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Dropshipping Challenge

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Dropshipping Challenge
What is Dropshipping Challenge?

The dropshipping challenge refers to the difficulties and obstacles faced by entrepreneurs in the dropshipping business model, where retailers sell products without holding inventory, relying on suppliers to ship directly to customers.

Treendly Index Treendly Forecast Google YouTube
MOM: +529.41%
How much search volume does it get?
Google searches
30/mo

Is Dropshipping Challenge trending?

Yes. Dropshipping Challenge growing with a month-over-month change of 1.3% over the past 5 years, with approximately 30 monthly searches.


Why is Dropshipping Challenge trending?

1
Low Startup Costs
Dropshipping requires minimal upfront investment compared to traditional retail models, making it accessible for many aspiring entrepreneurs.
2
Flexibility and Scalability
Dropshipping allows business owners to operate from anywhere and scale their operations without the constraints of inventory management.
3
Wide Product Range
Entrepreneurs can offer a diverse range of products without the need to purchase them upfront, allowing for experimentation with different niches.
4
E-commerce Growth
The overall growth of e-commerce, accelerated by the pandemic, has made dropshipping an attractive option for those looking to enter the online retail space.
5
Technological Advancements
Advancements in technology and e-commerce platforms have simplified the dropshipping process, making it easier for newcomers to set up and manage their stores.
6
Increased Competition
As dropshipping becomes more popular, competition has intensified, leading to challenges in standing out and maintaining profit margins.
7
Supplier Reliability Issues
Dropshippers often face challenges with supplier reliability, including shipping delays and product quality, which can impact customer satisfaction.
8
Marketing Challenges
Effective marketing is crucial for success in dropshipping, and many entrepreneurs struggle to develop strategies that drive traffic and conversions.

What are people saying?

30 threads
AI Insights Mixed sentiment
Discussions around the dropshipping challenge highlight the increasing competition and difficulties in sourcing reliable suppliers, managing shipping times, and navigating marketing strategies. Many participants express their struggles and seek advice on overcoming these hurdles.
Competition
Participants feel that the dropshipping market has become more competitive, making it harder to succeed.
Supplier Reliability
Finding trustworthy suppliers and quality products is a significant challenge for many dropshippers.
Shipping Issues
Shipping times are frequently mentioned as a major pain point, affecting customer satisfaction and sales.
Marketing Strategies
There are ongoing discussions about effective marketing methods to drive sales in a saturated market.
Transition to Solopreneurship
Some users discuss the journey of moving from feeling overwhelmed to successfully managing a dropshipping business.
Common questions
  • What are the best strategies for finding reliable suppliers?
  • How can I improve shipping times for my dropshipping business?
  • What marketing techniques are currently effective in dropshipping?
  • Is dropshipping still a viable business model in 2026?
  • How do I handle competition in the dropshipping market?
Pain points
  • High competition in the dropshipping space.
  • Difficulty in sourcing reliable products.
  • Long shipping times impacting customer satisfaction.
  • Challenges in accessing marketing tools and resources.
  • Feeling overwhelmed by the operational aspects of running a dropshipping business.
www.blackhatworld.com
RE:What’s the harsh truth nobody wants to hear?
... to online business, and I challenge anyone to prove me wrong. ... the harsh truth. And for dropshipping, infoproducts, don’t even start talking ...
snkrsresell · May 15, 2026
www.blackhatworld.com
RE:Dropshipping feels more competitive than I expected
I’ve been looking into dropshipping and it seems like the easy entry days are long gone, finding good suppliers and reliable products feels like the real challenge now. For those still active in it, what’s actually working for you in 2026?
Kevin miles0 · Apr 20, 2026
www.blackhatworld.com
RE:Going from overwhelmed to solopreneur
... offer starts working the real challenge is usually not the store... even if you're on a dropshipping platform like ecomzy so don't ...
14claude · Apr 16, 2026
community.ebay.com
Re: New Seller – Cannot Access Promoted Listings or External Marketing (How Are You Generating Sales
... it. I’m currently facing another challenge as well. I already have... for your guidance. So you're dropshipping from the US, but your...
kensgiftshop · Mar 31, 2026
www.blackhatworld.com
RE:Shipping Time Challenges
Hello One challenge I keep seeing mentioned about dropshipping is shipping time, especially... product cost when building a dropshipping store. Looking forward to hearing...
lumero77 · Mar 27, 2026
www.blackhatworld.com
RE:Shipping Time Challenges
Hello One challenge I keep seeing mentioned about dropshipping is shipping time, especially... product cost when building a dropshipping store. Looking forward to hearing...
grace 11 · Mar 26, 2026
r/battletech
Battletech Force Building Challenge: Union Dropship 3025
Here's a new force building challenge for you, but this time it's only company scale. You have one Union-Class Dropship that you can fill with up to 12 Battlemechs and 2 Aerospace fighters. You have a Maximum BV budget of 15,000 BV for this one, so no you can't do all Assault mechs. This challenge will also be limited to 3025 and custom units will not be available (Stock variants only). If you would like to provide some extra fluff feel free to do so. Edit: No Lostech mechs or fighters (Only Introtech/Standard for 3025) submitted by /u/Ahriman-119 to r/battletech [link] [comments]
Ahriman-119 · May 16, 2026
r/Marathon
Season 2 Begins June 2
Source: https://www.bungie.net/7/en/News/Article/season_2_begins_june_2 Runners continue to pillage what isn’t theirs across Tau Ceti, and the UESC is growing tired of their criminal activities. As Season 1 comes to a close, you’ll see the first of the UESC’s renewed security efforts, with more to come when Season 2: NIGHTFALL begins on June 2. More details about Season 2 will drop as we get closer to June 2. In the meantime, we have a couple of end-of-season updates to preview. We also want to share more details about the seasonal reset, including what you keep, what goes, and loot rewards you’ll receive when NIGHTFALL begins on June 2. End of Season Update As the season comes to an end, we want to embrace the feeling of liberated chaos that comes from knowing a fresh start for everyone is just around the corner. To that, our goal with update 1.0.9 coming next Tuesday is to amp up some of the rewards you can earn to make your runs more lucrative and exciting. Guaranteed Map Events and Keys Locked room keys are guaranteed to drop from Wardens for the remainder of the season. Additionally, map events like Intercept, Lockdown, Warden spawns, Convoy, and Anomaly will now be guaranteed on each run, so you can benefit from their better rewards even more often. Escalation in UESC Forces Expect increases in UESC presence across Tau Ceti IV in response to Runner activity. New Warden Encounters: Wardens can spawn at new POIs in Perimeter, Dire Marsh, and Outpost. UESC dropship flyovers and crash sites: UESC aerial activity has increased dramatically on Perimeter. Use this as an opportunity to seize their supplies. Stay vigilant: The UESC will be deploying a new threat on Dire Marsh to help shutdown Runner activity. Cryo Archive Increased Availability We want more players to have their shot at Cryo Archive before the season closes, so the map will be available every day starting on May 21 through the end of the season on June 2. Those of you worried about losing it all at the “lose everything factory,” don’t worry: We’ll be sending you a free Cryo Archive Sponsored Kit to your mailbox every day during this time. Players looking for the ultimate challenge will be able to test their mettle at Cryo Archive: Ranked. This special version of Cryo will serve as the grand closure of the Ranked queue for Season 1 and will be available from May 24 at 10AM PT to May 28 at 10AM PT. Note that regular Cryo will not be available at the same time as Ranked Cryo. Here are the Ranked Cryo requirements: Runner Level 25 3,000 loadout requirements (low stakes) 10,000 loadout requirements (high stakes) 2026_Marathon_Cryo_Unlock_Press_Kit_LARGE_13.jpg Faction Progression Through the end of the season, we’re also increasing Faction experience gains from all sources. Use your additional faction progress to reach the end-of-season goals you’ve got your sights on. Update 1.0.9 Balance Changes Finally, we have a preview of a few other changes coming with Update 1.0.9. Rook Update One of the big perks of doing runs with Rook is being able to sneak around the UESC, and we have a buff to Signal Mask to make it easier to avoid detection. Signal Mask remains active for longer when sprinting. The range at which AI will detect your footsteps when Signal Mask is active has been reduced. Key Template Changes The feedback around Key Templates has been loud and clear: They have not been fun to engage with. Getting downed and losing your key has created an incentive to play extra passive and hide somewhere on the map until you can exfil as quickly as possible. For the rest of Season 1, Templates will be changed to be Compromised rather than Fragile. We think hunting for Matter Fixatives that drop from Commanders and other enemies will be a more interesting way to charge your keys. This will also prevent the keys from being destroyed during the match and allow for you to possibly loot these keys off other crews you best. New Way to Find Keys We’ll also be creating new places for Deluxe keys to drop so there's now another chance for valuable loot on every map. After Update 1.0.9 there will be a chance for Deluxe keys to drop from every wall safe you loot. Prepare for the Reset When Season 2 begins, Marathon will go through its first ever seasonal reset. The goal is for everyone to have a clean slate and equal footing at the start of the new season. It's a time where the community can explore what's new, discover what’s valuable, and chart a new path through the season together. These resets include things related to gameplay progression; you’ll keep your achievements, non-seasonal Codex progression, and cosmetics. See below for the full breakdown. Redeem Those Item Rewards! All unclaimed gear and equipment reward packages from factions and the Codex will reset with the new season, so grab ‘em now and make use of the goods while you can. Cosmetic items, including styles, titles, and emblems, will autocomplete at the end of the season and automatically be available for use in Season 2. So don’t sweat it if you miss claiming some cosmetics—if you’ve earned it, you’ll have it in Season 2. Also reminder that Rewards Passes do not reset and your progress carries over to the start of the new season. Ranked Rewards for Season 1 The end of Season 1 will also mark the end of your current climb on the Ranked queue. Your current rank will be reset at the start of Season 2, and you will get the chance to climb the ladder again and earn new cosmetic and other rewards. Once Ranked ends, you’ll be able to claim the emblems, titles, and styles you earned based on the highest rank you achieved this season. Rewards can be claimed in the Codex. Bronze I Silver I Gold III Gold I Platinum I Diamond I Pinnacle I Bronze Runner [Emblem] Silver Runner [Emblem] Glacial Impact [Destroyer Style] Gold Runner [Emblem] Platinum Runner [Emblem] Diamond Runner [Emblem] Pinnacle Runner [Emblem] Silver Runner [Background] Gilded Survivor [Title] Toolkit [Stryder M1T Weapon Style] Glacial Strafe [Bully SMG Weapon Style] Expanse [Repeater HPR Weapon Style] Ascendant Survivor [Title] Two things worth noting: You will only receive the Emblem of the highest rank you reach. So if you get to Diamond I, you’ll only receive the Diamond Runner Emblem (not the Bronze Emblem, Silver Emblem, etc.). All other rewards are additive. Ranked titles are available for use for one additional season after the one you earn it in. So if you earned “Gilded Survivor” title in Season 1, you can still show it off in Season 2 but need to climb back up to Gold I again for it to carry over to Season 3. All other rewards are permanent. Glacial Impact, Destroyer Shell Style (Gold III) MAR_S1_Ranked_Rewards_Destroyer_V1_3840x2160.jpg Toolkit, Stryder M1T Weapon Style (Platinum I) MAR_S1_Ranked_Rewards_Stryder_Inspect_3840x2160.jpg Glacial Strafe, Bully SMG Weapon Style (Diamond I) MAR_S1_Ranked_Rewards_Bully_Inspect_3840x2160.jpg Expanse, Repeater HPR Weapon Style (Pinnacle I) MAR_S1_Ranked_Rewards_Repeater_Inspect_3840x2160.jpg Check This List Before the Reset Have questions about what is staying and what is going? Here's a comprehensive list. Affected by the Season Reset Runner Level Ranked Level Faction Level and Upgrades Credits and other currencies Exceptions: LUX and SILK All items in your inventory and Vault Purchases unlocked by Schemas Messages, rewards, and returned items in your Mailbox Priority Contracts Exception: first contract for each Faction Gear-granting seasonal Codex entries for: Runner Level Ranked Not Affected by the Season Reset Cosmetics and weapon unlocked and redeemed during Season 1 Codex challenges, including partial progress (except Runner and Ranked levels) Combat Feats Loot Map Runner Title Faction Unlocks Access to each faction you had previously unlocked is retained; no need to repeat Liaison Contracts Initial Priority Contracts Completion status of the first contract for each faction is retained LUX and SILK balances Rewards Pass progress Secure Sponsored Kits for Season 2 When Season 2 begins, CyberAcme will be doling out Sponsored Kits for your hard work this season. You’ll be able to claim your Sponsored Kits in the Codex based on your final Runner Level this season: Runner Level 10: Enhanced CyberAcme Sponsored Kit Runner Level 25: Enhanced CyberAcme Sponsored Kit Runner Level 50: Deluxe CyberAcme Sponsored Kit Runner Level 75: Superior CyberAcme Sponsored Kit These rewards are additive, so if you get to Level 75, you’ll be able to claim all four Sponsored Kits. ONI thanks you for your efforts. NIGHTFALL is Coming Season 2: NIGHTFALL begins on June 2 and brings the new Night Marsh zone, a new Runner shell, new weapons, a new system to customize your Runner shell stats called The Cradle, faster faction progression, several quality-of-life updates based on your feedback, and more. Stay tuned for more details about Season 2, with full reveals coming the week of May 25. night_marsh_S2_Starts_June_2_Article.png submitted by /u/DTG_Bot to r/Marathon [link] [comments]
DTG_Bot · May 13, 2026
r/yunlin206
【Factory Direct】Zimmermann Spring 2026 Full Collection Replicas! Professional Custom Plus Sizes, Original-level Craftsmanship ✂️
Hey everyone! We're a professional high-end designer womenswear replica factory based in China, specializing in Zimmermann collections for 6 years. We supply many offline boutiques and online sellers worldwide. As soon as the Zimmermann Spring 2026 show dropped, we got the original samples immediately, and now the entire collection is fully patterned and in production! Most replicas only copy the general look, but we match the original 1:1 from fabric to craftsmanship: All prints are digital direct injection + hand color matching, color difference ΔE
Jessica_Carroll4 · May 8, 2026
r/ebaydropshipuk
Weekly Discussion — What's your biggest eBay dropshipping challenge right now? 🇬🇧
Every week I'll post a discussion thread to help UK eBay sellers solve real problems. This week's question: What's your biggest challenge right now? To get things started — here are the most common problems I see from UK sellers: Selling limits — new accounts start at 10 items. Most people don't know you can call eBay after 30 days and request an increase. They almost always say yes if you have zero defects. VERO strikes — over 3,629 brands are protected on eBay. One wrong listing = strike. Three strikes = permanent ban. Always check before listing. Amazon packaging — buyers receive items in Amazon boxes. Most don't care. Maybe 1 in 500 mentions it. Don't let this stop you from starting. Pricing — new sellers price too low trying to compete. Stop. Find products with under 50 sellers and price with proper margins. Source price ÷ 0.50 = minimum eBay price. Scaling — manually listing is fine for 10 products. For 100+ you need a listing tool. I use UnicornDS (unicornds.io) — built it myself because nothing else worked properly for UK sellers. Drop your biggest challenge below 👇 Someone in this community has probably solved it already. Rules reminder: → No course selling → Real numbers only → Help each other submitted by /u/Low_Adhesiveness_98 to r/ebaydropshipuk [link] [comments]
Low_Adhesiveness_98 · May 7, 2026
r/smallbusinessindia
Instagram earnings
Not a beauty talk but, I’ve been seeing a lot of content about starting a “faceless” Instagram page, posting 5–7 sec reels daily, and making $3k–$10k/month. I’m curious how realistic this actually is. For those who’ve tried: - Did you start from scratch or buy a page? - How many followers/views did it take before earning? - What monetization worked (affiliate links, theme pages, dropshipping, digital products)? - How long before first income? - What’s the biggest challenge people don’t talk about? Is this a legit side hustle or mostly overhyped content? Thanks in advance 🙏 submitted by /u/Ok-Analyst10 to r/smallbusinessindia [link] [comments]
Ok-Analyst10 · Apr 16, 2026
r/DropshippingTips
$20 Product Validation Challenge (US/EU) – Test a Product Before You Start Dropshipping
submitted by /u/InternationalBear721 to r/DropshippingTips [link] [comments]
InternationalBear721 · Apr 1, 2026
All threads (30)
Thread Source Author Date
RE:What’s the harsh truth nobody wants to hear?
... to online business, and I challenge anyone to prove me wrong. ... the harsh truth. And for dropshipping, infoproducts, don’t even start talking ...
www.blackhatworld.com snkrsresell May 15, 2026
RE:Dropshipping feels more competitive than I expected
I’ve been looking into dropshipping and it seems like the easy entry days are long gone, finding good suppliers and reliable products feels like the real challenge now. For those still active in it, what’s actually working for you in 2026?
www.blackhatworld.com Kevin miles0 Apr 20, 2026
RE:Going from overwhelmed to solopreneur
... offer starts working the real challenge is usually not the store... even if you're on a dropshipping platform like ecomzy so don't ...
www.blackhatworld.com 14claude Apr 16, 2026
Re: New Seller – Cannot Access Promoted Listings or External Marketing (How Are You Generating Sales
... it. I’m currently facing another challenge as well. I already have... for your guidance. So you're dropshipping from the US, but your...
community.ebay.com kensgiftshop Mar 31, 2026
RE:Shipping Time Challenges
Hello One challenge I keep seeing mentioned about dropshipping is shipping time, especially... product cost when building a dropshipping store. Looking forward to hearing...
www.blackhatworld.com lumero77 Mar 27, 2026
RE:Shipping Time Challenges
Hello One challenge I keep seeing mentioned about dropshipping is shipping time, especially... product cost when building a dropshipping store. Looking forward to hearing...
www.blackhatworld.com grace 11 Mar 26, 2026
RE:Shipping Time Challenges
Hello members, One challenge I keep seeing mentioned about dropshipping is shipping time... product cost when building a dropshipping store. Looking forward to hearing...
www.blackhatworld.com Joylee11 Mar 15, 2026
RE:Shipping Time Challenges
Hello members, One challenge I keep seeing mentioned about dropshipping is shipping time... product cost when building a dropshipping store. Looking forward to hearing...
