Reclamation Algorithm 2.0 Is Out On CN - Is It Better?

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  • Опубликовано: 5 фев 2024
  • Music Used: Age Of Mythology OST - Chocolate Outline
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Комментарии • 85

  • @hexerin
    @hexerin 5 месяцев назад +95

    The fixed the two core things I disliked about the original event: The mode is permanent now, and your individual runs aren't limited in duration. I can now go play it whenever I please, do so at my own leisure, and keep the run going for however long I want. The change to how feeding your operators is handled (scales based on squad size, rather than each operator having their own food gauge) is also really nice, and a welcome change. Overall, I'm satisfied with the changes, and no longer dread the mode.

  • @carloshirujo4009
    @carloshirujo4009 5 месяцев назад +60

    The thing I care the most about is whether or not I'm gonna have to rng reset a billion times because the mandatory npc I need to talk to spawns in a hell hole.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +34

      nah no rng in quests anymore

    • @arya623
      @arya623 5 месяцев назад +1

      is rng seeded in each run?

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +11

      @@arya623 farm stages were all the same every time I restarted but encounters were random

    • @Vadikus2424
      @Vadikus2424 5 месяцев назад +6

      ​@@DrSilvergun HOLY SHIT. RA JUST GOT 100 TIMES BETTER

  • @DrSilvergun
    @DrSilvergun  5 месяцев назад +55

    Personally I'm ambivalent on the changes. Early game is still ass but maybe it's actually good later on this time?
    I get they're trying to reduce the boring bit (hitting trees), but they could have just made the farming part more interesting.
    For example: have larger and more dangerous squads guard the trees (innocent woodcutters trying to provide for their families), So your operators are fighting enemies and not trees. You can still go for the trees and ignore the enemies if you want to, but if you kill all the enemies you get some bonus trees for that and next time you go to that map there will be only trees, no enemies. That way you have incentive to fight the enemies but that requires investing more food, so if food is limited sneaking in a smaller squad and just stealing some trees might be better.

    • @spiritus_noctis
      @spiritus_noctis 5 месяцев назад +2

      i played the mode for a while now and i feel like the biggest improvement is the removed day limit... you are not really rushed to do anything and it doesnt matter if you're not prefectly efficient
      more different farming maps make the farming more interesting and the removed day limit means you dont get punished for doing less optimal maps
      the later farming maps do have some enemies to annoy you (pompeii, the rocks that reflect damage, the wild boars from MH collab), but many arent much of a fighting challenge
      some bosses (1 i encountered so far in particular) are really hard, so its nice they added an easy mode
      i do think the easy mode will fix many problems that casual players might have with the gamemode like early food (though just rushing 3 fields also should remove most food issues)
      the weather is now dynamic and can change over time
      enemy raids are still mostly boring. the enemies are now more evenly spread through the wave, but some raids still rush you to death in the first few seconds and you can afk most fights with a proper setup
      but there's also 3 defense outposts around your base where you can build in, so at least that makes it a bit more diverse (i havent even fought a single raid in my main base yet on day 70)
      there's a few more minor changes, but i think thats pretty much it for the important parts

    • @yesno1085
      @yesno1085 5 месяцев назад +1

      Would fit into the lore too too bad innocent woodcutters trying to provide for their family i need my wood

    • @mrrp405
      @mrrp405 5 месяцев назад +1

      I like the idea of killing enemies (innocent woodcutters caring for their families) for extra resources.
      Maybe guaranteed spawns set per map but allowing them to spawn in any map, and carry any one of the resources, like miners or water-bearers(rarity/difficulty depending on the material). Just to have a slightly higher incentive to hunt things in the dark besides just camping the trees and ore nodes.
      *Haven’t played RA2 yet

    • @prd6617
      @prd6617 5 месяцев назад

      does the resource on the map going to refresh or it just gone permanently like the old one, meaning we have to advance to the farthest maps? considering on the old RA basic mats are still needed to build advance construct and reason i restart the run back then are because i ran out of map to farm those basic mats.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +1

      @@prd6617 Far as I have gone they don't reset, but world map is also much larger than RA1

  • @benedict6962
    @benedict6962 5 месяцев назад +7

    The permanent base was one of the more fun things to mess around with. The problem was that parts were too expensive and you can't rearrange stuff without wasting materials.
    I think 70% atk and 50% hp would've been fine for a "normal" mode, but whatever they want I guess. The food thing is a step in the right direction, but if towers and walls don't get a major discount and redeployment time is still the same, I don't think it's worth it as an entirely new mode.

