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File: 1666001099416.png (58.97 KB, 225x225, ClipboardImage.png)

 No.23525[Reply]


Someone rec me some game that has an infinite ceiling that will help me keep my mind sharp

I have problems with spellings and arithmetic, I want something to challenge me daily

 No.23527

Dual-N-Back

 No.23528

>>23525
>coolmath games

 No.23554


 No.23613

https://arithmetic.zetamac.com

lads i found another, this one is more customizable, keep your mind sharp

now i just need to find a one that is for spelling stuff and words

 No.23614

File: 1666240029436.png (93.86 KB, 320x180, ClipboardImage.png)

do you think regular games challenge the mind enough as these "brain" games

If you have 1000 hrs on soldier would you still be using brain as much to traverse



 No.23299[Reply]

>AI can create HD texture, mapping, and lighting overhauls of old games in real time
What are your thoughts, /bethesda/? I've heard of AI-assisted upscaling of textures but never on this level. The only thing missing is some kind of mesh upscaler, the new textures look pretty weird on an octagonal wine bottle.
2 posts omitted. Click reply to view.

 No.23303

>>23301
I think it's a useful tool rather than a replacement of regular methods, but having a computer take care of 50% of the work and doing the rest by hand is still a huge timesaver. It's like those AI speech synthesizers, if you just plug in a sentence it's gonna come out dogshit, so you have to fiddle with it for a while and in the right hands it can give good results.

 No.23304

File: 1665410682976.png (1.29 MB, 1920x1080, ClipboardImage.png)

>>23300
this lol
At most AI shit would be good to give you a base to work from and cut out a portion of the work. It's never going to replace the work of an artist because you can't give it feedback during the process and adjust what it's doing the way a human can.

 No.23417

>>23299
it's crazy and scary cool

>>23300
>>23304
damn is this what the they used for that ass port? they basically beta tested the game lol, had to release it and then work on it

 No.23427

There will never be enough props for the Resident evil 4 fan made hd pack. That shit is crazy.

 No.23606

>>23299
This: >>23304 basically.

>>23304
>It's never going to replace the work of an artist because you can't give it feedback during the process
Well you're not wrong since it's all about the end goals, (and obviously it's not going to replace all workers/artists), but you can still easily improve it by giving it more and more references and break down each step of the work more and more.



 No.22369[Reply]

Why do games made in the early 2000s and 90s still look good? Like even the graphics for games like hl2 still hold up
8 posts omitted. Click reply to view.

 No.22439

jesus christ oblivion looks like puke, morrowind, for all its sharp ass polygons that cut right into your cornea, does not look half as bad as this game

 No.22454

l>>22432
Yeah having an fov of 120 can cause those to look that distorted

 No.22477

>>22439
Texture filtering was a mistake.

 No.23604

>>22369
It look good because of poor resolution lets your brain fill in the details to make it look good. That's why crt tvs are the best monitors to play nes games, the fuzz make the games look better.

With the rare exception of wind waker of course

>>22369
>>22422
>>22426
I'll one up you, I don't like half life 2 gameplay. I stopped at the boat level excuse I was bored. Granted, hotter take: every single player first person shooter (I have played) is boring

>>22454
Don't worry poster, I'll properly link the reply. >>22432

 No.23605

>>23604
>I'll one up you, I don't like half life 2 gameplay. I stopped at the boat level excuse I was bored. Granted, hotter take: every single player first person shooter (I have played) is boring
HL2 is one of the rare games I finished. I think I tend to beat games that are more simplistic like HL2. When games start putting in 1000 hrs of side content it tends to trigger my ADHD and completionist bent, then I get distracted and never finish them.



File: 1608527545182.jpg (14.8 KB, 314x161, streetfighter.jpg)

 No.355[Reply][Last 50 Posts]

General for all fighting games and fighting game competitive scenes
2D, 3D, Anime, Tag-Teams, Platform, Shrek Super Slam
202 posts and 44 image replies omitted. Click reply to view.

 No.18842

>>18811
1/16th? WTF? How the hell is it that small now? It's time for the tribes to admit that they don't actually have a "people" anymore.

 No.18845

>>18815
They don't use the type of clothes and weapons the girl in he picture has.

 No.18858

>>18845
fair point

 No.19379

>>18396
>>18791
T. Hawk is canonically from the US, but they thought they had to many characters from there so his story takes place in Mexico. Though a lot of people, like the Apache, were between both countries.

