Communcation Breakdown event at the core is a selfish task that other players have no involvement in other than to protect someone who wants to complete it.
The next upcoming events should require some teamwork. Nothing crazy where players have to sequence QTE’s. Here are a few suggestions. Feel free to share your thoughts and nuke mine.
a KoTH location to defend a device (Communcation Breakdown but the pickup creates a hill to defend for a short period)
Gold Goblins(Mutants or Dogs) Chase them down for the kill
Carry the Gnome/Flag/Skull to the end (hot potato, each player can only hold it for a certain % of the map)
Heal by Stim (can only heal by Stimming teamates)
At the end of the day, I think FS should begin to look long-term with some of these events and start to cycle them like the item shop. Allowing for players to invest time, or money!, into them so we can turn this game into the cosmetic gacha its deperately not trying to become.
The only way it’s different from a tome is that there is a minigame involved and then you unlock your slot again. It’s fine imo in that respect. I like that there’s a skill element involved.
My issue with it more is that I feel like I’m slowing the team down by doing the side objective and being a thorn in their side. I know most folk don’t mind, but it’s not like a regular hacking minigame where it’s actively part of the main objective.
FS introduced Auspex as a mobile device, scanning the area and searching for something to complete. This is fun.
The new event Auspex provides zero context on how it actually works and is acutally the opposite. (I found out by chatting and someone nice enough to explain the WASD mechanic) My first impression with an auspex was I had to move around to find something. I feel like FS testers are explained how something is suppose to work by devs and they just go, “ok cool, yea I get it. This works.”
Point being, players do not naturally understand mechanics. I would suggest FS to take a step back to understand the game from the players POV relative to what they already introduced.
It uses the same controls as the tree and train minigames. It’s pretty straightforward. Being perfectly intuitive on first blush seems an impossibly high bar.
I like that they’re confusing and nonsensical, gets the 40k tech fantasy across really nicely. I think the surrounding stuff is lame though, like how they just replace tome spots
yeah i pretty much just had to mash a bunch of buttons until it started to actually do something, thankfully its an easy event and finished it in less than 2 days so i dont have to mess with it anymore
It wasn’t, and I think that’s fine. As Murderer pointed out, I think it works narratively/thematically. None of us should ever be touching tech, so these things being inscrutable makes sense.
But I also think it works on a game design level. These are dead-simple minigames using a common set of controls. The tension they add to certain circumstances is good, and it’s even more tense that first time you try to do one and don’t know exactly what to do.
everyone will agree it’s not rocket science, but it would still help a lot if one could practice with these devices in the psykhanium and not while their butts are on fire.