you do not get enough consumables from end of mission rewards to actually actively use them. All of this is why I adamantly stand on the principle that LO needs to just convert consumables to actual permanent character mods, so that players can actually use them.

     

    The average full mission takes 15-20 minutes, which makes for 3-4 missions per hour. Let's assume an average daily play session of 4 hours, which makes 12-16 missions. Let's assume one pack per mission on average (epipen users generally consume more than one pack, while resupply users generally consume less). That would make for 12-16 packs, which costs $24,000-$32,000. So daily login payout would need to be like $50,000 to be viable as an enticement for me. I play more than 4 hours for a session, generally.

     

    Now let's look at JT. This is easier, because it would be entirely balanced around the legendary gacha. It costs 2,500 JT to pull once on a legendary. Gacha pity is 20 pulls, so 50,000 JT spent. I think it would be fair for a player to be granted a legendary once every 3 months as a reward for consistent logins. So you take the 50,000 JT and divide by an average of 90 days, getting you a daily login payout of 556 (rounded). However, you also can make 90 JT per day from the existing contact daily activity system. If you subtract that from the 556 JT, you get 466 JT. I would say a fair balance on the daily login would be 500 JT, since you aren't always going to min/max 90 JT from the daily activities (some of them are absolutely cancerous to complete, after all).

     

    I already own the weapons you say? Well yea, but legendaries convert into APB$ by selling to other players. Also, theoretically LO will add new legendaries in the future, etc.

     

    So tl;dr- Daily login would have to, at minimum, grant $50,000 and 500 JT, to be an actual incentive for me.


  6. 15 hours ago, Sayori said:

    Mobile app + sim card

    Literally illegal in many regions, so will never happen.

     

    15 hours ago, Sayori said:

    or use the payment info.

    Okay, see you in 5 minutes.

    https://www.vanillagift.com/

     

    15 hours ago, Sayori said:

    While we are on it - ban the ruzzians, the vatniks hate us anyway but play our games.

    Only if the BRs get the boot with them.


  7. 1 hour ago, Frosi said:

    Matt has stated that the community wants them and he's fine with them being used as long as they aren't editing files like shader files to add them to the game because most gaming monitors nowadays let you add one, they can't stop you from taping something in the middle of your monitor etc. So yes, using programs like Hudsight is permitted and is EXTREMELY unlikely to be what got OP banned.

    His statement wasn't "because we can't stop you from using an overlay or bit of tape on the monitor" etc. He stated that he's okay with it because it's an expected feature in modern shooters (especially competitive ones) and something he wants as an actual ingame feature at some point anyways. The reasoning for telling us to not do it via file edits (shader crosshair, etc) is because the anticheat is watching for file edits (because shader edits can do things that are cheating like removing the obscuring dust cloud from grenade explosions, etc) and would likely slap the player with a suspension/ban if they did so.


  8. On 2/14/2023 at 10:07 PM, MattScott said:

    I love your sarcasm. Last time I checked 64-bit was Live. All the code we have in 2.x is now compatible.

    So we can expect that queue system for district joining to be fast tracked then, right? Cause that's probably one of the easiest to implement things out of all the promised features of the engine upgrade.

     

    220fe179d79fb63b4afb9f766d26b168.png

     

    Also, where are the tracers? Literally the one thing I was actually looking forward to...

    • Like 1

  9. 11 hours ago, CookiePuss said:

    The red crosshair lets you know when you are aiming at an enemy even if you can’t see them.

    If the crosshair is red, it means that your center pixel is on an enemy hitbox. In other words, you have a direct path from gun barrel to target flesh. This is common knowledge to anyone who uses mid to long range accurate weapons (for examples- AR-97, CR762, HVR 762, etc), as part of the usage of such weapons is to utilize this crosshair behavior to exploit the target's upper hitbox when they're crouched behind mid cover.


  10. 13 minutes ago, NotZombieBiscuit said:

    Also rating/rank has no bearing on skill and should never be used by the matchmaker.

    It has an indirect influence on skill level due to the simple accumulation of game knowledge. However, knowing something and being able to act upon such knowledge are two different things. Thus, you are correct, that rating should have little/no impact on matchmaking.


  11. 4 hours ago, glaciers said:

    the landing animation costs you fights

    I will never understand why ya'll use this as your argument against Happy Landings. You've already lost the fight the moment you chose to forfeit a position of superiority by jumping down to the enemy. Additionally, if you're suffering the bracing crouch animation, it means you would've taken damage from that fall normally. This means that you would've given the enemy a shot or two worth of damage, same as being stuck in the animation. In other words, your argument applies both ways and is thus moot.

     

    The reason that Happy Landings is used twofold. Firstly, it lets you ignore height at near zero personal risk. Thus, you can take paths that allow faster objective completion. Secondly, it helps you escape from a bad situation. With it, you can jump off from high places to escape, whereas without it you would just be stuck and die. That is the power of the mod, not some fantasy of offensive usage.

     

    The only real alternative is Car Surfer, which is a decision of utility. It only matters in two situations: Your team has a car that can't fit everyone inside (considering the meta vehicle is the Vegas, this is common), or you need to use heavy weapons to take down pursuing vehicles (most obvious example being the armored truck escort final stage).

     

    Hard landing is, unfortunately, a trap mod. It offers no real benefits, while imposing a critical weakness that is very easily punished.

    • Like 1
×
×
  • Create New...