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 No.26501[Reply]

They’re functionally too big to actually create

When I say that I don’t mean in the sense that someone can’t just create a map for players to relax in I mean in the sense that creating all the levels and ways for players to interact in every sector of the map on the scale servers provide is functionally impossible for any modern sized team to accomplish


Reasons established in post 2
3 posts omitted. Click reply to view.

 No.26516

>>26514
Feature creep tends to be a bigger problem among older mmos than it does newer ones
Take wow compared to new world. Wow has flying, pets, god knows how many races and classes at this point, an entire branch of gamemodes aimed at pvp. The base game ignoring expansions feels like a theme park meanwhile new world is pretty basic and only has community events at its core. Doesn’t even have mounts

 No.26928


 No.26961

>>26516
New World is also the most boring shit I've ever seen from an artistic standpoint. Looks like every generic western ARPG ever. Where the fuck are the cool monsters and fantasy environments??? Magic??? Yeah I know its theme is to be more realistic but god how boring.

 No.26962

>>26961
That sounds like an issue generally more related with the art and writing team being terrible at creating interesting environments that feel coherent to the map players explore through. That can’t be fixed with any new mechanics the game could introduce

 No.26963

>>26962
Yeah I know, not related to what you were saying or the point at hand, I just wanted to take the opportunity to complain about all that amazon cash being wasted on such a pile of crap. It could have been good if it hadn't been doomed to be so soulless.



 No.26931[Reply]

Summary: it’s not hard enough

Explanation: it’s not balanced in a way that makes progression feel as meaningful as it was in diablo 1. That’s not to say that the scaling back of power and feature creep from d3 wasn’t a massive improvement on top of the shift in aesthetics for the game but the implementation of health globes, low damage dealt from common enemies and too an extent bosses even against ranged builds that should be vulnerable for poor zoning to compensate for the range of their attacks, on top of mandatory minimaps and other accessibility features that waste the effort animators and level designers put into this don’t still make this game feel really casual like d2 does take me out of the sense of grounded-ness and genuine feelings of anxiety over how my performance would dictate wether or not I could complete an area/boss with how I was playing I felt from d1. That’s all I gotta say beyond the fact that sorcerers are completely busted
2 posts and 1 image reply omitted. Click reply to view.

 No.26935

>>26933
they were the first gacha/lootbox games

 No.26936

File: 1679496430890.jpg (109.96 KB, 1200x800, packcoon.jpg)

>>26933
Kinda. Diablo 2's appeal to me is that it has a diverse class roster and tons of enemies to reduce to tiny giblets with a variety of skills, as well as digging through the aftermath looking for loot and then sorting it.
>>26935
By that logic any game that has an element of chance for its loot tables is a gacha game.

 No.26937

>>26936
i said what i said

 No.26938

File: 1679500444292.jpg (134.06 KB, 1600x1120, raccoon with apple.jpg)

>>26937
There is difference between a game having an element of chance and being a game of chance. Apples and oranges.

 No.26939

>>26936
>>26938
Cute critter.



 No.26909[Reply]

I just finished this game and holy shit the historical revisionism in here was insane. While I love the setting, the whole thing with the assassin's was so horribly done. Remember when the assassin's actually had an interesting philosophy and didn't pick any side of the christian vs muslim conflict and instead assassinated those who they perceived to be actual bringers of war only to realize that the Templars wanted something similar to the assassin's just going about it a different way. But in this game, or at least with the later games you actually are fuckin picking sides like Connor siding with the Patriots or Bayek and Aya siding with Cleopatra despite the fact that the Ptolemies were colonizers. They act like Cleo was this "true Egyptian" what the fuck? I remember this one side quest where there's this woman fighting because of Greek colonizers and you don't get any choice but to kill the Egyptians fighting to decolonize Egypt, a Medjay of all things. Also Medjay disappeared after the New Kingdom fell a thousand years before. Wouldn't it had made sense for Bayek to be an anti imperialist as well?