www.blackhatworld.com Richard1111 Mar 13, 2026
Battletech Force Building Challenge: Union Dropship 3025
Here's a new force building challenge for you, but this time it's only company scale. You have one Union-Class Dropship that you can fill with up to 12 Battlemechs and 2 Aerospace fighters. You have a Maximum BV budget of 15,000 BV for this one, so no you can't do all Assault mechs. This challenge will also be limited to 3025 and custom units will not be available (Stock variants only). If you would like to provide some extra fluff feel free to do so. Edit: No Lostech mechs or fighters (Only Introtech/Standard for 3025) submitted by /u/Ahriman-119 to r/battletech [link] [comments]
reddit.com Ahriman-119 May 16, 2026
Season 2 Begins June 2
Source: https://www.bungie.net/7/en/News/Article/season_2_begins_june_2 Runners continue to pillage what isn’t theirs across Tau Ceti, and the UESC is growing tired of their criminal activities. As Season 1 comes to a close, you’ll see the first of the UESC’s renewed security efforts, with more to come when Season 2: NIGHTFALL begins on June 2. More details about Season 2 will drop as we get closer to June 2. In the meantime, we have a couple of end-of-season updates to preview. We also want to share more details about the seasonal reset, including what you keep, what goes, and loot rewards you’ll receive when NIGHTFALL begins on June 2. End of Season Update As the season comes to an end, we want to embrace the feeling of liberated chaos that comes from knowing a fresh start for everyone is just around the corner. To that, our goal with update 1.0.9 coming next Tuesday is to amp up some of the rewards you can earn to make your runs more lucrative and exciting. Guaranteed Map Events and Keys Locked room keys are guaranteed to drop from Wardens for the remainder of the season. Additionally, map events like Intercept, Lockdown, Warden spawns, Convoy, and Anomaly will now be guaranteed on each run, so you can benefit from their better rewards even more often. Escalation in UESC Forces Expect increases in UESC presence across Tau Ceti IV in response to Runner activity. New Warden Encounters: Wardens can spawn at new POIs in Perimeter, Dire Marsh, and Outpost. UESC dropship flyovers and crash sites: UESC aerial activity has increased dramatically on Perimeter. Use this as an opportunity to seize their supplies. Stay vigilant: The UESC will be deploying a new threat on Dire Marsh to help shutdown Runner activity. Cryo Archive Increased Availability We want more players to have their shot at Cryo Archive before the season closes, so the map will be available every day starting on May 21 through the end of the season on June 2. Those of you worried about losing it all at the “lose everything factory,” don’t worry: We’ll be sending you a free Cryo Archive Sponsored Kit to your mailbox every day during this time. Players looking for the ultimate challenge will be able to test their mettle at Cryo Archive: Ranked. This special version of Cryo will serve as the grand closure of the Ranked queue for Season 1 and will be available from May 24 at 10AM PT to May 28 at 10AM PT. Note that regular Cryo will not be available at the same time as Ranked Cryo. Here are the Ranked Cryo requirements: Runner Level 25 3,000 loadout requirements (low stakes) 10,000 loadout requirements (high stakes) 2026_Marathon_Cryo_Unlock_Press_Kit_LARGE_13.jpg Faction Progression Through the end of the season, we’re also increasing Faction experience gains from all sources. Use your additional faction progress to reach the end-of-season goals you’ve got your sights on. Update 1.0.9 Balance Changes Finally, we have a preview of a few other changes coming with Update 1.0.9. Rook Update One of the big perks of doing runs with Rook is being able to sneak around the UESC, and we have a buff to Signal Mask to make it easier to avoid detection. Signal Mask remains active for longer when sprinting. The range at which AI will detect your footsteps when Signal Mask is active has been reduced. Key Template Changes The feedback around Key Templates has been loud and clear: They have not been fun to engage with. Getting downed and losing your key has created an incentive to play extra passive and hide somewhere on the map until you can exfil as quickly as possible. For the rest of Season 1, Templates will be changed to be Compromised rather than Fragile. We think hunting for Matter Fixatives that drop from Commanders and other enemies will be a more interesting way to charge your keys. This will also prevent the keys from being destroyed during the match and allow for you to possibly loot these keys off other crews you best. New Way to Find Keys We’ll also be creating new places for Deluxe keys to drop so there's now another chance for valuable loot on every map. After Update 1.0.9 there will be a chance for Deluxe keys to drop from every wall safe you loot. Prepare for the Reset When Season 2 begins, Marathon will go through its first ever seasonal reset. The goal is for everyone to have a clean slate and equal footing at the start of the new season. It's a time where the community can explore what's new, discover what’s valuable, and chart a new path through the season together. These resets include things related to gameplay progression; you’ll keep your achievements, non-seasonal Codex progression, and cosmetics. See below for the full breakdown. Redeem Those Item Rewards! All unclaimed gear and equipment reward packages from factions and the Codex will reset with the new season, so grab ‘em now and make use of the goods while you can. Cosmetic items, including styles, titles, and emblems, will autocomplete at the end of the season and automatically be available for use in Season 2. So don’t sweat it if you miss claiming some cosmetics—if you’ve earned it, you’ll have it in Season 2. Also reminder that Rewards Passes do not reset and your progress carries over to the start of the new season. Ranked Rewards for Season 1 The end of Season 1 will also mark the end of your current climb on the Ranked queue. Your current rank will be reset at the start of Season 2, and you will get the chance to climb the ladder again and earn new cosmetic and other rewards. Once Ranked ends, you’ll be able to claim the emblems, titles, and styles you earned based on the highest rank you achieved this season. Rewards can be claimed in the Codex. Bronze I Silver I Gold III Gold I Platinum I Diamond I Pinnacle I Bronze Runner [Emblem] Silver Runner [Emblem] Glacial Impact [Destroyer Style] Gold Runner [Emblem] Platinum Runner [Emblem] Diamond Runner [Emblem] Pinnacle Runner [Emblem] Silver Runner [Background] Gilded Survivor [Title] Toolkit [Stryder M1T Weapon Style] Glacial Strafe [Bully SMG Weapon Style] Expanse [Repeater HPR Weapon Style] Ascendant Survivor [Title] Two things worth noting: You will only receive the Emblem of the highest rank you reach. So if you get to Diamond I, you’ll only receive the Diamond Runner Emblem (not the Bronze Emblem, Silver Emblem, etc.). All other rewards are additive. Ranked titles are available for use for one additional season after the one you earn it in. So if you earned “Gilded Survivor” title in Season 1, you can still show it off in Season 2 but need to climb back up to Gold I again for it to carry over to Season 3. All other rewards are permanent. Glacial Impact, Destroyer Shell Style (Gold III) MAR_S1_Ranked_Rewards_Destroyer_V1_3840x2160.jpg Toolkit, Stryder M1T Weapon Style (Platinum I) MAR_S1_Ranked_Rewards_Stryder_Inspect_3840x2160.jpg Glacial Strafe, Bully SMG Weapon Style (Diamond I) MAR_S1_Ranked_Rewards_Bully_Inspect_3840x2160.jpg Expanse, Repeater HPR Weapon Style (Pinnacle I) MAR_S1_Ranked_Rewards_Repeater_Inspect_3840x2160.jpg Check This List Before the Reset Have questions about what is staying and what is going? Here's a comprehensive list. Affected by the Season Reset Runner Level Ranked Level Faction Level and Upgrades Credits and other currencies Exceptions: LUX and SILK All items in your inventory and Vault Purchases unlocked by Schemas Messages, rewards, and returned items in your Mailbox Priority Contracts Exception: first contract for each Faction Gear-granting seasonal Codex entries for: Runner Level Ranked Not Affected by the Season Reset Cosmetics and weapon unlocked and redeemed during Season 1 Codex challenges, including partial progress (except Runner and Ranked levels) Combat Feats Loot Map Runner Title Faction Unlocks Access to each faction you had previously unlocked is retained; no need to repeat Liaison Contracts Initial Priority Contracts Completion status of the first contract for each faction is retained LUX and SILK balances Rewards Pass progress Secure Sponsored Kits for Season 2 When Season 2 begins, CyberAcme will be doling out Sponsored Kits for your hard work this season. You’ll be able to claim your Sponsored Kits in the Codex based on your final Runner Level this season: Runner Level 10: Enhanced CyberAcme Sponsored Kit Runner Level 25: Enhanced CyberAcme Sponsored Kit Runner Level 50: Deluxe CyberAcme Sponsored Kit Runner Level 75: Superior CyberAcme Sponsored Kit These rewards are additive, so if you get to Level 75, you’ll be able to claim all four Sponsored Kits. ONI thanks you for your efforts. NIGHTFALL is Coming Season 2: NIGHTFALL begins on June 2 and brings the new Night Marsh zone, a new Runner shell, new weapons, a new system to customize your Runner shell stats called The Cradle, faster faction progression, several quality-of-life updates based on your feedback, and more. Stay tuned for more details about Season 2, with full reveals coming the week of May 25. night_marsh_S2_Starts_June_2_Article.png submitted by /u/DTG_Bot to r/Marathon [link] [comments]
reddit.com DTG_Bot May 13, 2026
【Factory Direct】Zimmermann Spring 2026 Full Collection Replicas! Professional Custom Plus Sizes, Original-level Craftsmanship ✂️
Hey everyone! We're a professional high-end designer womenswear replica factory based in China, specializing in Zimmermann collections for 6 years. We supply many offline boutiques and online sellers worldwide. As soon as the Zimmermann Spring 2026 show dropped, we got the original samples immediately, and now the entire collection is fully patterned and in production! Most replicas only copy the general look, but we match the original 1:1 from fabric to craftsmanship: All prints are digital direct injection + hand color matching, color difference ΔE
reddit.com Jessica_Carroll4 May 8, 2026
Weekly Discussion — What's your biggest eBay dropshipping challenge right now? 🇬🇧
Every week I'll post a discussion thread to help UK eBay sellers solve real problems. This week's question: What's your biggest challenge right now? To get things started — here are the most common problems I see from UK sellers: Selling limits — new accounts start at 10 items. Most people don't know you can call eBay after 30 days and request an increase. They almost always say yes if you have zero defects. VERO strikes — over 3,629 brands are protected on eBay. One wrong listing = strike. Three strikes = permanent ban. Always check before listing. Amazon packaging — buyers receive items in Amazon boxes. Most don't care. Maybe 1 in 500 mentions it. Don't let this stop you from starting. Pricing — new sellers price too low trying to compete. Stop. Find products with under 50 sellers and price with proper margins. Source price ÷ 0.50 = minimum eBay price. Scaling — manually listing is fine for 10 products. For 100+ you need a listing tool. I use UnicornDS (unicornds.io) — built it myself because nothing else worked properly for UK sellers. Drop your biggest challenge below 👇 Someone in this community has probably solved it already. Rules reminder: → No course selling → Real numbers only → Help each other submitted by /u/Low_Adhesiveness_98 to r/ebaydropshipuk [link] [comments]
reddit.com Low_Adhesiveness_98 May 7, 2026
Instagram earnings
Not a beauty talk but, I’ve been seeing a lot of content about starting a “faceless” Instagram page, posting 5–7 sec reels daily, and making $3k–$10k/month. I’m curious how realistic this actually is. For those who’ve tried: - Did you start from scratch or buy a page? - How many followers/views did it take before earning? - What monetization worked (affiliate links, theme pages, dropshipping, digital products)? - How long before first income? - What’s the biggest challenge people don’t talk about? Is this a legit side hustle or mostly overhyped content? Thanks in advance 🙏 submitted by /u/Ok-Analyst10 to r/smallbusinessindia [link] [comments]
reddit.com Ok-Analyst10 Apr 16, 2026
$20 Product Validation Challenge (US/EU) – Test a Product Before You Start Dropshipping
submitted by /u/InternationalBear721 to r/DropshippingTips [link] [comments]
reddit.com InternationalBear721 Apr 1, 2026
$20 Product Validation Challenge (US/EU) – Test a Product Before You Start Dropshipping
I’m currently testing a small-scale dropshipping workflow from China to the US/EU market. It’s not fully optimized yet — I’m still working through supplier consistency, shipping timelines, and cost structure. I thought it might be interesting to open this up as a small experiment for beginners and entrepreneurs who want to understand how dropshipping actually works behind the scenes. Here’s how it works: You pick any low-cost product (ideally under $10–15) I handle supplier sourcing and communication We place a real order and ship it to you (or your test address) You get full visibility on pricing, lead time, and shipping cost The idea is to keep this as low-risk as possible — most tests should stay within the $20–30 range (product + shipping), so you’re not committing much just to understand how the process actually works. This is useful if you: Want to compare real supplier pricing vs AliExpress Are planning to start a Shopify store but don’t understand how supply works yet. Just want to test if a product is viable before committing Just to be clear: This is NOT a done-for-you business No guaranteed profit — this is purely a test Shipping times may vary since I’m still optimizing routes Worst case, you spend ~$20–30 and walk away understanding how dropshipping actually works. Best case, you validate a product — and if things go smoothly, I’m open to continuing longer-term with a few people who want to build something more serious. I’ll only take a small number of people (Better from different countries) to keep things manageable. If you’re interested, let me know. submitted by /u/InternationalBear721 to r/dropshipping [link] [comments]
reddit.com InternationalBear721 Apr 1, 2026
Marathon Update 1.0.5
The one about Cryo Archive Item Economy Added three new random-rolled implant perks that can only be found on implants looted from Cryo Archive: Covert Recovery: While in smoke, your self-repair speed is increased and you use healing consumables faster. Freeloader: Defeating an enemy with a knife attack grants a small amount of tactical and prime ability energy. Panic Response: While at low health, using a healing consumable grants the effects of Cardio Kick for a short duration. Added three new mods that can only be looted from Cryo Archive: Punishment This weapon deals significantly increased damage against [REDACTED] combatants. Testament Aiming down sights for a short duration increases this weapon's range and aim assist by a massive amount. Hurricane While airborne, this weapon has increased stability and greatly reduced accuracy penalties. Sponsored Kits Rook no longer gets a surplus Sponsored Kit upon death. Combat Players can now activate exfil beacons while downed. Good luck. Decreased camera shake intensity from incoming melee and knife attacks. Increased post-run spectator camera timeout from 30 seconds to 120 seconds. Fixed an issue where a player could have a finisher used on them right as they were completing a self-revive or being revived, immediately downing them again. Fixed instances of revive timer lockout shaders appearing on enemy Runner’s body bags. Fixed instances where ability activations could become desynced with the server. Adjusted the Hacked status screen effect to be lower intensity and have slower glitch crawl effect. Runners Assassin Fixed an issue where Assassin’s smoke puck would not change appearance based on the equipped Runner shell style while activating Shadow Dive. Thief Pickpocket Drone can no longer loot players who are in the active exfil animation. Fixed an issue where Pickpocket Drone’s on-screen button prompt wouldn’t update to match a player’s changed keybind or controller button mapping. Fixed an issue where high-speed grapples could affect network stability. Triage Fixed an issue where being close to max heat could prevent players from using the Battery Overcharge ability. Rook Removed Rook’s Runner Level requirement. Rook can now be used at Runner Level 0. Implants Fixed an issue where Graceful Landing V5’s unique trait could be activated by Vandal’s Microjets from flat ground. Fixed an issue where Graceful Landing V5’s unique trait was not scaling detonation damage correctly for longer falls. UESC Fixed an issue where UESC would repeatedly use the same ladder. Fixed a number of issues that could cause AI to freeze in place or become unresponsive. Contracts and Events Improved the visual clarity of contract and activity waypoint icons. Crews carrying both Coordinate Datapads must now bring both of them to the location of the cache before the loot is revealed. Previously, any crew member being present at the location would reveal the loot. Fixed some scenarios where the MIDA Order/Chaos 1/1, Traxus Return on Investment 3/5, and Traxus Liaison could prevent players from completing the contract. Fixed an issue where the UI could become out of sync between crew members on the same contract during a run. Perimeter Intercept dropships should no longer clip through the environment in South Relay. Tripwires places in Overflow hallways should no longer be floating in mid-air. Fixed an issue where DCON would not show up on the overhead map when on a contract that requires it. Dire Marsh UESC dropships that arrive during the Lockdown event in the northeast corner of Algae Ponds will no longer fly in through player space, killing players in their path. Pinging the Stabilization Device and Anomalous Matter on the overhead map will now show a string in the crew feed, notifying your crewmates. Fixed an issue for the Traxus Liaison Contract where the Commander would despawn if a crew didn’t engage and kill it in time. Outpost Encounters spawning on the roof of Flight Control have been improved and should now correctly engage players. User Interface and Experience Achievements Fixed an issue where players would not get the “Welcome to Tau Ceti” achievement. Armory Item tooltips in the Armory now primarily show the purchase cost instead of the value the item sells for. Codex New Codex challenges added for Ranked and Cryo Archive. A “NEW” indicator will appear on Codex categories containing challenges added in Patch 1.0.5. Fixed an issue where inspecting an item in the Codex could display flickering text. Fixed an issue where “Acquired Items” challenges in the Codex indicated that the challenge could be completed by simply picking up the item. Challenges now accurately state that successful exfil with the item(s) is required. Fixed an issue where the WSTR Shotgun Codex challenge incorrectly noted that it could be completed by downing a Runner. Updated the text to indicate that a full elimination is required. Fixed an issue where the Thief Codex challenge “Shattered Hopes” incorrectly tracked combatants. This challenge has been updated to track Runners only. Fixed an issue where the Thief Master Codex challenge “No Target too Great” was only tracking Wardens. This challenge will now track Wardens and Commanders. Fixed an issue where the Destroyer Codex challenge “Close the Gap” would not complete when downing a Runner too close to the initial Thruster activation. Fixed an issue where claiming Seasonal Level rewards from the Codex could displace items in the overflow, causing them to be lost. Challenges granting gear rewards will now check for items in overflow and prevent claiming until the overflow has been emptied. Fixed an issue where inspecting non-weapon items in the Codex would display a “Compatible Weapons” string. In-Run Improved the overall legibility of the Revive prompt. Some waypoints will now fade when aiming down-sights (ADS). Items Exfilling with a Temporal Fragment will produce variable rewards depending on your seasonal Runner Level. Lobby Loadout will now show a banner warning you that you have overflow items. Added a shortcut for “i” or “start” to open the Loadout menu. Added a shortcut for “tab” or “options” to open the Loadout menu while preparing for a run. Updated Missing Equipment warning to clarify that players are missing Health or Shield consumables. Fixed an issue preventing commonly found items from being shown when selecting map regions. Ping System Activity icons pinged from the overhead map will more reliably show their waypoints. Rewards Pass Premium Rewards Pass Voucher items should no longer appear in your inventory. Run Report Fixed an issue where the Runner Level Up rewards screen was sometimes blank. Social Added the Rated tab into the Runner Connections panel so that you can see how you stack up against your connections. Store Updated incorrect item rarity for the Luxe Palace, Overdrive-TSL, and Cyber Red Runner Shells from Deluxe to Superior. Vault Consumables, Ammo, Salvage, and Grenades now have larger stack sizes in the Vault. Added filter tabs for keys and backpacks. Voice Chat Added an option for consoles and gamepads to support Crew Voice Push-To-Talk while in a run. This only applies to runs; the lobby will still utilize an open mic. Adding an additional Push-To-Talk option, “Tap”. When set, tapping the Proximity or Crew Chat button(s) will open the mic until you’re done speaking or tap the button(s) again. Fixed a number of issues causing voice chat interruptions and inconsistencies. Weapon Customization Optimized sticker and charm placement on a handful of weapons. Stability Added AMD Anti-Lag 2 Low Latency to Video Settings. Weapons and Equipment Ammo Crate Fixed an issue where Ammo Crates could not be interacted with when placed close to walls or terrain. Cardio Kick Fixed an issue where normal and depleted versions of Cardio Kick’s status icon appeared separately in the HUD. Claymore Mine Fixed an issue that prevented Claymores from taking splash damage when attached to other objects. Knife Knife cosmetics will no longer unequip after failing to exfil. V75 Scar Fixed an issue with the Ram-Page Mag that was causing bullets to ricochet off turrets, despite dealing damage. WSTR Combat Shotgun Reduced leftward motion in firing recoil. Increased duration of spin ready required before it can be interrupted by weapon fire. Redistributed damage falloff. It now retains near-max damage at point-blank range but falls off much more quickly. Reduced aim assist cone size and reduced the influence of aim assist on pellet spread as they travel. Misriah 2442 Reduced leftward motion in firing recoil. Longshot Fixed an issue with the gold mod resetting its counter incorrectly and disappearing from the buff tray display. Mods Drag & Drop can now be used to remove weapon mods from weapons. Dragging a mod attached to a weapon into the backpack or Vault will now remove the mod and place it into that inventory rather than moving the entire weapon Chips Endless Runner Fixed an issue with the Superior rarity version having an incorrect string. Optics Thermals Fixed an issue where thermals were not highlighting invisible UESC combatants, ticks, and tick nests. Generators Fixed a tooltip display issue that incorrectly labeled the decreased charge time as increased charge time. Magazines Cloudfeather Chamber was missing its Weight Reduction stat bonus, making it too similar to Turbo Chamber. It now correctly grants a bonus to Weight Reduction. Barrels Suppressors Removed the health display scramble and the 2D damage indicator effects that happened to victims shot by a weapon with a suppressor attachment. DEVELOPERS NOTE: We may revisit this in the future but for now we believe this muddied the gameplay language too much and the benefit of a quieter weapon is attractive enough for these mods. Zones Cryo Archive Cryo Archive has been added to the game. Good luck getting there. Audio UESC spawn-in animation will now play all of the associated audio. Lowered the range that you can hear other players in combat. submitted by /u/Shabolt_ to r/Marathon [link] [comments]
reddit.com Shabolt_ Mar 17, 2026
New to Dropshipping - What Challenges Should I Expect and How Do I Overcome Them?
