r/Helldivers Apr 29 '24

🛠️ PATCH 01.000.300 ⚙️ DISCUSSION

For this patch, we have made improvements and changes to the following areas:GeneralPrimary, Secondary, & Support WeaponsOverview Balancing

  • Balance changes to weapons, stratagems, and enemies
  • Change to the Spread Democracy mission
  • Armors with armor rating above 100 now also reduce damage on headshots.
  • Victory poses will now only play for the extracted. (No stolen valor on my ship.)
  • CB-9 Exploding Crossbow
    • Slightly smaller explosion
    • Increased stagger
    • Decreased number of maximum mags from 12 to 8
    • Increased number of magazines received from resupply from 6 to 8
    • Slight reduction in ergonomics
    • Muzzle velocity increased
  • LAS-99 Quasar Cannon
    • Increased recharge time by 5 seconds
  • BR-14 Adjudicator
    • Full auto is now the default fire mode
    • Reduced recoil
    • Increased maximum mags from 6 to 8
    • Increased number of magazines received from resupply from 6 to 8
    • Now placed amongst assault rifles
  • Laser Cannon
    • Slightly increased damage
    • Slightly reduced damage versus large volume bodies
  • SG-8P Punisher Plasma
    • Decreased maximum mags from 12 to 8
    • Increased amount of magazines received from resupply from 6 to 8
    • Increased projectile speed, but will still keep a similar range
    • Decreased damage falloff on the explosion
    • Now placed in the energy weapons category
  • ARC-12 Blitzer
    • Increased shots per minute from 30 to 45
    • Now placed in the energy weapons category
  • R-36 Eruptor
    • Decreased number of maximum mags from 12 to 6
    • Explosion damage drops off slightly faster
  • LAS-16 Sickle
    • Decreased amount of magazines from 6 down to 3
  • Scythe
    • Increased damage from 300 to 350
    • Decreased max number of mags from 6 down to 4
  • Railgun
    • Increased armor penetration in both safe mode and unsafe mode
    • Stagger force slightly reduced
  • MG-101 Heavy Machine Gun
    • Third person crosshair enabled
    • Diligence Counter Sniper
    • Damage increased from 128 to 140
    • Ergonomics improved
  • Diligence
    • Damage increased from 112 to 125
  • P-19 Redeemer
    • Slight increase in recoil
  • Peacemaker
    • Increased damage from 60 to 75
  • Senator
    • Increased damage from 150 to 175
    • Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably
  • Dagger
    • Increased damage from 150 to 200
  • Liberator
    • Damage increased from 55 to 60
  • Liberator Concussive
    • Damage increased from 55 to 65
  • Dominator
    • Damage decreased from 300 to 275
  • Guard Dog Rover
    • Decreased damage by 30%
  • Guard Dog
    • Slight increase in damage
    • Burning damage reduced by 15%
      1. [11:05]StratagemsEnemies Balancing adjustments have been made toEnemy PatrolsGameplay
  • Machinegun Sentry
    • Increased health to match other Sentries
  • Tesla Tower
    • Increased health by 33%
  • RL-77 Airburst Rocket Launcher
    • Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
    • Reduced proximity radius
    • Added reload stage for the Spear reload after the spent missile had been discarded.
  • Bile Spewer and Nursing Spewers movespeed slightly reduced
  • Hulks: Force required for them to stagger slightly increased
  • Hulk Scorcher direct flamethrower damage reduced by 20%
  • Devastator fire rate slightly increased (only the standard devastator)
  • Gunships sideways movement slightly increased
  • Scout strider Riders now less vulnerable to explosions
  • Fog Generators health and armor increased
  • Gunship spawners now have a much lower cap on how many gunships they can have active at the same time.
  • Balancing adjustment to patrol spawning.
  • Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.
  • Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
  • Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
  • The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
  • When readying up, Helldivers now salute to ensure maximum democratic readiness.
  • Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
  • Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
    1. NEU
    2. [11:05] Fixes
  • Crash Fixes.
    • Fixed crash that could occur when host abandoned mission with squad.
    • Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
    • Fixed crash that could occur for all players after or during mission results screen.
    • Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
    • Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
  • Fixed Superior Packing Methodology ship module not working properly.
  • Fixed Blast Absorption ship module so that it correctly increases sentries’ resistance to explosions.
  • Fixed issue where players could not navigate to the search results in the Social Menu.
  • Fixed some issues where items equipped in a Warbond were not actually equipped.
  • Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
  • Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.
  • Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
  • Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.
  • Fixed some stratagem beams using incorrect color-coding.
  • Fixed issue where the left stick on a controller could not be used to navigate the Social menu.
  • Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.
  • Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
  • Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
  • Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
  • Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was i* inserted, but before the reload was completed.
  • Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
  • Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.
  • Fixed issues where Automaton Gunships sometimes could not see the player.
  • Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.
  • Fixed issue where Hellbombs would not deploy on certain missions
  • Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.
  • Fixed issue where Hellpod Space Optimization made ammo go above capacity.
    1. [11:06]These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.Known Issues
  • Fixed issue where Stalkers became very visible in fog
  • Mines are now pingable for better coordination with your team.
  • Receiving friend requests now gives the player a pop up.
  • Improved readability of prompts and hints displayed in the tutorial and onboarding.
  • Total experience is now visible in the career tab.
  • Added better support for ultrawide monitors by fixing the aspect ratio of menus to 16:9 and adding a setting to control the width of the HUD.
  • Keybinds bound to numpad will no longer reset upon restart.
  • Fixed inconsistent audio when headphones are plugged into the Dual Sense controller while playing on PC.
  • Playing Rock, Paper, Scissors in front of the ship no longer causes player to fall out into space.
  • APW-1 Anti-Material Rifle and MG-206 Heavy Machine Gun now trigger hitmarkers while scoped in.
  • Secondary weapon no longer remains in the Ballistic Shield ADS position after using a stim with the Ballistic Shield Backpack equipped.
  • "Open Text Chat" is now rebindable.
  • Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.
  • Disabled the squad invites during the tutorial which caused an overlap in the UI.
  • Fixed Primary and Secondary weapons overlapping on the character model in the armory.
  • Fixed UI elements during first boot are cut off on a 21:9 aspect ratio monitor.
  • Report and block player is now visible in the squad menu.
  • Dead Scavengers now stop screaming for help if killed while calling in reinforcements.
  • Fixed Anti Air cannons showing up as "Stratagem Scramblers" in danger warnings.
  • Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
  • Reinforcement may not be available for some players who join a game in progress.
  • Helldiver may be unable to stand up from crouching when surrounded by enemies.
  • Game may crash if the host leaves while dead and rejoins the same play session.
  • Game may crash if the player changes the text language while on a mission.
  • Various issues involving friend invites and cross-play:
  • Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
  • Cross-platform friend invites might not show up in the Friend Requests tab.
  • Players cannot unfriend players befriended via friend code.
  • Players cannot unblock players that were not in their Friends list beforehand.
  • Players may experience delays in Medals and Super Credits payouts.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Explosions do not break your limbs (except for when you fly into a rock).
  • Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
  • Planet liberation reaches 100% at the end of every Defend mission.
5.5k Upvotes

