That doesn't seem intentional.

That doesn't seem intentional.

New Experimental Branch spawned the Rift Gate in a room adjacent to the elevator on the right hand side, whereas the rest of the cave generated to the left.

I've never had a Rift Gate not spawn all the way at the end of a cave, nor have i ever had it spawn next to the elevator.

I don't see in the patch notes if this is intended generation behavior.

u/ZombieGrief16 — 6 days ago

Spawn rates in the Gauntlet need tweaking or increased.

Duo'd with my buddy on an Advanced Gauntlet as it was their first ever Advanced one, and second ever Gauntlet.

We did extremely well considering the last time i queued Gauntlet was before Update 1 where it was much more difficult. We got all the way to the last level but unfortunately the game decided not to give us a single enemy for the remaining 45 seconds (a whole 45 seconds).

I don't know if it bugged out or what but even so, the first level was also pretty barren. I don't think there should be a time in an elimination gamemode where i think to myself "man, sure wish there were more enemies".

I think Gauntlet just needs some tweaking in general to be honest considering i don't think Drifters even spawn in them. Perhaps Clamorheads and Edgestalkers specifically should reward twice or even three times as much, and the Kill quota should be increased to reflect this. Also Boom Ticks and their spawner should be removed since me and my buddy found that they can just be farmed for kill points.

Bit of a rant, but losing a Gauntlet because the game said no was really frustrating (and kinda funny)

reddit.com
u/ZombieGrief16 — 13 days ago

The Corespawn have had enough, now they're spawn camping the Reclaimers

Was playing Gauntlet with a buddy when this happened on this weeks Gauntlet.

Hesitated on posting this because i didn't know if the Rift spawns were also determined by the seed, so i figured people already seen this. The moment the elevator opened, Omega's first wave spawned a Rift inside it.

u/ZombieGrief16 — 13 days ago
▲ 317 r/okbuddyhorkos+1 crossposts

Played a little bit of Dominion and made this after a particular match.

Please i got this 1v1 on B, you don't have to help i promise.

u/ZombieGrief16 — 12 days ago
▲ 256 r/forhonor

Shitty meme i made for a comment before realizing i can't imbed images in comments. Didn't want it to go to waste.

Definitely didn't forget to imbed this one when making the post so that it shows as the thumbnail, nope.

Might put a bit more effort in my next one since this was made for a comment and not a post.

u/ZombieGrief16 — 21 days ago

Oh how the mighty have fallen.

Was gonna put more effort into this but i suck with the Tracker in Divinci Resolve, so no Warden helmet on this guy.

u/ZombieGrief16 — 2 months ago

What would you like to see is SoD3?

Crosspost from the SoD sub, sorry if you've already seen this post from there.

I've recently gotten back into SoD2 on PC after having played it on Xbox sometime before the pandemic. Now that I'm more familiar with the game than i was back then, I have a personal list of what i'd like to see in SoD3 based on my experience with SoD2

  • A better multiplayer experience; From desync issues to survivor killing glitches that i've never encountered in a Solo session (especially in vehicles), multiplayer with my brother wasn't very great. While i did enjoy being able to bring over my OP stuff from my existing community, it never felt like i was contributing to my brother's community unless i went a roundabout route and just dropped everything next to the supply locker for him to pick up, coupled that with the tiny tether area; It felt like being a dog on a leash delivering "presents". Also crafting stuff with my abundance of supplies from my own community outside the base is impossible since i don't have access to the Base tab to craft things from a distance and pick them up from an Outpost Locker, instead i'd have to go all the way back to my brothers base and use his facilities which may or may not be upgrades to the tier i need to craft. I understand why randoms in a public session don't have access to your community as to not grief and whatnot, but there should be a 'Friends Only" option that removes the tethering and either make the client take control of an existing survivor, take control of a new survivor, or take control of an entire Enclave and allow them to take a base on the map, with that base being a permenant "Special" Enclave that stays on the map when the client leaves the game. The Encave is always friendly, and cannot be lost unless the client joins back and either loses all their survivors or deletes the community. If there are more maps then they could also just move to another map which creates a Solo session, that way they don't have to lose everything just to not be a permanant feature in their friends map.