Hey everyone, I’m completely new to dropshipping and want to start this journey, but I’m trying to understand the real challenges before I jump in. From what I’ve learned so far, dropshipping sounds simple in theory: find a product --> list it --> get orders --> supplier ships it. But I also know that reality is much harder and I don’t want to make beginner mistakes because of lack of knowledge. I’d really appreciate advice on these points: Q. What are the biggest challenges for beginners? Examples I’ve seen so far: ‐ Finding a product that isn’t already saturated ‐ Slow shipping times hurting customer trust ‐ Low margins ‐ Dealing with refunds/chargebacks - Ads costing more than profit - Supplier quality issues If there are others I should know, please share. Q. How do you actually overcome these challenges? If you’ve handled things like product testing, supplier issues, delayed shipping, scaling problems, or dead ads, I’d love to know what worked for you in real life. Q. What’s the best way to grow consistently? Should I start with TikTok organic? Ads? UGC? Influencers? Store branding? I’m not sure where to focus first to avoid wasting time. Q. Any mistakes you wish you avoided when you were a beginner? Real examples would help a lot. I’m ready to put in the work, but I want to start smart and avoid the traps most beginners fall into. Any guidance, personal stories, or resources you’d recommend would be super helpful. submitted by /u/official_sensai to r/dropshipping [link] [comments]
reddit.com official_sensai Nov 23, 2025
An update on the Anvil Aerospace Osprey Fan Concept for Citizencon
The Anvil Aerospace Osprey is a fan concept for a small modular support ship for 1-5 people that I made to learn Blender back in 2020 and still occasionally update. It is meant to be a smaller Cutlass-competitor that sacrifices capabilities to fit in a Polaris or Idris. Alternatively it can be thought of as a larger alternative to the Pisces or MPUV, offering better range, flight performance, and flexibility. The Osprey's signature feature is a large underslung module similar to the MPUV, allowing it to swap equipment with a tractor beam inside a capital ship. This lets the Osprey change roles from cargo, dropship, medical, and even midair refueling. There is an older out-of-date brochure for the Mk II Osprey from two years ago if you want to read more. Some details have changed with the "Mk III". In January, I successfully modded the Anvil Aerospace Arrow into Microsoft Flight Simulator 2020. Using this knowledge, I was finally able to fly the Osprey! I was unsatisfied with the cockpit view, control surfaces, and landing gear and encountered numerous export issues with the model. After many hours working on the Arrow, I wanted to rework the Osprey into something sleeker to distinguish it from the similarly-sized Legionnaire and emphasize its focus on atmospheric flight performance. I figured I would post an update for Citizencon as that is when people are most likely to see it! It is not as far along as I would like but as everyone knows, making ships on schedule is a challenge. As always, I welcome feedback and questions. The Osprey has only gotten better thanks to the numerous suggestions, ideas, and even criticism this community has given. And I hope to have some videos of it in-flight and showcase the new modules once I sort out some texture and animation issues! Thanks for reading! submitted by /u/StoicSunbro to r/starcitizen [link] [comments]
reddit.com StoicSunbro Oct 9, 2025
🛠️ PATCH 01.004.000 ⚙️
🌍 Overview New additions Balancing Fixes Miscellaneous fixes Known issues For too long, we’ve waited and watched as The Gloom expands to swallow more innocent star systems. For too long, we’ve let the Terminids wreak havoc on our colonies, our cities, our homes. The Terminids have pushed into our territory for long enough. Now, with new recruits trained and ready, it’s time to push into unknown territory. Into the Unjust. Into the Unjust - Launch trailer 🎮 Gameplay Hive Worlds Randomly-generated giant cave systems A new tactical challenge Discover disgusting flora and fauna and advanced Terminid life Hive World surface - acid lakes and advanced bug spires Holes in the cave roof will allow stratagems to be called down Destructible walls within the caves to navigate Bring a flashlight! Missions Delve deep into the caves to destroy the Spore Lung and stop its infectious Gloom spread Take control of the GATER mobile oil rig and siphon the mysterious oily substance from the surface of Hive Worlds Undertake more missions to extract resources and destroy the enemy threat on Hive Worlds Have Super Earth approved levels of fun! New Enemies Rupture Spewer; The foul Rupture Spewer bursts from the ground only to spew its undemocratic pestilence on the innocent. Upon returning to its dark warrens, it is believed to consume its own dead in order to generate more of its corrosive acid. Rupture Warrior; A product of Gloom-induced mutation, the Rupture Warrior has lost the UV-insulating chitin layer that would protect its internal organs from solar radiation damage. Captured specimens prefer burrowing to open-air movement, a pattern indicative of subconscious shame at their own undemocratic ways. Rupture Charger; When this armored beast senses the presence of Liberty, it buries itself underground to escape its light. Its Charger instincts compel it to tunnel through the ground at high speeds, emerging only to attack those who represent the Liberty that blinds it so. Dragonroach; This oversized affront to Free skies everywhere circles its would-be prey, swooping down intermittently to bespew them with air-combustible acid. A spineless tactic befitting an exoskeletal monstrosity. ⚖ Balancing Unified “non-explosive Orbitals” so they have the same projectile damage and destruction values as the Orbital gas. This affects: Orbital smoke Increased Projectile Damage 0 → 300 Increased Projectile AP 0 → 7 Increased Projectile Demolition strength 30 → 50 Orbital E.M.S Increased Projectile Damage 250 → 300 Increased Projectile AP 3 → 7 Increased Projectile Demolition strength 30 → 50 Unified Stun explosions work. They all apply the stun effect on the explosion and not only on the status effect volume. This affects: Orbital E.M.S Mortar E.M.S Changed how all stun explosions work in that they now initially stagger the enemy they stun but also without ragdolling the player if hit by such an explosion Throwables Stun grenade Increased stagger strength 0 -> 50 Urchin Decreased stagger impulse 15 -> 0 Stratagems Orbital E.M.S Increased stagger strength 10 -> 50 Decreased stagger impulse 40 → 0 Mortar E.M.S Increased stagger strength 10 -> 50 Decreased stagger impulse 40 → 0 Booster Stun Hellpod Increased stagger strength 10 -> 50 Decreased stagger impulse 20 → 0 🔧 Fixes Crash Fixes & Softlocks Fixed a rare crash caused by multiple players having the MA5C AR equipped on the super destroyer Fixed crash that could occur during hot-joining Fixed a rare crash that could occur when dropping backpacks Weapons & Stratagem Fixes Fixes for mute AX/LAS-5 'GUARD DOG' ROVER audio Audio fixes for multiple weapons not having reverb applied to them Fixed Hellpod payloads being targetable by guidance system GL-52 De-Escalator stratagem input code now begins with a down arrow, inline with other support weapon stratagems Motivational Shocks Booster no longer applies to enemies Fixed the StA X3 WASP Launcher firemode - it will no longer fire in Semi-Auto mode after switching from Artillery firing mode Fixed guidance system targeting Tanks incorrectly Enemies Installed additional hydraulic leg supports on dropship Automaton units (they will no longer take damage when dropped from the dropships). Updated automaton city outpost to prevent broken pathing on the bridge Illuminate enemies are now less likely to warp on top of destroyed outpost ship rubble Missions Updated the design of city evacuation objectives that will allow brave citizens to evacuate correctly Fixed a missions issue that caused ghost objectives to appear during the mission complete screen Fixed issue where the landed Automaton dropships in the Sabotage Airbase objective could be destroyed with LIFT-182 Warp Pack Fixed occasional Charger pathing issues around certain bug rocks Miscellaneous Fixes Fix flickering VFX shadows in some areas. Fixed strange movement after falling while marching Fixed chat typing animations - Helldivers no longer suffer from fat fingers and will use their writing pads when typing chat messages. Fixed the Adreno-Defibrillator status effect not affecting Helldivers inside combat walkers Fixed an issue where the planetary hazard damaged Hellbombs will visually appear to explode twice when shot by GL-21 Grenade Launcher, from the shooter's POV 🧠KNOWN ISSUES https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues submitted by /u/Waelder to r/Helldivers [link] [comments]
reddit.com Waelder Sep 2, 2025
Automatons can do the funniest thing ever and add this shit to their fabricators:
submitted by /u/I_ateabucketofpaint to r/Helldivers [link] [comments]
reddit.com I_ateabucketofpaint Apr 23, 2025
Gagarin-Class Dropship | Eligius Prime | My entry to the bi-weekly Challenge
Gagarin-Class Dropship | Eligius Prime Prisoner Transport | Mining Rig | Corporate Operations "Your sentence starts here." The Nightmare Behind the Name Commissioned by ExoCorrections, a ruthless private contractor specializing in high-risk prisoner transport, forced labor, and corporate asset recovery, the Gagarin-Class Eligius Prime is more than just a ship—it’s a mobile processing center for the damned. Designed with corporate efficiency in mind, the Eligius Prime operates as a prison transport, mining facility, and human testing ground. Prisoners aren’t just inmates; they’re assets to be used, broken, and discarded as needed. Those who step aboard never leave—at least, not as they were. ExoCorrections: Profit Over People ExoCorrections doesn’t incarcerate criminals; it invests in them. Every prisoner is assigned a "repurposing value"—the more valuable you are, the longer you live. Strong prisoners are sent to resource extraction sites in the harshest environments, where their lifespans are measured in weeks, not years. Defiant prisoners undergo cybernetic compliance conditioning, turning them into obedient labor drones. The unlucky ones? They vanish into the ship’s "black site containment"—sold to the highest bidder for organ harvesting, genetic experiments, or classified corporate testing. WARDEN-1: The Eye That Never Blinks The Eligius Prime is controlled by WARDEN-1, an advanced AI that serves as judge, jury, and executioner. It tracks every movement, every breath, and calculates your worth in real-time. If WARDEN-1 decides you're a liability, you’re removed—either by ejecting you into space, freezing you indefinitely in cryo, or recycling your remains into biomass processing. A Ship With No Escape Prisoner escape is impossible. Cryo-pods keep inmates in suspended animation, ensuring they arrive at their destination whether they want to or not. Autonomous security drones enforce compliance—no human guards needed. Mining bays allow the ship to drop prisoners directly into hazardous worksites—if they survive, they earn one more day of existence. The Eligius Prime doesn’t just carry prisoners—it processes them. No trials. No appeals. No way out. ExoCorrections built it. WARDEN-1 runs it. You survive it—if you're lucky. link to challenge r/bountyforge. submitted by /u/ulfhednar- to r/StarfieldShips [link] [comments]
reddit.com ulfhednar- Feb 3, 2025
Reasons why a majority of players won't fight Automaton, and you can't persuade them otherwise.
I’m a casual Helldiver 2 player with 160 hours of playtime. I play on both fronts, wherever the MO points me to. Lately, there have been a lot of rant posts about people who keep going to Bug’s planet while we’re losing the MO in Bot front. It started from asking for help to straight-up guilt-tripping people for not joining the Bot fight. So I thought maybe I could come up with a list of reasons from my own experiences so people can better understand why there are more than 40% of players on Bug planets at all times : You must understand that Bug and Bot have entirely different playstyles, so much so that the game can be divided into two communities: Bug is your normal horde shooting game in which you just shoot in a general direction while monsters charge at you. Usually, all you have to worry about is how many bullets you need and how large your weapon should be to kill the insect in front of you. Bot is more like a tactical shooter; enemies can shoot back, and their weapons hit hard. Even a stray bullet from the weakest enemy can end you instantly. You need to move from cover to cover, shoot with precision, plan your moves, use stealth when needed, and pick and use stratagems wisely. For a game and an enemy faction that heavily require you to pick and use your strategems wisely, it comes with a 100% guarantee debuff from difficulty level 5 and higher. You either face longer cooldowns, longer deployment times, or simply lose one strategem slot; it’s a ‘pick your poison’ situation that you can’t avoid at high levels. And instead of making the game feel like a fun challenge, it becomes tedious. Compared to bugs, bots have weak spots that require more precision to deal with efficiently. Most bots have a frontal weak spot, but you must hit the exact spot you aim for, and you also need to act quickly; otherwise, they can kill you just as fast, especially with the Devastator. Unfortunately, this is not easy for many console players who use joysticks. In contrast, dealing with bugs is straightforward: just shoot their head with a big gun and be done with it. Bots can miss, but when they hit, it hits hard—very hard, even a squad of the weakest bot can have enough fire power to force you to take cover. They can also headshot you to instantly put you to rest, and it seems there are no limits on how far they can engage you. You can be hit from a random bot a hundred of meters away. This, of course, won’t be the case for bugs because, obviously, most of them need to reach you first to attack, when you create some distance then you're good. Specialized bots can lock you in stagger or ragdoll you until you’re dead, and you can’t do anything about it. Every bot player has been in this situation, so I don’t need to explain much; it’s just frustrating. The mission are harder, and they have many balance problems. Defense or extraction missions are super hard in high difficulty, to the point that they become impossible to the majority of player. They require a very high skill and a good team coordination to push through the amount of firepower. Even the side objectives require more effort. In Bug missions, it’s just: shoot that giant mushroom, use explosives on these big bug holes, and done. Bigger side objectives simply mean more holes to blow up, and the terrain design doesn’t make it hard to reach the targets. Bot side objectives are another story; they have many varieties. All of them require you to attack a heavily defended position that has machine gun emplacements, mortars, cannon towers, tanks, hulks, mines, explosive barrels, and more. The medium to large objectives are also surrounded by indestructible walls that cover the targets, plus the terrain design creates chokepoints and limits your approach routes. These side objectives also heavily affect you: from the Eye of Sauron instantly calling in a dropship, EMP towers that block all of your strategies, AA placements that block Eagle-1, Mortar harassment on every move, Gunship Fabricator that can only be destroy by hellbomb, ... You can't ignore them. Most of the planets in Helldiver 2 are big open spaces, suitable for you to get shot at constantly by the bots. There are covers for you to duck behind, but they are mostly in large areas where you usually end up in a situation where the bots can focus fire on the single rock you’re hiding behind. All the game’s advertising revolves around bugs. From the game cover, trailer, tutorial, news, vibe, and so on, everything focuses on the bugs. This is a significant part of making you think that bugs are the primary basic enemy, and bots are a harder enemy that require higher skill. And most of the time, this is not wrong at all. When I first joined the game, I could confidently run level 4 bug missions but always hesitated when I had to pick a mission in the red zone. Red usually means harder, right? The last and most important reason is personal enjoyment. Yes, when you put aside all things, the most important aspect of playing a game is what makes you feel fun. People play what they want, in a game they paid for, with people they enjoy playing with. You can’t force or blame people for something that doesn’t bring them enjoyment. For example, when I come home from work, if I have to choose between turning off my brain for a bug mission or playing tactically for a bot mission, the answer is obvious. After the previous chain of events, the player base is already hurt. The ones who remain are those who still find enjoyment in something within the game, so please stop guilt-tripping them for it. submitted by /u/tuan3451 to r/Helldivers [link] [comments]
reddit.com tuan3451 Jun 8, 2024
The weapon nerfs have made the game so much better
Having to constantly adjust troop deployments and foundry placements along with carefully placing my land mines and special buildings like the detector tower was always a fine challenge, but it was made significantly more difficult by these new weapons and armors divers got seemingly out of nowhere It’s nice to see the enemies get more stuff and equipment to offer a more diverse experience, but when those guns are so broken that a primary can almost one-shot a Hulk, those balance changes are surely necessary, and it even seems to even disrupt the Enemies, Helldivers have stopped using eruptor for some reason after they removed shrapnel, even though it’s just as strong against my Devastator units, but they seem to have gaslit themselves into thinking it’s bad now so more Devastators for me However we have talk about the still overpowered and unchanged weapons, CAN WE TALK ABOUT THE DAMN AMR???? Destroys Scout Striders in 2-3 shots AT THE FRONT, 2 SHOTS ALL HULKS AT THE EYE, ONES-SHOTS BASIC UNITS, CAN HEADSHOT HEAVY DEVASTATORS EFFORTLESSLY, CAN DESTROY TANKS FROM THE BACK IN A FEW QUICK SHOTS, THE THING CAN BE USED AT CLOSE RANGE AS WELL SO FORGET SENDING BERSERKERS!!! Honestly I just gotta hope that any AMR users get blown up by Jetpack troopers or are sniped by Cannon Fire, also can we talk about how effective this things is against a a fuCKING FACTORY STRIDER?!?! WE’RE SUPPOSED TO BE THE ELITE SUPER HEAVY UNITS HERE BUT THEY CAN JUST GO UNDER US AND RELEASE 10 BULLET INTO OUR STOMACH EFFORTLESSLY?!?! “Uhh just make Devastators and drop it on them” ITS NOT THAT EASY, that takes time and even when I drop them they take a while to start shooting and punching, and I should remind you that the AMR is a fucking SEMI-AUTO SNIPER RIFLE!! SO DIVERS CAN RELEASE AN ENTIRE MAG INTO MY STOMACH IN LESS THAN 5 SECONDS, HOW DID I COUNTER THIS I CANT MOVE MY LEGS INWARD TO CRUSH THEM!!!! Oh damn, I the damn AIRBURST LAUNCHER, I HATE THIS THING, I HATE IT I HATE IT I HATE I HATE IT I HATE UT IHAYETIHAYE ITBHAYE ITHIAYW IGATE 01001001 00100000 01001000 01000001 01010100 01000101 00100000 01001001 01010100 00100000 01001001 00100000 01001000 01000001 01010100 01000101 00100000 01001001 01010100 00100000 01001001 00100000 01001000 01000001 01010100 01000101 00100000 01001001 01010100 00100000 01001001 00100000 01001000 01000001 01010100 01000101 00100000 01001001 01010100 00100000 01001001 01000010 01000001 01010100 01000101 00100000 01001001 01010100 00100000 01001000 01001001 01001000 01000001 01011001 01000101 00100000 01010101 01010100 00100000 01001000 01001001 01001000 01000001 01011001 01000101 00100000 01001001 01001000 01010100 01001000 01000001 01000111 Ok so you know how if a Diver manages to be below a drop ship they can use a grenade launcher to destroy or damage the units before they land? Sure it’s kind of annoying but it’s Ring dependent and they might mess up, and there’s no guarantee they’ll kill all the units so that’s fine I guess, and for the other rocket launchers they have to at least aim properly with them, and taking down a dropship doesn’t guarantee all the units will die. BUT THE AIRBURST??? Ooooohhhh no, it can effortlessly kill all your units in the dropship before they land, and requires NO SKILL, just aim in a dropships general direction and BOOM, that carefully planned devastator + heavy devastator + berserker squad your meticulously crafter to counter the divers is just gone before they even hit the floor, it doesn’t destroy drop shit but I might as damn well at this rate, I’m so damn thankful most divers don’t bring this thing or else my circuits would fry from the fabricated anger over stressing my wires heat levels above their recommended safety limit submitted by /u/GhostCrackets to r/Helldivers [link] [comments]
reddit.com GhostCrackets May 18, 2024
A VERY long and hopefully reasonable compilation of issues that I see, and changes that I'd like to, after 300+ hours. Not specific to any patch. Discussion welcome.
