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Bussamove
Feb 25, 2006

Any tips for Atelier Escha & Logy: Alchemists of the Dusk Sky? It doesn't seem to bad thus far but a time limit in addition to a somewhat complex alchemy system is making me nervous.

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girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
I did a lot of caving during the Summer sale. Anything for Game Dev Tycoon, Gratuitous Space Battles, Gratuitous Tank Battles, or Sims 3?

Mzbundifund
Nov 5, 2011

I'm afraid so.
For Gratuitous Space Battles, if you have multiple shields on a ship, its total shield strength is the sum of all your shields' strengths, but all other aspects of the shield use the highest value of the component you pick. So, for example, if you take a cruiser and give it...

A normal shield (high shield strength, average reflectivity, average recharge rate),
A fast-charging shield (average shield strength, low reflectivity, high recharge rate), and
A reflective shield (low shield strength, high reflectivity, average recharge rate)

Then your cruiser ends up with a shield that has high reflectivity, high recharge rate, and the sum of all the shield strengths. Mix shield components to make incredibly tanky ships.

This principle doesn't apply to armor, armor components take damage individually and use their own stats each time.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:

Mzbundifund posted:

For Gratuitous Space Battles, if you have multiple shields on a ship, its total shield strength is the sum of all your shields' strengths, but all other aspects of the shield use the highest value of the component you pick. So, for example, if you take a cruiser and give it...

A normal shield (high shield strength, average reflectivity, average recharge rate),
A fast-charging shield (average shield strength, low reflectivity, high recharge rate), and
A reflective shield (low shield strength, high reflectivity, average recharge rate)

Then your cruiser ends up with a shield that has high reflectivity, high recharge rate, and the sum of all the shield strengths. Mix shield components to make incredibly tanky ships.

This principle doesn't apply to armor, armor components take damage individually and use their own stats each time.

Gah. I wrote up a really long post on GSB but the forums ate it, so hear goes.


Anyway. I've played the game on and off for about four years now. I love it, though more in small doses than anything else. I'm not great at it but I like to think I'm okay. So here goes.


Armour. Armour is either your best friend or worst enemy, and unfortunately it's one of the types of protection that rewards extremes. You're going to want a bit on your cruisers to protect them from fighter swarms regardless, but don't worry about getting it higher than 20 or so. That will usually protect your cruisers from fighters and some frigate weapons. It won't do anything to cruisers, but you have shields to defend against them. They won't last forever, and neither will your armour, but unless you mod the game it's best to forget about having a single, incredibly powerful flagship and more of a team of cruisers with frigate and fighter escorts with more general purpose roles. While we're on protection, incidentally, do yourself a favour and make liberal use of the EMP shield. One is usually enough, and while it won't always come into play it'll save your life when it does.

Mzbundifund kinda covered shields, but it's worth noting that shields have a stacking multiplier. For most shields this is at 90-95%. While you can mod this to go higher it does all sorts of ridiculous things past 100% and you don't want that to happen. For your purposes, all this means is that you can't stack shield upon shield upon shield. Every shield after the first provides less protection, and it will only get worse as you add more shields on. It's still a good idea to stack multiple shields on each ship, but it's important not to overdo them if they have poor efficiency.

Back onto armour for a brief moment, there's an annoyingly common strategy for community made fleets to have distraction ships that run with only one or two guns and no shields. The rest of their hull space is entirely devoted to armour, with a few engines and a crewbay added on. They'll run up to your cruisers and fight a little bit past knife range, so they're still within range of your powerful weapons, at which point they will sit comfortably, aggroing your fire while their support ships proceed to turn you into swiss cheese from long range.

These ships have a single, big flaw though. They're incredibly loving boring to both play and to fight against, because they make fights drag on for an eternity. In the worst cases every single ship in their fleet will be loaded up with armour and a repair station, slowly pecking you to death while your lasers waste themselves on their impenetrable hulls. The only real counter is to send swarms of fighters at them and hope the chip damage kills them in time, but this takes forever and is really boring to watch.

Instead, what you should do is go to your install directory and go into data/modules, find a weapon that already has good armour penetration (i.e. a beam weapon for cruisers) and double the armour penetration. It'll make things a bit easier on yourself and is technically 'cheating' but only in the sense of not making yourself want to blow your brains out from boredom, watching your fighters chip away for five minutes on every cruiser.

Fortunately, these fleets aren't terribly common, and while I haven't played fleet challenges in years, the Galactic Conquest Addon is a ton of fun and almost entirely drawn from community made fleets. You'll run across a few if you play it, but not many. On that note, let me really plug the Campaign mode if you don't already have it. I bought it at release and it was well worth full price. It's so much fun, and it can get really quite difficult as well! Only ever play on hard though, it makes it much for fun. Besides, when else are you going to get the chance to pit 100,000 pt fleets against one another?

