Konn

joined 1 year ago
[–] Konn 7 points 1 week ago

Mass Effect had some real good dialogue for background chatting. This piece in particular is really immersive and funny to boot.

[–] Konn 8 points 2 weeks ago

Hail to the queen, baby!

[–] Konn 6 points 2 weeks ago (3 children)

Interessanter Benutzername für diese Aussage

[–] Konn 4 points 2 months ago

Well, yes. That sounds reasonable at first.

But also, think of the broader public reaction, if governments started banning meat / animal products / whatever industries that exploit animals.

I do not think most people would be fine with a government mandated ban on those goods/practices.

[–] Konn 6 points 2 months ago

Big Oof.

Thanks for the note, I was kinda hastily writing this and not thinking it through.

[–] Konn 24 points 2 months ago* (last edited 2 months ago) (16 children)

At least for my part:

For the same reason I try to fight against injustices for people?

Why do I, as a male, condemn sexist behavior and fight against it? Why do I, as a teacher, stand in for the rights of my students when they get wronged? Why do I, as a human, hate to see other people fighting?

It's a mixture between empathy and a feeling of justice.

I just dislike unjust behavior - and for me, animal cruelty is unjust.

[–] Konn 1 points 3 months ago (1 children)

That's the spirit :D

I would give you some pointers for your build, but I haven't really played much of the primalist (only a beastmaster once). But in my opinion, most of the game can be completed with any build, as long as you have some synergies and corresponding stat increases on your armor. 😄

[–] Konn 3 points 3 months ago

I swear on the traveler, if I just bank enough motes, some of his glimmer will trickle down on me. I can feel it

 

Hey guys!

Since I love hanging out in nieche communities of the games I play, I thought I'd get some thread and a bit of friendly discussion going. :)

I just started playing this cycle as a Forge Guard (since I heard they were buffed) and am trying to play something either bleed or ignite related, I haven't decided yet.

But it seems that there were a lot of changes for different subclasses and I wanted to get some inspiration for my next alts!

What are your favorite builds this cycle? Or some off-meta/meme-builds relying on goofy mechanics? Your fastest build for leveling a primalist (since I really dislike early game primalist)?

[–] Konn 1 points 3 months ago

Ah, okay. Thanks for clearing that up!

[–] Konn 1 points 3 months ago (2 children)

Thanks for getting back so quickly! :)

Did I get that right, I don't need the two sidequest for the prismatic fragments and aspects?

4
submitted 3 months ago* (last edited 3 months ago) by Konn to c/destiny
 

Hey guys!

Since I recently re-entered the destiny addiction I took my sweet time completing all campaigns on my main and some odd quests/exotic quests/solstice farms/ etc. But since I've always loved switching between my main (warlock) and the alts, I thought about setting them up as quickly as possible - meaning, unlocking subclasses, fragments and other important stuff.

So far my plan is:

  • skip the new light tutorial (playing it once suffices, in my opinion)
  • choose a different subclass than the starting one from Ikora via the New Light Pack (whatever it's called, giving you access to a subclass and an exotic)
  • unlocking the third light subclass via a quest

Then it moves on to:

  • completing the first mission of witch queen for weapon crafting/getting red border weapons
  • completing the campaign of Beyond Light for stasis (ouch, that's gonna stretch)
  • completing the whole campaign of Lightfall for access to strand (OUCH, that's gonna stretch even more)
  • completing (almost all of) The Final Shape for access to prismatics + 2 side quests for all the aspects/fragments

Did I miss anything crucial in this list? I'm not interested in unlocking trials at the moment - I'm not a big fan of PvP. If you have any tips on how to work through this list somewhat fast, I'm open for recommendations. Thanks! :)

[–] Konn 2 points 3 months ago (2 children)

Those sound great! Thanks! :D

I have only dabbled into the altars of sorrow, out of all the options you mentioned, so I would probably stick to that?

At the moment I'm mostly trying to complete various exotic quests and leftover after-campaign quests from all the dlcs.

Do you maybe know of some way of earning silver leaves quicker than the 7 leaves/10 minutes of bonfire bash?

 

Hey guys!

I was wondering what the more efficient/fun strats for farming the solstice bounties would be, since I generally find Bonfire Bash okayish (it's my first solstice since 2019, I think), but it does get tiresome after 10 rounds.

Since the 5 and 15 alloy bounties can technically be completed everywhere, I was wondering if I could farm up enough leaves to just play strikes/gambit or even blind well/whatever other public stuff with a lot of supers exists? I'm not super knowledgeable since I've only come back to destiny recently, so any tips would be appreciated! :D

[–] Konn 1 points 3 months ago

Hey!