  • @nawfalmisconi1287
    @nawfalmisconi1287 5 месяцев назад +15

    I’d have to play it to get a feel for it, but some of these changes have me concerned. Like no perma base for every run, and only using an op once a day.
    My cons for the first one was the rng events, raids taking ages to clear in the base and how the mode didn’t have an endgame of sorts or it’s too short. At least 2 of these are addressed so that’s nice.
    Too bad I can’t use my team of fast redeploys to do everything anymore. Those did all the resource gathering, hunting, map exploring…etc, while other ops just did raids and boss battles.

  • @NikkiTheViolist
    @NikkiTheViolist 5 месяцев назад +13

    well, it seems like they've improved all the parts I wish were better so I like it.
    In the original, I liked the story but felt like there were (1) some parts that I had to repeat over and over and just wish I could get through them faster without just wasting time, and (2) some story bits and powerful enemies that I needed to look up a guide/enemy stats just to get through it. And also it felt like there were a lot of things I could do but were severely sub-optimal, and with a tight time limit doing suboptimal things meant failure.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +3

      1. is fixed
      2. that's not necessarily a design flaw, but I think the save/load system should let you experiment a lot more.

  • @AntizombiRUS
    @AntizombiRUS 5 месяцев назад +6

    Finally i have some use to my 70+ e2 operators instead just repeated min max "I need to bring 2 ops on that map to 100% loot"

  • @ZeHeavyArmor
    @ZeHeavyArmor 5 месяцев назад +3

    They fixed my grievances on basic base building features RA1 lacks like 0 refund on scraping building and unable to move said building. Giving the ability to undo and save or scrap what I build like the dormitory decor is heaven and hell lvl of difference.
    One thing I wish though is they do something with combat nodes. I wish you can get a temporary buff that last x days or an actual reward depending on the stage, like say columbian themed enemy stage giving gadgets as reward. RA1 combat nodes were literal day wasters with no reward if there's no sekrit treasure spot.

  • @lunesaveter8521
    @lunesaveter8521 5 месяцев назад +1

    One Minor points of correction
    Tech Investment is Lock with each Save too, so full reset will wipe that as well.
    That being said, HG is bring an easy mode and also full reset will refund some Tech points in the next run in the upcoming update

  • @meh4294
    @meh4294 5 месяцев назад +3

    It looks like i'm not gonna enjoy myself in this gamemode ,i think i'm just gonna stick to replaying IS over and over then ,the maps got bigger and farming mats became worse than before ,what i liked about RA1 is the feeling of survival, minimizing my loses and re-strategies for the next run , and the only thing they changed about boss raids is the difficulty, but they'll still fry my device ,wished they'd put in a support unit guz there is no reason for not doing so when every gamemode has it ,however, the exploration became much more enjoyable from what i saw ,and it seems there is two maps? I think that it'll be fun to release maps and build different bases ,and to make the maps unique to each environment (bc they seem to repeat the same layout for every stage )overall need to see more of what they'll do

  • @lamiaprincess6371
    @lamiaprincess6371 5 месяцев назад +3

    The problem with this mode I always had was that it felt like runs lived or died based on what waves you got until your base became truly ridiculous and some of them just felt really poorly balanced. If I have to see the Ore Guardian elite wave one more time i'll scream

    • @gaerekxenos
      @gaerekxenos 3 месяца назад

      Ore Guardian were the least of your worries if you had specific team compositions. A good Stainless composition more or less cheesed those mobs. Definitely hated that you needed to grind until your base was ridiculous for certain things as I had no time to go around grinding all day to build up that much

  • @strongerthanever2039
    @strongerthanever2039 5 месяцев назад +3

    The food rework is one of the best things that could happen, but I will miss the base building grind. Maybe it's a bit of a stockholm syndrome, but after a while I stopped hating it and even started enjoying it.

