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Gitro
May 29, 2013
The minimap in terraria is quite good at showing the paths I've take and whatnot, and I appreciate the feature, especially since I don't think it was in when I last played.

Unfortunately it completely blocks the upper right portion of the screen, making it kind of useless if I need to go in a direction that isn't left. I can set it to the weird semi-transparent background version but I find it really hard to make out enemies when it's like that, and also it's ugly.

The game itself gets kind of bad when it's not being a cool spelunking simulator, and I hate that you can't just hold down the button to keep swinging swords and things.

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Queen_Combat
Jan 15, 2011
They still don't have a hold button? Crazy

RareAcumen
Dec 28, 2012




Some weapons auto swing and others don't for some reason.

credburn
Jun 22, 2016
A tangled skein of bad opinions, the hottest takes, and the the world's most misinformed nonsense. Do not engage with me, it's useless, and better yet, put me on ignore.
Dragon Quest Builders, Chapter 01: Well, this seems awful tedious. It's like Minecraft but really limited, and what a terrible camera. At least this has the Dragon Quest charm to get me through four hours of monotonous materials-grinding.

Dragon Quest Builders, Chapter 02: Do it all over again.

Dragon Quest Builders, Chapter 03: Do it all over again.

Dragon Quest Builders, Chapter 04: Do it all over again.

Dragon Quest Builders, Chapter 05: Do it all over again.

It's like five games in one!

Tengames
Oct 29, 2008


credburn posted:

Dragon Quest Builders, Chapter 01: Well, this seems awful tedious. It's like Minecraft but really limited, and what a terrible camera. At least this has the Dragon Quest charm to get me through four hours of monotonous materials-grinding.

Dragon Quest Builders, Chapter 02: Do it all over again.

Dragon Quest Builders, Chapter 03: Do it all over again.

Dragon Quest Builders, Chapter 04: Do it all over again.

Dragon Quest Builders, Chapter 05: Do it all over again.

It's like five games in one!

The worst part is that you can only build ceartin items in each chapter, and one chapter focused on offense gives you cannons and such. Sure would have made the rest of the game's combat loving tolerable if i were always able to build those.

also in what was a missed opportunity with the final boss when the dragon lord offers you half the world to be yours, accepting it just kills you. They should have had that dump you in free-build mode

Kay Kessler
May 9, 2013

Inspector Gesicht posted:

I fell out love with Kingdom Hearts and anything directed by Tetsuya Nomura long ago when every sequel and spinoff just kept repeating themselves. It was a cute idea at first, but then the original characters took even greater prominence while the Disney characters just seemed lost in the shuffle. How many loving times do you go to Halloween Town? Or Olympus Coliseum? How many times do they retcon the same bad guy showing up again and again? How many split personalities can a person have running around, who also have split personalities?

This convoluted nonsense made me appreciate franchises where each new installment features a new hero and new conflict. Yeah it sucks that your favorite character's story is over, but it's better than dragging any story past its natural endpoint, witness all the spinoff-crap from FFVII.

Swearing off everything by Nomura is a big mistake. You need to play The World Ends with You.

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

Cleretic posted:

There is a True Organization XIII, composed entirely out of different versions of Xehanort.

I can't tell if you're lying or not.

Kay Kessler
May 9, 2013

He is not.

Action Tortoise
Feb 18, 2012

A wolf howls.
I know how he feels.

BioEnchanted posted:

If you want angry Vikings play Viking: Battle for Asgard on the 360 - awesome game, building an army on each island slowly but surely, by freeing small groups, then medium sized camps, then using that might to roll into one of the two capitals of each island to free it and get a massive boost. Also dragons help too.

the swinging medallion hanging from the guy's belt is so hypnotic

I like that one type of fetch quest in the game is to go on beer runs for your boys and carry barrels of mead.

Punished Chuck
Dec 27, 2010

Tyranny is the game that prompted this post but it was even worse in Pillars of Eternity: if my party's detected a trap, they really should just walk around it instead of barreling straight into it. My guys keep helpfully informing me that they've spotted a trap as they sprint headfirst into it.

Guy Mann
Mar 28, 2016

by Lowtax
I'm glad to see that without a publisher to shift blame on people are finally holding Obsidian accountable for their poo poo.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

FactsAreUseless posted:

There is not one class in the game that doesn't need its cross-class skills. Some skills provide essential abilities to classes that they wouldn't otherwise have.

:shrug: Fair enough, I didn't raid so my opinions are probably poo poo on that front. I still feel the multi-classing would be far more interesting if it was more open though. Sometimes I just want to be a white mage who can punch everyone.