Thanks for the (late) reply. I kind of sprinted through all the campaigns and I found them to be (at the best of times) serviceable to really good - with Lightfall definitely being the weakest one, Witch Queen being absolutely phenomenal!

I did this all on a fresh Warlock and while the dialogues did imply that some other strong Guardian accomplished some major feats, I kind of liked this perspective of just having that be my main from the other account. Gave me some flavor of actually being a 'new light' just being tossed into the world and having to face all these new threats. :)

Thanks for the build recommendations - tough, as I haven't even touched any other class yet, I think those will take some time. But I get the spirit of your decisions and I'll keep my eyes out for some fun stuff. Haven't found the Witherhoard yet, as I've just about finished the campaigns and am now trying to tie up loose quests and exotic quests while pushing my Power Level.

And the best part is: I haven't even touched crucible yet and don't see any reasons to :D

 

Hey guys!

For a bit more context:

I played A LOT of Destiny a couple years ago, up until the forsaken DLC (and a teeny tiny bit of the annual pass, wasn't really my cup of tea). I dropped the game hard due to bungie sunsetting content - something I entirely despise (and still do to this day). Gotta fuel my gaming addiction tho and after playing some similar games recently, I got the old itch again...

I used to be a pretty casual-PvE player, only raid I completed was the Last Wish. I enjoyed the story missions and just grinding on strikes/nightfalls, sometimes I even enjoyed gambit (shocker, I know) and just vibing in patrol and doing public events. Getting gear and exotics, upgrading them, completing bounties, etc.

Is this all still feasible at the moment? Will I miss out on epic stuff if I wait on buying the latest dlc (what I know of Prisma does sound pretty cool) or the episodes (like hell I'm gonna shell out 50€ for 3 episodes of content that could disappear in a year)?

Also, any general tips, suggestions or other insights, stuff to focus on when starting completely new characters (which is my current plan, I could import my old chars, but not sure yet).

If nothing else: what are your favorite builds? Meta and off-meta suggestions welcome, I like experimenting with stuff. :D

TL;DR: see title

Just wanted to get some friendly conversation going :)

 

Hey there!

I hope this kind of post is allowed in this community.

I recently discovered Pixelfed and really enjoy it so far :) I also registered as a beta tester for the official Android app and quickly got my partner to join.

But when I tried to send them a private message, the app instantly closes the moment the keyboard is (supposed to be) opening. It's the same for my partner, so I guess this is not a singular issue.

Also, I noticed that the app tends to slow down, the more posts are loaded on the current feed - so there may be some kind of memory leak happening (I am not very proficient in tech, so I may be using the wrong terms, sorry).

Other than that I want to take a brief moment to say thanks for this very cool project! I'm excited to see how it's going to evolve in the future! :D

10
submitted 9 months ago* (last edited 9 months ago) by Konn to c/summit
 

Hey!

Like always: thank you for working on my favorite app for lemmy. The constant updates and general polish of features are really great!

Now on to the problem:

Since this morning (I guess after an update?) summit refused to start up - when I tried to open the app, it just instantly crashed. I read in another thread that if you delete all data (via the Android options), you could use the app again. So I tried that, signed on my accounts and tuned the setting - just for summit to continue crashing whenever I click on a post.

If there is anything I can do to provide some insight into these crashes (not very technically versed), please instruct me on what to do. :)

Edit: just tried a bit more. Pictures enlarge like normal when clicked on them. Links also open in the internal browser just fine.

It's when I try to open a post into the post/comment view, that summit crashes. Hope this helps narrow it down!

 

Just want to get some general discussion going :D

As for me, I've played a necrotic spell Warlock, seems bonkers strong, even though I barely have good equipment.

Also, I've finally y managed to get into a faction, the Circle of Fortune. Seems very nice so far.

 

Hey!

This is a rather small bug but I saw it, so I thought I'd report it. :)

When you click on a post and "load" it, all loaded comments get displayed with their current amount of up and down votes. If you vote on a comment, this amount gets "updated" to display the new count. However, if you collapse said comment, it goes back to the initial amount it had before voting yourself.

I tried to upload 2 images from gallery, but the app didn't let me (is this a bug in itself?), so I hope my explanation is understandable!

13
submitted 1 year ago* (last edited 1 year ago) by Konn to c/remnant
 

Hey all!

Thought I'd get an discussion going about one of the most integral parts of gameplay and builds: the weapons!