  • @mastermavrick
    @mastermavrick 5 месяцев назад +2

    Food change is the only one i'm on the fence with since i used x food for x operator a lot during RA one, alongside only being able to use them once. Material and build change we'll have to see when NA gets it and i play it. The story quest changes sound good too, the obtuse as hell way to get the 3rd ending still irritates me.

  • @pathalenvivaldi7811
    @pathalenvivaldi7811 5 месяцев назад

    Thinking it over, while I like the infinite take, I do think the limited mode before was nice. Given it's a tower defense, it needs infinite modes, but ideally what I'd like to see is both. We to have an option to pick between one variant where we have a permanent base and a mode with boss waves, etc, like before, or the infinite one, the two separate.

  • @MeowCat489
    @MeowCat489 5 месяцев назад +1

    I got screwed over in the first event when i was trying to get the other endings. I watched guides and everything on how to get the other endings but rng and other factors didnt let me. I only managed to get the first ending but atleast i managed to get all the rewards.

  • @selensewar
    @selensewar 5 месяцев назад

    Sounds alright.

  • @lancergt1000
    @lancergt1000 5 месяцев назад +10

    the fact that dooming yourself into a forgone softlock is so prevalent and often mentioned in RA2 discussions, feels like something that HG should've fundamentally squash before launch, instead of just panicking an easy mode 3 days after launch
    other game studios would make entire documentaries on how they managed to prevent progression softlocks with their subtle/clever game design

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +4

      could just make the base make 6 food instead of 2 every day
      That would mean you can always make at least 1 move every turn even if you don't have any other food source and you use up your(miniscule) starting food
      It's far from game breaking since RA2 isn't a rush to setup for a final boss but it is very frustrating

    • @lancergt1000
      @lancergt1000 5 месяцев назад +2

      ​@@DrSilvergun Now that sounds like the kind of QoL HG would miss

  • @adamvegas5951
    @adamvegas5951 5 месяцев назад

    Personally seems a lot better if the tutorial actually works and you can see the map beforehand I just wish the mode wasn’t dominated by fast redeploys although I’ll have to try myself to know for sure.
    Two questions: 1-Can summons pick up resources now? It felt like an arbitrary limitation since fast redeploys could but not summons
    2-do global range skills work or is that still limited to operators on field I remember trying to use Goldenglow in an attempt to cheese RA1 and not hitting anything with skill 3 because the devs wanted to dunk on me I guess

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +1

      the meta is frd dominated so there's no escape form that unless u wanna handicap yourself
      1- nope. Summons not interacting with mechanics is super common.
      2- Ambriel GoldenGlow gain the ability to attack outside of their range(the orange tiles), they don't gain global range.
      Functionally diffrent.

  • @pathalenvivaldi7811
    @pathalenvivaldi7811 5 месяцев назад

    Mine-n-craft-ing without buckets? Madness!

  • @Dustfired
    @Dustfired 5 месяцев назад

    I hope they fixed that weird deployable ranged tile bug.

  • @datnoob4394
    @datnoob4394 5 месяцев назад

    On the one hand I have to actually play the game now.
    On the other it might be less grindy

  • @marielcarey4288
    @marielcarey4288 5 месяцев назад

    Yes

  • @josecoelho5703
    @josecoelho5703 5 месяцев назад +5

    Call me a freak, but I actually loved RA, and I'm very excited to play the event again. I realize that it had issues, but I never got why some people hated it with so much passion.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +5

      Good for you someone in HG loves this mode very much.
      If you want to know why I hate it
      1. I hate brainless farming and this mode had a LOT of it.
      2. quest design was ass and they took 3x as long to finish as clearing the rest of the content. Ideally you want to run out of story and content at a similar point.
      3. Once you had a semi decent base build, you could clear the event by just afking and eating every wave so there wasn't much reason to interact with the wider map beyond some minor food buffs. (point 3 is made infinitely worse by point 2)

    • @marielcarey4288
      @marielcarey4288 5 месяцев назад +3

      Seems like theres merit for both arguments, i like it too though. There's a lot that sucks, but i just like that its one of the most interesting things HG have done with Arknights' gameplay in a long time.

