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Sometimes I forget that the reason why the average warhammer fight doesn’t look like this is because the overwhelming majority of fights are between non augmented or genetically altered humans.

If there was a gene transfer program to make every human an ogryn that isn’t buff this fucking franchise would be xeelee tier levels of fucked up. Transhumanist sci fi will always be uniquely and conceptually horrifying



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After the Activision buyout, Blizzard’s leading game designers would go on to ruin AAA gaming for millions of people. Personally, I think blizzard’s mentality for accessibility is what caused the problems.

Blizzard used to keep world of warcraft (WOW) easy. Old WOW used to be simple to learn and simple to play. The progression system was easy, so was the combat, and the quests were simple to understand. For most players, the game wasn’t too competitive and it was easy to make friends.

Milsims like Arma and Squad still have that “easy to learn, easy to make friends” kind of appeal. Even the early soulsborne series had that “simple in design, easy to find fun” appeal despite what the masochists claimed about the souls series. Most AAA games released by blizzard and other high-ranking studios abondoned this approach to game design.

Blizzard catered to the hardcore players too much and made WOW hard. I’m glad that the devs are going back on most of the changes, but the damage and legacy is all still there. Multiplayer shooters are worse than ever. It’s basically impossible to get into any new multiplayer game without being bombarded with endlessly convoluted systems and a hardcore player-base. Gaming is so much harder now. Even games that should feel easy like path of exile 2 play as if I need a manual again to understand what’s going on.
11 posts and 1 image reply omitted.

>>39299
it's also because those games were like 30m-1h if you never die.

I have been playing on-and-off since release day 2004. Modern wow is a much more interesting and engaging game if you like raids (the only content I really do anymore). One thing about wow I wish would be changed though is the GCD. 1 second just feels too fast. Its really easy to fall behind on a rotation and its insanely punishing. FFXIV's 2.5sec GCD is more reasonable. Maybe 1.5sec GCD for WoW would make it feel better. IDK I'm not a game designer.

>>39350
Did they fix the level designs? OG wow had a lot of levels that always felt “unfinished”

>>39351
Raids are laid out very linearly now with only a couple chances to choose the next boss. Its always been like this but its even more so now. They "fixed" it by simplifying level designs by a lot.

>>39361
God damn it

My biggest hope for Wow was a level design overhaul man. Level design was the best part of games like Elden ring and shadow of the colossus. The overworld of wow always felt so fucking boring to explore for me.



 

How can this series shift from a grimdark survival horror to a kid-friendly coomerbait seemingly at the snap of a finger? It's more tonally inconsistent than Sonic games frfr. And what's the point of the kid-friendly entries still being horror games? FNaF World was a self-aware spin-off at least, Security Breach straight out looks like Poppy Playtime or some shit.

File: 1737020743820.jpg (225.25 KB, 1448x2048, GhCTo_6WcAA6MPT.jpg)

I assumed poppys playtime came out after security breach, but they both came out 2021, so I guess they were developed in parallel.

>>39228
>they were developed in parallel
It all started with FNaF 2 I think. Then MatPat started capitalizing on the mascot horror games and it all went downhill from here.

Btw, is Security Breach the new Duke Nukem Forever?

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Over the years, I’ve learned many things about multiplayer shooters. I’m here to share my tips. You don’t have to be good at aiming, movement, or teamwork to learn any of these skills.

>first and foremost: camp

Camping is objectively the only viable playstyle. Rushing and leaving yourself open ever is stupid and will make you lose your KDR arbitrarily. Let the idiots run into your line of fire, they deserve to die to campers.

>best setups

If your game has attachments, I recommend these
<always use tracerless rounds even if you suffer damage debuffs.
<equip a scope/sight and a suppressor
<if any machine pistols are optional, take them. They are better than missile launchers and shotguns

>never shoot in the open.

<If you’re in open terrain, crouch or lay prone; if you’re fighting in an urban map, always shoot within buildings; you’re aiming through a window, a wall, or a door, keep your in-game avatar standing parallel to the wall and not perpendicular to it; doing so makes you slightly less easy to hit than if your face was directly perpendicular to a window’s opening

>never reload or use explosives if you’re not fully behind cover.

Post too long. Click here to view the full text.
7 posts omitted.

From my experience with Modern Warfare, the real scrub build is grenade launcher, handgranades, remote explosives and mines. You dont have to have quick reflexes, you dont have to aim good, or coopearate with the team, just lob explosives at general area of enemy and you are bound to get kills.

>>39329
>1.2
That's barely above average dude. Your advice isn't universal at all either. All shopters have different levels of time to kill, accuracy, and health regen. The only universal knowledge is buy a shooting trainer to help you mouse over targets faster.

>>39326
I prefer to play games where I am rewarded for PTFO and not just camping like a loser

>>39337
Aim trainers fail to get around the fact that your aim and response time is influenced more by your positioning and ability to even shoot in the first place than muscle memory.