For the regular missions in the game, I'd recommend not powergaming so so much. They're not terribly difficult even on hard, though the fixed amount of deployment helps, and if you try and spam them you'll certainly win but man will it ever be boring. Seeing hundreds of missile warheads flying off at once to meet the enemy never gets old, but it certainly takes a lot of challenge out of it, and you don't really want to do that. Besides, having ships that can fill multiple roles as well as frigates as support and fighters as primarily protection is just so much more interesting.

Learn to love your orders screen too, on that note. You'll be using it a lot. It's a bit esoteric at first, but simple enough to understand. Just make sure to set your weapon ranges at the beginning of every fight, and maybe add a couple escort and formation orders in if you need to. The more complex stuff can wait for later.

Oh, and don't be shy of speeding up the action. In fact, the fact that 4x speed is the limit is one of the great disappointments I have about the game. It's a ton of fun seeing pretty spaceships explode, and the game really has a lot of depth to it despite being quite open to newcomers. While there's not much of a modding scene anymore, modding the game is piss easy and there are a ton of mods available on the positech forums.

It's a great game with a lot of depth that's still accessible to newcomers. Go wild, and have fun with themes! There's not much story to it, so if you wanna make yourself an evil empire who think's laser beams are the devil's tools and nuclear missiles are cleansing fire? Well, you can do that! Roleplay your ship building! Have some fun with it. It's a great game, and if you've any specific questions I'll try and answer here.

GhostBoy
Aug 7, 2010

I have just started playing Divinity: Original Sin. Here are a few tips I think worthwhile. Much of it is told in tooltips as well, but it may not occur to people to check. If anyone has something to add, I would appreciate it.

* Do not worry too much about tanks and healers and whatnot. Two ranged characters can do perfectly fine. It does help if one of them has Hydrosophistry for healing.
* Further to that, any class can eventually learn any skill equally well.
* AP is calculated by three stats, Constitution, Speed and Perception. Constituion decide how many you can have saved (by not spending them the previous round). Speed + Perception decides how many you get in the first round of combat. Speed decides how many you get in all the following rounds. If you want more AP, Speed is the best choice, since few fights last only one round.
* You unlock more social stats through conversations (I'm was up to 5 only a few hours in). The bonus appears static, so it doesn't matter how far you lean towards say Romantic, you still get the same bonus. Leaning further of course allows you to take a Pragmatic choice here and there without switching sides.
* The AI personality decides how the non-controlled PC responds to choice conversations. 'Loyal' always agrees, the other one always disagrees. If you want to control it yourself, you should not select an AI personality.
* When you get to Cyseal (the first city), look for the House of Healing just east of the first stair up from the habor. There is a quest there that unlocks fast travel if you talk to the healers apprentice.

* There is a system to beating the rock-paper-scissors game against the AI, allowing you to have characters disagree in single-player without leaving the actual choice up to chance: (spoilered since people may not want to know)
If the right-hand character loses, they will always pick the option to the left of what they just selected. If they win, it appears they will rotate to the right (though I am less certain of that). Both direction wrap around when they hit the edge.

juliuspringle
Jul 7, 2007

Can someone tell me if Transformers: War for Cybertron is good? I can pick up a copy for $20 which is pretty much as high as I want to pay for a game these days (drat you steam). I think I liked the demo but I don't know if it's worth $20.

GhostBoy
Aug 7, 2010

juliuspringle posted:

Can someone tell me if Transformers: War for Cybertron is good? I can pick up a copy for $20 which is pretty much as high as I want to pay for a game these days (drat you steam). I think I liked the demo but I don't know if it's worth $20.

Based on Coolguye and TheLastRobokys LP of it, it looks like quite an enjoyable romp, that is possibly significantly enhanced by playing co-op.

Morpheus
Apr 18, 2008

My favourite little monsters

blackguy32 posted:

I bought Fatal Frame and Fatal Frame 2, yet I have only played the first one. I can't really get used to aiming the camera in it. Is Fatal Frame 2 better? Any tips one can give for either game?

Fatal Frame 2 is much better than the first game in pretty much every way (it's widely considered the best of the series). Off the top of my head, here's what I can remember:

- In Fatal Frame 1, you can refill your basic film at save points. If I remember right, in Fatal Frame 2 you simply have unlimited amounts of it and don't need to refill it.
- Always try to get...um...zero shots, I think they're called (named so because the Japanese title has 'Zero' in it). This means aiming at the enemy's face and waiting until they attack (the reticle should light up) to shoot them. This'll make them recoil heavily and do a ton of damage.
- Don't be skimpy with your special attacks, you get lots and lots of charges for them.
- There are non-violent spirits scattered throughout the mansion/village. They don't harm you, and often will disappear after a short period of time. Try to get a picture of them - any picture will do. This'll get you additional points for levelling up your equipment. These non-violent spirits will often set off your filament (the glowy thing at the top(?) of the screen, but in a different color than hostile ghosts. That's how you know one's around.
- Play in a dark room if possible. For the first game, this is because it's goddamn impossible to see anything. But also because spooooookyyyyyyy.