  • @kael070
    @kael070 5 месяцев назад +1

    I think i prefer ra1 a bit, the thing being permanent is nice, but only using an op once per day? That's kinda rough for people without very well developed roosters. That will surely slow down exploration a ton.
    And if we are time pressured to explore for timegated objectives, then thats gg for everyone except endgame players.

  • @vanzeralltheway8638
    @vanzeralltheway8638 5 месяцев назад

    Im just a casual dolphin with stacked account when the 1st RA released, so i enjoy the experience of truly maximizing the power of my overkill unit (mlynar, Texalter, yato2, surtr, etc) by either farming the stone/iron or intercepting raid.
    But if i were to think about it for a bit, i would definitely quit after clearing the milestone because every node is just the same routine. You cant even collect the... relic? perfectly since trying ending 3 is tied to you removing some relic (and removing the first relic WILL ALSO remove all other relic in the event chains after it, including ending 3 relic). I quit right after knowing this the hard way.
    Despite the randomness of the weather, i think all RA maps, enemies, and resources spawn locations is basically constant, better than IS because relic difference can make or break your run.
    But if i don't have the OP meta ops i would definitely spam restart and quit after getting pallas skin, you just cant win against a horde of tanky monster with arts reflect.

  • @distuck6121
    @distuck6121 5 месяцев назад +9

    I would have prefer trials for navigator become permanent than this gamemode wcyd

    • @marielcarey4288
      @marielcarey4288 5 месяцев назад +1

      Instead of TN, i want an actual boss rush. An endless raid mode. TN kinda sucked imo, at least TN 2. It doesnt have nearly as much depth and content as RA.

  • @gaerekxenos
    @gaerekxenos 3 месяца назад

    The original one was already very good -- it just needed to be permanent and maybe have a better and more in-depth tutorial (and not have medals tied to it as a time limited event where the gameplay isn't introduced properly nor well). I'm not sure how most of these changes are better aside from the number of teams being increased. Seems like they're doing a more story driven narrative, which is nice... I guess...? But I think the old version was just fine - the issue was it was grindy as a *time limited game mode* - if it were less grindy and still time limited, it would have been fine, or if it were permanent and still grindy with progress saved between runs... that would have been fine too, and was honestly probably what most people were looking for

    • @DrSilvergun
      @DrSilvergun  3 месяца назад

      the new one is permenant with progress being saved every few days
      I'm so confused lol

  • @wheelotime2581
    @wheelotime2581 5 месяцев назад

    Ok so build 1 million food farms or something, got it

  • @marielcarey4288
    @marielcarey4288 5 месяцев назад +2

    You dont get to have the same base on every run? Thats kinda rough

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +5

      Ideally u only have 1 run to begin with

    • @marielcarey4288
      @marielcarey4288 5 месяцев назад +2

      @@DrSilvergun guess so, kinda makes sense to have just 1 run that goes on super long over starting over and over to see almost the same conclusion every 2~ hours
      Now to see what operators are good here eventually (hearing the ambushers and their dodge comes in really handy, now we need an ambusher with silence for the slug horde)

    • @slonik0002
      @slonik0002 5 месяцев назад +2

      @@marielcarey4288Ambushers were already really good for RA so not surprising they’re still good, true aoe in a big range means a lot more when you have over 100 enemies.

    • @marielcarey4288
      @marielcarey4288 5 месяцев назад +1

      @@slonik0002 maybe a sign to raise -Arene- Corroserum... I hear the range tile construct bug got patched

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +3

      @@marielcarey4288 Ethan!
      Arene is the Shota 4*

  • @Fesax69
    @Fesax69 5 месяцев назад +1

    How are the rewards, are they rerun at all?

