Do you mean to say you agree with 250 slots, because it seems like you're saying we already have 250 per javelin which isn't true.
Blah sorry you're right, I was thinking per character not per suit - I'll amend the post (it's wrong).
Do you mean to say you agree with 250 slots, because it seems like you're saying we already have 250 per javelin which isn't true.
Blah sorry you're right, I was thinking per character not per suit - I'll amend the post (it's wrong).
If you don't mind me asking, what in particular makes it difficult for you guys to step into that conversation? Is it just that you're wary of promising things that might not be possible to put into the game?
A bit like the original post one of the things that really made this game feel different is just how open you guys were previously about what you were working on, what was good and what was bad. I completely understand that you guys have put years and a ton of effort into this game and some of the responses must be disheartening but it would be great to see you guys re-engage a bit here if it was possible.
A lot of it has to do with tone, like for example right now... we're having a conversation. 😊
When things shift to be more stuff like: "Why didn't you do X, it's the minimum we should expect for something like this!"
I understand where people are coming from... but if I go into that type of conversation, I feel like I'm on the defensive... and it's not even clear that people want to have an actual discussion, sometimes people just want to vent - and that's cool too!
Edit: Just a quick note, I'm have to bail on this conversation for now as I have to go pick up kids but I'll try to come back later tonight.
Do you know off hand how they interact with luck, if at all?
Like does Luck work off the modified chance, or is it a flat modifier added after luck has modified base? (kind of depends on how exactly luck and drop rates work as a whole)
They all contribute together, the modifiers are combined before being applied. 😊
Wouldn't happen to be able to share those modifiers would you?
Unfortunately I can't really get into specifics on the modifiers right now, sorry!
250 is plenty for one javelin but not if you use all 4.
Considering the game doesn't remove any items that are equipped (common in most games I think) we lose 44 slots just for that. If they changed this I think that 44 items would help.
You should have 250 per character, but that said - you're not wrong... we're looking into improvements in this area. 😊
Edit: Fixed bad info, thanks Tilted!
He's writing patch notes/planning live steam, per his tweet.
Part of the thing to keep in mind too is that the nature of a lot of the posts has changed, I know for myself I don't really feel like there's a lot I can add to some of these conversations beyond stuff like:
"Yeah." 😊
A lot of other posts are just things that I'm not going to comment on... the one on a stats screen is a good example - there's just no good way for me to come into that conversation, which is kind of unfortunate.
Where those difficulty modifiers ever fixed? There was a tweet from I believe Ben Irving, but I could be confusing which dev..Said that the wrong scripts were put it, making them not be the proper drop rates. There was never an update for that, saying if it was fixed or not. This was during Early Access.
Ah, well... The values are definitely set up and working. When we run loot simulations, the output definitely changes based on difficulty. 😊
Wouldn't happen to be able to share those modifiers would you?
I'll ask and get back to you. 😊
Is that to say that the higher difficulties are no more likely to reward rare drops, or that the term for that rarity adjustment is something other than "luck"?
Yeah, basically that. 😊
Luck has a specific set of modifiers... There are separate modifiers for difficulty that increase drop chance and rarity.
Probably referring to the game giving increased chances for MW/Legendary in GM2 or GM3 over GM1.
Having clear values stated somewhere on this would be awesome honestly. Because it really doesn't feel like any amount of increased chance between GM1 and GM2.
Ah, well yes... There are difficulty based modifiers. It's a bit different from luck, but it also affects drop chance and rarity. 😊
No additional benefit but it's reported base luck at GM 3 is 200. So we get 10 extra luck that does pretty much nothing for us on GM3?
Sorry, where are you getting that from?
As I mentioned there is only one source of luck in the game (gear/weapon stats), there are no luck specific bonuses per difficulty level. 😊
Are you sure its related to the loadout because I'Ve not changed my loadout at all several times and the health bar and also the "felt" health have still changed. Sometimes to higher values and sometimes to lower values. For me it seems to be related to the team composition?!?
Nope, I'm not sure of anything... But I just want to be sure we're covering the bases 😊.
Awesome! Thanks so much.
- Suit: Interceptor
- Loadout Name: Standard
- Platform: PS4
- PSN Username: Faust723
Hope it's of some use to you. Finally managed to push into 4 health pips but I'm not sure if that's what I should be seeing.
(side note: I'm so glad you clarified because I was hesitant to go through and type the entire loadout haha)
Thanks for the info! 😊
Not to sound like a massive jackass but until we can pull up a menu and look at ourselves when we are downed we're going to have to start writing down everything we have equipped before we go out into an activity where we could reasonably be able to duplicate this issue for you to be able to get the information.
Sorry I meant the name of your loadout if you have multiples, we can probably do the rest from there 😊.
(I'll clarify above)
Can you be more specific as to what information you're looking for? Just so we don't spam you with a bunch of unnecessary stuff. Like, are you asking about our Gear level, interceptor type, average number of health bars seen, etc. Or just our platform/account name?
Suit, loadout name (if you have more than one loadout) and platform name ideally. We can pull your data and dupe it to the development servers and see if it's easier to isolate. 😊
Edit: Thanks for all the info, I think we have what we need for now!
We're investigating, I recognize that it's frustrating (sorry for that!)... for whatever reason it's a lot harder to reproduce in a controlled setting. If you get this issue a lot, would you mind DM'ing me some of your information?
Edit: Thanks for all the information! I think I have what we need! 😊
So does +% Supply Drop Rate impact item quantity? Is it capped at all?
No, supply drop affects health and ammo drops, not loot. 😊
Is this across all difficulties? Or does GM2 + GM3 have higher base luck? I ask this because in some datamined information I came across this:
Power\Grandmaster_1 400)
Damage\Grandmaster_1 700)
Luck\Grandmaster_1 100)
Power\Grandmaster_2 475)
Damage\Grandmaster_2 1500)
Luck\Grandmaster_2 150)
Etc.
I have no idea what that is, sorry.
Difficulty has its own modifiers separate from luck. Luck is a player specific stat that currently has no other sources in the game. 😊
What about SUPPLY % DROP ? is that how many drops you are likely to get?
No, supply affects health and ammo drops. 😊
Do I need to have +91 Luck overall across my Loadout to get the max. threshold or do I need to get +191 Luck across my Loadout to reach it?
Just to clarify this.
+90 😊