OxMan
May 13, 2006

COME SEE
GRAVE DIGGER
LIVE AT MONSTER TRUCK JAM 2KXX



Play in a dark room definitely. Those lovely PS2 graphics will still scare the poo poo out of you.

Any late game tips for dead space 3? Site is very sparse on it. I'm started on hard, I'm on ch 15 so I'm close to the end but man, enemies are just burning through my armor and stasis, and transducers are my rarest resources. Using lots of ammo too but I usually always have more scrap metal than I need. Any particular weapon combos against those new blue super fast twitch asses?

juliuspringle
Jul 7, 2007

OxMan posted:

Play in a dark room definitely. Those lovely PS2 graphics will still scare the poo poo out of you.

Any late game tips for dead space 3? Site is very sparse on it. I'm started on hard, I'm on ch 15 so I'm close to the end but man, enemies are just burning through my armor and stasis, and transducers are my rarest resources. Using lots of ammo too but I usually always have more scrap metal than I need. Any particular weapon combos against those new blue super fast twitch asses?

It's an EA game so you could just spend real world money to buy resources for gun making.

I found a video about how to build a gun that will one shot most enemies though if that helps. https://www.youtube.com/watch?v=GKdUKeSEmwE

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
So I'm finally getting around to playing Pokemon X, and the various additions to the core formula have me befuddled. Pokemon-Amie? Super Training? Trainer videos? Can someone give me a quick summary of what new stuff is worth bothering with? I can get detailed information somewhere like Bulbapedia, I'm sure, but I want to get the basic 'look into this because' rundown.

Kaboom Dragoon
May 7, 2010

The greatest of feasts

OxMan posted:

Play in a dark room definitely. Those lovely PS2 graphics will still scare the poo poo out of you.

Any late game tips for dead space 3? Site is very sparse on it. I'm started on hard, I'm on ch 15 so I'm close to the end but man, enemies are just burning through my armor and stasis, and transducers are my rarest resources. Using lots of ammo too but I usually always have more scrap metal than I need. Any particular weapon combos against those new blue super fast twitch asses?

My personal favourite was a Plasma core with Conic Dispersal on top and Telemetry Spike with Diffraction Torus on the bottom. That creates a Force Gun/Chain Gun combo that chews through anything. Add a Damage Support mod and Stasis Coating and things will have a hard time even getting close to you. You don't really need much else, but my other weapon was a Rivet Shotgun (spike + conic) over a Carbine (military + ejection). Again, good power, good long/short range combo and keeps you swimming in ammo.

As for resources, if you're using your scavenger bot, you'll probably notice you've been getting something called 'ration seals'. If you go to the DLC menu in the crafting bench, you'll see an option to buy resource packs with ration seals. If you're at the end of the game and you haven't been using any of them (which is likely, since it never tells you you can do this), you're about to find yourself swimming in Tungsten.

Mr E
Sep 18, 2007

FredMSloniker posted:

So I'm finally getting around to playing Pokemon X, and the various additions to the core formula have me befuddled. Pokemon-Amie? Super Training? Trainer videos? Can someone give me a quick summary of what new stuff is worth bothering with? I can get detailed information somewhere like Bulbapedia, I'm sure, but I want to get the basic 'look into this because' rundown.

If you want to just play through the game, you don't really need to worry about any of that. The training can raise your Effort Values (EV's), instead of battling, which helps if you want a "perfect" pokemon. Pokemon-Amie raises affection values, which can help in battle and (I think) some pokemon evolve from affection. Pretty much, don't bother with those features if they don't interest you, but they're nice to have if you want to better your pokemon past just leveling them.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

FredMSloniker posted:

So I'm finally getting around to playing Pokemon X, and the various additions to the core formula have me befuddled. Pokemon-Amie? Super Training? Trainer videos? Can someone give me a quick summary of what new stuff is worth bothering with? I can get detailed information somewhere like Bulbapedia, I'm sure, but I want to get the basic 'look into this because' rundown.
Most of the new stuff is for end-game competitive battling, and for things like the Battle Tower/Subway from the previous games. You can really ignore most of them.

The partial exception to this is Pokemon-Amie which is a few cute minigames required for one Evolution Eevee -> Sylveon, and give you a few bonuses that you may or may not consider worth it. For example when you get affection up to 2 hearts, that Pokemon permanently gets an XP boost. It's nothing you can't live without, though, so feel free to ignore it.