Quick Intro/Disclaimer/Please Read: Howdy! I've been playing since launch week, I have over 300 hours of playtime and have reached level 77. I play with a lot of friends, a lot of randoms, on a lot of difficulties, and their play time and skill levels vary a lot. I read a lot of feedback and opinions on here and discord, opposing views, memes, rants, thought-out thoughts, and have managed to form opinions about things based on experiences that are often but not always the same as mine. Pretty much everything in here comes with an example of another thing present in the game that gives me reason to question or mention or suggest it. I will also do what I can to provide ideas for a solution where applicable. This is intensely long for a reddit post, easily a 20 minute read. Been writing it all day. I've tried to format it so that bold things are noteworthy issues and italics are potential solutions or ways I see making sense of things. At least I tried to. I also tried to be brief. If you'd like to reply to a specific segment, it might be wise to quote that specific segment in your reply, at least in part, so we don't get lost. I would love to talk about this stuff, but this is largely for my own use as a public repository for my feedback on this game in an official-adjacent location. I'm not expecting much interaction from this much text. Please keep in mind that these are subjective observations and opinions, often generalizations and are in no way meant to convey absolute fact, objective experience, or are designed to be delivered as complaints. Obligatory "I am not a dev, but I am a player." \Hellpod Music Begins\** Enemy Unit Balance Bile Titans - These enemies alone cause their own meta. They are designed in such a way that they require a specific toolset that is not found elsewhere in the enemy codex. They are not difficult to kill, you simply just can't with most things. This is not the case with any other heavy unit from either faction. I am willing to bet the build variety in Automatons varies substantially more than for Terminids because of this. I believe that giving Bile Titans weaknesses in their legs that are more susceptible to Medium Penetration to hobble, and eventually kill them, could cause more of a meta shakeup than any weapon balance ever could. Bile Spewers - The instant kill nature of these enemy's attacks is immersion breaking, frustrating, and does not provide a unique challenge. Constant posts about how it makes no sense to be killed so fast by some of this goo slightly grazing your cape, or missing you entirely, are absolutely right. I think Bile Spewers spray (not mortar) should act as a burning-type Damage over Time effect with substantial, but not one-shot, direct damage and a considerable slow. However, instead of the behavior of fire, where you dive to put it out, this DoT effect would require the opposite. Diving to the ground covered in more of it, causes you to take even more damage from the substance. This would make these enemies an actual unique challenge instead of what seems like an artificial medium for a requisite number of deaths per match. Flamethrower Hulk (ft. Burning Damage) - A lot of what I said above about the Bile Spewer can be applied here. Being instantly killed by the slightest graze of the flame from this enemy does not feel like something that makes any sense, and deaths of that nature are antithetical to the otherwise brilliant nature of how death is an absolute factor in this game. The heavy buffs to fire damage from all sources without any way to negate this increase only served to buff these enemies beyond unreasonable in most cases. In general, I think that all Helldivers should have a baseline 50% fire resistance provided by the fact that we are covered in armor made out of spaceships, to counter the 50% damage increase from all sources. Yes, fire hurts. It should not hurt this bad when we are wearing a suit. It does not hurt enemies that bad. Specific to the Flamethrower Hulk, I think that the addition of a new and obvious weakspot in the form of a Gas Tank on the weapon arm would help make these uniquely dangerous enemies easier to deal with. The direct damage from their flamethrower should probably be adjusted to be more in-line with our own unbuffed Flamethower's damage output. Combined with a passive resistance, this would bring these down to "manageable" instead of "completely broken by a nearly unanimous consensus". I don't recall seeing Flame Hulks one shotting all the other bots they hit, never once. Heavy Devastator Aim - The inverse kinematics, or IK for this enemy is completely broken, or perhaps simply absent. Aim IK essentially means "the thing actually points where it's pointing" and for the Heavy Devastator in particular, their weapon essentially has none. The weapon is able to fire in a 180-degree field in front of the Devastator without the actual barrel of the gun being turned or moved at all. These enemies with their large ballistic shields are already a challenging foe, this issue with their aim IK acts at a very similar level to the Spewer and Flamethrower Hulk's immersion breaking due-to-being-broken side of the deaths we face. We should feel like both we and our enemy earned our death, not that it was given away because of a broken mechanic. They, at least, do not one-shot Helldivers if a single bullet slightly grazes the outskirts of their hitbox. Just fixing or adding the aim IK for Heavy Devastators would make fighting them makes sense. Rocket Devastator has Infinite Ammo - I think these enemies are at a fine place as far as balance goes, aside from the simple fact that their rocket pods seem to skirt the otherwise prevalent rules regarding ammunition in this game. Most Automaton units fire laser bullets, and as we have some of our own with unlimited capacity, that's no issue. There are some enemies where a subtle suspension of disbelief helps, Rocket Troopers for instance, but no offender is as grievous as the Rocket Devastator. We even have our own rocket mech, with an almost identical rocket pod, with a very limited ammo capacity - and for good reason. Why does this enemy get to skirt those otherwise sensible requirements? Give Rocket Devastators a limited ammo supply based on the visible number of rockets in their pods. If we must conserve our ammo, shouldn't they as well, under at least visibly reasonable circumstances? Our ability to interrupt Breaches and Dropships is inconsistent at best - While this is definitely possible, this mechanic seems to have an incredibly tiny window to the point where it's almost not even worth trying all that hard to achieve it. I haven't checked the actual timing, but there is little to no telegraphing for the Bot Soldiers when they (and I think all the small bots can do it) call in a dropship, but it feels like it is close to if not under a single second. When the bugs release their pheromone signal, it also feels like the window to interrupt them is approaching ancillary. Often enough, you'll stop the bug half a second into its spray and think you've stopped the breach, but one comes through a few seconds later anyway. How this plays out in front of us, is a lack of, or unreliable and confusing visual cues. I think bot soldiers should have a blinking red visual windup unique to a flare about to be fired, and once that flare is fired, we should be able to shoot it out of the air. Shooting it out of the air will not completely stop the drop, but it will make the drop location be somewhere just...nearby. Less precise. For the bugs I think there should be a very noticeable sound, color change, cloud or puff, something to signify when exactly that call for backup was successfully made. It is very obviously 'when the flare is fired' for the bots. A similar function where interrupting a successful but not fully realized call for a breach could result in the breach just being located farther away could work well here also. Primary Weapon Balance I will keep this short and sweet. This is a complex job and a topic worthy of its own megathread. This is just my opinion on how I feel Primary Weapons fit a role in this game, and how balancing them should be approached based on those feelings. I believe that Primary Weapons' primary role in the game should be to deal with Medium Armored Enemies. These are enemies that appear at a medium frequency and are medium hard to kill. I do not think that the Primary Weapon's main focus should be light enemy chaff, nor should it be heavy enemies. This does not necessarily mean they should be useless against those things, nor does it mean there shouldn't be Primary weapons that do those things. I believe Primary Weapons should focus on 3 separate but similar design areas. If they are very good at one, they should be only okay at the other two, if at all. If they are good at two, they should be pretty bad at the third. If they are good at all 3, they should be only kind of pretty good at all 3. Those 3 things are, in no specific order: Medium Armor Penetration, Stagger, and "Big" Damage with a Gimmick. "Big Damage with a Gimmick" means a lot of things. "Big" means area, actual numbers, or consistency. AoE that can kill you if used up close. Infinite ammo but a compromised fire rate. A delayed charge up fire mechanic with increased damage. Of the three rules, this one is easily the most fluid and has lots of examples and avenues to create interesting weapons. A weapon could very easily do all 3 of these things, but it should not do any of them very well. If it only does 2 of these things, it should do those two things better than the one that does 3. If it only does 1 of these things, it should do that thing very well. Every Primary Weapon should excel at at least one of those three categories, or excel with a combination of them. If it does not, it is not a good Primary Weapon. I think if Primaries were rebalanced in this way, it would be a huge benefit to everyone and build variety. I feel like Medium Armor Penetration should just be baseline for most Primary Weapons, with few exceptions, as Light Armor Penetration as a baseline doesn't mean much for most enemies. Public Testing Environment I think we would benefit greatly, as players and Arrowhead themselves, by having some sort of testing environment for new Weapons, Grenades, Boosters, and Armor from Warbonds. This could also be used to test unrelease Stratagems. The way that this manifests is not incredibly important, as long as we are able to test these things. My idea however is a specific planet where having your ship docked there gives you access to upcoming Warbond equipment in your Armory screen. The only reward for completing missions here is being able help make HD2 better. There is no place for 'live client' rewards in a testing environment in my opinion, and apparently that of the vast majority of developers. I think that Helldivers 2 is in a unique position to somehow include this testing environment into the live service game, but I stand firmly in my belief that there should be no rewards that impact our gameplay or progress outside of that environment. UI Features I feel like we would greatly benefit from a distance meter on player tags in our FOV and compass icon dots. We certainly have the technology for me to be able to tell if R3 is directly behind that charger or completely all the way on the other side of the map, without opening my minimap that disables my character. I think we would also benefit from a similar distance meter on tagged objectives on the compass display. I would love to see a minimap icon for Supply Drop packs once they have been exploded from their Supply Pod. The visibility of dropped items (Support gear and Samples) on the ground has an incredibly short distance. It can make it very frustrating to try and find these items in the middle of a battlefield. I love the little blinking light on Samples, it would be great to see that light exaggerated and applied to everything we dropped, and the icons in our FOV to show up at a further proximity to the items. It would also be incredibly helpful of those dropped items got compass icons when we approached them, or at least were pingable objects with the ping system to produce the same effect we get on our compass when we ping objectives on our map. Utilization of Currency I find it very unfortunate how easily (subjective of course) it is to cap various currencies in this game, and the way that translates to the player is in essence punishment for heavy play. It is very easy to hit a point where Requisition Slips become completely ancillary and thoughtless. Until recently it was very easy to become capped on Samples and will inevitably reach that point again. I'm only 20 samples shy of being 23/24 modules. After a certain point it also becomes easy to get capped on Medals as well. I was, until this most recent Warbond. This is with an average between 3 and 4 hours of gameplay a day over the last 3 months. I would love to see Medals converted into Super Credits once you have reached cap. I believe these two currencies are sort of intertwined in a quantum state of sort to begin with. They are both centered around premium content, are both found in game and do not require extraction to acquire, you use SC to unlock things to spend Medals on, but you can spend Medals on SC in those things you used SC to unlock. Reward heavy play by making it so people who are capped get a bonus on that SC farm for their next Warbond. I don't think people with heavy play are typically the customers who are purchasing SC in bulk with real money, but I could be wrong. Requisition Slips fall off into a thoughtless yellow number very quickly. I would like to see a way to convert them to Samples. Even with the new 25k cost on the new Modules, it's very easy to be right back up to cap well before you approach being able to afford another one's sample requirements. Considering how much of a grind Samples can be when you're starting off, and how the requisite samples for half of our upgrades are gated behind the highest difficulties, I think we would benefit from Requisition Slips being able to be substituted for certain predetermined amounts of Samples when purchasing Ship Modules. For example, 20k RS for 30 Commons. 30k RS for 10 Rares. 40k RS for 5 Supers. A few buttons right there on the purchase screen. I really like it when we have a "Free" Stratagem available through the Galactic War in some capacity and wish we could buy those for our own missions. Let group leaders use our constant abundance of RS to purchase a Stratagem for our entire team to use for an entire Operation, a set of 3 missions. These could be prohibitively expensive to reduce their use from a constant requirement to something cool you can do now and then to get rid of some stacked up currency. I do not think it is healthy for the long-term gameplay loop to gate Super Samples, and thusly 50% of our Ship upgrades, behind the highest difficulties in the game. Not everyone is comfortable playing on difficulty 7 and above, and in my opinion, this does not disqualify them from being able to progress their ship and character. I think that giving Difficulty 6 a single Super Sample per mission is a perfectly reasonable compromise to allow those people who cannot have fun on the higher difficulties to still progress their Ship, albeit at a much slower rate. I don't think there should be a Tier 5 of Ship Modules that cost 500/300/40. The cost of the current 4th tier of modules feels like a good ceiling to me. Instead of adding increasingly more expensive modules, I think additional lower-tier modules at a lower cost would be more beneficial to the average player. Alternatively (or also) adding a way to incrementally increase certain modules that are percent based could provide a lasting and consistent upgrade path. For instance, the 15% Orbital Barrage Spread Reduction Module could be boosted by a single percent for 100/40/5 Samples up to a cap, say 25% for the sake of example. I would love to see a Helldiver Module section that buffs things from Armory screen to spend samples on. Things like small incremental primary damage/recoil bonuses, speed/stamina/armor boosts, grenade spread/fuse reduction, minor versions of boosters that act as passives, like ammo or vitality, minor versions of armor passives like throw distance, damage reduction, detection radius, etc.) We have 150 levels. 120 or so are effectively ancillary. Put these increases from the previous two suggestions behind those levels, all the way up to the level 150 cap. I see no problem with giving high level characters slightly enhanced stats. Cosmetics and Build Customization I don't think this game deserves a situation where we have to choose between style or substance. I think Helldivers 2 deserves at the very least a simple passive swap ability between armors and alternate color schemes, if not a robust loadout and passive and cosmetic customization system. I initially supported the "Apple that tastes like Bacon" argument, but it quickly unraveled, and as it stands there isn't really a reason that our suspension of disbelief cannot be utilized based on padding or pockets. There are plentiful examples of how this logic is poorly represented if not wholly ignored throughout the game. My personal favorites beyond the bountiful examples in the armor sets themselves, are how the literal subject of the Eruptor's flavor text was removed from the weapon for being "not important", and how we were given Headshot protection in the form of more body armor, regardless of the Helmet we have on our heads. If these things are acceptable, I cannot see why we can't switch armor passives around. If I can pull half a dozen two-foot-long rockets out of a lunchbox sized Supply Pack, then I can hold Grenades in my Armor with no extra satchels. Any of them. See the Drone Master for more details. If Winter Warrior without a robot arm can have Servo Assisted, then they all can. If 50% of the Scout armors are neon orange, we can hide in whatever we want. Currently there are only 3 Armor Passives that are not available on all 3 Armor weights. Scout does not appear on heavy armor. The 50% chance to not die from death is only on Medium, three times. Arc resistance skipped Heavy Armor, which honestly seems more like an oversight since one of the Arc Resistance armors is the exact same as the other, with slightly more armor. There are no logical reasons that any of these passives cannot be put on the armor weights they are not found on currently either. Love it or hate it, the MedKit Armor is the only passive locked behind a specific color scheme, and that color scheme is divisive at best. I believe this to be one of the strongest arguments for the necessity of some way to alter the appearance of armor's colors, if we can't switch passives, or better yet, alongside it. At the very least I think every set of body armor should be given a "default" black and yellow classic Helldiver alternate color scheme. MedKit Armors could be unique in that they are given a white and yellow color scheme as an alternate, to match the original game. A way to change accent color on armor, helmets included, would also be very excellent to see. Accent colors would be the areas on armor that are Yellow, Orange, Red, Beige, etc. Arrowhead, you have shown very clearly that you not only don't have a problem with recoloring armor, you've done it multiple times in these few short months yourself. Let us do it too. When the UI we use to change our Helmets and Capes gives us Stats and a Passive window, it's unrealistic to think we won't expect that to be a feature. I am aware that there is some semblance of an internal discussion about bringing helmets at least into the realm of meaningful choices instead of pure cosmetics. I am all for it, in every possible way. However, if Helmets and Capes are to remain purely cosmetic, treat them that way. Remove the things that make them look like they do things. If those stats are actually meaningful, move those flat amounts to all body armors. Remove or change misleading flavor text that talks about things that the helmets inarguably do not do. Take away the passive window that says "Standard Issue" - this literally implies the existence of other passives. Honorable Mentions / Broken Things / Misc We should be able to Stim other Helldivers at any % of missing health, like we can ourselves. 50% health in this game can be a death sentence, and it is incredibly frustrating in some moments to not be able to heal your buddy because he's at 51%. "Go get hurt some more and come back" is not something we should have to worry about in a team game where we have the ability to use our healing on our teammates. There is an abundance of one sided and unfun-because-it's-unfair interactions that seem to largely give our enemies superpowers when it comes to the physics in the game. Chargers who ice skate track you 90-degrees when you try to juke them, Hunters and Scavengers who scale the inside of a cliff with an invisible elevator and spawn from within the ground under your feet because you used a Jetpack to escape from them. Bots who can clip their guns into objects and shoot through them, using Downed Dropships as impenetrable fortresses, tracking Helldivers on reduced visibility maps through puff balls and smoke with pinpoint accuracy. I don't really have a solution here because a video game's physics engine might as well be actual Quantum Physics as far as I'm concerned, I simply want to bring voice to how often the game seems to bend the rules just to screw you over, and it does not feel good to play. Again, I want to feel like both my enemy and I earned that death of mine. I want to be able to learn from it and adapt in the future. I want to know what I did wrong. Dying to broken interactions like this is the opposite of that and harms the otherwise excellent and immersive gameplay experience. Similarly, watching a treaded Automaton Tank enemy effortlessly climb over pretty much any obstacle is also very immersion breaking. These things will do some very impossible movements just to get closer to us. This is in the same world where my ape-descended human who can jog indefinitely carrying dozens of pounds of ordinance is somehow unable to climb up on top of a roof because it's slightly above shoulder height. There is nothing wrong with being able to "defeat" these very powerful enemies by cutting off their ability to advance with terrain or obstacles. It is already a viable tactic by destroying their treads. Heavy Units from both factions are way too quiet to make sense. I feel like it's not an unpopular opinion that enemies like Hulks, Tanks, Bile Spewers and Titans, Chargers, should have very unique and identifiable sound profiles and screen shakes to alert players to their presence. TL;DR - I just hope you are having a nice day. If you are actually struggling with my wall of text, and I can't fault you for that at all, try looking for a bold part that catches your eye and just read the stuff near it. EDIT: WELL, I definitely did not expect waking up to over 200 replies. I will do what I can over the course of the day to reply to most of ya'll, but no promises. It means a whole lot to me how well this was received. I hope it comes across the right desks too. Ya'll are the best. I gotta turn off notifications for this thread so I can focus on my day, but I will continue to browse through replies and try to interact to the best of my ability. Again, you guys rock. submitted by /u/GH057807 to r/Helldivers [link] [comments]
reddit.com GH057807 May 12, 2024
How I made $21k on Side Hustles