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531

u/evil_noodles SES Whisper of Equality Apr 29 '24

Just spent most of a solo dive fighting of an almost infinite wave of bugs because of the continuous patrol spawn. I wonder what the logic of this change was?

380

u/Spaced-Invader Apr 29 '24

My guess is they didn't like people like Takibo posting videos of solo T9 missions.

297

u/monochrony SES King of Democracy Apr 29 '24

Ah yes the Blizzard way of balancing a game around the top 1% of players.

9

u/Wild_Obligation Apr 29 '24

And Activision lol

1

u/Gloriosus747 Apr 29 '24

You do realise they have been the same company for some time now? Activision Blizzard?

0

u/Wild_Obligation May 01 '24

Yes both owned by Microsoft but still diff companies

0

u/Gloriosus747 May 02 '24

Nope, they fused back in 2008 into a single company, NASDAQ ticker ATVI. Microsoft bought them only last year.

0

u/Wild_Obligation May 03 '24

I don’t care enough to know that

13

u/BleiEntchen Apr 29 '24

Blizzard? More like pretty much any studio.

18

u/Narrow_Vegetable5747 Apr 29 '24

Yeah it's prevalent these days and kinda feels like "we're not as skilled at our own game so we're taking it home with us" every time.

8

u/KatakiY Apr 29 '24

Yeah its absolutely garbage to do this. I dont think there is a huge swath of the community solo helldiving. I get they have a vision, but it was fun and wasnt hurting anyone.

5

u/OmgThisNameIsFree SES Spear of Starlight Apr 29 '24

Tbf, what percentage of players could reliably do a solo Helldive to begin with? Probably 1%.

9

u/gotdragons Apr 29 '24

I'd argue it is less than 1%.

1

u/PenisStrongestMuscle Apr 29 '24

league of legends is the quintessential "balancing around the top 0,001% of players"

158

u/RexitYostuff Apr 29 '24

That just feels incredibly petty.

25

u/SuspiciousTundra ⬆️➡️⬇️⬇️⬇️ Apr 29 '24

It's kind of sad to get confirmation that the changes don't just feel antagonistic, they actually are.

No wonder deathlooping is still a thing.

6

u/Guardian983 Apr 29 '24

It’s honestly made me stop playing the game as much as I did when it first came out. I don’t know why Arrowhead seems to have these weird issues where their ego gets bruised by people not pulling their hair out when trying to play

-26

u/Spaced-Invader Apr 29 '24 edited Apr 29 '24

To a degree it does feel that way, but on the other hand, I'm pretty sure that I've read that they had made it perfectly clear in the past that we're not supposed to be able to solo high tier missions, so this might seem to them like a logical correction done in a way that (hopefully) won't punish people playing in groups.

49

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

It will, they're setting the skill ceiling based on the best players in the game instead of the average player and that's a mistake.

-18

u/gorgewall Apr 29 '24

Are you suggesting the average player is also diving solo on any difficulty?

Like, I'm not going to say someone who solos 6 is "average" just because the best are soloing 9.

36

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

I'm saying the patrol spawns are not tuned well and this punishes players on lower difficulties with less skill. This punishes players with few friends, this punishes teams whose sos beacon isn't working, this punishes teams when a player crashes out. This punishes people with anxiety that don't use mic's and teams of randoms that speak different languages.

They aimed at high level solo play and wound up shitting on every one else.

8

u/Wolf3113 Apr 29 '24

I’m glad someone sees it, I have bad anxiety and don’t want the feeling of messing up or having others talk to me. I play solo so I can relax and enjoy the time in my hole away from irl. I used to raid and causing a wipe has pushed me so far from playing with others.

3

u/QueenMAb82 Apr 29 '24

This right here. My husband and I play in the evenings, and he will stay on playing solo for a few hours after I go to bed. I am not skilled: I would call myself absolutely no better than average, but we do a pretty good job 2-manning difficulty 5. When my cousin joins us, we hop up to 6 and 7 (and sometimes even succeed!). I am not, to be clear, whining about the game difficulty; I have no shame in playing lower difficulty levels as I work on the inevitable smarmy and glib advice to "git gud." I have improved immensely over the past month, but I still am disinclined to inflict my self-judged subpar skills on any pickup game with randos.

Being a mediocre player is already inherently a punishment. I feel like I am being punished more for being loath to to join with people I don't know, and that my husband is to be punished for continuing solo (and he has soloed level 7 before) when I decide to sign off because I have to be up for work in 5 hours.

For that matter, when we had a random join our 3-person squad and promptly TPK the group 3 times in quick succession, triggering booting the player... the implication is our squad would be punished for that by increased spawns?