While I'm thinking on it:
* Try to always have at least one reasonably-strong Pokemon whose model doesn't touch the ground on your team (usually Flying-types or those with Levitate)- these are Pokemon capable of participating in Sky Battles, which you will occasionally be challenged to by certain trainers. If you want to completely walk all over the battles, trade for or otherwise get your hands on a Emolga, a Skarmory, or a member of the Tynamp/Eelektrik/Eelektross line.
* You'll get an EXP. Share soon, which works completely different from past games and results in you getting way more XP than you would in previous games. You have three options here. 1) Leave it on, play as normal. You will very quickly overlevel everyone and everything, which can make the game absurdly dull. 2) Turn it off, play as normal. The game is still really quite easy, you shouldn't have too much trouble. 3) Leave it on, rotate between 9-10 guys, or even two seaparate teams, using the absurd boost in XP to keep more dudes up to snuff than you otherwise could.

GOTTA STAY FAI
Mar 24, 2005

~no glitter in the gutter~
~no twilight galaxy~
College Slice

Poison Mushroom posted:

Anything for Game Dev Tycoon?

I'm interested in this one, too, because all the games I make get panned by the critics despite having baller loving titles like "GOOD GAME" and "SPORTS SIMULATOR."

I never mess with the sliders during development, but I'm guessing that's a mistake? Should you focus more on certain attributes for certain types of games? For instance, saying "gently caress the story" while developing "SPORTS SIMULATOR?"

If anything, the game demonstrates how tough it is to be a small game developer, which I imagine was what they were going for.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

GOTTA STAY FAI posted:

I'm interested in this one, too, because all the games I make get panned by the critics despite having baller loving titles like "GOOD GAME" and "SPORTS SIMULATOR."

I never mess with the sliders during development, but I'm guessing that's a mistake? Should you focus more on certain attributes for certain types of games? For instance, saying "gently caress the story" while developing "SPORTS SIMULATOR?"

If anything, the game demonstrates how tough it is to be a small game developer, which I imagine was what they were going for.
You definitely need to mess with the sliders. Certain genres have certain expectations (for example, Story and World Design aren't hugely important for an Action game, but definitely are for an RPG). That's realyl the most simple of the mechanics, and I'm not sure why you thought they'd exist if you shouldn't mess with them?

Office Thug
Jan 17, 2008

Luke Cage just shut you down!

peter gabriel posted:

Thanks for the tips all :)
I generally dislike stealth games so suck badly at them, but since the game opens up after a while I'll give it another go armed with new knowledge!

If you're keen on learning more, here's some more general gameplay tips for Deus Ex Human Revolution:

*- Save often and don't feel too dirty about quickloading/saving. This game is not only hard but can be really upredictable at times.

*- Explore each area for vents and secrets. You'll get exploration Exp bonuses and find loads of cool things while exploring. You can do this safely after you've cleared all the hostiles in your current area if you want.

*- Always do a Non-lethal take-down when you can. A non-lethal take-down grants 50 exp, and a double non-lethal grants 125 exp. Also, take-downs instantly incapacitate targets.

*- Upgrade Hacking: Capture all the way to 5 as soon as you can. You get big Exp bonuses from successfully hacking more difficult systems. If you can get this while you're still in Detroit after the Purist incident, you'll be able to hack into all the security panels and computers in Sarif's HQ and Detroit city.

- To grab and move bodies, press and hold G (or whatever the looting key is). Press G again to let go, or left-click to throw them. Moving bodies is really useful in many situations.

- If you want to sneakily take-out guards but don't want to have to spend 5 minutes studying their patrol patterns to figure out the best opening, throw a box at a nearby wall to attract a guard to it. You can pick him off while he's preoccupied with the suspicious box.

- If you want to do a take-down on a guy that's sitting on a couch or other non-chair thing, throw a satchel charge in front of him to make him stand up. If he doesn't spot you, you can perform a take-down on him before he goes hostile. Also works for the few cases where there's 2 guys sitting on adjacent couches that you want to double take-down without being Hostiled. Afterwards, you can just pick back up the satchel charge.

- EMP grenades are 1-hit kills against robots of all sizes. Always keep a couple in your inventory.

- Don't fire weapons near active alarm panels if you've yet to be detected. If those things "hear" gunfire, they'll automatically trigger the alarm.

- The Social Enhancer upgrade can lead to some interesting conversations as well as allowing you to easily beat negotiations. It is really hard but not impossible to grab this before you confront Sanders. Getting this and fully-upgrading Hacking: Capture before you're done in Detroit is also possible.

- Laser Sight upgrades completely eliminates inaccuracy on the guns you strap them to. Strap the first one you find to a silenced Sniper Rifle (preferably) to save you from spending 3 Praxis points on the Aim Stabilizer upgrades for sniping.