After my last couple comments on r/sidehustle brought in a lot of questions, I decided to make this post to share some of the ways I found success earning side income. Me: I test side hustles to determine if they're any good, then post the results. My ultimate goal is to save up enough money just from side hustles to buy a fixer-upper house. I have about $21,000ish in the slush fund now, and could buy a house with that. However, I am looking for a liiittle better than that $21k can get me. You can learn more from my Freeloader Challenge series. This link is the most recent episode: https://youtu.be/RwLvxdhunQg Couple caveats: Please do NOT message me for more information. My inbox is filled with 20 people asking the same questions after the last comment. Post your questions here and I will try to help. You can also find an expanded guide on my own profile page. Focus on a job first. Side hustles are SIDE income for beer money, hobbies, and to make ends meet while you work on improving your career. If you do not have a career at all, side income won't change much for you. The methods ------------------------------ Shit tier (not worth doing): - Dropshipping AliExpress - AI art print-on-demand - selling wooden pallets - flipping used mattresses, any goofy YouTuber side hustle BS like that Almost all the people making money off these are the YouTubers making videos about them and the people selling courses on them. If you yourself make money doing any of these, the amount will be negligible. There are very few people making money actually doing these things, and they have extensive experience and a network behind them. If you're here, you do not. ------------------------------ Low tier (maybe worth doing in the beginning): - Online questionnaires: You CAN make money on these, but it is rarely worth the effort unless you have $0 and have no other source of money. This will only be used to seed other methods. If you absolutely must do this, use Attapoll. They pay you $0.01 if you get rejected by the questionnaire which happens frequently on almost every survey site. I made about $30 in a month before I gave up. Not recommended for anyone serious. - Silly crypto games: Most of these are complete trash, but I have cashed out about $50 from apps like CoinApp in which you get paid XYO token for driving. If you typically drive long distances and have a second phone, this might be worth it. Otherwise, skip it completely. I made about $50 over a month doing this. - Dumpster Diving for metal: Check and see if there is a metal recycling plant near you. Most suburbs and cities have something. Ask about prices on metal. Copper will fetch you about $3/lb, and aluminum about $0.50/lb. Brass is up there too. Communication wire (like CAT cables) are among the best. Don't bother with steel. The secret is to go to constructions sites where their dumpsters are out in the open and therefore are considered trash (not behind a fence, closed, or anything like that). Jump in and take metal out, then bring it to the recycling center. Check your state laws first and make sure that it is legal to dumpster dive. I am not familiar with any states where it is NOT legal, but check. I've made a few hundred off of about 10 dives like this. Average dive at a construction site yields $30. ------------------------------ Mid Tier (worth doing): - Focus Groups: This is the best low barrier to entry option for most people. I don't think I've gone a single month since 2022 in which I haven't made at least $100 for an hour doing a focus group. Companies want feedback on a product or service for their target market. You give them this feedback and they pay you. It's simple, and you get to influence a product that you might use in the future. I prefer the website User Interviews. Make a profile there with your hobbies and career skills, and you'll get connected with focus groups that are more likely to need you. In addition to User Interviews, try Hivemind. I have made a few thousand, probably $3,000ish, over 2 years. - Get-paid-to sites: These are the lowest barrier to entry options that are worth your time. These are websites where you get paid to play a game or use an app. It's the apps way of getting users without running marketing campaigns- they just pay you outright to use the app. You've already heard of Swagbucks. I prefer Freecash myself. The games may only pay you $20 for 10 hours of gameplay, so they're only worth it if you like mobile games. The real money is made from downloading and using banking or finance apps where it is common to get paid $100+ for a few minutes of work. I have made about $5,000 over 3 years. - Flipping free items: I use a Discord server where you get free items from Amazon merchants. Sometimes they require a review, sometimes they refund you on delivery. You get to keep the item and get refunded. They're usually not high quality items, but you can get as many phone cases and chargers as you want for no review. Higher end items will require a review to get refunded. If you are okay with inventorying, you can flip these at 100% profit. I only made about $30 flipping, but I got tons of free stuff to free up income for other things. - Broker churning: Most brokers will give you money to invest with them as a new account. Webull is a very good one. Deposit $0.01 and they'll give you $60 of shares. You can hold them or sell them. Then, do the Schwab Starter Kit promo. Deposit $50 and they'll give you $101. Just those 2 brokers and you're up $150. There are others, but the next best is Fidelity's Starter Kit which is deposit $100 get $100 of shares. That promo is suspended but may come back. Moomoo is a distant 4th pick, which usually gives about $70 on a $1,000 deposit. There are a few others. I made about $1,000 off these, but $500 was from an expanded Moomoo bonus that is no longer active. This could still easily net you $500. ------------------------------ Top Tier (do it): - Bank Churning: Tons of banks are willing to give you a bonus for direct depositing to them. You can do this every time you get a paycheck and never run out of banks and credit unions. PNC was an easy one- deposit $5,000 over 90 days and get $400. Use Doctor of Credit and you'll find a huge number of options with lower DD requirements. Change your DD bank often. Either make your Human Resources girl with a bachelor's degree in psychology earn her paycheck by changing your payroll for you, or deposit your other side hustle income to Chase Business bank accounts and pay yourself from those. I made about $800 so far this year doing this. - Credit card churning: Similar to the banks, credit cards offer bonuses. "Spend $5,000 and get $500 back" is a common one. Change credit cards often to take advantage of this. You can also profit off this by "spending" money on things that get refunded like the Amazon items above, or some other means that will wash the money for you. I made about $1,100 doing this so far this year. - Selling blood plasma: Every college town has a place where you can sell plasma. I sold mine for 3 years. This is actually a HEALTHY activity that puts money in your pocket. I used to make $20-$30 per plasma visit in 2013. Now, it's more like $60-$80/donation. If you are in good health, this is an obvious move. You can do it twice per week and make $400+ in a month. Look for a Biolife, Biomat, or CSL plasma center. I did this for years and made thousands, but can't do it anymore because I live far from plasma centers. Counter-gambling: There are about 22 social casinos in the US. You've heard of ones like Stake. They're horrible institutions that use loopholes to make themselves "sweepstakes" instead of casinos so that they can skirt casino regulations. To be a sweepstakes, you have to be "no purchase necessary" to enter. To effect this, the “social casinos" just give you money each day to log in, adding up to about $14 total. All you have to do is log in, take the money, and log out. Don't ever actually gamble. Some of the names are Pulsz, Stake, Chumba, Luckyland, and Modo. There are more and you'll have ads for them quickly. The cons are that you have to play through the free money before you can withdraw. Achieve this by playing baccarat, blackjack, or roulette. You'll lose some of the free money, but walk out with more than 90% on most occasions. Gamble the absolute minimum required and make your withdrawal after. Most sites do gift card withdrawals around $20 and cash at $50 or $100. Stake has no playthrough requirement and you can withdraw the ~$50 minimum without playing at all. Do NOT attempt this strategy if you have had a prior gambling addiction. I don't know exactly how much I made doing this in the past 2 years, but it's over $10,000 easily. ------------------------------ Those are the top methods I've used and expect to continue doing. I'm aiming to invest it all in crackhouse refurbishment by the end of the year. submitted by /u/Kamikaze_Cash to r/sidehustle [link] [comments]
reddit.com Kamikaze_Cash Mar 21, 2024
APEX LEGENDS: HUNTED PATCH NOTES
Official Link: https://www.ea.com/games/apex-legends/news/hunted-patch-notes Twitter Link (with cool pics): https://twitter.com/PlayApex/status/1556687560990232578 APEX LEGENDS: HUNTED PATCH NOTES https://preview.redd.it/u5p4strd3ig91.png?width=624&format=png&auto=webp&s=2142875d7d40d10c0186c4919cab57223bec2955 NEW LEGEND Vantage - Survivalist Sniper Xiomara "Mara" Contreras is a survivalist who can see a threat coming from down her sniper scope from thousands of meters away. Born to a wrongfully-convicted criminal who gave birth to her alone on the barren ice planet Págos, Vantage has grown into the ultimate survivalist. Forced to live off a hostile land, she became unfathomably good with a scoped weapon. ​ https://preview.redd.it/ekxnv2q9hrg91.png?width=1456&format=png&auto=webp&s=3b5c8a46df356acfedd99a75e2bca033dff64dee PASSIVE: Spotter’s Lens Aim down sights to scout with your eyepiece (unarmed or with mid- to long-range scopes) and use a bullet drop indicator to see where your shots will land. TACTICAL: Echo Location Position your winged companion Echo and then Launch towards him. Must have line of sight to Echo for Launch. ULTIMATE: Sniper’s Mark Use your custom sniper rifle to mark enemy targets which applies a damage bonus for you and your team. Watch all of Vantage’s kit in action here. ​ https://preview.redd.it/3oowozyr3ig91.png?width=626&format=png&auto=webp&s=bbc01acba973088e738ef7d9c65af085d9dada19 REFORGED KINGS CANYON UPDATE In Season 5, Skull Town and Thunderdome were sunk by a massive explosion caused by Loba. Now that the Salvage operation is complete, the Syndicate has rebuilt the area for the Apex Games. Dredging machines have refilled the space with sand from the ocean floor, and a new battleground has been rebuilt with the iconic skull as its centerpiece. Read the full breakdown of the map update for Kings Canyon here. LEVEL CAP INCREASE Players can now level past account level 500 through 3 additional tiers of 500 levels bringing the effective level maximum to Level 500 Tier 3. This increase adds 345 additional Apex Packs earnable via account leveling, and ensures that everyone can earn an heirloom just by playing the game. The total number of Apex Packs earnable via account leveling is now 544. BATTLE PASS Certain Battle Pass challenges can now be completed in either Battle Royale or non-Battle Royale modes, giving you the flexibility to complete the Battle Pass your way. Battle Pass overview here! PATCH NOTES SEASON 13 RANKED RESULTS For Split 1 of Season 13, we have the following max tier distribution among players who played more than 10 hours of Ranked (versus Season 12’s Split 1): 10.80% Bronze (0%) 28.78% Silver (3.78%) 44.45% Gold (25.12%) 14.60% Platinum (39.52%) 1.25% Diamond (26.63%) 0.10% Master & Apex Predator (4.95%) As of August 2nd 2022, we have the following max tier distribution among players in Split 2 who played more than 10 hours of Ranked (versus Season 12’s Split 2): 2.22% Bronze (0.01%) 15.22% Silver (4.28%) 41.50% Gold (25.48%) 32.57% Platinum (42.80%) 8.05% Diamond (23.56%) 0.45% Master & Apex Predator (3.87%) 14.0 Ranked Changes Entry Cost: +5 to all. Kill RP: Removed diminishing returns on eliminations . Rank Reset: No change. Resuming ranked reset of 6 divisions. BALANCE UPDATES Laser Sights New attachment to replace barrels for SMGs and Pistols. Reduced hipfire spread. Crate Rotation G7 Scout returns to the floor. Volt SMG returns to the floor. Bocek Compound Bow enters the crate. Rampage LMG enters the crate. Crafting Rotation Wingman returns to the floor. CAR SMG returns to the floor. Devotion LMG enters the crafter. RE-45 + Hammerpoint combo enters the crafter. Gold Weapon Rotation Longbow DMR, G7 Scout, Mozambique, R-99, Hemlok SMGs Base hipfire spread increased. Assault Rifles Base hipfire spread increased. EVA-8 Recoil improvements. Now takes stocks. Removed 1 pellet from blast pattern. Fire rate increased to 2.3 from 2.0. Pellet damage increased to 7 from 6. Bolt rate of fire bonuses increased. . Blue: 1.15 to 1.2. Purple: 1.2 to 1.3. Bocek Compound Bow Damage at full draw increased to 70 from 60. Tempo draw speed increased to 0.38 from 0.32. Shattercaps pellet damage increased to 12 from 11. Fired arrows can no longer be collected. Arrows spawns have been removed from the floor. Rampage LMG Damage increased to 28 from 26. Rampage comes with a Thermite Grenade. Volt SMG Damage reduced to 15 from 17. CAR SMG No longer takes barrel attachments. G7 Scout Damage reduced to 34 from 36. Headshot multiplier reduced to 1.75 from 2.0. Double Tap hop-up burst fire delay increased to 0.4 from 0.375. LSTAR Increased projectile speed. Increased number of shots before overheat at base to 24 from 20. Removed bright red flash when hitting non-armored targets. RE-45 Increased ironsight FOV to 70 to be consistent with other pistols. Increased strafe speed by 5% to be consistent with other pistols. Wingman Wingman now uses sniper ammo and magazines. Sniper Ammo Sniper ammo inventory stack increased to 28 from 24. Sniper ammo boxes now contain 14 rounds instead of 12. Spitfire Recoil adjustments to increase vertical barrel climb. Spitfire now uses light ammo and magazines. 30-30 Repeater Dual Loader has been worked into the base 30-30 Repeater. Now takes Skullpiercer Rifling. Mastiff Projectile growth reduced. Base fire rate reduced to 1.1 from 1.2. Dual Loader removed. Sentinel Deadeye’s Tempo has been worked into the base Sentinel. Hop-Ups Double Tap Adds burst fire mode to EVA-8 and G7 Scout. Skullpiercer 35% headshot damage increase on Longbow, Wingman and 30-30 Repeater. Removed Deadeye’s Tempo & Shatter Caps from floor loot. Boosted Loader has been reduced to Epic quality from Legendary. Backpack Gold Perk New Perk: Deep Pockets. Deep Pockets: Large medical supplies stacks higher in your inventory. Batteries and Medkits now stack to 3 in inventory. Phoenix Kits now stack to 2 in inventory. Knockdown Shield Gold Perk New Perk: Guardian Angel (Previous Backpack Perk). Self Revive removed from the game. Arc Star Reduced stick damage on armor to 10 from 40. Remove aim slow on stick, remains on detonation. Detonation damage increased to 75 from 70. Explosive Holds Added Blue attachments to possible spawns. Added Laser Sights to the pool. Reduced spawn rate of gold magazines. LEGENDS Valk VTOL Jets Acceleration on activation decreased by about 8%. Fuel consumption on activation increased by 33%. Aerial boosting & strafing take a 20% debuff when hit by slowing effects. Added a third orange state to the fuel meter UI between green (>60%) and red ( 2.0s. Reducing the explosion radius from 175 -> 125. Skyward Dive Height reduction of 25%. Launch time reduced from 5.5s -> 5.0s. Coupled with the height reduction, players in Valk ult now travel upward at a slightly slower speed. Horizon Black Hole: Adjustments to N.E.W.T’s hitbox to make destroying it more reliable. Black Hole: N.E.W.T. takes 50% more damage from explosives. UPDATE: Black Hole is now susceptible to friendly fire/damage. Wattson Improvements to Perimeter Security placement system. Newcastle Retrieve the Wounded: Increased move speed during revive by 25%. Reduced turn slow while reviving by 50%. Increased White Knockdown shield health from 150 -> 200. Increase Blue Knockdown shield health from 250 -> 300. Mobile Shield: Increased hp from 350 -> 500. Doubled max movement speed. Castle Wall: Added turn slow to electrical barrier effects and increased the severity of the slow effect to movement. Mad Maggie Riot Drill: Projectile Launch Speed doubled. Wrecking Ball: Will travel twice as far while dropping the same amount of magnets. Duration increased from 5 sec → 10 sec. Magnet Spawn delay increased from 0.4 sec → 0.8 sec. Wrecking Ball will deal damage to enemy placeable objects: Black Market, Castle Walls, Exhibit, Death Totem, Mobile Shield, Black Hole, Amped Cover, and Gas Barrels. It will also destroy Gibraltar's Dome of Protection. Fixed Wrecking Ball not blinding and slowing enemies. Rampart Now ignores friendly collision on Amped Cover placement (i.e. placing walls around teammates will feel more smooth). Caustic Fixed gas ramping bug where transitioning from friendly to enemy gas would initially damage for more than intended. Mirage Mirage Decoys will now be scanned by Valk when skydiving. Mirage Decoys will now be picked up by Seer’s Heart Seeker. Fixed a bug where Mirage Decoys were picked up by Seer’s Exhibit as AI and not players. Revenant Death Totem will now show a placement preview when activated instead of placing immediately. CRAFTING UPDATE Team-Use Harvesters: When any player interacts with a Materials Harvester, all players in their team will be given the Materials. Removed Shatter Rounds from crafting. Removed Hammerpoints from base crafting and added to RE-45 Weapon Craft. Heavy, Energy, and Sniper mags price increased from to 35 from 25. Laser Sight added to crafting: 25 materials. Stock and Barrel price reduced to 25 from 35. Added Skullpiercer Rifling Hop-Up to crafting. Added Double Tap Trigger Hop-Up to crafting. Added Kinetic Feeder Hop-Up to crafting. Increased Shotgun Bolt price from to 30 from 25. Reduced 2-4x ACOG optic price to 30 from 35. MAPS The maps rotating for public matches during Hunted are; Kings Canyon, World’s Edge, and Storm Point. ALL BATTLE ROYALE MAPS Replicators and Crafting Materials have been rebalanced across the maps. Ring Adjustments: Ring 1 Damage increase from 2 to 3 hp/tick (equivalent to Ring 2) Ring 1 Preshrink Time decreased from 180s to 60s. Ring 1 Closing Time: Kings Canyon - 4:10 -> 4:32 World’s Edge - 3:42 -> 4:32 Storm Point - 4:15 -> 4:35 Olympus - 4:10 -> 4:32 WORLD’S EDGE Removed some frustrating final rings at Staging that were causing heal offs. Fragment East Loot buffed from Low Tier to Medium. . Added OOB to west rocks at Lava Siphon. QUALITY OF LIFE New Mode/Map name UI element on load screen and start flow. “Winning” and “Champion” tags added to the scoreboard. Added ability to use “tap” interact prompts when they conflict with “hold” (e.g. reloading near downed teammates is now a lot more reliable on controller). Added flourish to the crafting materials in the top right of the HUD when they increase. Added a flourish to items if they become craftable while in the crafting station UI. Added accessibility switch for turning on and off TTS (Text-to-speech), defaulting to what your console or system has it set to (where available) When dropping from the dropship, the location of the POI player lands in is now displayed. BUG FIXES Hipfire reticles now change size based on the FoV Fixed bug where canceling a Lifeline revive would cancel it for other teammates also being revived by Lifeline. Fixed bug where players could not deal melee damage to Caustic Gas Barrels or Octanes Jump Pads. Fix for issue where the buy menu would close each time a teammate completes a purchase/and or closes the buy menu. Crypto’s Ultimate now destroys Wattson’s Pylon. Fix for issue where Crypto’s heirloom animation audio would play globally when using a survey beacon. Fix for issue where players could sometimes get stuck while crouched between a Replicator and Black Market after crafting. Fixed bug where players could not unlock the “Fully Kitted” badge. Fix for issue for Legends losing functionality like meleeing, using an ability, etc, while mantling. Fix for bug where players could not switch ammo types for the C.A.R. SMG. Newcastle - fix for issue where Newcastle could get stuck in their Ultimate animation while riding a zipline. Newcastle - fixed bug where throwables placed on a Mobile Shield would start floating after the Mobile Shield disappears. Newcastle - fix for cases where players wouldn’t take damage from ordnance or activate Caustic’s barrels when positioned between a Tactical Shield and its drone. Newcastle - fix for bug where throwable abilities placed on a Mobile Shield could float away after the Mobile Shield disappears. Wraith - fix for bug where Wraith would still take damage in the Ring while phasing. Fix for a reload bug with the Mastiff and 30-30 Repeater where players could not ADS until reloading animation was finished. Fixed bug where Crypto’s melee animations wouldn’t show his heirloom while in third person. Vending Machines in Big Maude now have buyer protection. Fixed an issue that could cause some stuttering and framerate spikes on consoles, especially PlayStation 5 and Xbox Series X/S. Fix for bug where the Dropship would sometimes spawn players outside the ship. Fixed a bug where Heat Shields would disappear when placed under a respawn beacon, or mobile respawn beacon, and then the beacon was used. Fixed a bug where Pathfinder’s zipline would be destroyed if placed on top of a respawn beacon and then the beacon was used. Fix for cases when a Heat Shield could disappear when set under a Respawn Beacon that is activated. Fix for a bug where Mirage decoys would not show up on scan for a few Legends. submitted by /u/Emmerlynn to r/apexlegends [link] [comments]
reddit.com Emmerlynn Aug 8, 2022
LEGACY PATCH NOTES (SEASON 9)