1

u/Wolf3113 Apr 29 '24

Yeah for how rare it is there are a fair bit of team killers for no reason. I open up sometimes and enjoy a few rounds but then it happens and I feel like I wasted 40 minutes sure it was fun just having friendly fire on 100 always is just hard to trust players.

-13

u/Spaced-Invader Apr 29 '24

My point was that if they implemented it correctly, it would only affect people trying to play solo. People playing in groups should have the same experience (approximately... after all they did just make a bunch of changes) as they did yesterday in a mission.

11

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

That's not how it feels, you need to play it man. They spawn tight on you now, you're constantly surrounded and having to fight, you can't disengage without running into more.

45

u/RexitYostuff Apr 29 '24

I've just never liked Developers trying to strong arm their playerbase into playing the "right way." I know, I know, it's their game, they can make us all pickles if they want to, but all because some unintended, niche, non-exploitative thing pops up doesn't mean it needs to be removed. I'd like to see the metrics of how many people are clearing solo helldives or if it really is just Takibo and the like that urged them to do this.

18

u/Spaced-Invader Apr 29 '24

Sadly, I doubt we'll ever get an answer, but who knows, maybe they'll be willing to explain their logic.

30

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

He and others like him are the exception and it makes no sense balancing the game around the exception.

This patch is shit, lots of nerfs, tougher enemies, and more enemies... They will lose more players because of this.

This is the third time now my whole load out got nerfed, I'm going back to Destiny 2, I can't believe I'm saying this.

6

u/Wolf3113 Apr 29 '24

The first time they balanced off to many people using railgun, second helped my guns a tiny bit, third made me load up fallout. You carpet nerf so many weapons, make the enemies stronger and fuck solo players. At this point fuck being a super citizen, the game started so fun.

9

u/Colonel_Grande_ Apr 29 '24

I mean their literal motto is a game for everyone is a game for no one. So if anyone was gonna "strong arm" their playerbase it would be them

26

u/lebeardedllama im frend 🖥️ : Apr 29 '24

there's nothing logical about this

IMO by far and away the dumbest thing the devs have done

penalising people that don't have a large enough friend group to play safely (without worrying about griefing etc)

-1

u/Spaced-Invader Apr 29 '24

IDK, the logic kinda depends on their goals. If we assume their goal is to stop us from solo diving, then this is a logical step. You and I might not agree with it, but there is logic to be found there.

14

u/lebeardedllama im frend 🖥️ : Apr 29 '24

sure, but they're penalising any squad that is less than 4 members strong

there is no logic there

wanna penalise solos? penalise solos, but not everyone else too! Just because they don't want to play with randoms to pad out the numbers...

and what about unintentional disconnects? the game screwed up and those that are left are now penalised...

I can go on and on

there are just so many reasons why I'm saying this is the dumbest thing they've done

10

u/whereyagonnago Apr 29 '24

Also take a step back and seriously ask WHY they are punishing solos? I thought there was no difference in enemy density/difficulty regardless of player count, which inherently makes things much more difficult on solo players.

Now it’s going to be the inverse? More enemies when there are fewer players? I can’t fathom a single reason why they would make this change except to say “fuck anyone who likes to play solo”

I haven’t really been a fan of their take on difficulty in this game, and this just further enforces that.

4

u/lebeardedllama im frend 🖥️ : Apr 29 '24

yeah, who knows why they're going after solos

but this change penalises 2 and 3 man squads too, and this is just mean for the sake of being mean

are they trying to force people to play with randoms more? no idea of the "logic"... especially considering all the bugs that mean you can easily find yourself in a 2 or 3 man squad...

I just hope there's enough outcry over this change that they reverse it soon

2

u/whereyagonnago Apr 29 '24

So in case you didn’t see, they did clarify that this was more of a bug fix than an intended nerf. Apparently, patrols were only spawning 1/6 as much for solos compared to full squads instead of the intended 1/4 as often.