- Getting a fully-upgraded Cloak and the Energy Recharge Rate 2 required to use it efficiently, for a total cost of 6 Praxis points, is a very good idea. While cloaked, you are completely invisible and enemies can only track you by sound, allowing you to used silenced weapons to pick people off without having to deal with return fire, letting you sneak in front of enemies without them raising a single eyebrow, letting you pass through laser fields, run by cameras/turrets/robots, and so on.

- In addition to the cloak, you can pick up Energy Level Upgrade 1-2 and the Typhoon for easy room-clearing and boss killing, or Reflex booster for room-clearing that awards way more exp. The Energy Level Upgrades will give you more empty cells to fill with consumables, specifically giving candy bar Boxes/Tubs which fill 2 and 3 pips of energy, respectively, more bang for their buck. If you're cloaked and have at least 1 full pip of energy you can use the Typhoon or perform take-downs without being seen. Basically, as long as you have enough candy bars, you can clear any room or kill any boss in the game without taking any return fire with this set of upgrades.

Office Thug fucked around with this message at 21:40 on Jul 10, 2014

GOTTA STAY FAI
Mar 24, 2005

~no glitter in the gutter~
~no twilight galaxy~
College Slice

Poison Mushroom posted:

You definitely need to mess with the sliders. Certain genres have certain expectations (for example, Story and World Design aren't hugely important for an Action game, but definitely are for an RPG). That's realyl the most simple of the mechanics, and I'm not sure why you thought they'd exist if you shouldn't mess with them?

I tried fussing with them, but it never seemed like it did anything. I just imagined it affected flavor stuff, like the way the reviews would be written or something--"'SPACE RPG' has a great story. 6/10" or somesuch.

Pneub
Mar 12, 2007

I'M THE DEVIL, AND I WILL WASH OVER THE EARTH AND THE SEAS WILL RUN RED WITH THE BLOOD OF ALL THE SINNERS

I AM REBORN

Kaboom Dragoon posted:

My personal favourite was a Plasma core with Conic Dispersal on top and Telemetry Spike with Diffraction Torus on the bottom. That creates a Force Gun/Chain Gun combo that chews through anything. Add a Damage Support mod and Stasis Coating and things will have a hard time even getting close to you. You don't really need much else, but my other weapon was a Rivet Shotgun (spike + conic) over a Carbine (military + ejection). Again, good power, good long/short range combo and keeps you swimming in ammo.

Chain Gun's definately your safest bet. Aim for the crotch and you'll hack their legs off in about half a second.

Rocket Launcher w/ Saftey Guard is a really good panic weapon Fire it straight into the ground in front of you to get some breathing room.

Also if you didn't know, your weapon's stats can keep going up even if the bar is full.

Tracula
Mar 26, 2010

PLEASE LEAVE
Personally I did most of Dead Space 3 like the previous two games. Just use the basic plasma cutter and stick on as many damage boosting mods as possible.

Palleon
Aug 11, 2003

I've got a hot deal on a bridge to the Pegasus Galaxy!
Grimey Drawer

GOTTA STAY FAI posted:

I tried fussing with them, but it never seemed like it did anything. I just imagined it affected flavor stuff, like the way the reviews would be written or something--"'SPACE RPG' has a great story. 6/10" or somesuch.

If you do the post-game research on titles, it will start telling you what sliders are and are not important for each type of title. What the sliders do is dedicate time to each portion, so for an RPG, you want to devote more time to the story, because when you are working on a "favored" attribute for lack of a better word, you get a huge multiplier to the points generated in that time. Best way to figure these out if you don't want to invest the time in that is to just pull up the game wiki, all the info you need is there.

Edit: To ask something of my own, does anyone have any advice for Consortium? It looks pretty straightforward, but while I'm here, doesn't hurt to ask I guess.

Palleon fucked around with this message at 23:07 on Jul 10, 2014

Paper Kaiju
Dec 5, 2010

atomic breadth

Tracula posted:

Personally I did most of Dead Space 3 like the previous two games. Just use the basic plasma cutter and stick on as many damage boosting mods as possible.

This is, in fact, the only way to play a Dead Space game. It makes it feel like something actually-kinda resembling survival-horror.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Speaking of Human Revolution. What's the final word on what counts as "alerted" for the no kills, no alerts run. I've heard some say that as long as HOSTILE doesn't show up it's fine. But i've also read that if you get ghost as a bonus after a section is done you're fine but sometimes it doesn't show up so i'm not sure who to believe.

regulargonzalez
Aug 18, 2006
UNGH LET ME LICK THOSE BOOTS DADDY HULU ;-* ;-* ;-* YES YES GIVE ME ALL THE CORPORATE CUMMIES :shepspends: :shepspends: :shepspends: ADBLOCK USERS DESERVE THE DEATH PENALTY, DON'T THEY DADDY?
WHEN THE RICH GET RICHER I GET HORNIER :a2m::a2m::a2m::a2m:

Game Dev Tycoon is an interesting one; I've played it twice, both times ending with hundreds of millions of dollars. But lots of other people go bankrupt relatively quickly. Not sure why there's such a disparity, because the game seems pretty easy -- though, as I typed the following, very complex to explain as well. Maybe it's due to familiarity with the game type?