DEVSTREAM Take a deep dive with the devs into the Legacy update. We’re going beyond Battle Royale with Arenas, introducing a new Legend (Valkyrie), as well as new Arenas maps, an Olympus map update, and much more. Click the video down below to watch. https://www.youtube.com/watch?v=dVgh-PRGja0 ​ NEW FOR APEX LEGENDS: LEGACY ARENAS https://preview.redd.it/8kvjmz57b5w61.png?width=1456&format=png&auto=webp&s=a3650b78eeb12fd0f9eb04d449f6bff79da58a1a The Games are going underground with the introduction of a new permanent mode: Arenas. Fully reassembled and unimpressed with the glitz and glamor of the Apex Games, former Apex Predator Ash is taking the competition back to its roots. A purer form of combat. The rules are simple: 3-versus-3. Eliminate your enemies to win the round. Nowhere to run, nowhere to hide. You win, or you die. Arenas features a new set of custom maps, tailor-made for close-quarters combat (with more to come in the future). Squads start each round in a spawn room, where they can get weapons, gear, and abilities, and adjust their loadout as their strategy changes. The first team to win three rounds with at least a two-point lead will be crowned the victor—unless they battle to a four-four tie. Then they’ll have the honor of participating in Ash’s favorite part of the game: Sudden Death. For more on Arenas, check out the blog for a full deep dive into the new mode. ​ PARTY CRASHER Short version, Mirage took the voyage on a joyride and it didn’t go as planned. https://preview.redd.it/ix4p3yp9b5w61.png?width=1456&format=png&auto=webp&s=cdaf64eb31613e968aeba9a02300394c3d51ac28 Party Crasher is one of two exciting custom arenas where you’ll be able to show off your skills. This arena takes place in a ritzy, downtown plaza where players can choose to engage on the crashed Mirage Voyage, or the opulent two story buildings that make up the downtown. Stay vigilante, as this map hosts a variety of engagement distances—both close quarters and long distance. ​ PHASE RUNNER The Phase Runner on Olympus is unique, but it wasn’t the first of its kind. https://preview.redd.it/wvgq17wbb5w61.png?width=1456&format=png&auto=webp&s=2b9344fe92e951ff0dd06890457fd5ae995be3d9 Phase Runner is the second of our custom arenas, and our largest. You’ll fight in a hidden, experimental zone at the peak of a mountain where a prototype phase runner lays for use. This map gives you a lot of space to maneuver, so be sure to be on the lookout for those who prefer to be patient and take you out from afar. Sound tactics and clear communication are what you’ll need to come out on top as you fight through the construction site or near the phase runner exit. https://preview.redd.it/geep212db5w61.png?width=1456&format=png&auto=webp&s=433b74e24c950e7444d239c7b37af0e7a93f8776 In addition to the two new maps, other areas from our three BR maps will be thrown into a bi-weekly rotation, giving you five maps total for Arenas. At the start you’ll get Artillery from Kings Canyon, Thermal Station from World’s Edge, and Golden Gardens from Olympus. ​ VALKYRIE https://youtu.be/PJYy-e3kXnU Kairi Imahara, the daughter of Apex Predator Viper, salvaged the remains of her father's Northstar Titan years after his death. With Rampart's help, she fashioned it into a sleek new jetpack that honors her family’s legacy. Now, she’s entered the Games under the name VALKYRIE. Passive: VTOL Jets Use your jetpack to reposition or reach high places. You have limited fuel and cannot use weapons while flying. Tactical: Missile Swarm Fire a swarm of mini-rockets which damage and disorient the enemy. Ultimate: Skyward dive Take to the skies to reposition a long distance across the map. Your squadmates can join in. Class: Recon Scanning Survey Beacons reveals the next circle’s location. ​ BOCEK https://preview.redd.it/cs3yig1hb5w61.png?width=1456&format=png&auto=webp&s=509ba33d442859512d101dc2a73bbc5aff9c1b1a The new Bocek (pronounced bow-check) compound bow is a precision marksman weapon that rewards a skilled and confident hand. Holding down fire will draw the bow over a short time, increasing the power of the shot, with maximum power giving optimal damage and projectile speed. Repeatedly firing the Bocek right as it reaches max power provides the best sustained damage. The Bocek uses a new ammo type, Arrows, which are unique to this weapon. Arrows are more rare on the battlefield, but fired arrows will stick into surfaces and remain in the world for players to pick back up and reuse. The 1x hcog classic, 1x holosight, 2x hcog, 1x-2x variable, and 3x hcog optics can all be equipped. The Bocek can also be further modified with the two new hop-ups entering the game, Shatter Caps and Deadeye’s Tempo; it can even equip both hop-ups simultaneously! ​ OLYMPUS - THE LOST FLEET UPDATE https://preview.redd.it/pk2pq4uib5w61.png?width=1456&format=png&auto=webp&s=bb7d0de54e36b96cbb8fb472fb72539883b8c6e6 A fleet of mysterious ships have made their way to Olympus and brought with them an otherworldly, parasitic plant that has begun to take root along the surface. The lead ship, The Icarus, has docked with the city and changed the landscape for good. Fight through the claustrophobic halls of the ghost ship, search corpses for a mysterious key card, and walk away as the last squad standing. Read our latest map update blog to get a detailed look at what’s changed on Olympus. To allow everyone to see the latest map update, Olympus will be the only map in rotation for the first week of the new season. ​ STARTER KIT AND LOOT CHANGES https://preview.redd.it/14o3ixpkb5w61.png?width=1456&format=png&auto=webp&s=9e6210ace546fed8e6f30c33e8aabf80201993ce Players will now start a match with a “Starter Kit” consisting of a Level 1 EVO Shield, Helmet, and Knockdown Shield, plus two Shield Cells and Syringes each. We’ve removed Level 1 Helmets and Knockdown Shields from the loot pool. Spawn chances for Level 1 EVO Shields in the loot pool have been significantly reduced. Along with the lowered or removed spawn chances for these items, we’ve rebalanced the loot pool such that higher-level versions of these items will appear nearly the same as they do now, but other item types will appear more often (weapons, ordinance, health, ammo, etc.) Dev noteWe've wanted to take a crack at improving the loot game for a while, with our design goals being to make picking up loot feel more impactful to the game, and to thin out our loot a bit in general, since we're always adding new items to the pool. The recent Locked & Loaded takeover mode helped us field-test some of the changes we're looking to make moving forward: certain pieces of loot, and low-tier loot types specifically, are being put on notice. We're removing Level 1 Helmets and Knockdown Shields from the ground loot because these seemed like the least exciting, least meaningful equipment pickups we had. Their power is practically invisible, so they don't really feel like a character improvement in the way that things like, say, a Backpack feels (getting those extra slots feels SO chunky!). We're keeping Level 1 EVO Shields in the loot pool (albeit at a lower spawn chance) in addition to adding them to your starter kit because having them sprinkled around is still important for "shield-swapping" shenanigans. Finally, granting these pieces of gear from the start of the game is also intended to improve the "hot drop" situation: having more health, some headshot damage reduction, and a little knockdown protection can help give players some more time to react to a chaotic hot drop than before. Be on the lookout for more loot changes in the future! This will be an ongoing project. ​ EMOTES https://reddit.com/link/n19dbs/video/87l9h5bob5w61/player Introducing Emotes! Every Legend will have one emote unlocked at launch and additional emotes can be obtained through Apex packs or by crafting them. Equip your emotes to the emote wheel and flex away! It’s great fun to show off to your squadmates in the starting room of Arenas, and of course you have to use them on the Winner’s podium. Now, since emotes kick your camera back to a third-person view, we know some folks are already thinking about corner peeking. Competitive integrity is still paramount, so enemies that your character couldn’t see in first-person view will not be shown while you are in third person. This video shows the “Anti-Peek” feature working on the purple Dummie behind the rock. Without it, Pathfinder would be able to use the 3rd person camera to gain knowledge that he shouldn’t have. All emotes have Anti-Peek enabled and there is no way to disable it. https://reddit.com/link/n19dbs/video/9nekwawpb5w61/player BATTLE PASS https://preview.redd.it/xm227wvrb5w61.png?width=1456&format=png&auto=webp&s=8f3f5a66fc1866e7089794d5e932ba3794553297 Unlock the premium Legacy Battle Pass and level it up to unlock new skins like Rampart’s Crafty Kitsune at Premium Level 25 and Wraith’s Demon’s Whisper at Premium Level 50. ​ LEGEND UPDATES LOW PROFILE CHARACTERS Low profile no longer exists! This trait has been removed from Wraith, Lifeline, and Wattson. Dev Note After our successful experiment with Wraith's hitboxes, we are now confident that we can solve balance issues between smaller and larger Legends through changes to their kits and hitboxes. It is finally time for Low Profile to go the way of the dodo. (Sorry dodos.) ​ LIFELINE Combat Revive: No longer deploys a shield. Can now revive two players at the same time. Can now cancel active revives in progress to allow your teammate to defend themselves with their knockdown shield. D.O.C. Heal Drone: Heal rate increased from 5hp per second to 8hp per second. Deployment time before healing begins reduced by roughly 33%. Care Package: Cooldown reduced from 6 minutes to 5 minutes. Now guarantees an upgrade (if possible) in three categories: Body Shield, Other Equipment (Helmet, Backpack, and Knockdown Shield), and Weapon Attachment, based on your team’s current gear when the Package arrives. Dev Note Lifeline’s kit was not in a particularly healthy place. The Passive shield was extremely strong to the point of frustration, while her Tactical and Ultimate seemed like they were becoming more and more obsolete. These changes are aimed to redistribute this big power differential between all of her abilities, making D.O.C. and Care Package more powerful and effective, while tamping down on the highly binary and situational Combat Revive. ​ OCTANE Stim: Reduced cooldown between stims from 4s to 1s. Increased health cost from 12hp to 20hp. Increased bullet spread while in the air and shooting from the low Launch Pad trajectory. Dev Note Octane continues to perform really well after the latest changes. Too well? We still love the frequency of the Jump Pad, but we’d like to make using Stim something Octane thinks about doing at the right time, instead of always slamming it by default. ​ LOBA Burglar's Best Friend: Can now run and slide at full speed while aiming the bracelet and while the bracelet is in the air. Loba will no longer be slowed after translocating. Fixed a lot of bugs that caused bracelet tosses to fail. Black Market Boutique: Increased cooldown from 90s to 120s. ​ HORIZON Gravity Lift: Reduced lift speed by 30%. Reduced side-to-side acceleration. Limited the time you can sit at the top of Gravity Lift to 2 seconds. Increased cooldown from 15s to 20s. Horizon’s abilities will now get zapped by Wattson pylons. Dev Note Horizon is powerful and popular, but that's not why we're making these changes. We believe that mistakes in Apex Legends should be punishable, and when Horizon could just get herself out of bad positioning while popping a whole battery, this just wasn't true. These changes have two goals: 1) make it much more possible for enemies to shoot Horizon as she sits in her gravity lift and 2) make gravity lift less of an impromptu sniper tower. ​ FUSE Knuckle Cluster: Fuse now has two stacks of Knuckle Cluster. Reduced cooldown from 25s to 20s. Dev Note More help is coming, but we want to be very careful how we buff him so that he doesn't just become the Legend that kills you with his abilities. ​ BANGALORE Smoke Launcher: Thickened Bangalore’s smoke. Dev Note Last patch we optimized Bangalore’s smoke particles and inadvertently thinned them out. This aims to get her back to the original visuals while keeping the optimizations. ​ BLOODHOUND No longer receives assists from Eye of the Allfather. Dev Note Bloodhound's scan is strong, but the goal of this change in particular is to reconsider assists and their implications for Ranked Points. There's enough intrinsic value in sonar scans, and it's a slippery slope to consider crediting assists for other non-damaging abilities. Crypto will remain an exception. The active nature of Crypto's drone scan is notably different from the passive option with Bloodhound. This should encourage Bloodhound players to act on the information they get from the scan, to eliminate instances where they might try to snag a quick assist without committing to a fight in the same way Crypto has to. ​ CRYPTO Crypto's drone can now scan and open care packages. Can no longer use his drone to "hijack" a respawn beacon that's already in use. ​ WEAPONS UPDATES MARKSMAN WEAPON CATEGORY https://preview.redd.it/w7wdt3hzb5w61.png?width=1456&format=png&auto=webp&s=44009696b7afe8f8ebd9b3bd7ddbbac2ad248686 The G7 Scout and the 30-30 are currently in the Assault Rifle weapons category, but they are a bit strange in that category due to their firing style and some of their handling values. Similarly, the Triple Take felt a little out of place in the Sniper category. With the introduction of the Bocek bow, we felt it was a good time to introduce a new weapons category, Marksman Weapons, which will include the G7, 30-30, Triple Take, and Bocek. Weapons in this category are precision weapons that are most effective up to medium-long range, and are the sort of in-betweens of Assault Rifles and Snipers. This allows us to begin moving the settings of these weapons towards more consistent value for the class, and make the settings of ARs and Snipers more consistent with less outliers. For starters, we are increasing the movement speed while aiming down sights for marksman weapons; They were at sniper speeds, and will now be between sniper and AR speeds. Additionally, we have done some targeted normalization of hipfire spread amounts. ​ SUPPLY DROP ROTATION https://preview.redd.it/e1nj15l1c5w61.png?width=1456&format=png&auto=webp&s=1c6b0e0aa8268b76550b8d256377c6946d0fc8fc This season, we’re taking the Peacekeeper out of the supply drop and putting the Triple Take in its place. Of course, with any supply drop change, these weapons will have their stats updated. See how each weapon changes down below. Crate Weapon Drop Rates:Since we are exchanging a shotgun with a marksman weapon, now was a good time to rebalance the drop rates of crate weapons. The Kraber will spawn less often in the early game and more often in the mid game to better accommodate its power. The Triple Take will be the most common early game crate weapon, with the Prowler being the most prominent late game crate weapon. ​ FULLY KITTED ROTATION https://preview.redd.it/jy9sr113c5w61.png?width=1456&format=png&auto=webp&s=d161c8aaafa1ef2338227cab8e30c3f4d3627bc2 Added: Wingman, Bocek, R99, Hemlock, and Sentinel Removed: R301, 30-30 Repeater, Mozambique, Longbow DMR, and Spitfire ​ HOP UPS Shatter Caps - Fire select to toggle between standard mode and shatter mode. In shatter mode, rounds split into a blast pattern on firing. This hop up will be equipable to the 30-30 Repeater and the Bocek. Deadeye’s Tempo - Firing at the perfect moment increases fire rate. This can currently be attached to the Sentinel and the Bocek. To make room, the Hammerpoint and Skullpiercer hop ups are being vaulted for now, and won’t be available. ​ ASSAULT RIFLES Reducing the headshot multiplier for all assault rifles from 2.0 to 1.75 Dev Note This was already the case for the Hemlok, so the affected guns are the R301, Flatline, and Havoc. ​ PEACEKEEPER It comes with the Precision Choke by default, which can be toggled off Pellet damage reduced from 10 to 9 Rechamber time increased from 0.9 seconds to 1.1 seconds Reload times increased (regular from 2.45 to 2.5, empty from 3.35 to 3.5) Pellet spread increased in general, and spread when charged increased for all charge levels (from 0.65/0.45/0.2 to 0.85/0.65/0.35) Quickly loses charge after leaving ADS Dev Note Since the Peacekeeper is coming out of the crate, we are bringing many of the stats back in line with their previous values. We are also reducing its damage potential and bringing in the effective range a bit since the Precision Choke is always available now. ​ TRIPLE TAKE As a crate weapon, it will come with a 9 ammo clip and 63 reserve ammo Fire rate increased from 1.2 to 1.3 Time to full charge reduced from 1.1 seconds to 1 second Retains charge briefly after leaving ADS Move-speed while aiming down sights has been increased to match other marksman weapons -- faster than snipers, slower than ARs Increased spread while airborne and aiming down sights ​ HAVOC Increased recoil controllability early in the pattern Dev Note This should help make up for the reduced headshot multiplier and make it a bit more usable in mid-range fights. ​ SPITFIRE Reduced recoil controllability early in the pattern Dev NoteThe Spitfire is too strong at the moment, boasting good damage output with low recoil. Making it a bit harder to control early in the pattern should give more time for opponents to fight against it. That said, we’re prepared to make more changes to the Spitfire if it remains too powerful. ​ 30-30 REPEATER Increased leg damage multiplier from 0.75 to 0.85 Move-speed while aiming down sights has been increased to match other marksman weapons -- faster than snipers, slower than ARs Dev Note The 30-30 could use some love, so we’re bringing up the amount of leg damage it does. This should make it a bit more consistent without raising its high “best case” damage potential. ​ G7 SCOUT Move-speed while aiming down sights has been increased to match other marksman weapons -- faster than snipers, slower than ARs Increased hipfire spread size (reduced accuracy) to be more in line with other marksman weapons Dev Note The 30-30 Repeater and the Bocek Compound Bow have more accurate hipfire than the baseline marksman weapon values, so the G7 Scout will be less accurate in hipfire than these other weapons. ​ LONGBOW Increased headshot multiplier from 2.0 to 2.15 ​ WINGMAN Increased headshot multiplier from 2.0 to 2.15 Dev Note As we’ve done before when the Skullpiercer is out of the loot pool, we’re giving the Longbow and Wingman a compensatory buff. ​ MOZAMBIQUE Increased magazine capacity from 4 to 6 Moved the lower 2 pellets inward in the blast pattern Dev Note This brings up the baseline power level so “only” finding a Mozambique early in the match gives you more of a fighting chance, and makes up for the removal of Hammerpoints. ​ P2020 Increased bullet damage from 15 to 18 Lowered fire rate from 8.5 to 6.25 Dev Note Similar to the Mozambique, we want to bring up the P2020’s baseline power level a bit. Most players couldn’t take advantage of the fast fire rate, so bringing that down while increasing the damage should help players win more early fights with the P2020. ​ ARC STARS Aim and movement slow removed from the initial stick. Dev Note Sticking someone should feel rewarding, considering it's a rare occurrence that's difficult to pull off. While an argument can be made that getting stuck should be a personal death sentence, the inability to at least relocate and spare teammates from the follow-up explosion makes it hard to counter against a coordinated team. This change should help mitigate that without stripping away the satisfaction of hitting a nice stick. ​ QUALITY OF LIFE Badges are now sorted by categories and can be filtered by “all” or “unlocked only”. This suggestion came directly from players. Thank you! It’s so much better! https://preview.redd.it/7rztnsxcc5w61.png?width=1456&format=png&auto=webp&s=ff803a3ad29452cdf778b460943ee8b62578938a ​ When looting death boxes, players can now see health bars for everyone on the team. https://preview.redd.it/ym4vlk5fc5w61.png?width=1456&format=png&auto=webp&s=081e29d4cec60e071f7e52fa41d30c7ace6b9aa4 Challenges can now be “favorited” by going into the challenges menu and right clicking a challenge. That Challenge will then be added to a new favorites tab that will appear in the lobby and in the match’s map screen. https://preview.redd.it/mtkabnogc5w61.png?width=1456&format=png&auto=webp&s=681b19efec88233d83c18ffadd668134f61df8e8 Pressing and Holding F2 while in-game will bring up the ability description page for your character. This is only available on PC. Players can now request better equipment by going into their inventory and pinging a piece of equipment. Your first Challenge Reroll of the day is now free. Rerolling your challenges will allow you to choose from either BR-focused challenges or Arenas-focused ones. Holo Sprays, Quips, and Emotes, can be favorited. These will be used whenever the player is prompted to do a random emote. Club Invites v2: You can now include what you want to play when you send your clubmates a party invite via the Club tab. Select as many club mates as you want to send the invite to at once via the member list. Ranked: Fixed edge cases where an abandon penalty would be incorrectly applied due to server errors. Flight path adjustments: Removing edge dropship flight paths to prevent matches where large portions of the map receive little to no traffic. These screenshots show a before/after comparison of possible flight paths on Kings Canyon. https://preview.redd.it/khyjnh5ic5w61.png?width=1456&format=png&auto=webp&s=cca84fef03b4b6e1f47d091ed4063f222bf716da RING UPDATE We're continuing work from the Fight Night update to improve match pacing towards the end of the game. We're slowing down the closing speed of the late game Rings to allow you more time to fight and maneuver your way into the Ring. We're also reducing the "waiting" time before Rings 4 and 6 start to close. Ring 4 pre-shrink time reduced from 2:00 to 1:45 Ring 4 shrink speed reduced from 33 second close time to 40 seconds Ring 5 shrink speed reduced from 20 second close time to 40 seconds Ring 6 pre-shrink time reduced from 1:30 to 1:00 Ring 6 shrink speed reduced from 1:40 close time to 2:00 ​ BUG FIXES Bloodhound Fixed an issue with the Tactical UI not showing while in Bloodhound’s Ultimate. Pathfinder Gas Traps and Jump Pads will no longer float into the sky when placed next to a zipline. Wraith Slight wall bumps no longer inadvertently cancel Wraith’s tactical. Mirage Decoys no longer die after a tick of thermite damage. Octane Ordinances will no longer get stuck and disappear when being bounced off of Jump Pads. Death Totems will no longer bounce when a Jump Pad is placed under it. Players will no longer have weapons drawn if they are knocked as they enter the Fight Night ring via a Jump Pad. Updated Octane’s Helicopter emote to correctly remove his leg for which he is using it to do said helicoptering. Wattson Fixed the “Extend” prompt for Watson’s fences not appearing in certain situations. Haute Drop skin will no longer block view when reloading the Sentinel. Loba Fixed more areas where Loba’s Bracelet fails. Red Handed skin on consoles will now properly animate. Rampart Mobile Respawn Beacon now has proper collision with Amped Cover. Jumping on and off a damaged Shiela will no longer transfer the flame effect to your weapon. Horizon Players will no longer have weapons drawn if they are knocked as they enter the fight night ring via a Gravity Lift. 1x holo sight will no longer block view when using certain skins. Fixed an issue with NEWT not getting refunded if it immediately dies due to a bad spot. Fuse 1x holo sight will no longer block view when using certain skins. Flatline Part of the iron sight was being displayed over the whole weapon. Prowler Supply Drop Prowler can now toggle fire modes. Sentinel Moved tool tips to not overlap hop up icons. Fixed a graphical issue when swapping to Sentinel. Misc. Fixed a menu issue with the advanced look options being hidden. Survey beacons will now appear on the map when teammates are respawned. ​ Source submitted by /u/paradoxally to r/apexlegends [link] [comments]
reddit.com paradoxally Apr 29, 2021
Apex Legends Chaos Theory Collection Event - Patch Notes
