Farm Rocks, its not quite as good as 1-7 but its as about close as you can get. And you never have enough rocks.I have like 172 alloy things. I might just clear the shop and auto farm lmd instead.
Farm Rocks, its not quite as good as 1-7 but its as about close as you can get. And you never have enough rocks.
I was jokingly saying before that they probably really wanted to make AAA gacha Factorio but knew that it's too niche to bring the kind of money that could sustain the game so they slap this action RPG stuff on top to make it more appealing to mainstream audience. Seems like that's actually closer to the truth than I thought lol.
And really, them recognizing the risk and still going for it to offer something new with strong vision is what I love about HG.
Also, I don't think they're going for WuWa style of combat at all (they're saying that they're going for tactics and strategies rather than action and reflex, which is what WuWa combat is mostly about) so I don't see the need to compare that. They just have to find how they could make this "strategic" action fun. After Arknights and Ex Astris, I'm pretty confident that they can make interesting and unique combat system that's rewarding to play so I'm excited to see they're coming up with for this.
Sending units out to help maybe a bit difficult technically (they probably don't want to have too many units on-screen, especially when they have to be ai-controlled and navigate complex terrains) but I can see the game having something like sentry tower that can auto-attack stuff that come close to it or some kind of structures that give you buffs when you're in the area.I would like it to be a mini-RTS / tower offense. The more you build, the bigger the "territory" around your base expands, and within that range, you get units that help in combat. They are a lot weaker than your chars, but they help soak hits, distract bosses etc. Think classic Warcraft 3 / Dota. Basically you compensate for weaker skill by building up your base more. Mainly because just building your base for more resources is kind of boring, so it should help out combat-wise.
Really? up until Wisadel release, she will be the default boss killer, forget Surt, and Mlynar, she takes that crown, at least for 4 or 5 months.Ugh I have no idea how Im gonna get the mats for all these cool new banners coming up. Degen is def a skip now tho.
Really? up until Wisadel release, she will be the default boss killer, forget Surt, and Mlynar, she takes that crown, at least for 4 or 5 months.
CC Time soon! Should be fun =) Hopefully they'll expand the medal display since I'm out of space
Also, web event for Ifrit KFC skin. Other skins need you to purchase merch. I would rather take KFC, but I get how much work a global collab takes.
https://rhodesislandvacation.arknights.global/
EDIT: Web event is time-gated
A yup global is getting shafted, buying the skins directly is like 1000x better, than going through the ripoff that is the yostar shop.I checked the merch and, sure enough, plushie: $20,00 / shipping: $23,00. No Exusiai skin for me.
I understand it wasn't feasible to do it through KFC globally, but I'd rather they sold the skins directly in-game through a pack like they did with the Japanese Blu-ray ones.
well contingency contract was pretty much the last thing I actually looked forward to in this game and now they've ruined that I guess.
After playing a bit with it I don't feel it's that different, we're still able to select individual "risks" for each map (for the main test site the individual selection is kind of hidden in a separate view, but it's there).
Biggest change is having a new map each 3 days instead of the dailies. 4 rotating maps instead of 7, but the previous incarnation did repeat a lot of maps between seasons (not sure if that's still going to be the case or if they'll always be completely new now).
I mentioned this before when they did IS4, but their newer UI designs somehow lost the ability to communicate something to the player in a way that makes them happy, even though they are functionally the same. For example in IS4, Braving Nature 0 (the starting difficulty) gave you a 40?% point penalty, which irritated a ton of players, when it could easily be avoided by setting the penalty to 0% and just giving the player bonuses as they go up and just rescaling the points awarded accordingly.
Same for new CC. Taking the tutorial risk set for instance, 20 points for 40% attack up, then a linked 30 points for 60% attack up (stacking). In old CC, this is pretty much Risk 1 40% attack up, Risk 2 100% attack up, but you can only pick one of them. And the smaller rewards are similar to the 10+ quests we got last time. I kind of like the combinations you can make with new CC, but the old UI felt better as a player, you feel like you have a lot more freedom, despite it not actually being so.
Also Risk 18 is a lot easier to immediately grasp than 620 points math-wise. I can do R16 and feel like I'm close to the end (just 2 more upgrades), but its a lot harder to evaluate 550 points because each risk rewards varying amount of points. I might need to tack 3 or 4 nodes just to get there.
Its a small thing design-wise, but to player perception its a huge difference.
Halfway through CC (320 points). More thoughts:
More points means risks are evaluated more fairly now. In old CC, there were some really easy risks that still counted as Risk 1 because 1 was the lowest you could go, and identifying those meant you could easily jump to ~R8 without too much trouble. Now some of those are now valued at 10 points, so the difficulty scaling is more linear, which makes it really painful because you feel the difficulty way before you get to R18/620 points. And old Risk 3s were often closer to Risk 4 in difficulty and you would try not to pick them unless you had not much choice.
Previously it was (at least imo):
Now its closer to:
- R1-8: pretty easy
- R9-14: Needs some thinking
- R15-18: Fair bit of tweaking
- R19-24: Really hard but doable with varied teams
- R25+: Really specific comps needed
And this is sort of reflected in the points given per risk
- 150 pts: Pretty easy
- 200: Needs some thinking to pretty hard (especially when going for 2 full sets of buffs)
- 300: Hard but doable with varied teams
- 450: Really hard but doable with varied teams
- 600+: Really specific comps needed (I feel like you kind of need Ines/Ceobe in this one)
Going by the old scoring at around 15 points per risk, 620 points is like R40, or R30 if we want to be generous and give 20 points per risk. I'm not sure if that's what CN wants, but that is way too high for the last reward in the event. Actually, the difficulty tuning of the recent new events formats (POO and DOS) have all been a bit off.
- Squad Size down to 10 Risk 1 -> 10 (10 points per risk)
- Friendly units -200 DEF Risk 1 -> 20 (20 points per risk)
- Squad Ban Risk 2 -> 30 points (15 points per risk)
- 5 Deployment Limit Risk 2 -> 30 points (15 points per risk)
- 75% DP down Risk 3 -> 40 points (13 points per risk)
- Full Set of Withering buffs 120 points -> Risk 4 (usually you get half the buffs for R3) (30 points per risk)
Like DoS wasn't all that bad, they just put Merry's skin way too high up for rewards. If they gave out the Merry skin if you finished B Rank with no buffs, and capped rewards by finishing A rank, leaving S for pure bragging rights, DoS would 100% be better received
Same for POO and CC, if the trimmed medal was at 500, and 620 was for pure bragging rights instead, I think players will be a lot happier. I'm sure there are some low op clears of 620 that are easy to follow, but I'm not sure the average player can come up with those
How hard CC is not just the map and the risks involved (which I think are fine if leaning a little too hard on invis), but also the threshold for rewards. Locking Flamebringer skin behind the most stat-checky challenge (Max Enemy ATK/HP up + Max Friendly HP/ATK Down), and also using that as the tutorial challenge are all self-owns by Hypergryph. Pick something more fun like the rovers for the tutorial and let players buy the skin in the shop like old CC for the newer players who still tried. And yeah 620 is too high for trimmed medal.