Anyway, some general tips:

Genres that work in real life, especially for that time period, work well in the game. An easy money maker in the beginning is Comedy Adventure for PC (think Monkey Island type game). As soon as you can hire people, do so. Invest a lot of recruitment money to get the best people possible; ideally, you want them to be extremely strong in one attribute (which is where the various recruitment locations come into play, they attract different people). In fact, as a general rule you want everyone to eventually specialize in one thing, and later to sub-specialize, when you have a full crew. The one exception is yourself. You have a huge advantage in that your character never suffers fatigue, so you can fill in for any spot that needs a worker if the person who would otherwise doing it is suffering from fatigue or is on vacation; as a general rule, it's far superior to have a less talented but rested person doing a task then a skilled but fatigued person. Any fatigued workers on a project will severaly affected the review score. So for your own character, maybe a mild specialization is fine but you want to be somewhat strong in all categories.

Always bug fix until you have no bugs.

If you have a hit game, by all means make a sequel, but put at least one (and preferably two) games in between it. This holds true even if you haven't researched sequel yet -- don't make two games of the same genre / sub-genre in a row.

Always do the post-game research on a game. Gets you research points and lets you know if it's a good match for the system and if the genres match, and where to put the sliders. As a general rule, simulation + anything works pretty well on PC, RTS works well on PC, action games work well on console. RPGs work well on both. Superhero Action games should be big sellers on early consoles. RPG Fantasy or RPG Dungeon are pretty solid choices.

Develop a new engine every time you've researched a new graphics engine + 2-3 more technologies.

When you're in development, the sliders are mostly common sense (but as above, research helps with this). An FPS - War game (think Call of Duty) should have the sliders at the top for graphics, sound, and gameplay, and near the bottom for dialogue and plot. RPGs would be the opposite. Keep your staff in mind when deciding what games to develop. If you have only one really high end technical guy, he'll get fatigued trying to max out graphics and engine and sound, so maybe FPS games aren't ideal.

For building skills, only train the skill that is most suitable for the person's talents -- technical if they're technical, etc. Like I said, you want everyone to be specialists. Again, for yourself that's less true but I'd still have a core focus, and of course speed and research ability help everyone.

MMOs are a trap imo. You have to continually be cranking out expansions to keep interest in the game, the second you stop it'll go into the red. I did a couple MMOs my first game, won't do them again. I think you can make just as much money with regular games, if not more.

Invest as much into marketing for each game as you can. You get the biggest bump with each "dev cycle" for the game (where it shows you new sliders) so I usually do small marketing during first cycle, medium during second cycle, large during final cycle.

Making your own console is nice, but only if your tech is pretty cutting edge. But if you do that and then make all your games exclusive to your console, you'll make a lot of money.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?
Can you explain a bit more about how assigning and training crew works, that's where I always hit my snags.

regulargonzalez
Aug 18, 2006
UNGH LET ME LICK THOSE BOOTS DADDY HULU ;-* ;-* ;-* YES YES GIVE ME ALL THE CORPORATE CUMMIES :shepspends: :shepspends: :shepspends: ADBLOCK USERS DESERVE THE DEATH PENALTY, DON'T THEY DADDY?
WHEN THE RICH GET RICHER I GET HORNIER :a2m::a2m::a2m::a2m:

Poison Mushroom posted:

Can you explain a bit more about how assigning and training crew works, that's where I always hit my snags.

Not entirely sure what to add, please give me specifics if the following doesn't address your point.

So, in this shot you can see everyone has a speciality except for Sip Meyer


Let's look at his stats and see if we can give him a specialty



So, his stats show he is very strong in tech, decent in speed and research, and weak in design. Per the requirements to train in the various specialties, he is only eligible to become a specialist in Engine or Artificial Intelligence at the moment. But if you refer to the first pic, I already have specialists in those areas so it's not worth it. He's not too far off from Level Design, but again I already have a specialist in that area. Ditto Graphics. So the best long term plan for this particular guy is probably to train Design a lot and eventually make him a World Design specialist, once he gets to 540 Design. Alternatively, I could fire him and spend a bunch on recruiting and hire someone who is closer to that 540D / 360T World Design caliber.

