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Since a lot of time has passed since the old thread was made and all the old servers apparently got nuked by the hosting service, I have decided to create a new one on the Aternos account that I have registered back in the Bunkerchan days. Just like the previous one, it runs on one of the newer versions (1.19.2) of the game with a simple custom modpack that contains tech mods like Mekanism and the Thermal series, as well as some that add new elements to the game world as a whole such as Biomes O' Plenty and Aquaculture. Some previous additions like Pam's Harvestcraft and Chisel had to be pruned however due to lack of a 1.19.x version or being too resource extensive.

Instructions on entering the new server:
>Download UltimMC https://nightly.link/UltimMC/Launcher/workflows/main/develop
>Download the modpack https://gofile.io/d/vQSpcg
>Extract the UltimMC archive anywhere you like
>Launch UltimMC
>Create an account record in the UltimMC accounts section in top right (no Microsoft account required)
>Install the modpack through Add instance > Import from .zip
>Launch the newly "LeftyCraft" created instance
>Add “leftycraftreborn.aternos.me” into your server list and join the game

To start up the server in case it is down:
>Log into aternos.org with account “leftypoluser” (password: solidarityforever)
>Press the “Start” button
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Should've been 1.7.10 with HBM's and Techguns.


Modpack is down again

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It has recently come to our attention that the users of /games/ are seeking a reliable method of communication for online play and general conversation about games. I am unsure if anyone is aware, but, there currently exists and unoffical matrix room specifically for this located at: https://matrix.to/#/#leftypolgaming:matrix.org

Leftycraft community ( >>25060 ):

If anyone is interested in gaming discussion, or, online discourse please feel free to join. That is all. Thank you~

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Is it possible for this type of game to have a good playerbase? The concept is amazing but it has possibly the worst online community I’ve seen in a game. I just want a comfy co-op space outpost autism simulator without dealing with uncreative griefers or admin abuse.

Goonstation was the closest thing to this back I the glory days
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so the same as SS13 then?

Every time I tried to play it, nobody was doing anything related to their role and just running around murdering each other, IMO it would be a lot more fun to actually play seriously unless you have one of the sabotage roles, but that's just me I guess


One of the rules on my server is you have to do your job.
If you want to go exploring and digging in maintence we have roles for you.
If you want to be in your department and being a good little worker bee, we have roles for you.

I also do not like when half the staff has fucked off to do non job related activities,


what servers did you play? this was not my experience at all

this sounds like a snorefest. I don't even work that much at my real life job
like, where do you expect the round to happen if everyone stays in their jobby-box?


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idk it was years ago.

I guess there should be some flexibility, but like, if you just want to run around spamming and killing people that's just toxic and boring IMO. The jobs in SS13, from what I remember, are complicated and nuanced enough that you can easily spend time doing them without getting that bored. But I only played years ago like I said.

That sounds cool but isn't it kind of against 'ancap open carry experience'?

Also, what's wrong with furries anyways.


I'm saying there are roles for both people who enjoy their job and we have roles for people who enjoy fucking off to dig through the trash or explore.

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 [Reply][Last 50 Posts]

By Blood alone waiting room edition.


I didn't realise they also reworked the Far-Eastern Collapse.
If Kerensky fucks up the Manchu's still take over the West, Republicans run off to Transamur and Vladivostok and then either become one of two different flavours of authdem, Ukrops spawn in the north, but can either be SocDem or Banderites who are now properly set to reactionary.
Harbin proper gets to keep some of the south now, Its either led by Gastev who calms down his autism a bit and becomes PopSoc

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>steam removed it with incredible speed
Couldn't even find discussion about this. I'm not surprised, but that's extremely blatant. A thousand wehraboo mods unmolested, but not even two weeks after a multipolarista posts it gets memory holed. Is it Paradox or Steam porkies doing workshop moderation?


Both I think.


Not much discussion may be cause everything is in Russian, they have a disc0rd though, I don't have an account but here it is if someone wants to investigate


cant figure out how to install this, i'm dumb, help pls? it says in the instructions about 'african dawn' folder but there isn't one i can see


yeah their instruction are wrong, the african dawn folder is basically the whole zip you get
>download the code as zip from github
>extract the folder to "Users\YourUsername\Documents\Paradox Interactive\Hearts of Iron IV\mod"
>rename the folder "african_dawn" or smth. not needed, just to avoid confusion
>you should have this structure "Users\YourUsername\Documents\Paradox Interactive\Hearts of Iron IV\mod\african_dawn\descriptor.mod"
>copy the descriptor.mod to "Users\YourUsername\Documents\Paradox Interactive\Hearts of Iron IV\mod\"
>I rename it too but again not needed
>edit the "Users\YourUsername\Documents\Paradox Interactive\Hearts of Iron IV\mod\descriptor.mod"
>add this line with the correct path to the folder "path="C:/Users/YourUsername/Documents/Paradox Interactive/Hearts of Iron IV/mod/african_dawn"
>now the mod should appear with the name "AFRICA MAP" (it use the name in the descriptor.mod file)

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Is anyone still interested in RTS here? This is cold war themed and you can play as the Eastern block against the West.