I know that it's currently really hard to swap weapons whole doing the campaign, as materials and scrap are super hard to come by. But some discussion with interesting ideas on what one could focus on next seems interesting to me :D

For the long gun:

  • Blackmaw AR-47, with Hot Shot mod (auto reload, 15% dmg buff and nice fire dot) as well as the Momentum Mutator (gain crit chance upon crit ting, stacking 10 times). This makes for a good DPS and sustained fire, nice range and relatively precise weapon.

For the sidearm:

  • MP60-R, with Healing Shot mod (extra safety net / healing in coop) and the Deadly calm (more ranged dmg when ADS) or Bandit (chance to regain ammo in magazine on hit). Not super happy with the sidearm, but I haven't found many mutators, so I kinda swap to what I feel like works best.

So what are your fav weapons and combos right now? :)

 

Hey guys! I just found out that a dev posted this very detailed write-up on reddit regarding player feedback on the Trait system (and some other, related things). I thought I'd "cross-post" it here so people can see :)


Traits | Economy | More

Hi all!

Since there have been quite a few questions and concerns surrounding Trait Points, I thought I'd would be helpful to post all the info in one place. First, a few bullet points, then I can talk about them in detail below:

  • Trait Point Cap Amount isn't set in stone (could be 60, 75, etc)

  • Trait Point Cap isn't going away (but can certainly be adjusted, see above)

  • Some Traits are highly desired / considered "musts", while others are not

  • There are more Trait related elements coming down the line

  • Dupe Trait Books should be granting Scrap and EXP (until EXP capped)

  • Scrap Drops and Respec Costs are being looked into

Trait Point Cap

First, I want to assure you that the Trait Point amount of 60 isn't set in stone. When we originally started playtesting, it was 50. As we got more players into the game, we moved it up to 60. Over the course of the project, as we added even more players into our tests and received even more feedback, the actual values on Traits were adjusted and 60 generally felt pretty good. Some people wanted more, some people didn't mind less, but we found that the more gear players had access to, the more they found ways to make interesting builds where Traits and Gear could complement each other. This is what we had in mind.

With the Trait cap in place, it allowed us to add Traits that we never had in R1. Things like, Ammo Reserves, Longshot, Strong Back, Untouchable, Regrowth, etc. Well, to be fair, we could have added those in R1, and for the original game, maybe we should have, but we also knew it was raising the baseline powerlevel, which made balancing every difficulty even harder. This is because we had to consider, for each difficulty, what the powerlevel of the player was at 0 Traits, at Max Traits (up to 1000 in the end), and everything in-between. We could have kept adding more difficulties, but we felt it got messy. So that's something we wanted to keep a closer eye on in R2, especially because we want to have a solid foundation that can expand in different ways without making balancing even more of a precarious undertaking.

In R2, we didn't want players to have a permanent baseline 6m increase on every gun, or constant Regeneration, permanent additional iFrames, or constant 50% Ammo forever. Not only does it take away from the concept of builds, it leads to things like 13m base Range Double Barrel Shotgun, ADS Cancelling perma iFrame, reduced Ammo Economy (because more ammo reserves means more pickups - it's percentage based), reduced overall importance of healing or grey health... all without any tradeoffs. In a way, this is what happened with R1. With perma Glutton, our baseline consumable use speed became whatever Glutton was. Your max health became whatever Vigor was. Along with "nothing" (new character Traits at 0), the All Traits / No Trade-Off variation became the baseline the new "potential" baseline which had to be considered.

With new Traits like the ones mentioned above, we wanted there to be tradeoffs / choices. Players would gain a few things of their choice and have to forgo other things. We added 2 additional Trinket Slots and Mutators (as well as Fragments) so you could supplement your Traits to help fine-tune your character. You can absolutely get strong in certain areas, but you can't be strong in all areas. The goal was to drive players more towards specific builds where your Archetypes, Trinkets, Mutators (and everything else) all come together to make a cohesive strength in those areas.

You may ask why any of it matters, and really, it comes down to overall build diversity. With all of those things as potential permanent buffs - in addition to the balancing issues mentioned above - it reduces the need for all of the other elements we created. We wanted to make a ton more useful Trinkets. However, an issue arises when the majority of what they provided could become permanent Traits, the vast majority of people end up slotting only damage. There was no real desire to use other things, and that creates a huge problem when we wanted to more than nearly quadruple the Trinket count from R1 retail.

With the cap, we noticed all throughout testing, and still to this day, people are using many other rings to supplement their build. The additional 2 Ring slots go hand in hand with the Trait cap. For example, you can use Heart of the Wolf for a big increase to Movement Speed and Stamina. You can use Ring of the Robust for Health and Armor. You could add Lithic Signet for Damage Reduction, or pick up Wind Hollow Circlet for raw Reload Speed, etc. This was the goal.

