Neomuna is "too hard". We can't be too strong if the environments have to be made for people that can't put their resilience over 60.
I also thought Neomuna could use some tweaking. I personally think [b]areas and game modes should have varied difficulty[/b]. [i]How they achieve that difficulty[/i] is what's important. [b]Bullet sponges[/b] that [i][b]one shot you[/b][/i] [b]shouldn't be the primary method[/b] of making things more difficult. Ships that kill you as you spawn are unacceptable and shouldn't make it to the final version of the game.
Going to more difficult areas or having periods of time in the game where it's more challenging feels like progression. Growth. It offers opportunities for us to be stronger and to have more complex and interesting AI if we don't settle for the bullet sponges.
[u]Increased add density was awesome.[/u] The SPECIAL PUBLIC EVENTS WERE GREAT, when the game didn't kick you. [u]I enjoyed the larger lost sectors.[/u] You can get the NEWEST EXOTICS in a patrol public event! [b]They just missed the mark on how tough all of Neomuna could be on entry[/b] for people that didn't respect resilience changes.
Some AREAS SHOULD BE HARDER, filled with [i]MORE RISK,[/i] and [b][i][u]provide greater rewards[/u][/i][/b]. And more time spent at higher difficulty should always be better rewarded! Time doesn't need to be the only metric, but the more challenging, the greater the reward. [b]You should still be able to do something challenging very quickly if you're doing it properly.[/b]
For some going to more difficult areas or having periods of time in the game where it's more challenging feels frustrating. Like a wall has been put up. That’s fine if it’s within an activity with a selectable difficulty level, because there’s an option to alter it. It’s not so good when it’s a blanket setting applied to an entire environment. For me, if anywhere should be an easy going, chill, use whatever gear you like PvE area it’s the patrol zones. And that should include Neomuna.