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  • Expand on Red Talon or make a new "OP" faction. Although it makes the game a lot easier, i like Red Talons inclusion in SoD2. Although they're not the defacto "best" when it comes to weapons and Facilities, their Survivors are the best in the game, as are their Hero traits and most of their Community Skills. Their RTX weapons are really good, and their Facilites are amazing in specific situations aside from the Workshop which is just a straight upgrade from the regular Workshop. I'm hoping that if they make another faction similar to Red Talon in SoD3, that they include an "RTX" for each standard weapon type (RTX has multiple Assault weapons but no Bolt-Rifle) as well as add more Facility types. They don't need to be straight upgrades from their counterparts and can either be similar to the RT Bunkroom (A smaller version of a Spartan Barrack) or can be entirely unique like the CLEO Relay or the Haven Device (the Haven Device technically isn't a part of the Daybreak RT Facilities, but it is canonically CLEO) .

-------------------------------------------------------------------------------------

  • Make Bases a bit more varied. When i think of SoD, i think of the Community building and managing aspect, but they're not too in-depth in actual gameplay. Bases are cool, and having to pick between the pros and cons of a Base's built-in layout and location is super interesting. And locations like Whitney Field have built-in synergy with the Haven Device, even if its not that good of a strategy anymore. Obviously there would still be bases with open layouts with not very many built-in facilities so that you can pick and choose what you want to build, but i find the bases with unique built-in facilities to be much more interesting; from Prescots Firestation Utility Room, to Squelones Brewing Company's Distilleries, they all promote certain playstyles and strategies to make your Community thrive. On top of that, i think base defence should be more important, with potentially seperate slots for just defences and combat like the Armory, or Shooting Range. Because base defence really doesn't matter so long as you don't awaken any plague hearts. In fact: Sniper towers and Watchtowers argueably make your base more dangerous since zombies will rarely ever enter your Safezone to begin with, but will wander in from the noise if your Watchtower defences don't have suppressed weapons.

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  • Expanded lore on the Blood Plague and especially Black Hearts. From what I've seen in the 75 minute gameplay, Plague Hearts are now a bit more Flood looking from Halo, though i hope Plague Hearts aren't entirely gone. And even though its a Curveball modifier and probably insn't even canon, i like Black Hearts from a worldbuilding perspective and hope they make a return in some capacity.

Those are so far my biggest hopes for SoD3, whether its on launch or down the road.

reddit.com
u/ZombieGrief16 — 2 months ago

What are you hoping for in SoD3?

I've recently gotten back into SoD2 on PC after having played it on Xbox sometime before the pandemic. Now that I'm more familiar with the game than i was back then, I have a personal list of what i'd like to see in SoD3 based on my experience with SoD2

  • A better multiplayer experience; From desync issues to survivor killing glitches that i've never encountered in a Solo session (especially in vehicles), multiplayer with my brother wasn't very great. While i did enjoy being able to bring over my OP stuff from my existing community, it never felt like i was contributing to my brother's community unless i went a roundabout route and just dropped everything next to the supply locker for him to pick up, coupled that with the tiny tether area; It felt like being a dog on a leash delivering "presents". Also crafting stuff with my abundance of supplies from my own community outside the base is impossible since i don't have access to the Base tab to craft things from a distance and pick them up from an Outpost Locker, instead i'd have to go all the way back to my brothers base and use his facilities which may or may not be upgrades to the tier i need to craft. I understand why randoms in a public session don't have access to your community as to not grief and whatnot, but there should be a 'Friends Only" option that removes the tethering and either make the client take control of an existing survivor, take control of a new survivor, or take control of an entire Enclave and allow them to take a base on the map, with that base being a permenant "Special" Enclave that stays on the map when the client leaves the game. The Encave is always friendly, and cannot be lost unless the client joins back and either loses all their survivors or deletes the community. If there are more maps then they could also just move to another map which creates a Solo session, that way they don't have to lose everything just to not be a permanant feature in their friends map.