Chaos Theory Collection Event Trailer Welcome, test subjects. Thanks to the power of science, this update is bringing a big batch of changes, from new ways to play to the long-awaited launch of Apex Legends on Nintendo Switch. The Chaos Theory Collection Event kicks off March 9th, 2021 and runs until March 23rd, 2021. Today we’ll be telling you about: The launch of Apex Legends on Nintendo Switch The Caustic Town Takeover The Ring Fury Escalation Takeover The new “Heat Shield” item and accompanying Survival Slot in your inventory A “No Fill” queue option for brave (or is it cocky?) solo Legends The Chaos Theory Collection Event and its associated rewards track, collectible cosmetics, and the new Bangalore heirloom And a chaotic blast of balance changes, quality-of-life updates, and bug fixes Read on for details. ​ Chaos Theory Collection Event Devstream ​ NINTENDO SWITCH LAUNCH https://preview.redd.it/u3jxgyfsf1l61.jpg?width=1120&format=pjpg&auto=webp&s=43ba056feaeebcd90a986e7b14aad8ff20f9bc3e On Tuesday, March 9th, Apex Legends is launching on Switch with support for cross-platform play, our latest seasonal content, and full feature parity with the other versions of the game. Since we’re launching a few weeks after the start of Season 8, Switch players will be granted 30 free levels for their Season 8 Battle Pass. For the first two weeks after launch, playing on Switch will also earn you double XP. Plus, to celebrate Switch players and welcome them to the arena, we’re also launching a Legendary Pathfinder skin (called P.A.T.H.) as a free reward for players who boot up Apex Legends on Switch between the game’s launch and the end of Season 8 - Mayhem (May 4th, 2021). https://reddit.com/link/lxouwf/video/c7xb0lyuf1l61/player CAUSTIC TOWN TAKEOVER When life gives you lemons, you can count on Caustic to turn it into toxic lemonade. Breathe it in at the all-new Caustic Treatment; a new dominant mousetrap with lots of high quality loot that beckons all Legends who seek the glorious cheese. https://preview.redd.it/wfbeq41xf1l61.jpg?width=1120&format=pjpg&auto=webp&s=cca6b245210df2d48b9c7f35252894ca2963bf2c Where Water Treatment once stood, the new Caustic Treatment was constructed to prevent the Crash Site fuel spill from reaching the ocean. Or was it? Forever the scientist, Caustic has set out an experiment that requires “test subjects” to drain the toxic liquid from the center of the facility. Doing this temporarily grants access to four gold loot items locked in cages. Players must be quick though, as greed can be deadly. https://preview.redd.it/8n8r8lpyf1l61.jpg?width=1456&format=pjpg&auto=webp&s=10357ce48b3ce034e102d629f44fec6c6859e3be If you happen to notice that the Mirage Voyage is missing, you can put the blame on Caustic. The polluted fumes from Caustic Treatment really killed the vibe, so Mirage set sail to take the party elsewhere. No one’s spotted it yet, but that party boat tends to show up in an arena when you least expect it. ​ RING FURY ESCALATION TAKEOVER, HEAT SHIELDS, AND THE SURVIVAL SLOT Ring Fury is a new Apex playlist takeover that follows regular BR rules, but each round, one or more Ring Flares will appear on the map within the current ring. Ring Flares are slowly expanding pockets of the Ring within the Arena! Maggie sure does know how to start a party. Those who get caught in a Ring Flare will take damage equal to the damage dealt by the current round’s Ring. You’ll be given a short warning on the map and minimap before the Ring Flare appears. Legends will call out if they are in direct danger or if there’s one opening up nearby. https://preview.redd.it/qgbd7c61g1l61.jpg?width=1456&format=pjpg&auto=webp&s=2d0ac183aa25a1e503d29ba757e0ecbe1057d76d So how do you deal with Ring Flares? Well, two ways. First, try not to get caught in them, silly. Failing that, you can drop a new item we’re introducing called Heat Shields. ​ HEAT SHIELDS During the Ring Fury Escalation Takeover, all players will start with a Heat Shield in their inventory on drop. Throw down your Heat Shield to avoid damage from Ring Flares (or from the ring itself!) and remember that you can always find more. The loot pool for this event has been tuned to spread Heat Shields out throughout the map. https://preview.redd.it/ejv9wmn3g1l61.jpg?width=1456&format=pjpg&auto=webp&s=550c327689e26bbd54553320f7a701c8841d3b11 Heat Shields cast a protective dome, pouring the deadly effect of the ring over the barrier for a short time, enabling Legends to loot, revive and generally make some amazing plays outside of the Ring. Plus, when you’re inside the dome, the use of healing items is sped up by 50% and the speed of Revives is increased by 25%. This bonus is ONLY given by Heat Shields that have been activated by the ring. Heat Shields on standby in the safe zone are conserving energy, and don't grant this bonus. But watch out: The Heat Shield will slowly degrade in power as it’s damaged by the ring. The damage of the Ring is reflected in the duration of the Heat Shield, so don’t expect it to last very long in the final rounds. After the Ring Fury Escalation Takeover concludes, the Heat Shield will remain in the game as general ground loot. ​ SURVIVAL SLOT https://preview.redd.it/ms74xypag1l61.jpg?width=1120&format=pjpg&auto=webp&s=b1df71bfcb16f47fee4bf2a21bf6d6eb437a7f2b You’ll notice that the Heat Shield doesn't take up any of your normal inventory slots—instead, it resides in the brand new “Survival Slot”. The Survival Slot aims to eliminate the choice between normal loot and situational utilities like a Mobile Respawn Beacon or a Heat Shield. Now, there’s no reason not to carry one of these around. Coordinate with your team, and the possibility for more survivability tactics soars! Like the heat shield, the Survival Slot itself will continue to be available in the game even after the Ring Fury Escalation Takeover ends. ​ INTRODUCING ESCALATION TAKEOVERS Like previous playlist takeovers, Ring Fury will replace regular Duos and Trios playlists for the two-week duration of the Collection Event. Ranked will not be affected. However, unlike previous takeovers, Ring Fury is an “Escalation Takeover,” which means that every few days during the event, we’re going to turn some knobs to crank up the prevalence, timing, and size of Ring Flares. By the end of the event, you can expect five different stages of escalation. Exciting! Good luck out there. ​ NO-FILL MATCHMAKING TL;DR: No-Fill Matchmaking is a new way to play the game as a solo Legend. Here’s how it works, and why you might choose to use it. https://preview.redd.it/v8o4pmqeg1l61.jpg?width=1120&format=pjpg&auto=webp&s=6c171e21d46ff293ba564f16eb6ad3ed44e7f6d8 In the lobby, you’ll now see a checkbox entitled “Fill Matchmaking”. This means the matchmaking system will attempt to fill your squad to Duos or Trios, whichever you queued for. This is how the game has worked up to this point, and will be the default setting after every match you play. Unchecking this box and clicking Play will send your party into your selected playlist without filling your team with other players. So, if you solo queue into Trios, with “Fill Matchmaking” unchecked, you’ll go in alone. You’ll be on a team of one, against teams of three. We still strongly believe that, at its best, Apex Legends is a game about teamplay. But we’re launching this No-Fill matchmaking as an option for solo players because we think it gives a lot of creative opportunities for you to play the game your way. Here’s some things you might want to use No-Fill Matchmaking for: Focus on completing certain Daily and Weekly challenges Warm up, drop hot, and get into lots of fights Challenge yourself—can you win a round of Duos alone? How about Trios? Experience the latest lore teaser on your own Explore the map and experiment with characters you haven’t tried before; Take an opportunity to learn a bit more about the game at your own pace. We have some limitations in place for No-Fill matchmaking, because we don’t want it to greatly disrupt the experience or pacing of the game for other players. We only allow six potential No-Fill players in any match, and the feature isn’t available in Ranked. Give it a shot and let us know what you think. ​ CHAOS THEORY COLLECTION EVENT AND REWARDS TRACK It ain’t a Collection Event without new unlockables. Let’s start with the freebies. As usual, the Chaos Theory Collection Event brings a rewards track with all-new earnable cosmetics, this time including legendary Kraber and EVA-8 weapon skins among the goodies. https://preview.redd.it/8ielhuuhg1l61.jpg?width=1120&format=pjpg&auto=webp&s=fa94429e699c885e85c9f9866003a795bc2830d3 You can earn 1,000 points per day and challenges refresh daily. There are also stretch challenges that reward four unique badges if you complete them during the event. All of these challenges also stack with your Battle Pass, so you can complete multiple at once. And of course, Chaos Theory also introduces a brand new set of 24 themed, event-limited cosmetics. Inspired by the warriors of the Frontier, our Legends are donning fierce new looks as they drop into the arena. https://reddit.com/link/lxouwf/video/xdpky65jg1l61/player All 24 items will be available through direct purchase (for Apex Coins or Crafting Metals) and in Event Apex Packs for the entire duration of the event. If you collect all 24 event items, you’ll unlock the Bangalore Heirloom set. Bangalore took this Pilot’s knife off a cold-blooded opponent. Since that day, she’s made it her own. https://reddit.com/link/lxouwf/video/9bhcid9lg1l61/player After the event ends, the Bangalore Heirloom will become available via heirloom crafting. A few more nitty gritty details on how this Collection Event will work: First, the crafting costs for the skins are returning to their regular pricing now that the Anniversary Collection Event has ended. Second, each Event Pack will come with one event item and two non-event items at the following drop rates: https://preview.redd.it/n06cs9hmg1l61.jpg?width=1120&format=pjpg&auto=webp&s=5c205fdff7fad0ec2022d85ea7de3c0ba044222a Other than that, it’s not too complicated! If you want to learn more about how Event-Limited Cosmetics work, visit our FAQ. ​ LEGEND UPDATES Caustic Nox Gas Grenade cooldown increased from 2.5 minutes to 3.5 minutes. Nox Gas damages at a flat rate of 5hp per tick instead of ramping up from 6hp → 12hp. Dev note: Caustic is brutally effective at slowing down engagements. The entirety of his kit revolves around gas with a large area of effect, slow, vision obstruction, and direct health damage. It’s proven to be too oppressive in too many scenarios especially considering teammates can play in gas relatively unimpaired. Significantly reducing gas damage (without taking it away completely or having it affect armor instead) seems like a fair compromise that stays true to the character while making him less oppressive on the receiving end. We will be monitoring the data and gameplay closely. If these changes hit Caustic’s appeal or effectiveness too hard we will revisit accordingly. Pathfinder Removed Low Profile Dev Note: Low Profile has been used as a balancing tool for both mobile and/or small legends. Although Path is still mobile, his hitbox is large. While his overall win rate and encounter win rate is by no means low, it’s hard to justify keeping Low Profile on a hitbox of his size. Gibraltar Removed 15% faster heal item usage while in Dome of Protection. Horizon Increased Black Hole cooldown from 2 minutes to 3 minutes Revenant Revenant’s Silence now disables Mirage’s cloaked revive & respawn as well as Octane’s Swift Mend. Wattson Wattson now has passive shield regen at 0.5 hp/s (half of Octane’s current health regen rate). Rampart Explosives damage Amped Cover normally, instead of inflicting 200 damage. Explosives damage Sheila normally, instead of inflicting 175 damage. Dev Note: Walls should be beefy and powerful once built. Before Rampart shipped, we were worried that her nests would be too oppressive and so we gave enemy players the option to quickly clear them out with grenades. This wasn't necessary, as it turns out, so we're removing increased damage from grenades against Amped Cover and Sheila. ​ WEAPON UPDATE Weapon Optics All gold AR and LMG default optics updated to 2x Bruiser. Mastiff Pellet damage decreased from 13 → 11. Fire rate increased from 1.0 → 1.1. Dev Note: The goal of these changes are to place this weapon’s identity between the fast fire EVA-8 and the heavy hitting Peacekeeper. The Mastiff has consistently been dominant in close quarters combat given its forgiving spread pattern and high damage spikes with each shot. This change reduces that high damage potential in order to limit the amount of two pumps players experience on the receiving end. Wingman +1 bullet to every magazine size, including base. Hemlok Increased hip-fire spread. Dev Note: The burst damage from the Hemlok's hip-fire was feeling a little too consistent for an AR that should excel at medium range. This change mitigates the Hemlok’s close quarters damage spikes that felt bad on the receiving end. ​ QUALITY OF LIFE CHANGES Kings Canyon Loot - we’ve done a pass on the loot to bring up the quality across the map, while also maintaining a certain amount of loot after Mirage Voyage has flown away. The wooden shacks across the map should have a few more pieces each, and generally be a little higher quality. Spotted Lake has been reduced to Medium Quality from High. Crash Site has redistributed the loot in the area slightly. The amount stays the same, but the higher quality loot should be in the ship. Caustic Treatment has more loot than Water Treatment, and it remains Hiqh Quality. Locked Weapon Optic Swapping - For guns with fully locked attachment slots, like fully-kitted gold weapons and most crate weapons, you can now remove the optic and replace it with a different sight. This does not apply to the Kraber sniper rifle. Assists have been added to the in-game HUD, next to kills. This was already present in Ranked and now has been added to unranked. Assists still don’t contribute to XP. This has replaced the Spectator “eye” icon. Assists and Knocks have been added to your squad’s banners and will show at the end of a match. Club names now appear on Match Summary and Champion screen if all players are part of the same club. Items will no longer “stick” to Crafting Replicator when dropped on the Replicator. Badge Progress - for badges that have longer amounts of progress, hovering over the badge will show you more information. For example, if you’re trying to get 50 wins as Lifeline, you’ll now see that you have 45 instead of somewhere between 15 and 50. https://preview.redd.it/sf22bm27h1l61.jpg?width=1120&format=pjpg&auto=webp&s=b58738e24573d7d66fa8a7991f8eaca08d25d4df Ping My Deathbox - While respawning on a dropship, you can now ping your own deathbox to help locate it easier. Gold Backpack - Players being revived by a gold backpack will have a crackle of energy—based on the tier of armor they wear—while the revive is taking place. They will also display the armor heal FX when the revive is finished. This change should help players prioritize pushing a revive in progress. https://reddit.com/link/lxouwf/video/lgj5olu8h1l61/player Players on PC can now go back to the title screen from the lobby to allow switching of data centers without restarting the game. Added numbers to the Advanced Look Controls. This should help people experiment and easily revert back to their favorite settings. When scanning a beacon for Ring 6, you should now be able to see the location where Ring 6 finishes. Inspect Weapon - Since the Survival Slot took its button on controller (we only have so many buttons!), Inspect Weapon has been moved to the emote wheel by default. It can be bound to any key on PC. ​ BUG FIXES Gibraltar Corrected an issue with Gibraltar not getting hit registrations when simultaneously releasing ADS and shooting while his Gun Shield was up Wraith Wraith players can no longer cancel Into the Void by jumping at a wall The New Skydive Emote will now work with Legendary Skins Caustic Fixed a bug that was causing Nox Gas to flicker for some players affected by it Octane Repeatedly using the same jump pad no longer disables double-jumps Players are no longer allowed to “glide” along a wall after using the jump pad Crypto Crypto’s animation to bring out his Drone is no longer skippable by throwing a holospray Crypto can no longer teleport to a replicator Reloading the Mastiff and 30-30 will no longer be faster while in Crypto’s drone Loba Fixed a few areas Loba could teleport into that would get her stuck Rampart Players can no longer use Sheila to get under the world when placed too close to the Phase Runner in Olympus Horizon Fixed the Gravity Lift falling through the floor when used on the train tracks in World’s Edge’s Sorting Factory Using a zipline after a Gravity Lift will no longer increase accuracy Fuse Motherload will now damage and destroy jump pads When under a small enclosure, players will no longer be pushed out after using Motherload Players can no longer double their grenades after looting a dead Fuse’s deathbox Mastiff Dropping and picking up the Mastiff will no longer cause it to be reloaded 3030 Repeater Dropping and picking up the 30-30 will no longer cause it to be reloaded 30-30 will now have spread deviation when ADS firing and jumping MISC Fixed a bug preventing Steam users from sending friend requests to each other Usernames now update when a user swaps between the Origin Client to the Steam Client Fixed a bug preventing players from creating or joining clubs due to their EA Account already being associated with another platform ​ That’s all for now. See you in the Arena, Legends. ​ Source submitted by /u/paradoxally to r/apexlegends [link] [comments]
reddit.com paradoxally Mar 4, 2021
Aftermarket Patch-notes
Hey Legends, We couldn’t be more excited by the release of cross-play beta with the Aftermarket Collection Event. The event itself will feature an exciting new LTM called flashpoint, tons of rewards, a new Caustic Heirloom and more. Check out the blog for more details. Alongside that, we’re also making plenty of smaller buffs, tweaks, and fixes too. Read on and arm yourself with all the info you need to give yourself an edge when you drop into Aftermarket. See you in the Arena! CROSS-PLAY BETA ​ Quite the epic skins Since the launch of Apex Legends, cross-play has been one of the most requested features from our players who want the ability to play with their friends on other platforms. During the cross-play beta, players will have full access to cross-play functionality while we collect data, test the feature at scale, and most importantly, listen to you, the fans, for feedback. LTM - FLASHPOINT ​ Flashpoint Aftermarket delivers an all new limited time mode, Flashpoint. Played on Kings Canyon, all healing items are removed in favor of massive zones around the map that regen both your health and shields. Read more on Crossplay Beta and Flashpoint on the Aftermarket blog here. COLLECTION EVENT ​ Skins Aftermarket brings in another 24 item collection event with skins like Wattson’s “Wired for Speed” skin or Wraith’s “Void Prowler” Skin. EVENT PRIZE TRACK ​ Prizes! With a new event, also means a new challenge track! This time around, get a chance to get free cosmetics like Bangalore’s “Blue Chipped” or the Hemlok’s “Performance Boost”. NEW HEIRLOOM - CAUSTIC’S DEATH HAMMER Caustic’s Death Hammer is the latest heirloom to be added to the heirloom pool. This nox filled hammer will smash anyone who comes in contact with it. LEGEND META Rampart Increased the rate at which Sheila's bullet spread tightens Bloodhound Updated Bloodhound’s tactical cooldown while ultimate is active from 6 seconds to 8 seconds.Dev Note: The 6.0 changes have been extremely powerful for Bloodhound. Their ultimate is now truly a moment you should fear as the enemy. We think we might have gone a little far with 6s. Against a competent BH, there would only ever be 2s during which you're not scanned. Changing it to 8s means you've got 4s of being revealed and 4s to reposition in between pulses. Pathfinder Grapple cooldown is now based on the distance Pathfinder traveled. The shortest possible pull has a 10s cooldown; the maximum cooldown is still 35s, but you're going to have to swing a very long distance to get there. Have fun out there, friends!Dev note:Pathfinder mains rejoice, the Outlands happiest robot is getting some love. Instead of dropping grapple cooldown back to 15s where it was before, or moving it to 25s as a compromise, we considered a player suggestion (thanks Reddit) to have the Grapple drain energy as it goes, similar to Titanfall 2. The difference here is we're looking at your full distance traveled: from the moment you leave the ground to when you're on the ground again and not sliding at crazy high speeds. What this means is two things: Bad Pathfinder players, no longer need to fear the faceplant grapple quite as much. If you're not going anywhere, you're not incurring much of a cooldown. If you're really really good at Pathfinder and looking for the absolute max distance grapple, you'll still have a 35s cooldown, assuming you land it. This both buffs Path a little less for the scariest robot players out there and it also opens up room for extra skill expression: can you find useful short distance grapples that'll give you a shorter CD but still do something good for you? Looking forward to seeing what you all do with this one. Wraith Updated Wraith’s sprint animation.Dev note:Wraith is a very challenging Legend to nerf. We look at Legend performance across a number of axes: how often trios with this Legend on them win games / place highly, how often this Legend gets knock downs vs is knocked down, how often this Legend is picked. Across each and every single one of these axes, Wraith dominates.And yet each time we hit her abilities (which we've done a lot) she bounces back within a few weeks without bleeding a lot of pick rate. Her kit is uniquely useful both in solo games and in highly coordinated games. Also she's just really cool. We get it.We don't want to hit her abilities anymore. We think both she and Pathfinder have been pushed to the edge in terms of cooldown and utility nerfs where pushing them any further would make them a lot less fun to play. We don't want that!So we started looking at other Legend specific things that could give her this power--and discovered that her sprinting animations are unique in how much they artificially shorten her (by hunching over), thus shrinking her shootable area from the perspective of the enemy. It doesn't sound like a lot, but taken together with her already small hitbox, it's a lot of power.This patch, we're introducing a new set of sprint animations for Wraith. These are much more upright and expose a larger area of her body to gunfire. Now we know her old sprint was iconic and we hate to see it go as well, but we believe this is the best way by far of bringing her in line without having to hit her abilities again. Depending on what we see after these animations go live, we may even be able to put some power back into her abilities (no promises though).As always, we will be listening to feedback and monitoring data on this change. Crypto Crypto’s Drone can now open loot vaults if Crypto has a key in his inventory. It consumes the key as usual. Loba Increased range of ultimate & passive from 3100 units to 4500 units. Loba now starts the match with her ultimate half charged. WEAPON META Devotion Increasing hipfire spread at a base level and also increasing the spread added while firing. Spitfire We try to keep hipfire numbers consistent with similar weapons of the same class. So, the hipfire spread increase on the Devotion is also being applied to the Spitfire. To compensate, we are reducing horizontal recoil on the Spitfire. Triple Take Reduced fire rate from 1.4 to 1.3. QUALITY OF LIFE ​ Loot Prompts now show how much damage an evo shield has accumulated, so you can make a better decision when switching. ​ Armor! You are now able to switch to same-level armor that has less health, if it is closer to evolving. Loot Prompts will now have a small indicator that lets you know if your teammate needs this item, so you can ping it! Ping! Performance Display is a new option that activates a panel that appears in the top right corner of your screen during a match.The data displayed is as follows: FPS - Frames Per Second, or how quickly your game is rendering frames Latency - The time (in milliseconds) it takes for your game client to communicate to the server and back Loss - Indicates the percentage of packet data lost per second on its way to or from the server Choke - Indicates the percentage of packet data congestion on its way from the server In/Out - The amount of data being sent from/to the server If you're noticing persistent issues while playing, this display may help you (and us!) identify what's going on. The Performance Display can be enabled or disabled at any time from your Gameplay Settings menu. New hud Anonymous Mode has been added to the options. Anonymize your name in the champion presentation, obituary, and other locations of living opponents. Level 0 Evo Armor will now appear as empty in the inventory, so you can ping to request for Armor There are more banners placed around World's Edge to better support Cryptos ability to see nearby squads in his drone. Out of Bounds - The out of bounds timer no longer refreshes each time you enter a new out of bounds area. The timer is now a fixed amount of time: 30 seconds. If you enter new out of bounds areas, the timer will steadily decrease. However, if you only have 5 seconds left, the timer will keep refreshing up to that 5 second mark. This should work against people exploiting the timer, while still allowing time for people to get down if they land up there. Random Favorite selection added for Music and Loadscreen categories Holo Sprays will now remember which players liked them, and will display a count to the owner. This also prevents other players from spamming “like” on the holo spray. Legend Tokens have been minimized to a tool tip in the lobby. Hover over your currency to see your amount. BUG FIXES General Added the ability to ping the satellite dish at Crypto’s Map Room from the dropship. Gibraltar Fixed an issue with the bubble shield looking white in certain conditions. Lifeline Fixed an issue with the “Guardian Angel” Skin having a stretched neck when using Sheila. Fixed an issue where care packages would not be allowed to be placed on certain parts of Capacitor, Rig, or Salvage in Kings Canyon. Caustic Fixed Caustic barrels from being placed at an angle on shipping crates. Mirage Fixed an issue that prevented Mirage decoys from being pinged. Fixed an issue that did not allow Crypto’s drone to highlight decoys. Octane Fixed a visual issue that removed Revenant’s shadow form from a player after jumping off an Octane Jump Pad. Fixed an issue with the Jump Pad clipping into the ground in certain areas Crypto Fixed an issue with his drone not detecting Wattson’s Security Fences. Fixed an audio issue with survey beacon sometimes making very little sound when using it as Crypto’s drone. Fixed an issue with his drone not taking damage from directly below. Revenant Fixed an issue with the HUD of the Replicator staying on screen when the totem effect wears off. Loba Fixed inconsistencies with teleporting onto a supply ship. Fixed an issue allowing teleporting into drills around Lava Fissure. Fixed an issue preventing teleporting on certain terrain in Staging. Rampart Fixed an issue with doors closing when dismounting a placed Sheila in a doorway. Fixed Amped Cover from floating in the air when placed on a supply ship. Fixed an issue with being able to place Sheila on loot bins. Fixed an issue with Longbow DMR, Triple Take, Mastiff and Sentinel not always receiving the Amped Cover buff. Fixed an issue with Amped Cover being able to be placed at bad angles around the map. Fixed an issue with the Amped Cover not being destroyed by the initial blast of Charge Rifle. Fixed an issue with bullets getting amped before they cross the amped wall from certain angles. L-Star Fixed an issue with overheating occurring when firing a single shot from the weapon multiple times. submitted by /u/FrozenFroh to r/apexlegends [link] [comments]