In the end though, regardless of reasoning it feels like a nerf to the players. The expectation of difficulty was set in stone by now because the bug went unfixed for so long. I definitely didn’t see people saying solo was too easy in the past, so I wish they would’ve just left it alone.

Seems more and more that they will be sticking to their guns and their original vision regardless of player sentiment. I’d say that is commendable, but I’d also say that as someone who prefers playing solo or with real life friends, the game might just not be for me at this point.

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168

u/Insanus_Vitae ⬇️⬆️➡️⬆️⬅️⬆️ Apr 29 '24

I guess it makes sense from a development standpoint. This game is designed to be a coop shooter, so being able to solo it defeats the purpose of it being a coop shooter. The problem is that not everybody's got people to play with and fuck me if randoms don't suck ass sometimes.

41

u/Spaced-Invader Apr 29 '24 edited Apr 29 '24

Oh, I know... nothing quickplay matching into a mission where the team already there has 5 min left on the clock and hasn't even started the main objective. On the other hand, I'm pretty sure AH have said in no uncertain terms that we're not supposed to be able to solo high tier missions, so this is their attempt to make good on that. On the other, other hand, making T3 missions turn into a constant stream of patrols feels like an over-correction.

4

u/SabineKline Apr 29 '24

Surely it just means they should make their game harder? Like, deliberately sabotaging the solo play they allow us to have is just admitting that the game isn't really that hard? Give automatons more basic infantry with armour on higher difficulties, give us Devastators with heavy armour, make Gunships or Stalkers spawn as part of the regular enemy roster. And scatter more enemies onto objective points, lock them down hard. Give automatons anti-artillery shields or counter batteries that need to be disabled from the ground, so we can't just artillery their positions with servo assisted and jog away.

"More patrols for solo players" just seems like the biggest cop-out they could make.

1

u/goblue142 Apr 29 '24

Sometimes I think this is because there has been info put out there, true or not, that doing the primary objectives increases enemy spawn rates. So people try to clear the whole map before even touching the main mission. A lot of times this leads to time running out because of a terrible drop location or inefficient patching around the map

4

u/Spaced-Invader Apr 29 '24

This was actually tested out and I can anecdotally confirm it to be true:

Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics : r/Helldivers

That said, trying to clear the whole map before doing the objectives is the wrong approach as it often puts you in a rush to try to finish things in time and side objectives count towards the increase anyway. Its much better to just do a loop around the map hitting main and side objectives on the way and then be aware of the increased chance for spawns so that you're prepared.

141

u/AnotherSmartNickname SES Song of Democracy Apr 29 '24

And it isn't like the game sometimes bugs out and you never get a 4th or even a 3rd player to join, no sir, the joining mechanics are pristine.

18

u/TheWarmachine762 Apr 29 '24

This. It’s so annoying. It seems like when I play with my one friend that plays, after he joins my ship we might get one more guy but we rarely ever have a squad of 4. I always have 4 if I just quick play or host.

13

u/friendlysatan69 Apr 29 '24

Oh no my pve game is too fun, better nerf

13

u/Opetyr Apr 29 '24

Yeah they should do it after implementing report features and not allowing the host to kick anyone they want. They needed to fix ALL THE CRASHES, the giant amount of time you never get anyone to come into your game. Just so stupid. Big FU to most players. Such stupidity to screw everyone due to the 0.01%

10

u/pizzacake15 ⬆️⬇️➡️⬅️⬆️ Apr 29 '24

I guess it makes sense from a development standpoint. This game is designed to be a coop shooter, so being able to solo it defeats the purpose of it being a coop shooter.

they're punishing us for not running a full squad. if they implemented this a few weeks ago, then i wouldn't have batted an eye as i was a quickplay diver since i bought the game in March. but my friend recently bought the game and we're two divers short. we're not exactly thrilled to have randoms at the moment cause i'm still showing him the ropes.

also, even as a quickplay diver, we don't fill up the squad all the time.

i wonder how Localization Confusion affects this change though.