You’re not exactly going to shoot right when your panicking and getting blasted by someone camping with a machine gun.

>>39328
>uyghas never heard of arena fps
This.



 

>Bayonetta 2 gets Samus's Varia Suit instead of her Zero Suit
>Doom Eternal gets absolutely nothing
What was Nintendo thinking? Such a missed opportunity, The Zero Suit in Bayonetta 2 and a Doom x Metroid crossover make so much sense.
1 post omitted.

Sucks its nintendo exclusive. I replay Bayo 1 all the time on PC. Love it. At least we got wonderful 101, another great game.

Which character is most busted between Bayo, Samus, and Doomguy?

>>39345
Doomguy for sure

Nintendo won't even let their characters have skins in fortnite unless epic makes it so that people not playing on a nintendo platform can't see it

>>39343
>Bayonetta 2 is Nintendo-exclusive, Doom Eternal is not, so Nintendo is unlikely to do such a thing.
Doesn't excuse Nintendo not putting the Zero Suit into Bayonetta 2.
>>39345
>Which character is most busted
It depends. Doomguy's BFG is OP but Bayo can slow down time and summon demonic hands so she may attack Doomguy before he can properly react. Poor Samus loses before even starting with one BFG shot.
>>39347
>Nintendo won't even let their characters have skins in fortnite unless epic makes it so that people not playing on a nintendo platform can't see it
I mean, that proves that Samus in Doom Eternal is definitely possible but for some reason Nintendo refused to do that. Maybe they just hate Metroid.



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Anyone else here play this kino update? It fixed alot of issues I had with the base game, like the slow combat, the story is much clearer as well and learns into the schizo visuals the first game was lacking in which was nice

File: 1737440985775.png (Spoiler Image,3.14 MB, 2166x1582, yeek.png)


I've been planning on playing it when I have the time since I played the previous version up until a bit after the golden alpaca and tapped out. Don't know how the new combat is but surely it can't be as bad as the shit they had prior.

>>39311
the new system takes a bit of getting used to but its fun



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Why are gamers salesfags these days? Seems like everyone is obsessed with game popularity, like it's the only thing that matters is whether or not other people play the same games you do
13 posts and 2 image replies omitted.

>>39252
And the Cameraman from Skibidi Toilet.

>>39253 (me)
Zero build looks interesting though, and some mechanics like vehicles and destructable walls look hella fun. So I dunno. I guess I'm not as interested in Fortnite mainly because of the building looking like jank and the eye-gouging graphics, and also due to the fact that there are other MMO shooters like Launch Royale. But Zero Build and raytracing eliminate at least two of these problems (I don't have a good PC for raytracing though). And I do wonder how satisfying the guns feel in the game, I don't want to play Overwatch 2 2: Electric Boogaloo.
>>39260
>Doesnt matter
Bruh, I still have very strict standards, it does matter. I like Project M for God's sake, Sakurai no longer impresses me with Smash Ultimate's roster. I am beyond salvation.

>>39267
>Zero build looks interesting
the whole point of fortnite compard to like PUBG is the building mechanic tho,else it's just the same game except graphically and with different vibes

>>39268
>the whole point of fortnite compard to like PUBG is the building mechanic tho
Well, I guess the game is just not for me then.

>>39223
It truely is overstimulating sometimes



 

When i present furry or are seen with furry, this always be:
Fasch idiot: "Ew furries are zoophile degenerates"

Me: ζζζζφ🐾


Hehe i made it in a random anarchy minecraft server

Please, get back to your senses, comrade. You are not acting the same after that shell hit you!



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Again, same guy editing new Vegas. I discovered this shockingly common design flaw after observing how raiders fight in desert and urban environments.

I found that NPCs in most games tend to fail at finding cover in natural environments.

For context, game developers assign certain objects marks that tells an NPC “hey you can take cover here.” In gameplay, these markers allow NPCs to hide behind crates, cars, doorways, and other man-sized objects.

Now with terrain, normally there are plenty of hills, rocks, and depressions available for NPCs to take cover from. In Arma, players (hopefully) take advantage of these aspects to conceal and cover themselves during combat and patrols. In real life, there are entire systems dedicated to using terrain to cover oneself from enemy fire.

Now with most shooters, this basic feature is no where to be found. Yeah, even in milsims, I was surprised to find NPCs failing to recognize objects as simple as rocks as useful things to hide behind.

Why isn’t this something that is fixed in milsims right now. I can understand why this pathfinding feature may not be as common in arcade shooters, but for the more realistic games, missing something like this is a massive mistake.
11 posts omitted.

>>39175
>(exposure × eyeball compass score) / (health × armed level +1) = hiding action score (HAS)
The core idea is fine but the way you get the values could be optimized.

You could get an exposure value from the raycasts.