 No.23594

I like ssbu but the constant camera motion and fx attached to seemingly every move along with the small ass stadiums makes it hard for me to figure out wtf is going on in some games especially when watching replays or tournies



 No.23567[Reply]

I’m gonna use this term to describe the instance where a game designer artificially bloats the stats of an enemy in an rpg to compensate for that enemy or the game itself mechanically being badly designed

I started noticing what this shit was in Skyrim after being one shotted by a guy using a crossbow whom when in my hands did little to no damage on anything. That day I discovered what crextradamage was and then started noticing how other games like dark souls, or xcom 2 pulled the same dumbass infuriating shit. I have one question, how the fuck does one get rid of this shit? How do you balance an RPG in a way where having to inflate the health and damage of mobs to the point where seemingly every enemy becomes a boss fight that can one tap you doesn’t become a requirement because right now I’m playing elden ring and having to kill hordes of enemies that have inflated stats is killing my urge to want to play at all knowing how unfair and unbalanced some encounters are

 No.23568

Mass Effect 2 had a great difficulty system where enemies got smarter the higher the setting, and while it did increase their health/damage it also made dealing with their armor and shields something you had to build your squad around. They were way too spongy in 1 and 3, but 2 hit a sweet spot. Divinity Original Sin 2 also handled difficulty well, and on higher difficulties the encounters felt like puzzles to solve where other tactical RPGs might feel like a slog of the same exact moves after a while.

Mass Effect has the advantage of being more structured in the order you'll enter encounters while being entirely combat-oriented in leveling and squad-based. In Skyrim you don't have any of those advantages: you can enter nearly any dungeon at any time, you can invest perks in non-combat skills making character level comparisons unreliable (a level 20 character with perks in only speech and lockpicking is, in the game's view, as equally suited for combat encounters as a level 20 character with perks in two handed, heavy armor, and archery), and vanilla companions can't effectively shore up the player's weaknesses and can't do even 10% of the things the player can. The devs settled on making most content clearable by lower levels, and since NPC combat AI is extremely simplistic and encounters aren't dynamic (the game will never add/remove enemies with difficulty changes or in response to player performance, or give them better gear/abilities, for example) the only knobs they can really turn are enemy health and damage. Elden Ring, on the other hand, takes the opposite approach in using a fixed difficulty and trusting the player to figure out what they can and can't do, but still manages to be extremely poorly tuned in the late game to where the player feels forced to engage in cheese and use the same broken builds as everyone else. Dragon's Dogma on hard difficulty weirdly made the game easier: enemies did double damage which was only really an issue in the beginning, but they also dropped a shitload more gold so you ended up with much better gear earlier on.

Better difficulty could take a lot of forms, from making encounters more dynamic in the ways listed above to making enemies smarter, in addition to giving them resistances and weaknesses. In any case, it should require the player to learn and engage with the game's mechanics and reward them for playing well and taking on challenges. For the latter I'm a fan of Fallout 4's legendary enemPost too long. Click here to view the full text.

 No.23569

>>23567
Do what sekiro and Pokémon did
Don’t have enemy attack patterns have enemy movesets so it feels like your fighting against other players. That way it feels like skill and practice matters over just item spamming and using broken builds

 No.23570

>>23568
Personally I feel souls games can’t properly how do I describe it
Increase linearly in difficulty properly. They’re games fundamentally and like games enemies and bosses alike have variety in how they function and inevitably some bosses will just end up being easier than others just due to how they behave, even sekiro has this problem but to a lesser extent as some bosses feel more like players than generic bots. I guess one way of jacking up the difficulty of these games is to convert attack patterns into movement and increase the rate at which enemies attack and sprint like what blood borne did to force players to learn new skills than rely on broken metas and items, but unlike blood borne that speed and aggressiveness is based on ingame progression

 No.23576

>>23569
Sekiro made me feel I was good at gaming.



File: 1666134763581.jpg (111.95 KB, 1024x1017, 1653473234625.jpg)

 No.23563[Reply]

Fascinated by the early history of the video game industry seeing the guys who landed into it in Japan were basically failed literature students while the dudes Atari all hired were asocial STEM kids who killed cats.

 No.23564

>>23563
Wrong board go to leftypol or Siberia

 No.23565

>JAPAN

 No.23574

what does this mean



 No.23100[Reply]

I got to the last giant and after getting straight up one shotted at max health I had enough quit and uninstalled and then played cube world to calm myself.

This game isn’t hard, despite the above I don’t think the combat is deep, or difficult to understand I don’t think the AI is hard to fight against I don’t even think being at max level matters. It’s contrived as in the game has more bs to artificially raise the difficulty and punish anything that looks like aggressive play, like

>forcing enemies to respawn constantly completely incentivizing the player to constantly run past them to skip to the ending so they don’t put up with the potential for constant and stupid deaths

>terrible respawn locations that are placed often a few minutes away from boss fights or neighbouring bonfires which makes dying the most tedious shit imaginable on top of forcing your health to a minimum 50%
>one shot attacks that destroy the point of using any class that doesn’t already have a shitload of vigor, also this creates a passivity problem where every problem in game is solved with spamming parrying and running away due to the penalty for getting to close to anything
>enemies that turn around during charged attacks along with enemies that attack and defend at the same time ruining the point of approaching and parrying them so you’ll just run past them as well
And the list of garbage goes on. I just need something else at the moment that’s all
12 posts and 2 image replies omitted. Click reply to view.