 No.26910

>>26909
I don't know what you expected honestly, any game that dives neck deep into conspiracies comes out reactionary in the end

 No.26911

>>26909
This game was made by my fellow Canadians as a casual pass time for people that liked AC and East African aesthetics. Don’t expect a super political dive into the plot it’s meant to be enjoyed for the emotions it inspires and characters in it not on its commentary of the time it’s setting takes place in

 No.26912

File: 1679357182347.mp4 (118.18 KB, 344x320, B9QWoReDBspdHH_m.mp4)

Isn't it alt-history tho? I haven't played it since AAA stuff tends to bore me, but from what I've seen it's not trying to be accurate, it's playing with historical figures like dolls to tell it's own story.

 No.26917

>>26911
The first Assassin's Creed actually did have interesting things to say about philosophy and human society and especially did commentary on the time period which was the Third Crusade. It's one of the first games that got me into history and politics and philosophy. AC Origins had a huge opportunity to actually tell an interesting story about Egyptians fighting a losing battle having long lost its "greatness".

 No.26918

>>26917
>The first Assassin's Creed actually did have interesting things to say about philosophy and human society

I don't exactly remember it that way personally lol

Though I did think the concepts were vaguely interesting, I would have been more inclined to see a 'modern assassin's creed' where you actually fight the Templars IRL.



 No.26540[Reply]

I’m going to be genuinely surprised if they somehow manage to mess this up completely. I know that sounds weird but this time it really feels like noting bad should happen
5 posts omitted. Click reply to view.

 No.26560

>>26558
This is a concern and on should be skeptical, but we do need more data on what will actually show up.

We know there's going to be some sort of "battle pass" style feature, but the question will be what prices, content unlocked, and what will "missed" season/battle pass content be available later on if at all. However, given that Diablo 3 had a well regarded "Season" system that, while not leveled the same way a battle pass was, there is at least some precedent for how they could do it decently.

The biggest concern I have is if in addition to the pre order/special edition one off stuff + the battle pass/seasons, they'll also have some sort of purchased cosmetics/item mall or similar feature. That will definitely drop it down the toilet bowl, but if they avoid that path and don't fuck up the seasons/pass, it could come out at least decently as monetization is concerned.

Of course there are other concerns for game content and mechanics besides monetization For instance, the past two years has put Blizz titles in the hands of censor-happy political correctness advocates to distract from their now-settled court case investigation. I can hope that certain long standing elements or fun content of the past will not be sacrificed on the altar of twitter stereotypes making objections.

 No.26561

>>26553
wrong, HotS is the best Blizzard game ever made.

 No.26562

>>26560
I just hope the games casual like ds2. Not necessarily hard just generally quiet and relaxing where you can focus on just playing to have fun like what they did with dragonflight or what from did with making Elden ring generally free from random popups constantly

 No.26595

>>26561
literal MOBA shit.

 No.26879

Update
Based of public perception by the community looks like the games in a good state and is well liked
Disappointed that they didn’t make common enemies or at least the player character just a little weaker to make the game easier to balance and make decision making outside of build creation matter more to the gameplay but that’s just me. A lot of diablo fans would prefer the causality of gameplay and from what I’ve experienced in d2 I’d want that to



 No.23905[Reply]

Starting to understand why the best Metroid games have barely any dialogue. Great game but this made me lol when I saw it.
10 posts and 2 image replies omitted. Click reply to view.

 No.26827

>>26823
Angry Metroid Marine

 No.26828

I liked metroid fusion…

 No.26830

They probably did it so when people call her Metroid it would technically be correct

 No.26844

>>26830
What I'm confused about it is why Adam felt the need to say this when the whole point of the game Dread is a sequel to is that Samus is merged with her suit.