Here's my character:
As you can see, very good stats in everything while excelling in nothing -- doesn't even have the generic Design or Technology specialist, but has a Sound sub-specialty and has decent enough stats to be able to fill in for any role without too much fall off.

This is after I started screwing around which is why my console has crazy amounts of unhappiness, was just curious how long it would take to develop a backlog of them. Always max out quality control when building it and you can get by with a pretty small budget for maintenance.

You can train people in the "Teach and Learn" section. You won't know initially what each class trains up, but after you take it once it'll show you, and you unlock better training programs as you progress. For example, in that last shot you'll see "Game Design Course" gives you a lot of Design points, and much fewer Technology and Research points, and no Speed points.

e: In general, if your workers aren't close to being able to specialize in something, it's better to simply fire them, spend more on recruitment, and hire someone better. Trying to train someone up from sub 100 stats into a superstar Engine coder is a waste of money and research points.

regulargonzalez fucked around with this message at 04:59 on Jul 11, 2014

al-azad
May 28, 2009



HOOLY BOOLY posted:

Speaking of Human Revolution. What's the final word on what counts as "alerted" for the no kills, no alerts run. I've heard some say that as long as HOSTILE doesn't show up it's fine. But i've also read that if you get ghost as a bonus after a section is done you're fine but sometimes it doesn't show up so i'm not sure who to believe.

If you're going for Foxiest of the Hounds then it literally refers to setting off a physical alarm. If an alarm sounds, you're out of the achievement. If you hack all the alarms or there's no alarms in the level and you're seen by an enemy, you're still in the running for the achievement.

The ghost bonus refers to being seen by enemies. If the enemy ever becomes hostile or alerted, you don't get the bonus. If an enemy sees a body then you lose out on Ghost. If you want to be safe then ghosting every level will get you the no alarm achievement.

No kills is much harder because if an enemy accidentally dies as a result of your actions (like they fall off a platform) then it's counted as a kill.

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

al-azad posted:

No kills is much harder because if an enemy accidentally dies as a result of your actions (like they fall off a platform) then it's counted as a kill.

There is also the thing in Detroit where if you tranq a gang member before you trigger a cutscene (of them telling you're not allowed to pass) it will count as a kill. Foxiest of Hounds is indeed doable, but Pacifist is a crap-shoot. I ended up doing a Foxiest of Hounds + Pacifist + hardest difficulty run with DX:HR's New Game+ mode and I had to use SAM to get the Pacifist achievement. Even when I took every step to assure I didn't kill anybody, which involves checking bodies to make sure it didn't register as a kill. The Missing Link portion was drat tricky to play like that too.

TheRagamuffin
Aug 31, 2008

In Paradox Space, when you cross the line, your nuts are mine.

al-azad posted:

No kills is much harder because if an enemy accidentally dies as a result of your actions (like they fall off a platform) then it's counted as a kill.

I really hate when games wait until the end to let you know if you failed this kind of achievement or not. Dishonored was really bad about it, too. Civilian randomly meets a swarm of rats while you're in the area? Too bad, sucker.

Pneub
Mar 12, 2007

I'M THE DEVIL, AND I WILL WASH OVER THE EARTH AND THE SEAS WILL RUN RED WITH THE BLOOD OF ALL THE SINNERS

I AM REBORN

quote:

DE:HR things

I want to emphasize that none of this has any actual in-game effect, it's just matters if you want the achievement.

KoldPT
Oct 9, 2012
The wiki for Game Dev Tycoon is pretty good, as it's got a simple "this is how to do well at the game" guide, a more extensive one, and the actual scoring algorithms, so you can 'spoil' yourself just as much as you want.

Robot Hobo
May 18, 2002

robothobo.com

Office Thug posted:

If you're keen on learning more, here's some more general gameplay tips for Deus Ex Human Revolution:

...

- If you want to sneakily take-out guards but don't want to have to spend 5 minutes studying their patrol patterns to figure out the best opening, throw a box at a nearby wall to attract a guard to it. You can pick him off while he's preoccupied with the suspicious box.
The silenced pistol is also great for this. They won't hear the gunshot, but they will hear the bullet impact. So you can just shoot at walls near enemies in the direction you want them to look, and then run up and do a takedown while they're distracted.

I did a full non-lethal ghost play through, and though I never shot an actual person, I was using the pistol all the time.

al-azad posted:

No kills is much harder because if an enemy accidentally dies as a result of your actions (like they fall off a platform) then it's counted as a kill.

Yeah, at the end, the game didn't give me the non-lethal achievement because...

https://www.youtube.com/watch?v=0TjOkCJ_z24

Kaboom Dragoon
May 7, 2010

The greatest of feasts

Robot Hobo posted:

The silenced pistol is also great for this. They won't hear the gunshot, but they will hear the bullet impact. So you can just shoot at walls near enemies in the direction you want them to look, and then run up and do a takedown while they're distracted.