 No.23464

>>23458
I didn’t ngga
I actually went out of my way to avoid spamming unless I was legitimately stuck on a region and even then that was still rare. Was it fun? No no where near as fun for me as sekiro was, not just because the sekiro was more fast paced and rewarding towards timing and precision but just had less shit to get randomly due to, like doorways that lead to cliffs, or platforms where going off stage instakills, that’s not to say sekiro never had this shit but it was so much less frequent and blatant it was hard to give a shit about and boss fights felt fair even if tough

 No.23465

>>23464
I mean fuck just look at the difference between what a game like elden ring and sekiro is like gameplay wise

 No.23474

File: 1665866646361.png (60.56 KB, 322x387, 1665606276455.png)

>>23465
>Wowie look, I played an early game boss incredibly slowly and conservatively and it was boring
<Vs playing an endgame boss placed into the beginning of the game as a narrative way to kick your ass a la demons' souls and the final boss was fun
lmao

 No.23476

>>23474
Kek stfu you no damb well how much blocking and attacking fucking suck in every souls game outside of sekiro
One blocking relies on stamina and unlike sekiro where you can block as much as you want in every other souls game you get stagger so quickly and hit again.
Two there’s literally no reward for timed blocking if not an actual punishment for it due to recovery delay on all your hits
Three outside of actually blocking elden ring enemies are aggressive as shit but the combat is still DS era being it was developed at the same time as sekiro(which explains a lot about why some enemies seemed immune to not attacking) making every fight run at a fucking snails pace due to nonexistent openings
Also the iframe dodge system is just fucking horrible. I don’t care if you need timing, it rewards spamming the dodge key because you don’t have a give a shit about where the fuck your actually dodging especially if your dodging into an attack which breeds the bad fucking habits that got DS veterans instakilled in sekiro. Coincidentally a lot of the attacks within the first souls games from demon souls to ds2 straight up aren’t dodgeable at all, most of them are flurry attacks

 No.23483

>>23476
Play blood borne man
It’s prett much the best in between of sekiro and demon souls style gameplay you can ask
Magic and bows isn’t an option that allows cheesing and most of the weapons feel unique making fights feel non static along with the fact that although blocking isn’t an option the speed of the gameplay overall makes up for it making fights feel nonstatic



 No.23302[Reply]

The introduction of the posture system pretty much gave incentive to play far more aggressively compared to previous dark souls where most time would be spent playing passive, and timing dodges properly due to how much range so many attacks in dark souls have and how many attacks wipe out all your stamina instantly

Coupled with the time block mechanic encouraged not just more timing but also a mix of both blocking and dodging. Just look at gameplay of sekiro and games like blood borne together and you’ll notice blocking, reads and attacking being used far more often. Don’t get me wrong you can play aggressively in other from software games but you’ll get hit so easily and the penalty for blocking attacks over dodging them, along with the recovery frames on most attacks is so heavy it’s not conventional

Outside of encouraging blocking and playing aggressively more it’s visibly a lot more fast paced, enemies were much more prone to use flurry attacks more consistently, some of which couldn’t just be dodged away from due to iframes being heavily nerfed meaning you had to account for spacing and be ready to charge in the moment their actions were done unless you wanted to get hit again

Anyways that’s my take on things

 No.23310

>>23302
For me it's the sound.

 No.23361

>>23310
For me it’s the times block mechanic
Before in dark souls blocking would always stop damage now there’s a level of precision involved and timing correctly feels good every time you land it

 No.23477

Sekiro is literally the best game ever made. At least in terms of how satisfying the combat is.



File: 1665853043943-0.mp4 (2.83 MB, 1280x720, ZuckLegs.mp4)

 No.23463[Reply]

Has Zuck never played VR? In his recent Meta announcement he said they were the first to do legs when legs have existed all the way back with Dactyl Nightmare from 1991 and of course all the competing platforms (VRChat, Neos, ChilloutVR and Helios) had legs from day one.

 No.23467

>>23463
you can just openly lie to journalists faces and they will reprint whatever you want, it's fine

 No.23468

File: 1665857584551.mp4 (825.76 KB, 854x480, zucc.mp4)




File: 1663634107176.jpg (150.05 KB, 1280x720, legion.jpg)

 No.22565[Reply]

legit question, and who is the better choice for the wasteland?
i>inb4 ncr
gtfo
54 posts and 11 image replies omitted. Click reply to view.

 No.23428

>>23423
yeah I know hes a cunt and I have my reasons for wanting me dead but its hard to do if you roleplay. I have many reasons to kill him, my character usually doesn't.

 No.23429

>>23428
wanting him dead*
god I can't spell today.

 No.23433

>>23422
Basically the less capacity for ambiently growing food puts increased pressure to where you can grow food to be centralized, centralized agriculture produces food surpluses which allow for the creation of the division of labor, and the division of labor is generally the point of what we think of as "society" starts existing as more people pursue tasks which are not just finding food to survive. There is a balancing point where food needs to be naturally scarce but somewhat easily farmable to incentivize this growth quickly, and California could fit the bill with year-round growing seasons and plenty of decent bodies of water and aquifers to farm with.

 No.23436

>>23433
Thanks for clarification, realized I've always assumed in my head people just flocked to areas with agricultural potential instead of those where food was readily available first. But I think many of the river basins in the post-apocalypse could fit this category of ready food and growable food since fallout has that sweet everything slightly hot is now a radioactive desert thing going on.

 No.23466

>>23421
>Jokingly



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