 No.26859

>>26844
Because Federation is routinely doing the same experiment shit as Space Pirates, but Samus blew up their station with all the dubious experiments, and Adam helped her explicitly against orders. The Mother Brain was gone and the Federation was still copying it. SR388 is gone. ZDR is gone. X Parasite is gone. The Space Pirates are a non-factor. Phaaze is gone. The war-like Chozo are gone. Samus is the last one in possession of Metroid DNA. The only threat to Federation left is the Federation itself. Where do you think it's going? Of course they're going to start hunting Samus herself. Be prepared to find out exactly who was federated in that polity, because it's going to fall apart.



File: 1678985715378.jpg (138.76 KB, 616x353, capsule_616x353.jpg)

 No.26836[Reply]

I have never played a game that felt like a bigger waste of time than Stardew Valley, and I've played my fair share of clickers and life sims in my youth.

A hilariously broken economy, that neither emulates real life agriculture nor attempts to create pros and cons for the sake of balance. Swathes of "content" for the sake of content. A plot (small business vs Amazon) I couldn't give less of a shit about, and funnily enough not because of my socialist leanings but rather because of how badly it's integrated with the game. Characters with the depth of random Elder Scrolls side NPCs. Basically I could go on but I'll spare you the suffering.

What about you?
5 posts and 4 image replies omitted. Click reply to view.

 No.26846

>>26845
1/10 must apply self more

 No.26847

File: 1679001360725.png (160.31 KB, 390x308, x4e6c5rv6tb.png)

>>26846
1/69
must apply non-retard logic more

 No.26850

I don't hate it but I was pretty underwhelmed after going through all the routes. The gameplay was just ok, the story was just ok. The only thing I really liked about it was the music.

 No.26852

>>26845
>KC
I played this one when it came out. the combat was irrelevant because you could spam disengage and stab, and not only would the NPCs not block, but it would also pierce their armor. that was OK because fuck learning the proper mechanics of a single player game with no replay-value whatsoever. what was not OK was that there were enemies that you couldn't kill because it was required by the story that you lose some fights or that some people stay alive, that the main quest line was completely rigid, that you couldn't just fuck off and do your thing, and a long etc.

I hate that people call these games "RPG"s because you go from sword to sword+1 or sandbox because sometimes you can go back the rail. fucking crusader kings has more rpg elements than this game

 No.26853

>>26850
I didn't even go through all the routes, just felt bland. But yes some of the music was fun.



 No.26803[Reply]

I was playing far cry 2 again and thought a bit about the healing system and compared it to other games. I came to the conclusion it was one of the most balanced forms of healing in games to date but how it was implemented matters more to me than what it simply is.

There’s a tendency in games to make components of them at the start scarce in quantity for the player only to then be trivial in later stages as the player progresses essentially rendering that component pointless to even include in. for the player this can take the form of stamina attached to sprinting in games like blood borne and fallout 4 only to then become trivial as the player levels stamina with time. Another example could include high tier loot of diablo 3 that becomes increasingly worthless as it starts dropping in excess once the player is either high level enough or is already too strong for any of it to significantly affect their playstyle.

When sub components of a game are implemented to stay scarce or have their supply scale logarithmically not only is their impact on gameplay more meaningful, it also provides a basis for a far more consistently fair game overall. Take sekiros resurrection mechanic, unlike a simple potion healing system seen in standard rpgs how often you can save yourself in the middle of combat much like far cry 2 has an established limit that doesn’t change regardless of how much time you have ingame, when your allowed to gain the option to save yourself again depends directly on your performance as a player and in the end it allows for fights to last for reasonably long periods of time against generally tougher enemies without having those fights take ages to end. This both encourages the player to play aggressively but also rewards them for skillful play simultaneously. A highlight of such of a mechanic that directly contrasts the “run and chug after a direct hit” mechanics of estus healing of its predecessor’s that worked against such a level of consistent fairness in combat.