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There are already pirate versions? As for if multiplayer is available for it, no idea.


I had the idea that since you can play multiplayer with several players on the same team we could build a clan that exclusively fights for the Soviet side.


I mean I'm just assuming you can pirate it.

That sounds cool in theory but I bet we would get demolished by the no lifer poltard players


Luv me some BRRRguska


So, I did the whole tutorial and lost many of the first battles lol. What I noticed is visibility is crucial. Lost most of my units because the enemy saw me first while I couldn‘t see the enemy. Additionally, you need to keep track of all the diverse units, which I often lost sight of. Zerg rushing type of play style doesn‘t work at all lol, which is good.

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I'm pretty new to victoria 3, and I'm looking for some advice. What are some fun countries to play as while still being a beginner? Also, what are the best mods I should get?
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Idk, is a extremely stupid thing against national economies of scale. Thankfully there are mods that remove it. Is just one line of code that changes it if i am correct


there's a thinly veiled covid event in the game now. a plague starts spreading through your provinces that gives penalties to throughput. in respnose to it you can enforce a lockdown which the industrialists oppose and they start literally opposing mask mandates. shit's funny


>there's a thinly veiled covid event in the game no
Anon… Covid wasn't the first pandemic.


the details are too specific (mask mandates and bosses spreading misinfo) it's defo a reference. i don't mind it. i think it's funny


All of that also happened during the Spanish Flu tho (which is what this is likely actually referencing). Still, they probably wouldn't have thought to add this without covid happening, I'll give you that.

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Isn't this game inherently about settler colonialism? You have this vast resource rich wild world and then you destroy its landscape strip its resources murder the animals enslave the natives (villagers) and genocide those who fight back (illagers)


not when I play I just live amongst the villagers and build iron golems and public works projects for them. Eventually I start building rail to the next village and start the process all over again.


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Guardians of the declining Third World cities, fighting against colonialism, can only 'kill a wither at a visibly noticeable rate within enclosed spaces.'



>You have this vast resource rich wild world

>then you destroy its landscape

You alter your surroundings to your wish, this the aestetics of the player vs aestetics of the nature, I'd say that the agency is unimportant as the action stays same.

>strip its resources

Who else is going to use those diamonds, it exclusively have use value for the player

>murder the animals

Yeah, a practice of obtaining food.


Nah, but it's liberal and crusoe-pilled. If you don't view the game from the meta-narrative autismblox angle, you're the one-man labor force from the founding myth of capitalism.


It's actually an allegory for Mahayan Buddhism. Also it is a sequal to Rain World.

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Best Game of 2012?

Def BO2
The black ops series in general is amazing
The action
The Characters
Also some really iconic weapons like the DSR 50 and the Peacekeeper
I recently finished Black Ops 1 and i loved the campaign but BO2 has better multiplayer by far

I love reznov
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It's just you creating more chaos when using lethal methods. It's not good/bad. Non lethal is a more restrained approach, in some cases it's even more brutal, like sending that lady away with a weirdo. (She ends up poisoning him or something). People are being too bitchmade about this system, even if it's far from perfect.


It makes perfect sense.
>Killing more guards, aristocrats, officials, etc. increases chaos, crime, and confusion as the state collapses from lack of personnel
>Plague speeds up even further when you've decapitated and destroyed 90% of the security apparatus in the local area
>Demoralization and complete anarchy spread

That's why going full murder hobo in the Daud DLC is so much fun because unlike Corvo your character is not concerned about broader society and you can use all the fun stuff because hey it's not like you cared about anyone anyways.


Also, the devs are most likely libs who think "bloody revolution bad". Like that boatman who bitches at you when dropping you off in the last mission. Just kill that old faggot, enjoy the chaos.


Harvest moon


>they improved the fun of non lethal systems in my opinion
Snoozefest for people who would be far better served playing Thief. Dishonored gives you the best toys for combat since Dark Messiah (luv arkane) and then the sequel tries to tempt you into playing knockoff fantasy Hitman.