The eyeball compass can be derived from the player's average rotation, which you could just update each frame according to a rolling average calculation, like multiply previous value by 0.99 and add current value * 0.01 or whatever ratio you want. Realistically modeling this sort of thing is more where you'd use the screenshot type of method, to figure out what areas are exposed to the player character at their location, like a point light projecting outwards. This could also be baked into the level so that there are zones that have an associated "mask" applied to the navmesh to highlight optimal placement.

Health and armed level could also be modeled in a more dynamic way without that much cost, pretty hacky methods like average time between the player popping up to shoot. This would also mean that suppressing fire matters (especially if you incorporate location data for where the bullets are going), and would contribute to more ebb and flow in the combat pacing since you can help control when the NPCs are going to move.

>>39171
>Doom, Quake, etc are all challenging and interesting games despite the enemy AI in them basically being "if you see the player move towards them and attack
The single-player campaigns were like that, but the deathmatch bots got pretty sophisticated. When Quake III Arena came out in 1999, that game was only deathmatch and capture the flag and its bots were "aware" of weapons, ammo, health and could communicate through chat with you. See pdf.
>because most of the enemies has a unique purpose that creates interesting situations you have to figure out when you mix them together
Right. For instance, there can be different "magic skills", basically cheating to create crude models for guessing where the player is when out of sight:

1. Big Bubble: We draw a big sphere around the player actually is and randomly choose a point inside the sphere as the guess.

2. Slow Telepathy. We use rather accurate location data, but we delay the transmission to the AI.

3. Evaporating Trail. We put in a slowly evaporating trail that is following the player. It's invisible to the player, but the AI can "smell" it when standing inside of it.

If I had to choose only one of these, I would strongly prefer Big Bubble. That's because Slow Telepathy is thwarted by moving around and Evaporating Trail is thwarted by camping. Big Bubble looks robust. But a mix of some bots having the "magic skill" Slow Telepathy and others Evaporating Trail would also work.

Hmmm, what would a Pac-Man clone with these three AIs feel like?

>>39176
>The image analysis method is extremely overkill especially since the game should know where all the opponents are.
I said it's for single-player and was thinking about NPCs against the player only and not each other and only using the method for those NPCs registered in the pseudo screenshot. I don't believe that would be hard to do on hardware from twenty years ago. Maybe it's overkill in the sense of annoying to program rather than in the sense of eating much processing power.
>it would make more sense to do a separate low-res image for each of them aimed in exactly their direction
I agree with that low-res image is enough, but I do think that where the player looks should have weight. Remember I said the pseudo-screenshot would be broader than the actual POV of the player, so the approach isn't as limited as one might expect.
>give the NPCs "foresight"
They already have a tiny bit of foresight just because the pseudo-screenshot uses the broader POV, so they can also react to almost being seen. I admit this is not for foresight in the sense of planning something that takes more than two seconds to execute. It's barely more than a reflex.

I believe the most elegant way of NPC punishing both camping and "anticamping" (I mean running around a lot) would be directly scoring the player's behavior and shrinking or expanding the fuzzing factor applied to the player's actual location when generating the location guesses for NPCs to follow.

The area gets a virtual tamagotchi-resolution map that is initially grey. Over time, the pixels turn more and more pale. The pixels visited by the player turn black. This map's average brightness is the camping score. The brighter, the err campier.

NPCs tasked with punishing camping get less fuzzy location data of the player the higher the player's camping score is. NPCs tasked with punishing anticamping get less fuzzy data the lower the player's camping score is. NPCs that are jacks of all trades get less fuzzy data when the camping score is either very high or very low.

Somebody ought to make a shooter with a twist, where you wouldn't see much less defeat most enemies, to fuck with player.



 

What would the Kaiserreich/Kaiserredux versions of ᴉuᴉlossnW and Mosley react to their real life counterparts? Or Kaiserreich/Kaiserredux fascist react to real life versions of their ideology.

>>39209
>KR Oswald Mosley
KR Mosley if taken power of the UOB would see his OTL counterpart as a footnote joke, who failed because he didn't commit enough to become a revolutionary "great man of history". KR Mosley would view british fascism as a reactionary faux "revolutionary" force with some similarities to policies he recognise with Totalism and to his own thinking. But KR Mosley would see the policies as insufficient, pro capitalist, and in some cases "watered down" versions of Syndicalism (Corporatism), feminism, and Keynesianism (The "coming" rework Mosley retains a Keynesian worldview). KR Mosley who falls into disgrace would think if he is destined not to become a "great man of history" but "joke of history?" (Mosley is a narcissist after all)
>KR ᴉuᴉlossnW
KR ᴉuᴉlossnW regardless if he takes power would see his counterpart with jealousy. As he would see his OTL counterpart was "much more successful", and Italy didn't fall into a civil war. Though he doesn't like his counterpart's fall into historic disgrace and how he was overthrown.



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