Theres plenty more examples I could list right off the bat about how to use elements of a game world with a level of consideration over its supply and how it could impact how people would play but this post is too long. That’s all for now, thanks for reading

 No.26804

>>26803
Typo
>long periods of time against generally tougher enemies without having those fights take ages to end
<long periods of time against generally tougher enemies without having those fights give the player little chances of a win

 No.26806

>>26803
>unlike a simple potion healing system seen in standard rpgs how often you can save yourself in the middle of combat
I don't think you fully understand the rationale behind potion quaffing. Especially in turn-based rpgs, you can rarely avoid damage based on skill. Health is a pool whose time between refills determines the time available for other actions.
In games where damage taken depends purely on skill, health recovery in combat is grace primarily and resource secondary, meaning balanced recovery items and limited revives can be equivalent:
Item access is usually scaled with the size of the health pool. This is especially impactful in turn-based combat, where an amount of healing per-turn lower than enemy attacks makes it essentially worthless. The approach can allow resource access to stay constant through the whole game.
This doesn't work well with all resources obviously. Stamina is an egregious example, where loss cannot easily be scaled, so capacity/regen requirements would be contrived in most cases.

I suspect recovery items are often chosen, because they meet player expectations and are a malleable quantity that can be tied into any loot or shopping systems.

Also you should just make a general for your blogposts already.

 No.26807

>>26806
I find healing based off death is a lot more consistent for both turn based and real time combat systems as it ensures when someone regains another opportunity to win is very clearly defined and ensures an opponent wether the player or the enemy can maintain the pressure they have over the entity they’re dealing with until they reach a point where continuing to aggress is no longer an option to give the other a chance to win that they also have.

Think of this way, you’re playing a card game and have a poison debuff stacked onto your opponent. Should they rely on the real time healing method to prevent an immediate loss only to then have to play through the rest of the match at a disadvantage that comes at their HP dwindling at each turn or would it be fairer for said opponent to simply respawn back with their deck at base stats with their opponents options also reset ensuring both opponents have the same amount of options to beat other again. In my view the ladder is much more fair for both players as it ensures both have the same opportunity to win so long as they make the decisions that would guarantee a win than simply stacking pressure on top of each other
That’s how I view respawning over healing

 No.26808

>>26807
You're confusing 2 distinct uses for health points: grace and resource for combat actions.
Health as grace gives you "another opportunity to win" and health as a resource for combat actions requires you to replenish it as a necessary part of play.
To refer to your example, if the game expects a skilled player to avoid being poisoned, it is inconsistent. Poisoning mechanics are a drain on health that is meant to be offset by your own healing options and thereby poses the challenge of timing your actions correctly.

 No.26809

>>26808
Alright.



 No.26784[Reply]

I’m aware that during fallout 3s development the development of the gunplay was strangely enough not done by bethesda(the parent studio) but by ID software. The creation of the areas, story, and DLC however was done by bethesda directly. What I’m trying to understand was where was ID, experience wise that somehow led to Bethesda creating generally better developed gunplay mechanics for fallout 4 that the both the teams for new Vegas and fallout 3 failed to achieve

I’m looking for any responses due to the fact that ID has worked on FPS, titles like wolfenstien and doom, while obsidian has the outer worlds whose gunplay mirrors again fallout 4s

 No.26785

Fallout 3/NV were pretty directly using the same engine as Oblivion with barely any changes. Fallout 4 was using a more modernized version of the engine that made better mechanics possible. Idk but I doubt id had much under-the-hood control on Fallout 3 and were stuck with building the walls and ceiling on a shitty foundation.

 No.26786

>>26785
That’s really strange fallout NV had iron sights to ads with and some other stuff. Specifically for ADSing was there some sort of time management reason or bug that created limitations for this?

 No.26787

>>26786
IIRC they were working with existing gun models from Fallout 3 that were designed in a way that made ADS impossible. Energy weapons in particular had a bunch of greebles on top that blocked the sights.

 No.26794

File: 1678852232561-0.png (95.24 KB, 360x322, Fo1_Plasma_Pistol.png)

File: 1678852232561-1.png (969.03 KB, 1800x1000, PlasmaPistol.png)

>>26787
Bethesda's gun design looks like utter bullshit smh.