Inspector Gesicht posted:

I fell out love with Kingdom Hearts and anything directed by Tetsuya Nomura long ago when every sequel and spinoff just kept repeating themselves. It was a cute idea at first, but then the original characters took even greater prominence while the Disney characters just seemed lost in the shuffle. How many loving times do you go to Halloween Town? Or Olympus Coliseum? How many times do they retcon the same bad guy showing up again and again? How many split personalities can a person have running around, who also have split personalities?

This convoluted nonsense made me appreciate franchises where each new installment features a new hero and new conflict. Yeah it sucks that your favorite character's story is over, but it's better than dragging any story past its natural endpoint, witness all the spinoff-crap from FFVII.

Convoluted? What do you mean? It's just a story about a crazy old man who wanted to put himself inside little boys and eventually got split in two and got one of his asses kicked so hard he went back in time to give himself his own powers so he could achieve all of this all over again :shepface:

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
All right i finished Witcher 3. Liked it a lot but that's not what this thread is for. Time to let loose.

-combat is the same throughout the game, no matter what you're fighting, swing sword apply oil dodge for 135 hours.
-It's probably more fun on higher difficulties because you'll have more need of varied skills and moves, but I'm playing the PS4 version where if you die the loading screen is minutes long so I switched it down to normal.
-The quest design is literally "hold down trigger button and follow glowing red to find target". Or sometimes there are quests like taking the ghost to a party in Hearts Of Stone, which consist entirely of cutscenes. Telltale's Witcher 3: Story Mode
-The quests themselves are level gated. If you do a level 15 quest at level 20 you get negligible experience. Hope that side quest had some great cutscenes, because that's the only point of doing them.
-Level gated items are infuriating. Did a level 15 quest at level 10? Enjoy waiting until level 15 before you can even put on the armour you got as a quest reward, by which time it'll probably be outclassed by something else anyway. Hey thanks for the antique family heirloom sword, head of the An Creite clan. I'll be sure to not use it because I got here too late and have a sword the journeyman blacksmith in the nearby village made and its way better.
-cutscenes strip potion effects and don't refill the potion automatically for you! Hope you weren't planning on using your favourite three decoctions in this climactic boss fight! Stupid rear end in a top hat! I'm going to specialise in signs next time because l don't think there's any cutscenes that arbitrarily take your ability to do magic away.
-If you're making an open world game you've got to have some downtime along the critical path, the whole quest to save Ciri feels too urgent all the time and taking on side quests doesn't feel organic at all. Final boss gets two lines, and they both suck, involve the villain in the story some way apart from offscreen action and exposition. Story is hurt by constant loading screens, loading cutscenes, loading when you go to a different place within a cutscene, loading when you skip too fast through a conversation.
-In the middle of the climactic set piece battle in Blood & Wine i got teleported to a whole other region and had to fart around for an hour in Candyland, as if the loading screens didn't drain all the tension from the thing anyway whose damned idea was that

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Chuck Buried Treasure posted:

Tyranny is the game that prompted this post but it was even worse in Pillars of Eternity: if my party's detected a trap, they really should just walk around it instead of barreling straight into it. My guys keep helpfully informing me that they've spotted a trap as they sprint headfirst into it.

Both of those games have an option to autopause so you can respond to traps you find, but they should have one that makes the party stop moving when a trap is found, sure. So many quality of life options in the option menu, but that's not one of them.

dordreff
Jul 16, 2013

Chuck Buried Treasure posted:

Tyranny is the game that prompted this post but it was even worse in Pillars of Eternity: if my party's detected a trap, they really should just walk around it instead of barreling straight into it. My guys keep helpfully informing me that they've spotted a trap as they sprint headfirst into it.

Speaking of Pillars of Eternity, an absolutely loving vile thing about that game is the way it gives you like four or five ways to approach a quest, and none of them matter because the outcome is always the exact same no matter what you do. The game pretends to do the whole "ooh choices totally matter here guys" thing but it's actually like you choose one of four doors, each with slightly different designs and one's an evil crime door, but they all lead to the same room anyway. It was so bad I'm wary on buying Tyranny just in case it pulls the same poo poo.

Punished Chuck
Dec 27, 2010

The writing in Tyranny is better than Pillars to an absurd degree but I haven't played through it enough to say for sure if that particular issue is fixed. I kinda feel like it must be, though? There's a lot of things I couldn't imagine turning out the same way if I had taken a different path.

credburn
Jun 22, 2016
A tangled skein of bad opinions, the hottest takes, and the the world's most misinformed nonsense. Do not engage with me, it's useless, and better yet, put me on ignore.

Chuck Buried Treasure posted:

Tyranny is the game that prompted this post but it was even worse in Pillars of Eternity: if my party's detected a trap, they really should just walk around it instead of barreling straight into it. My guys keep helpfully informing me that they've spotted a trap as they sprint headfirst into it.