Moving forward, we aren't against adjusting the cap value, but the gear was designed around a cap being present. It doesn't have to be capped at 60, but if it's too high or if there is no cap, it diminishes or almost completely invalidates many of the Trinkets we designed to supplement Traits. This would be unfortunate since we added so many new ones to the game.

Desirable / Less Desirable Traits

We know there are Traits that many consider to be "Must Haves", and a few others that aren't nearly as desirable. We have a few things planned to address this. That being said, even without the less desirable traits, you have to pick between (a generally agreed upon) 20 viable options. An example always comes up "Who will ever spec into Ladder speed?", and I get that, but as mentioned, even without the less desirable Traits there are a lot of strong options that you'll have to weigh - which Traits can you forgo because you have Trinkets to supplement the build. As for the weaker options, tuning will help bring their value up (not by nerfing the current Traits), but we know that not all Traits are considered equal.

While I can't talk about the specific plans in detail at this moment, our goal with Traits is to make sure your selection matters and that there are pros and cons to what you choose to spend your points on. Traits are not meant to be the "end game" grind in Remnant 2. It's a different game. That being said, we definitely understand the desire to keep playing in a world you love, with mechanics you enjoy using. This is part of the reason there are so many bespoke rewards to obtain and unique Archetypes to play.

That's not all we want to do. We have plans to lean into things for the grinders and those that want more things to work towards. We play Remnant 2 a lot. We enjoy playing it and we want to keep playing it, too, so we definitely understand where some players are coming from. The good news is that we've had these plans for a while. We wanted to make sure to do it right, so we set the foundation first.

Trait Books, Resources, Economy, Engrams

Duplicate Trait Books should be granting EXP and Scrap. We are looking into it. The goal of the extra pickups was to help players level up the dozens and dozens of Weapons in R2 as well has help players afford more Concoctions / Consumables which also helps to supplement your Trait Build.

Part of the issue right is that some things are pricey, and the player doesn't have many resources early on. This was intended as we wanted to make sure the player is making choices (that scrap/resources mean something), but that doesn't mean the values are perfect. Part of the fun is experimenting, and we want to make sure you have more room to do that, especially early on.

We are currently looking into a few potential tweaks to resoures that come out of Chests and Rare Chests as well as the amount gained from duplicate Trinkets to make exploration even more rewarding. With a bit more resources from exploring and picking up duplicate elements, players should have more room to experiment.

Additionally, the cost to convert an Engram into an Archetype will most likely be reduced. We don't know the exact value, but we want to make sure you can access those additional Archetypes a bit sooner while keeping some money in your pockets. Oh, and while we are on the subject, we are looking into removing the Trait Point requirement to Dual Archetype. If removed, this would allow players to start Dual Archetyping the moment they had access to another Engram. TBD, but it's definitely being talked about.

Respeccing

We are aware that players are finding Respec a bit too costly and a bit clunky. In regard to the cost, this is an easy change. In regard to the fluidity of respeccing, that's another challenge. We have quite a few ideas on how to make this more seamless, but I don't want to promise anything too specific at this time. I do, however, want players to know that we understand, and we are on the case.

Closing

There are quite a few things we are looking into, but we want to do them right. Making too many big changes all at once can lead to some unintended consequences. That being said, it's important to us that you all know that we hear what you're saying. We want to keep supporting Remnant 2 by adding more biomes, puzzles, gear, and perhaps even new ways to play, but we need to make sure the foundation stays solid so it can support everything that comes after it.

Thanks for reading. We appreciate your feedback. More info soon!

If you have any additional feedback on Traits, Economy, or Respeccing, please post it in this thread. Thanks!!!


Obviously posting here won't do them any good, so I left the link at the top of the post :)

Edit: I'm on mobile, but I tried to format the post to closer resemble the original and make it easier to read

 

So, one of the most restricting things I find is the rate of how much scrap you get for playing vs. how much you need to upgrade weapons, mutators, etc. With all that money spent I don't even have enough left to experiment with different weapons or buy consumables.

How are you handling it, are you also struggling or have here been some strats for getting a couple bucks real quick? :)

 

In case anybody interested hasn't seen it yet, Capcom released a Roadmap with some tidbits of information of what to expect in the next couple of months.

Most notable:

  • New game mode "savage gauntlet", supposedly full pve
  • New variants of suits - I guess that means different abilities/stats to further costumize their playstyle?
  • The Street Fighter/Monster Hunter collabs, obviously. Personally, I'm looking forward to the MH one more, obviously :)
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