  • @VilArknights
    @VilArknights 5 месяцев назад +3

    I was fully prepared for the changes to be "the basic idea remains the same but it's a lot more approachable to people who didn't like it before" (a la SSS's multitude of changes and nerfs tbh) but seeing as how they practically reworked the mode's basic premise (specifically, as a base builder and as a long term game mode) I can say I vibe with this. RA's a mode I enjoyed already so I don't doubt that I'll like RA2, but hopefully this mode becoming permanent + the changes towards a focus on short-term individual runs will convert more new people as well. That being said, the removal of the permanent base will likely turn a lot of people away, so it might just be a wash.
    What's really great is A: SARKAZ CASTER LEADER IS FINALLY HERE AFTER 5 YEARS and B: the old RA1 bosses have returned so they aren't doomed to enemy archive impermanence *cough* SSS v1 and v2 bosses *cough*. I am here for the enemies and it is glorious.
    Going a bit into the hypothetical here, you can really think of RA as a longer version of IS. I honestly think I (personally) enjoy RA more than IS, but the fingerprints are there. They're both roguelites, at least, with metaprogression and whatnot.
    Removal of the permanent base might sound like a weird change to some: why remove RA1's main draw?
    In which case, it's interesting how a mode being limited vs permanent facilitates these differences. RA1 wouldn't work as a permanent game mode because you just win once you get your base, so the devs would have to design around that (a rightful mess of an idea) or the devs would have to ignore it (rendering new content kinda pointless). Additionally, it's hard to reset your base as you'd have to individually retreat structures one by one _and_ you don't get resources back (unlike RA2) so this is overall a better change imo.

  • @tastycastle1976
    @tastycastle1976 5 месяцев назад

    Why did you slow Age of mythology OST? Is it copyrighted?

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад

      I wanted to match the length of the video without using another song.

    • @tastycastle1976
      @tastycastle1976 5 месяцев назад

      @@DrSilvergun Oh, this is clever) Loved that game as a kid btw. ORTOS, VULOME, PROSTAGMA.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад

      @@tastycastle1976 likewise, instabuying the remake when it comes out.

    • @tastycastle1976
      @tastycastle1976 5 месяцев назад

      @@DrSilvergun Me too)
      As always, thank you for your guides and updates)

  • @vick0527
    @vick0527 5 месяцев назад +4

    If the tutorial's better, maybe I'll understand how it actually works...

  • @Luxo-tm9mp
    @Luxo-tm9mp 5 месяцев назад

    I would have prefer a event center in sargon and not this

  • @Calvados656
    @Calvados656 5 месяцев назад

    The last RA was so unfun and frustrating that I actually didn't even want to play AK... I'm coming up on my one year anniversary of playing this game and that has been the one and only event that has made me feel that way. I don't particularly like IS either but it isn't nearly as bad.
    Couldn't even bring myself to get the outfit for Pallas.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад

      It's by far my least favorite event (well maybe DH is on it's level), but I'm happy with their general design policy of trying to make new enemies and mechanics almost every event
      keeps the game fresh

  • @WinterHE
    @WinterHE 5 месяцев назад

    I refused to play this after completing the tutorial because It was time limited and RNG heavy, both things can't go together and to make it worse the Monster Hunter collab was on. The food system also made It a chore so I'm not a fan It still exists.
    I will find out if the changes are good enough or not when It comes out and it makes me want to play for longer than 5 minutes.

  • @untemperance
    @untemperance 5 месяцев назад

    I don't like that run kills empty out your OASIS. A large appeal of RA to me was that it was the anti-IS and no matter what if you fucked yourself (or got fucked by the devs sucker punching you as they like to do) and lost a run, you would no matter what have made some tangible progress. I hope the checkpoint system somewhat fixes that problem, but I'm still annoyed on principle that their idea to fix the mode was to make it more like the other mode everyone likes.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +2

      Feel this is a stretch.
      It's like if you are playing frostpunk or some other city builder and calling it a roguelike because you started a new game instead of loading your current save.