-------------------------------------------------------------------------------------

  • Expand on Red Talon or make a new "OP" faction. Although it makes the game a lot easier, i like Red Talons inclusion in SoD2. Although they're not the defacto "best" when it comes to weapons and Facilities, their Survivors are the best in the game, as are their Hero traits and most of their Community Skills. Their RTX weapons are really good, and their Facilites are amazing in specific situations aside from the Workshop which is just a straight upgrade from the regular Workshop. I'm hoping that if they make another faction similar to Red Talon in SoD3, that they include an "RTX" for each standard weapon type >!(RTX has multiple Assault weapons but no Bolt-Rifle)!< as well as add more Facility types. They don't need to be straight upgrades from their counterparts and can either be similar to the RT Bunkroom (A smaller version of a Spartan Barrack) or can be entirely unique like the CLEO Relay or the Haven Device >!(the Haven Device technically isn't a part of the Daybreak RT Facilities, but it is canonically CLEO)!<.

-------------------------------------------------------------------------------------

  • Make Bases a bit more varied. When i think of SoD, i think of the Community building and managing aspect, but they're not too in-depth in actual gameplay. Bases are cool, and having to pick between the pros and cons of a Base's built-in layout and location is super interesting. And locations like Whitney Field have built-in synergy with the Haven Device, even if its not that good of a strategy anymore. Obviously there would still be bases with open layouts with not very many built-in facilities so that you can pick and choose what you want to build, but i find the bases with unique built-in facilities to be much more interesting; from Prescots Firestation Utility Room, to Squelones Brewing Company's Distilleries, they all promote certain playstyles and strategies to make your Community thrive. On top of that, i think base defence should be more important, with potentially seperate slots for just defences and combat like the Armory, or Shooting Range. Because base defence really doesn't matter so long as you don't awaken any plague hearts. In fact: Sniper towers and Watchtowers argueably make your base more dangerous since zombies will rarely ever enter your Safezone to begin with, but will wander in from the noise if your Watchtower defences don't have suppressed weapons.

Those are so far my biggest hopes for SoD3, whether its on launch or down the road.

reddit.com
u/ZombieGrief16 — 2 months ago
▲ 1.0k r/okbuddylash+1 crossposts

Me when i realize i can use Cage on Viscous's Cube.

I count 4 seconds Vispiss.

Also my Moral Support Venator is with me. We're having soft tacos later.

u/ZombieGrief16 — 1 month ago
▲ 405 r/MHWilds

That's quite a lot of DLC.

Saw the Wilds was on sale and thought about buying it. Why is there so much DLC, each being 2-5 USD?

This is more of a rhetorical, it just threw me off guard when i saw it first hand.

Anyway, as a side note: How's the game fairing? I know the Expansion DLC was announced earlier so I'm wondering if the game is still iffy like it was at launch. What are its main problems as of now that i should know about?

u/ZombieGrief16 — 2 months ago

FYI for anyone who wishes to transfer their save onto the Experimental Branch.

https://preview.redd.it/x5ddc8f79n6h1.png?width=2558&format=png&auto=webp&s=cae52c53adcb9afd45e7449fba83c394dd10a643

First Download the Experimental Branch and open the game so that the game creates your seperate Save File

Go into Manage Game on Steam and Browse Local Files, open RogueCore/Saved/SaveGames and copy & paste bunchofnumbers_Player (either your latest save or a backup) then rename the copy to bunchofnumbers_Experimental_Player and replace the pre-existing file the game made when you opened the Experimental Branch, and boom; all your progress has been carried over.

IMPORTANT NOTE:

Do not modify or rename the normal _Player file, only copy it and rename the copy.

It is not recommended to do the vice versa and transfer your Experimental save onto your main save. I don't know if it'll harm your main save, but i don't see any reason to risk it since you'd be copying experimental data.

And just in case anyone is wondering why'd you'd even do this in the first place on a branch of the game that will be released in a week; mostly just to keep Enhancements and Enhancement Slots unlocked on any of your Reclaimers. Thats about it.

reddit.com
u/ZombieGrief16 — 2 months ago

I hope they fix the Reaper Worm's pathfinding

Had a run nearly end because a Worm in another ZIP code decided to drag me all the way through a wall whilst i was huddled near the Generator. Teammate tried helping but it was so sudden and the enitre Worm body was entirely blocked by terrain.