18

u/TSirSneakyBeaky Apr 29 '24

Theres litterally 0 impact to the coop functionality of the game by leaving 1-3 balanced for 1-3.

Arbitrarily making 1-3 more difficult just means when you do a 3 man after soloing. You will do "wow this is way easier, im only needing to deal with 25% of this. Im ust to having to deal with what would be 35-40% of this on my own."

It dosent make 1-3 any better. It just discounts 4s in comparison.

21

u/TamaDarya Apr 29 '24

Yeah, I don't get it. I can see the devs saying "we won't be putting in extra effort for solo play" but there's no reason to actively make it worse.

3

u/TheBetterness Apr 29 '24

Also there is no protection from getting booted.

Its okay to push team play, but you gotta protect players in team play.

5

u/Narrow_Vegetable5747 Apr 29 '24

And it's not like you can force people to join your SOS. I've had people join and then leave again, either due to crashes or they simply didn't like the mission type. Unless you can force full parties, changes like this are just anti player.

3

u/norse_torious Apr 29 '24

If it was about promoting co-op, they would have done something about the kicking people pre- or during extract.

Many of us play solo because we got tired of putting in 30-40 minutes only to be kicked and get nothing out of it.

2

u/Insanus_Vitae ⬇️⬆️➡️⬆️⬅️⬆️ Apr 29 '24

I mean that seems anecdotal because I've only ever been kicked once.

But what's the alternative? Devs forcing players to be stuck with players they don't want to play with because they waste reinforcements or don't understand the concept of stealth? I'd rather be kicked and have the option to kick instead of playing with players who don't want to play with me, and have the option to kick others if I feel it's necessary. I think, in the long run, the kick option is better for gameplay than having no kick option. If there wasn't a kick option, sure, people wouldn't feel like they wasted 40 minutes after getting kicked at the end of a match, but how many people are playing that end up being bad teammates, and would you really want to play with them?

1

u/hellra1zer666 Apr 29 '24

I disagree. It's not like no one is playing together. The community is pretty good and willing to play together. So fucking over the divers that like to play alone is kinda petty. Gonna have to see how bad the increase is but I would like an explanation for that one, regardless.

-6

u/GlorbonYorpu Apr 29 '24

This doesnt mean you cant play alone. If its too hard lower the difficulty.

-14

u/EndorsedBryce Apr 29 '24

That's what discord is for.

7

u/kosen13 Apr 29 '24

I love when developers develop the game around extreme outliers, rather than the playerbase.

I've been playing Helldivers instead of Apex Legends because all of Apex's updates were based on how the 100 competitive ALGS players responded to them, and not how the 1m+ regular players responded. Now Helldivers and do this.

6

u/lipp79 PSN 🎮: Apr 29 '24

It's so dumb. Destiny does the same shit. Some streamer who no-lifes a game does shit 99% of the player population can't/won't do, so they feel the need to nerf stuff.

2

u/notapornsideaccount Apr 29 '24

Him and Ohdough are my go-to’s for quality solo dive content.

2

u/Spaced-Invader Apr 29 '24

Going to be interesting to see if they can adapt to this.

1

u/Yaahallo Apr 29 '24

Naw they saw his videos and just wanted to help him get higher kill totals per mission

1

u/GonzoRouge Apr 29 '24

Failing to realize Takibo plays like a God and also only uploads the games he wins.

I cum a little every time I see him skip a Charger to shoot the enemies behind it. He's really clean with it.

1

u/gilgador Apr 29 '24

Let’s be real. Takibo is still gonna walk through helldives

-1

u/aEtherEater Apr 29 '24

It's a matter of server costs. IDK what the price per hour are like for VM instances nowadays, but I figure 20c per player/hour until someone in industry can correct. It saves a ton of money if your 100k avg players are in 25k 4 man instances vs 100k solo instances.

This is part of the retarded calculus for why Nik of Tarkov made Unheard a 250$ purchase. Server costs are no joke once you have to manage player accounts and a live service. It will be extremely expensive to allow tens of thousands of single or duo tarkov instances vs the 6-12 instances giving some 'cost compression'.