File: 1678216042153.jpg (8.22 KB, 225x225, sabbat.jpg)

 No.26679[Reply]

Are the Sabbat the good guys or the bad guys in Vampire the Masquerade? On one hand, they're a reactionary organization that values vampire supremacy, but on the other hand, they're the only ones that promote communial solidarity, want to stop the apocalypse, and they expose the corruption of the anarchs and the Camrilla. The anarchs always take a side alongside the Camrilla whenever things get serious like with the introduction of the Sabbat or the Keul Jin as threats.
1 post omitted. Click reply to view.

 No.26764

The Sabbat only wants to stop the Antediluvians so they can enslave humanity unimpeded, the Anarchs aren't all Camarilla cucks either and are the most likely to have actual communists in their ranks.

 No.26767

>>26764
The anarchs only care about rights for vampires though. All the factions suck and there should be one that actually cares about humans.

 No.26768

>>26767
What about the Brujah clan? The lore says they have always fought for equality and egalitarian causes both in human and vampire societies, not to mention quite a lot of them outright being part of leftist and communist movements also.

 No.26774

V:tM doesn't have good guys and bad guys

 No.26783

>>26774
fat titty goth chicks are close enough



 No.20845[Reply]

I wouldn’t say it’s fair to say bethesda games are buggy and unstable
Why because I’ve played a lot of their games especially creation ones and generally the bugs I do find are rarely game breaking, hard to find and dissapear as fast as they come

Skyrim on the other hand is where I think most of the criticism towards the studio comes from. The games objective garbage, you can’t readjust texture detail because the game launched several times without low res textures for in game assets. Bugs are fucking everywhere to the point where it’s noticeably bad, the game is horrendously optimized to the point where my game crashed over and over again several times and sometimes wouldn’t open at all and when it was running it ran at a terrible frame rate compared to any Bethesda game I’ve played(yes even fo76). This game solidified the belief that the entire studio doesn’t have to give a shit at all about actually trying to produce finished, stable, mostly bug free well made games and it shows in any game they’ve made post Skyrim

No the mods don’t fix the issues with Skyrim often they make everything worse as mods can be divided into three categories for this game
>mods requiring files from mods completely unrelated to it causing save bloat and adding more bugs to the base game
>mods that just straight up don’t work and are as buggy as the base game
>mods that are so disconnected from TES as a franchise lore and gameplay wise you’d question if the modder even opened any file from Skyrim other than the creation kit

I can’t say Bethesda’s a bad studio I’ve played enough to know they can do so much better but the community surrounding the studio is making things so much worse for any room for genuine improvement. God damb
8 posts and 1 image reply omitted. Click reply to view.

 No.26737

>>26736
The UI I can understand as developers back then thought putting more stuff on the screen would make it easier for casual players to play. Turns out years later they would backtrack on that decision because often only hardcore players actually use those icons consistently since they’re indicators for micro elements of gameplay that those players exploit. For the casuals all those extra hud elements just amounted to visual clutter

 No.26751

>>26736
ANd Oblivion was a downgrade from Morrowind.

I remember fans at the time complaining about all the stuff that got cut. And Skyrim was more of that.

 No.26755

>>26736
it was better because it had better graphics and was slightly less clunky

 No.26756

>>26755
No oblivion was better for smoothness. Skyrim has too many camera and VFx going on screen especially in late game that makes seeing anything happen a challenge in it of itself on top of whatever your doing

 No.26762

>>26751
Yeah, it sucked that they did not implement crossbows, spears and throwing weapons. On the other hand though, there was a number of definite improvements that made Oblivion a sweet spot in-between Morrowind and Skyrim gameplay-wise. A lot of things like combat and speechcraft were untied from RNG, NPCs no longer stuck in one location for all eternity and skill milestone perks made progression more rewarding and noticeable than just increased damage with X weapon type or chance to open a door. Not perfect, but definitely an improvement , disregarding the whole shitty autolevelling thing.
>>26756
There is also the fact that Skyrim removed ability to attack while in mid-air or underwater, which made it much more annoying to fight on uneven terrain or with water-bound enemies like slaughterfishes.



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