The exact same run ended because i got pulled through the ground whilst reviving, hit the teleport plane under the map, and got teleported to the Generator; somewhere that was entirely infested.

The run was scuffed from start to finish but we held out up until the end of level 5 on a 6-level D4 mission.

I think the Worms are a great feature and a needed threat so that runs don't last indefinitely. What makes the Worms so great is because there is some counterplay, that being; being able to shoot them off teammates and being able to dodge their grab lunge. I wasn't able to do that in either scenerio because the worm was literally in the terrain and thus could not be seen coming.

At the very least make the Worm break terrain if its gonna decide to grab me through it just so i can see him, and so my teammate can see him to shoot him off of me. You could also give them the Heightened Senses visual cue of when one is near.

reddit.com
u/ZombieGrief16 — 2 months ago
▲ 137 r/RogueCore

Oh, you get Merits after completing the Cosmetic Tree

I 100% expected just to get a stockpile of Scrip that i can't use.

Unless I'm misremembering and you'd get Merit sometimes even if you haven't completed the tree.

I wonder if the Gauntlet is the same? I'll check. Edit: nah, it still says +1 Scrip

u/ZombieGrief16 — 3 months ago
▲ 783 r/RogueCore

Heard Reclaimers were getting the Sludge Pump, so i snuck aboard the Ramrod. Don't tell them I'm here guys.

u/ZombieGrief16 — 3 months ago
▲ 177 r/RogueCore

Justice for Demolition Guardian.

I often feel like Explosive Rounds and Aftermath are doing literally nothing without a visual.

Also Canva ate my fucking pixels lmao.

u/ZombieGrief16 — 3 months ago

Warden after the Ritual

Didn't know what to make the background, so i added another "Trophy" to Warden's outfit. Looks like someone forgot to open the elevator gate, luckily Warden has the keys.

u/ZombieGrief16 — 3 months ago

Whats the ideal upgrade for the Falcon Drone to get him to deal more damage?

Just for future reference, I'm referring to the Drone as a "he", not the Falconeer herself.

I'm pretty sure Crit and Weakpoint perks/enhancements work on him, but I'm mostly talking about his upgrades at a Workbench.

Like, is Burst Fire a good Upgrade? does that make him shoot more per Charge? Is Fire Rate good or does that make him use Charges faster? While we're at it - how does the Drone Charges work? Is it consumed after a few seconds or is it dependant on the Drone killing an enemy?

My little guy is shooting peas at Corespawn.

reddit.com
u/ZombieGrief16 — 3 months ago

A change sggestion to Guardian's Repulsion Wave.

I have Ascended each of the Reclaimers once so far and have experienced an odd little behavior when using abilities. Keep in mind that i play with a controller, so some of these may not be an issue on M&K.

When using your Repulsion Wave, the Guardian pulls up his gauntlets for a brief moment. During the animation he can place his Armor Beacon without having to hold the ability button (RB on Controller, Q on M&K). So i often find myself using my Repulsion Wave and accidentally placing my Armor Beacon becaue i tried to reload despite not holding the ability button down.

Turning off the Wave has the same problem as the Armor Beacon, meaning that if i try to shoot my gun too fast after using Wave then i'll accidentally turn it off, stopping the entire Wave and losing out on the Charge.

To fix this, i think Guardian should have a delay before he can use his Armor Beacon after using Wave, with the delay lasting until he finishes his gauntlet animation. However i don't think this delay needs to apply to turning off the Wave. Instead I think he should be allowed to turn off his Wave so that it doesn't use a second Charge, but allow the actual Wave effect to continue for the full single Charge duration rather than immediately stopping. If he doesn't manually turn it off then it'll use up the second charge like it does currently.

I also want to note that both Retcon and Falconeer also have this issue of being able to use their abilites without needing to hold RB/Q.

reddit.com
u/ZombieGrief16 — 3 months ago