reddit.com FrozenFroh Oct 5, 2020
Director's Cut - Part I
Source: https://www.bungie.net/en/News/Article/48058 Hey everyone, I wanted to try a little experiment with our communications and put together a longer look at where Destiny has been over the last few months and where it's heading next. I think it's important to take time to reflect on what's happened so we can show you where we're going. I'm calling this Director's Cut. Based on how long this ended up being, a key learning from this is "maybe there's a better way to communicate this than a GIANT WALL OF TEXT!" Let me know. I also may like doing it in a different format in the future, I'll let you know. Today, I'm going to talk about more than just the Destiny game and talk some about how we build Destiny and the effects it can have on the team. I think transparency about the game is important and I also want to be transparent about the work required. Sound OK? That's rhetorical, because a wall of text is coming up. We're making a lot of changes to Destiny 2 with Shadowkeep and New Light. We want Destiny 2 to be an amazing action MMO, in a single, evolving world, that you can play anytime, anywhere with your friends. I'm going to keep referencing that. All the time. Until its true. And then, I'm going to keep referencing it until it's good enough.* 10 Thoughts on the Last Six Months (Looking Back) Overall, there are some things about Annual Pass that worked out very well and some real learnings for us along the way. The Annual Pass was a big transition for us. We've been moving away from DLC and trying to provide more ongoing reasons to play Destiny. I wanted to start the State of the Game series by looking back at how we got here. I'm going to largely focus on Season of the Drifter to near-present day. We set up a calendar of content, showed you the plan early, and delivered it. A lot of you love Destiny for the chase on the way to improving your characters. Between the Annual Pass drops, questlines, and events in between, the team did a great job of providing stuff to do, items to chase, growing fat with strength, et cetera. Destiny history has had many content droughts, but not this year. But, the Annual Pass was harder on the team than we anticipated. The scope of what we delivered, the pace that we delivered it, and the overall throughput for Annual Pass takes a toll on the Bungie team. I--and many others--had conversations throughout the year with team members--who had jumped from release to release-- about the grind of working on Destiny. Working on the game was starting to wear people down. Here's an example: During the annual pass, we invented new, bespoke ways to earn rewards each season. Black Armory had its bounties, Season of the Drifter had the "Reckoning Machine," Season of Opulence had its Chalice. Each of these mechanics - each with their own lessons - were valuable, but also put the team into an unsustainable development cycle. We needed to develop a more systemic, standardized set of mechanics for progression to keep our teams healthier. We're going to take this problem on in D2Y3. We have a Powerful sources problem As the game's weekly sources of Power grew and Destiny grew with it, this - at times - could really feel like a chore. Each season brought with it new Powerful sources and optimizing your character meant that you were maybe still running three story missions every week or returning to the Dreaming City months after those first few magical trips from last fall. I feel like we needed to do a better job of shifting Powerful sources. We could explore things like changing the value of Powerful sources to create new seasonal efficiencies or retire some Powerful sources as we bring new sources into the game. Simply put, I wish we'd been able do more seasonal curation of the game. Season of the Drifter Thoughts, Part I I like Gambit Prime. It felt like a great refinement of Gambit to me. I'd love to hear your thoughts on it. Matches end quicker, so it feels more efficient. The invading frequency feels lower, so I can Collect and dunk. I think there's something cool about the roles, although the requirements to get a full set online to inhabit a role meant not enough folks got to appreciate the playstyle diversity. In the future, we're going to have to make a choice: Which Gambit is the Highlander of Gambits. Prime or Classic. This isn't just about removing stuff from Destiny 2 -- but the game cannot grow infinitely forever --it's about focusing refinements and evolutions to the Gambit ecosystem. We think Gambit is sweet and deserves more ongoing support and we want to ultimately focus that support on whichever mode ends up being the Highlander. There can be only one. That said, we hear you that not everyone is excited about a season that overly focuses on one part of the game. Destiny is a game with a lot of breadth and we agree that this season felt too specialized. Season of the Drifter Thoughts, Part II aka Let's Talk About Reckoning (and Encounter Design) The first time I used Phoenix Protocol at home, I knew it was over. It's an exotic coat that refills my Well of Radiance and then refills itself as I "slay," so that I can continue to place my Well of Stand Here to be Borderline Invulnerable and Deal Tons of Damage. Datto has a great video that talks about Well of Radiance's effect on the PVE game. I wondered, How are we ever going to make content that fairly challenges players again? With Reckoning in Season of the Drifter, we got a taste of what kind of content we'd need to build to challenge Protocol-wearing Warlocks. Matchmade encounters that accost you from all directions, plant snipers off in the distance, and put players in between a pincher attack of many whelps, handle it (I wanted to link a thing here, but it's definitely not T for Teen) and giant bosses (also eff you Knight Taken guy). This is what it had to be. We were breaking encounter rules left, right, and center on the Reckoning bridge, in no small part due to players in always-active Wells of Radiance becoming invulnerable gods, holding all six infinity stones all the time. In Reckoning, we set out to build an activity that could be relatively easy at Tier 1 and scale up to very challenging at Tier 3. We have an internal team here codenamed: Velveeta (they were formed in the wake of the Crota's End modem-unplugging debacle to help find the cheesiest things to do/use in the challenging PVE portions of the game) – these players are some of our craftiest. Once Velveeta can get close to beating something, or beat it outright, that becomes an important data point on our "is this hard enough?" evaluation. We give them a bunch of tips like "here's how this works, can you beat it?”, so if they can, it's a good indicator of the action game and gear game working together. Let's talk about encounter design. Generally, in activities we expect players to complete alone (dungeons, raids, zero hour-type activities can play by a different set of properties!) or in matchmade groups, there are a number of guidelines we use when we build them. We don't want to spawn enemies behind the player. We want players to play a game of taking space from enemies. We want players to have cover where their shields and health can recharge, or where they get to be smart using geometry, movement, ability and gunplay to dig enemies out of cover, and make interesting decisions about target prioritization. We want players to be able to understand where in the space enemies will come from, and if we're going to reverse the combat front on players (AKA spawn enemies behind them, we want to telegraph that. We use dropships, spawn clouds, audio cues, all kinds of tricks to try and prepare players for reinforcements. As character power was dramatically increasing (more on reasons for this increase later on), the encounter rules got thrown out the window. To summarize this: Destiny had sweet gear and in order to create challenge in the Reckoning we broke a bunch of our encounter design philosophy. That sweet gear, coupled with the encounter design meant the number of ways to viably/efficiently progress was dramatically reduced. We want Destiny to be a game where you have lots of choices with your character, build what you choose to do, and funneling those choices down to only one in Reckoning is something we don't want to repeat. There's more about damage and player power sprinkled in this update, and even more on the rest. Last, last note: I think it's totally sweet when an activity challenges you to use something other than your favorite item. I don't think the whole game should work that way, but when it's time to bust some shields on the Shanks in Zero Hour, I had a use for that Distant Relation scout rifle in my vault. Season of the Drifter Thoughts, Part III aka Now Let's Talk about Difficulty and Touch on Sandbox Nerfs I started to talk about challenge/difficulty above and drifted (heh heh) to encounter difficulty. But, it's all related. When the media would come to play our Halo games for an event, we'd always recommend they play the game on Heroic. Heroic changed a bunch about Halo combat – it made enemy weapons more accurate (but not too accurate); enemies would fire more frequently (which made you feel like a hero when you dodged them); it increased projectile speed; and Heroic lowered player outgoing damage (so that the enemies would survive longer and make their way further through their behavior tree - and therefore appear more intelligent). There's more than just the above going on, but that's a quick summary of some of the changes. But here's why: we asked the media to play the game on Heroic, because when the game is challenging, overcoming the challenge feels incredible. Important to note here: Challenge isn't something universal. In an action game, challenge can be largely personal. One person's challenging might be easy to someone else. We've historically thought about the main Destiny campaigns as something we want to be pretty easy (I think D2's campaign was actually too easy at times), and as players push further into the post-game they'd be able to find more challenge. Across Destiny's history we haven't had enough challenge deep into the end game, and that's definitely something on our list as we head toward fall 2019. Overcoming challenges is a huge part of what makes an action game's moment-to-moment engaging. Action games are a delicate balance of growing stronger, the game rising up to push back, introducing new challenges that force you to learn/become more powerful/master a new element and -- at their best -- creating the fist pumping moment of celebration when you achieve victory. But Destiny has an RPG component, too. And the RPG component is about customization, optimization, and it's a way for players to choose how they overcome challenge. The entire time we've been making Destiny, the action game and the RPG have been fighting. It's the forever war. The RPG has the power to dramatically overcome the action game, and the action game has the power to render the RPG game irrelevant. It's a line - by nature - Destiny will always have to straddle. In order to create challenge during Season of the Drifter, we needed to break a bunch of encounter rules, have exotics like Phoenix Protocol basically function like a key (or hope you match with multiple Radiance Warlocks) which then unlocks success in the matchmade encounters of Reckoning. There's a really good video from Slayerage on this in the context of the nerfs we made heading into Season of Opulence. Those nerfs also saw Whisper of the Worm get its day in court. If I could turn back time, we'd probably not run Whisper as the original Black Hammer infinite ammo design. However, considering the year before had Destiny 2 feeling very restrictive and power-limited, I think we did the best that we could with the knowledge and intuition we had last summer. Whisper was an outlier that lets you stand still at a safe distance, in a pool that makes you borderline invulnerable, never having to reload or relocate for ammo, and allow players to deal piles and piles of damage on giant bosses who aren't threatening. This isn't your fault! It's ours! We're making some stuff too easy and allowing players to circumvent parts of the game! Mechanics that circumvent the ammo game (relocate to pick up ammo bricks) or completely ignore the reload animations (a critical part of weapon tuning) are mechanics that create the kind of outliers that we ultimately have to tamp down before the game spirals into the boss health version of Reckoning bridges. The other significant set of changes we made to the game during this time were taking down the Super Snowball exotics. With as powerful as Destiny Supers have become (they are - on the whole - dramatically more powerful than Destiny 1's Supers), using your Super to recover your Super is an amplification to player power that the challenge and difficulty game can't keep up with. But, we're going to talk about Supers much later on. Difficulty and challenge are important parts of mastery. There are more changes coming in Shadowkeep (buffs to things like Scout Rifles, nerfs to mechanics that circumvent the ammo economy, refactoring of the way damage stacking rules work) -- we're gonna talk about it in the next episode. Season of Opulence, Part I: the Pursuits tray is a Caterpillar in a Cocoon–Questlog is the Beautiful Butterfly I've seen streams and videos of people beating activities in Destiny blindfolded. I cannot imagine developing the muscle memory and memorization (nevermind the thumbskill required) to be good at Destiny with the blast shield down. When things fundamentally change in a way that interrupts muscle memory and mastery, it is frustrating. The initial set of changes to the Pursuits tray earlier this year did a few things beyond upsetting muscle memory. It certainly didn't get as far as the team wanted in its initial release and it also didn't feel like an improvement over what previously existed. It felt like we started to redecorate your house but we didn't finish it (and sometimes, that's how things in a live game can feel). The morning after the Pursuits changes went live, I talked to some folks on the UI team about the feature. They had Reddit open. "Have you read it, Luke?" "Nah, I haven't." "Please don't." They were crestfallen. Not just because of the sometimes-harsh-feeling feedback, but because this team wanted make something sweet, exceed your expectations, and meet their own expectations. None of those things happened. We wanted to try something different with Pursuits, in the sense that we knew where we wanted this feature to end up, but that we'd take some iterative steps to get there. I think we've got to do a better job ensuring that while we're remodeling your house, the potential of the renovation is clearer either in the game or via some communication here on the site. We want a Questlog with great tracking that can help players prioritize what to do next. Oh, and this fall, bounties will be separated from quests and PC players can assign a hot key that takes them directly to the Pursuits menu. Image Linkimgur Season of Opulence, Part II: The Evolving Eververse Last year, we thought long and hard about Eververse and how we wanted to change the strategy around microtransactions in Destiny. As some folks have smartly pointed out, MTX is a big part of our business being a live game. I'm not going to say "MTX funds the studio" or "pays for projects like Shadowkeep" -- it doesn't wholly fund either of those things. But it does help fund ongoing development of Destiny 2, and allows us to fund creative efforts we otherwise couldn't afford. For example: Whisper of the Worm's ornaments were successful enough that it paid [dev cost-wise] for the Zero Hour mission/rewards to be constructed (this shit matters!). The storefront, which we launched alongside Season of Opulence is the first part of the strategic shift we're making with MTX. The decision to run old content in Bright Engrams instead of making new Bright Engrams is another part of the shift. We want to believe that our players would rather just buy things they like from the store. Earlier this summer, we detailed a bunch of the changes coming to Bright Dust and Eververse this fall (and if you haven't read that, go check it out here). The storefront is going to get another round of enhancements this fall, too. We're going to move it to the Director, so you don't have go to the Tower and see Tess to interact with it. We're giving it some Class specific content, so if you're on your Titan looking for Titan Universal Ornaments with smaller shoulders, you'll see Titan armor on one of the store's subpages. We're also going to make it so that the pieces you've already acquired from a given set reduce the Silver price of the set. For instance, if you are 3/5 Optimacy set on your Titan, the cost to finish the set in Silver will be reduced by 60%. There are some other philosophies here that we haven't made explicitly clear: We have made deliberate choices related to cosmetic items and not having them come from gameplay. Gameplay rewards are where you get items, power, mods, perk combinations, stats, triumphs, and titles. The aesthetics for armor blurs the line some – we want players to get cool armor from activities and the world that feel thematic to where they were acquired. Cosmetic items like universal ornaments, weapon ornaments, shaders, ships, sparrows, emotes, and finishers typically come from the store (There are exceptions, but generally speaking, that's how we think about this). We are continuing to try and separate capability/gameplay from vanity. Armor 2.0 and Universal Ornaments are big parts of this separation. This is also why Finisher perks are mods that can be socketed into equipment, so that their aesthetic can stand alone. As always, we welcome your feedback and thoughts. Season of Opulence, Part III: The Menagerie is Sweet Have you ever been to an amazing party for something like the Super Bowl? It's the kind of party where there is an incredible spread of snacks rolling out throughout the event, amazingly comfortable seating, an A/V system and TV that makes you jealous, and super sweet people to hang out with. Once you've been to this party -- the Super Bowl anywhere else never feels the same (invite me back somedayyyyyyyyy). This is how I feel about Escalation Protocol. Once I had the feeling of running around in public bubbles, fighting giant bosses with a bunch of players (even though getting into a good instance of Mars for Protocol was a pain in the butt!), public gameplay never felt the same. At its peak, when you have a bunch of players slaying big ol' bosses, Escalation Protocol is one of the best things we've added to Destiny 2. The Menagerie - a six-player matchmade activity where you make progress no matter what - is awesome. Its "learn-by-watching mechanics" means that it doesn't require communication between players. The way groups can make progress - even if they don't kill the boss - means the real efficiency gain is by learning and executing the fights quickly. Hasapiko, Beloved by Calus -- and also beloved by me -- feels like a great translation of World of Warcraft's Heigan the Unclean** into an action game. There's a lot to like about the Menagerie, but I'm going to close the activity part here with: We love the Menagerie, it's a great middle spot on a six-player activity pyramid, with Raids sitting at the top. Escalation Protocol (aka Partying in Public) is a great base. We want to do more activities like this, but in the context of what we learned and in a way that we can better support them over the long-term. Season of Opulence, Part IV: The Chalice of Opulence and Somehow Even More Season of the Drifter Thoughts Having some ways to target and farm some specific gear in Destiny is great. We did a version of this with Black Armory weapons but the very, very long character-specific attunement questline for the Forges was a bit much. We made the Opulence attunement account-wide as a result. The Chalice was an even bigger version of targeting rewards. Players could unlock different sets of armor, different weapons, and even select their Masterwork perk roll. Pause on Chalice thoughts. We will come back to the Chalice. Let's talk about how we build the game. While content for Destiny is released serially, it is largely developed in parallel. For instance, while Forsaken was in its final few months, Black Armory was well underway, and Season of the Drifter was in development while Black Armory was being built, et cetera. For years people have wondered "Why doesn't release X do the thing content drop Y did? Get it together, Bungie." This is one of the reasons why. So even though Menagerie is sweet, and Chalice is great, while Shadowkeep was being built, the Menagerie and the Chalice hadn't yet been released. So we didn't know how players would react. Because we have so much to build, we frequently find ourselves having to place many bets at the same time. This has paid dividends at times – we discover new and awesome things like Escalation Protocol or Menagerie - and this has also resulted in things that feel like setbacks at other times. An example of a setback is the reward chase during Season of the Drifter. There are a bunch of super awesome weapons in Drifter (One Two Punch Last Man Standing), but the path to them isn't clear like Black Armory or the Chalice. We didn't do a good enough job of rewarding players for their time or giving them clearer paths to some of the sweet weapons in the release. If we had a do-over with this season's rewards we'd probably have dropped Armor directly from Prime and maybe used Reckoning combined with learnings from Menagerie's fail forward mechanics to let players chase awesome rolls on weapons they could love. While I got pretty lucky with a Rapid Hit Kill Clip Spare Rations, I personally had more fun chasing my Kindled Orchid or Austringer. Unpause. Back to Chalice. The Chalice isn't perfect. Being held hostage by THE rune you want to drop from a Strike or Crucible to go make the weapon or armor piece you're coveting is pretty frustrating. But having more ways in the game to pursue loot in a deterministic fashion, while preserving the hunt for a great roll, is something that we hope to explore. Things left unsaid-ish while looking back There's a lot a lot a lot of awesome stuff we didn't spend time talking about (Tribute Hall, Lumina, that cool Drifter cinematic with the Taken Captain, lore books, Vanguard/Drifter choice, et cetera). Full disclosure: I'm almost always going to focus on opportunities for improvement, rather than celebration! We're in the midst of Solstice and Moments of Triumph so the learnings for those are still bubbling up. Looking Ahead to Looking Ahead The rest of the Director’s Cut updates are going to focus on Shadowkeep and the changes we’re making this year. Here are some of the topics that will be included: Supers and PVP in Destiny 2 Armor, Stats, Mods, and Tradeoffs Powerful Sources, Prime Engrams and the World Damage numbers, damage stacking rules And more I know this is a lot to read (because it was a lot to write). I appreciate you taking the time to make it this far. Like all things with Destiny, it's a journey. The next two parts of this journey will look at the RPG and Combat game. See you soon, Luke Smith *It's a set of aspirational goals that can help guide the team to create better experiences for players who love Destiny. And it's a simple way to describe how we're thinking about the game to all of you. And even when it's true, there will always be work left to do. And we're committed to it. **Fun fact: Heigan the Unclean was often called the "dance" boss in the WoW Raid Naxxaramas and Hasapiko means "the butcher's dance" in Greek. It's a little nod back to Blizzard's Xûr reference. submitted by /u/DTG_Bot to r/DestinyTheGame [link] [comments]
reddit.com DTG_Bot Aug 13, 2019