>Still the only game in this generation that had american soldiers as the main baddies you kill.
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don't they call in the national guard in GTA if your wanted level gets high enough



You're the bad guy in those games tho


In GTA5 the CIA and FBI are all corrupt opportunists, you even end up killing an "ex-CIA" guy TV show host who tortured some random Arabic guy. The game also has a Blackwater stand in and the CEO is an Erik Prince smug rich dickhead. In GTA:VCS the military is just straight up selling guns off the base
Pretty much everyone is the bad guy in that series




And to add the only point in picking Gorbachev on my part is that he was the last leader of the Soviet Union. I could've picked any of them, but I think picking the very last one is interesting if not the most interesting. Everyone has their own opinions about where it went wrong. At the last possible moment, how do you save it? I think is interesting as it's own question.

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After playing the original diablo and going back to look through World of Warcraft gameplay, I gained insight to why Blizzard has been struggling to retain much of its player base over the years. The reason for the decline of the studio is the studio’s unwavering commitment to complexity in their game design.
For those of you who’ve never played classic WoW, you should be aware of the fact that that version of the game is substantially easier than retail WoW despite what some community members might tell you. The reason for the disparity in overall difficulty between the two versions lies in the number of features present and influential to the player’s experience. Additionally, retail WoW is horribly optimized for PC players despite being a PC game. These two problems are the byproducts of a two sets of terrible design decisions, and they are replicated in much of Blizzard’s other releases.
The former set is caused by the fact that Blizzard keeps adding currencies (paid or unpaid) to retail WoW, keeps adding new progression features disproportionately to the number of new levels and zones, keeps adding new ‘optional’ mini games that slowly become mandatory for certain gear and zones, keeps adding new mounts that break the purpose and pacing of navigating through the map, and keeps adding new items and stories that fuck up the meta and lore. The latter set is caused by the fact that blizzard has failed to centralize HUD elements to a single menu, failed to provide complete keyboard control over all elements of gameplay, fails to keep the number of key binds required to play the game as low as possible, and fails to keep most of the existing hud elements meaningfully informative.
These factors put together can make WoW feel like a complete headache to understand. Understandably, most new players quickly drop the game either out of confusion because they don’t understand what’s going on, or out of boredom because they don’t understand the purpose of the game’s structure. Veterans have left retail WoW permanently for the same reason. Unfortunately, it is likely that tho departure of these players is intentional.
If you were to go back and look through Blizzard’s presentations on game design, you would know that WoW was originally designed for questing. The game at its core was meant to be a simple and casual experience. Your only real task was to hit max level by completing quests. This made the game accessible to people of aPost too long. Click here to view the full text.


The former issues you mentioned are tied directly to the subscription and expansion business model, where the devs introduce new currencies and gimmicks tied to specific expansions to keep players grinding out dailies. They try mitigating the sheer number of currencies by having special event currencies that supersede them all, but it's still a mess covering almost 20 years of dead content. I disagree with the idea that mounts break pacing, as it was the case for years that you couldn't use flying mounts in an expansion until after getting certain achievements in that expansion. Flying mounts were a convenience granted after players already went through all the content. And with the current expansion, they designed the zones with flying mounts in mind from the start.
The latter issues are more complicated but I think it has to do with Blizzard catering spec design to people who play WoW competitively for a living, and everyone else who emulates the competitive players when it's not necessary at all. WoW isn't the only MMO to suffer from keybind bloat; FFXIV and SWTOR have comparable numbers of keybinds. I think one reason they don't trim down the number of (useful) abilities is because they want DPS to have distinct rotations while also having interrupts, CC, and other stuff. Classic WoW had some braindead rotations (mage and warlock) and certain specs were just useless in PvE (balance druid, enhancement shaman, and retribution paladin). Classic before it got completely solved focused on what each class brought to specific encounters, but when retail end-game content like Mythic+ expects every spec to be able to clear every encounter they all get lumped into "DPS" with the same basic abilities on top of rotations and procs to keep them from falling asleep.


It’s not just the abilities man. Hot keys, a missing centralized “interact” key for dialogue and activating objects, the inability to use movement keys to navigate the HUD and more make the key one bloat of the game insufferably bad. ESO fixed this issue ages ago by adding those features and keeping the tab key the primary key to use in targeting enemies unlike in WoW where the mouse is used for fucking everything no matter how unplayable such a design makes the game feel.

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