Just don't lose track of what gun you're using and try it with the explosive Magnum. It ends poorly.

PJOmega
May 5, 2009

TheRagamuffin posted:

I really hate when games wait until the end to let you know if you failed this kind of achievement or not. Dishonored was really bad about it, too. Civilian randomly meets a swarm of rats while you're in the area? Too bad, sucker.

That's not the case at all. If you knock out the civilian then yes you'll register for the kill. But if they're walking and not placed there by you it won't register as your kill.

juliuspringle
Jul 7, 2007

I went ahead and got Transformers: War for Cybertron today. Can someone tell me if the dlc for it is multiplayer only stuff? Obviously the maps are but there are also new characters but I don't care about the (I hear pretty much dead) multiplayer so if it's mp only I don't want to spend the :10bux: on it.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

juliuspringle posted:

I went ahead and got Transformers: War for Cybertron today. Can someone tell me if the dlc for it is multiplayer only stuff? Obviously the maps are but there are also new characters but I don't care about the (I hear pretty much dead) multiplayer so if it's mp only I don't want to spend the :10bux: on it.

I'm pretty sure all the Transformers DLC for both games is just MP only stuff.

Dr. Quarex
Apr 18, 2003

I'M A BIG DORK WHO POSTS TOO MUCH ABOUT CONVENTIONS LOOK AT THIS

TOVA TOVA TOVA

Mierenneuker posted:

There is also the thing in Detroit where if you tranq a gang member before you trigger a cutscene (of them telling you're not allowed to pass) it will count as a kill. Foxiest of Hounds is indeed doable, but Pacifist is a crap-shoot. I ended up doing a Foxiest of Hounds + Pacifist + hardest difficulty run with DX:HR's New Game+ mode and I had to use SAM to get the Pacifist achievement. Even when I took every step to assure I didn't kill anybody, which involves checking bodies to make sure it didn't register as a kill. The Missing Link portion was drat tricky to play like that too.
I found Pacifist significantly easier than Foxiest of the Hounds--well, which is to say, I did the former and failed at the latter. And that was with re-loading from the very end of a couple of scenes because I was pretty sure I had somehow managed to set off an alarm without noticing it, and then I still failed when it was all said and done. I HATE YOU FOXIEST OF THE HOUNDS

Also I like that the Game Dev Tycoon screenshot above looks nothing like the game I remember playing. I am sure that is the point.

OxMan
May 13, 2006

COME SEE
GRAVE DIGGER
LIVE AT MONSTER TRUCK JAM 2KXX



Thanks to everyone's advice on weapons I've made it one more chapter in Dead Space 3 but I decided to head into another game and hey, no page on the wiki again.

Any tips for Wizardry on PSN? I've never played the series but I've played similar stuff like class of heroes. Does the full game have a digital manual?

Mayor McCheese
Sep 20, 2004

Everyone is a mayor... Someday..
Lipstick Apathy

OxMan posted:

Any tips for Wizardry on PSN? I've never played the series but I've played similar stuff like class of heroes. Does the full game have a digital manual?

It's been a while since I played Wizardry for the PSN but I'll give it a shot here:
  • The DLC is for endgame.
  • Stats determine your class selection, which is determined by dice rolling when you create your party. I believe you can lock down a good roll and keep trying.
  • The game can be hard. Save often and take exploring slow -- especially when you go down a dungeon level.
Yeah that's all I got. It's one of those games that I would have to load up and then I will instantly remember all the Min/Maxing (savescumming), Spell Optimizing, Horrible Traps/Bullshit Mob types, gear drop rate rage, and whatever rage inducing stuff I have blissfully forgotten about.

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Office Thug
Jan 17, 2008

Luke Cage just shut you down!

Quarex posted:

I found Pacifist significantly easier than Foxiest of the Hounds--well, which is to say, I did the former and failed at the latter. And that was with re-loading from the very end of a couple of scenes because I was pretty sure I had somehow managed to set off an alarm without noticing it, and then I still failed when it was all said and done. I HATE YOU FOXIEST OF THE HOUNDS

It's really, really easy to botch Foxiest of the Hounds by using any sort of firearm, ever. You might just stand too close to an alarm panel that's not even on the same floor as you, and fire a silenced weapon which will get "heard" by the alarm panel and set it off. But because you're using it to distract the guards and they become Alerted (which is kind of like Alarmed), you can easily miss that you've hosed up.

I got Foxiest and Pacifist (along with most of the non-DLC achievements) in a single Deus Ex difficulty run and basically did it by performing only take-downs. I punched out literally every single hostile in the game by the end of it, except the ones in the final areas.

It required a stupid amount of quicksaving/loading though.

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