hexatism retweeted
Bands Due To Release A New Album in 2027: Bad Omens
Since The Death of Peace of Mind skyrocketed Bad Omens to the top of the metalcore scene, fans have been not so patiently itching for a follow up! While the Concrete Jungle OST helped to hold us over, the latest 4 singles, including the huge Specter, have given us a taste of what's next and we can't wait!
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warmup ft. beloved ratshi
#hexacode
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Replying to @MarathonDevTeam
I think the extraction mode has some main pain points that are making it hard to engage with (especially like what my understanding of an extraction shooter is) in my experience. These are my thoughts:
Main problems:
- "BR gameplay" ~ hunting lobby before doing PvE
- Spawn rushes
- Harsh death spirals pricing players out
- Unrewarding, unexciting loot
Contributing factors/problems and potential solutions from my experience:
- Dinner bells & other sounds being too identifiable/obvious makes both POIs (close sounds) and the map (far, cross POI sounds) feel too small. Also feels impossible to play stealthy and avoid players.
- Economy & loot on maps aren't great, it often doesn't feel worth looting the map, even for materials it feels stingy. This leads to players absolutely being the best source of loot, so they constantly hunt each other.
- I'd like more value for materials/barter. The store has decent options, but is still very limited for solid competitive weapons to use against some of the larger power spikes. A greater selection of buildcrafting atoms for barter as well as recipes for weapons/schemas would make it feel far more self-sufficient to play the way you want, rather than having to rely hunting other players - while making the map loot feel worthwhile.
- Death spirals price players out as a result of limited stock on essentials & buildcrafting items, little to no way of efficiently building up resources (mats & credits), and limited competitive options (like the bully) not being present. After enough deaths, it feels like its simply time to stop playing with no way to catch back up without hunting other players. Surviving players in the population hoard and stock up seemingly unlimited amounts of utility and resources that are limited stock daily, making the gap larger.
- Runs are all or nothing, resulting in nothing for most. Requiring exfil to feel like progress was made, prices out players most of the time. I'd like to see more "direct deposit" and ways on the map (maybe DCONs?) to transfer things to the vault mid run. Increased rewards for contracts that feel like they make progress (even on death) would be helpful. An insured slot system (on a cooldown of some sort, similar to DMZ) could help as well.
- Spawn system is too predictable, and there isn't enough events/opportunities to do early into the match. Players use the dead air as opportunity to clear the map of other players before doing things that might be vulnerable or worthwhile. In Cryo, spawn rushes feel to variable and don't allow players to progress through the map as the game would suggest. I feel side door connecting rushes should be level 3, and more ads spawn in the wings to reach that - allowing most pvp to happen in the middle.
Whoever made it to the bottom of this wall of text, thanks for reading <3
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To go beyond is to #believethedream.
FIRST LOOK: AERIAL VANGUARD HUMMINGBIRD
OCTOBER 10TH 10 AM PST
youtube.com/@DigitalLandmine
Please look forward to it!





