  • @stef2337
    @stef2337 5 месяцев назад

    Minecraft never was so close to tower defense

  • @peterdenov4898
    @peterdenov4898 5 месяцев назад +3

    By the looks of it they entirely removed the end game and made early game even more tedious. This will be very problematic considering that players won't get to the point which is supposed to be 'end game'.
    I still don't see any craftable turrets/defence systems to deal with the enemies meaning that players still have to rely on their account roster to clean waves/gather resources which is still $h!tty af, hell even a mere friendly freeze towers (like the ones in IS2) would've been enough.
    What about the “consumables”? Previously you could get one medkit for 4 wood which was pretty neat I gues (If you overly on Surtur). But then you've had the friggin Patriot Mines (arguably the most useless item in the whole game) that costs like 4 iron per unit which was extremely cringe. To make it even more cringe you couldn't place them in your base outside of combat ecounters and all placed mines that didn't blow up by the end of the encounter would get automatically deleted making it even a bigger waste of everything.
    And what about the “Outpost” system? Is it still: “Randomply place 2 tier two Radars, reveal 16 nearby nodes”?
    Leniar stoey progression for once is huge improvement, in RA1 I couldn't get the second and third endings because for whatever reason the Old Geaser couldn't be bothered to go outside the market and touch some sand. It took me, I kid you not, +60 runs to get the second encounter for the Treasure Map and it was all for not because it happened at day 8th and there ware still like +4 random encounters for the second ending.

    • @DrSilvergun
      @DrSilvergun  5 месяцев назад +3

      Endgame might be better or worse I haven't played that much (CN discconects too much for IS and other such modes to be worth playing for me). Early game is still ass tho.
      You could use the patriot mines to 0 OP the boss waves if you crafted a demented amount of them.
      I found all the consumables to be worthless garabage in RA because I could build something permanent instead and foods gave much more valuable effects.
      Outposts are there but may have been reworked, fyi scout towers were broken in RA1 because they let you skip garbage nodes.

  • @user-mg4rc1qw6w
    @user-mg4rc1qw6w 5 месяцев назад +1

    still salty that I ended up completely missing previous RA story because it was locked behind this annoying gamemode. at least this one is permanent so I can ignore it as much as I want

  • @Yogisaurus
    @Yogisaurus 5 месяцев назад

    I hated RA with a passion.
    Still do.
    Nothing can change that i suppose.
    :)

  • @mammothmk3355
    @mammothmk3355 5 месяцев назад +4

    Nope. Not gonna touch this.
    There is other survival strategy game that is way, way better than this. *Frostpunk, They are Billions, Northgard,...*

    • @tomatomaki
      @tomatomaki 5 месяцев назад

      Hypergryph is a small indie companies after all 😢

    • @marielcarey4288
      @marielcarey4288 5 месяцев назад +6

      But do they have the Arknights? Didnt think so

    • @mammothmk3355
      @mammothmk3355 5 месяцев назад

      @@tomatomaki Incorrect. Arknights dev is a conglomerate. Most people underestimate the mobile market and it's colossal profit it bring. ( Mobile market is larger than PC and Console combined. There is a reason big Western corpo like EA, Ubisoft, Activision,... are head over heel toward mobile game)
      Also, a small indie developer with little money that can hire famous singer and composer to make music, or organising large orchestra concert? That's not indie, that's a company.

    • @luchin7742
      @luchin7742 5 месяцев назад +4

      @@mammothmk3355its a joke

    • @Ak4set
      @Ak4set 5 месяцев назад

      Not in a tower defense format. Imo this gamemode is the most innovative thing theyve done yet atleast for the genre. It has its flaws but the idea is there

  • @maskedheretic9629
    @maskedheretic9629 5 месяцев назад

    I swear permanent game modes like these are making me closer to quit Arknights. Seems tedious to just grind mindlessly for something and have no story attached to it. I already skip IS because after a while it just becomes boring.
    At least the improvements for RA make it better to use more operators.😊

  • @myhumps784
    @myhumps784 5 месяцев назад

    Sadly, this "game mode" will surely slowly kill the player base's interest as this is so much boring. Arknights now has barely offered us with anything to accomplish upon removing Contingency Contracts.
    Even some of my friends barely talk about this game anymore and most likely I will too.
    I hopw HG hears that nobody likes playing this game mode and they should just put back CC. But knowing that they'll be focusing more on Endfield, my hope for this game is slowly dying.
    It's fun while it lasted bois