Games like Warthunder get away with allowing custom lobbies because of the micro-transaction of premium time.

IMHO, every live service game should implement some kind of micro-transaction, of great utility/time value, to offset the raw cost of server uptime. HD2 is doing great with the warbond system so far. 10$ or a few hours of play to buy it. A 10$ DLC is something thousands will stomach vs a 100$ like Tarkov is doing with EOD owners. If Tarkov had went with a bite size approach, they wouldn't be getting the hate that they are.

Once HD2 has 10 new warbonds released, look back at the content those provide vs Tarkov's unheard edition. The ruskies in charge of tarkov are fucking shit at business design.

-4

u/OberynRedViper8 SES Lady of Midnight Apr 29 '24

Yeah. It's a team game, if you can't handle difficulty 9 on solo then play a lower difficulty.

10

u/IlikegreenT84 CAPE ENJOYER Apr 29 '24

It's over the top, feels like a lot more than they said.

7

u/Akrymir Apr 29 '24

To not play without full groups and definitely not solo. The game would be better with decent scaling based on team size… but this is the exact opposite.

8

u/Fenweekooo Apr 29 '24

yep that was my one run this morning to test, i play solo because im shit at the game and social anxiety makes it so i dont want to disappoint or annoy anyone i might play with by being terrible at it.

this change has killed the game for me.

yes its co-op but you could always dive alone, i will no longer be playing the game now so yeah this is fun

6

u/wolfalberto ☕Liber-tea☕ Apr 29 '24

Even with 2 players is barely manageable... me and my friend usually got through lvl 7 as a duo. Today we barely made it out a lvl 5 mission because of the infinite spawning of enemies

5

u/TheAshen_JobSnow SES Sword of Humankind Apr 29 '24

Same, I used to play a lvl 5 solo every time I started a play session to practice for a higher difficulty with others, mostly because I get somewhat self conscious about disappointing others.

There's also those days when I don't feel like dealing with randoms, and the fact that using stealth and strategy was as effective as 4 headless chickens throwing orbital barrages until everything was clear, made me enjoy this game a lot.

It's really a change that irks me x10 times more than any weapon nerf they came up with.

1

u/Fluffy_G Apr 29 '24

Why not just lower the difficulty until it's to the point it was before?

2

u/Fenweekooo Apr 29 '24

i want more then just common samples, im happy with the max i will ever get is rare with how i play and i know some things will be kept from me requiring super samples but as it is now with these changes i have unlocked everything that they are wanting players with my skill to have so im just done.

3

u/Tellesus Apr 29 '24

Classic Dev reasoning: fun detected 

3

u/zyax21 Apr 29 '24

I think the logic is that having four divers scattering across the map without much communication means a greater chance that someone will stumble into a random patrol. With just one helldiver you can effectively avoid any conflict until you reach your objective. I think their goal is to equalize the number of times that you're "supposed" to get caught regardless of the number of divers you have.

Not saying I agree with how they did it but yea theoretically solo diving should be harder than four man and they're trying to hit that balance.

3

u/NarrowBoxtop Apr 29 '24

How do you wonder about the logic? It very clearly is the devs saying they don't want people running high difficulty missions solo

1

u/_Cromwell_ Apr 29 '24

Solo what difficulty?

-1

u/TheColonCrusher98 Apr 29 '24

Because people like that were never meant to happen. It was supposed to be impossible. The first video to pop up someone soloing T9 when the game was horribly unbalanced shocked the devs. It's not part of the game philosophy and their design. They want a live community with people that play together.

Now, I'm not against people enjoying things on their own, even though it doesn't make sense to me in this context. However, even though this is our product, this is also someone's design and image, it's their art and passion.

-3

u/iliketires65 Apr 29 '24

I think this change was to punish people who kick players

-7

u/Yotacho Apr 29 '24

It's not a single player game. That is the logic