This reminds me of Neverwinter Nights, when you pair with a thief and he actually will shout, "There's a trap!" and the dude changes direction to charge into it. He's going to try to disable it, but the game doesn't understand its own 3D environment very well so the guy will usually just run right onto it, setting it off.

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

Tengames posted:

The worst part is that you can only build ceartin items in each chapter, and one chapter focused on offense gives you cannons and such.

No, the worst part is that they keep advertising it on the PS3 and Vita, two platforms that it's not available for in the US. I'd absolutely play the hell out of it on a handheld but on my PS4? Nah, if I'm already sitting my rear end down in front of the TV I have games I'd rather be playing.

Guy Mann
Mar 28, 2016

by Lowtax
Has there ever been a game that was actually improved by having durability meters on equipment? So many games do it and it's always a garbage decision, it must have been a good idea at some point...right?

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

Guy Mann posted:

Has there ever been a game that was actually improved by having durability meters on equipment? So many games do it and it's always a garbage decision, it must have been a good idea at some point...right?

Never. It's always either a difficulty modifier that's amped way too high so you find yourself using copper swords constantly because the one silver sword the game graced you with is only to be used on boss fights. Or else it's just redundant because the game shits out silver swords so any time one drops to half durability you just equip a fresh one making it pointless busywork and inventory management,

Gitro
May 29, 2013
Much like inventory limits, item durability is almost always annoying busy work that does nothing but present a mild inconvenience/timesink.

Grim Dawn gives you fast travel to towns from before you can even use it but still has an inventory limit. It comes into play in the I think two, possibly three, optional challenge areas you can't drop portals in, and even then it doesn't really add anything. Otherwise it's just a go back to town meter.

Polyseme
Sep 6, 2009

GROUCH DIVISION

dordreff posted:

Speaking of Pillars of Eternity, an absolutely loving vile thing about that game is the way it gives you like four or five ways to approach a quest, and none of them matter because the outcome is always the exact same no matter what you do. The game pretends to do the whole "ooh choices totally matter here guys" thing but it's actually like you choose one of four doors, each with slightly different designs and one's an evil crime door, but they all lead to the same room anyway. It was so bad I'm wary on buying Tyranny just in case it pulls the same poo poo.

In the first act, and second to a lesser degree, most of your choices matter. Well, they do given the scope of the respective quest. Eventually the game starts to prune paths based on previous choices. Sometimes it's because it makes perfect sense, and sometimes it feels ljke the writers just assumed that you're all on board with something because you sided with one character once.

Hobo By Design
Mar 17, 2009

Hobo By Intent or Robo Hobo?
Ramrod XTreme
Volume was cheap on the humble bundle a while ago, and I like it as a chill timeattack sneak'emup but that alert music is like getting stabbed in the ear.

PubicMice
Feb 14, 2012

looking for information on posts

spit on my clit posted:

huuuuuuuuuh, i've got a terrible memory, then.

Let It Die has fall damage, but at least there's a skill that halves it.

The thing dragging down Let It Die is that the art direction is so (deliberately) ugly, it literally gave me epilepsy. I'd never had a seizure in my life before I started playing it, and now every time I play it I have one. Which is a shame, because it's the best Dark Souls clone I've played so far.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

dordreff posted:

Speaking of Pillars of Eternity, an absolutely loving vile thing about that game is the way it gives you like four or five ways to approach a quest, and none of them matter because the outcome is always the exact same no matter what you do. The game pretends to do the whole "ooh choices totally matter here guys" thing but it's actually like you choose one of four doors, each with slightly different designs and one's an evil crime door, but they all lead to the same room anyway. It was so bad I'm wary on buying Tyranny just in case it pulls the same poo poo.

Most of the quests I can think of have at least two outcomes so I'm unsure what you mean.

dordreff
Jul 16, 2013

2house2fly posted:

Most of the quests I can think of have at least two outcomes so I'm unsure what you mean.

The specific thing that annoyed me enough that I stopped playing was the end of the second act, when you've spent several hours gathering evidence and doing tasks related to a hearing on making one kind of magic illegal; at the end of this hearing, no matter what you actually say or do or the evidence you've gathered or anything, the magic is made illegal and you lose all your allies in the city, rendering basically everything you've done in the main questline since entering the big city completely meaningless.The end of Act 1 is similar, but less lovely, in that no matter what you say or do you have to kill the crazy wizard and steal his castle. I assume all the rest of the main questlines had similar fake choices.

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Guy Mann posted:

I'm glad to see that without a publisher to shift blame on people are finally holding Obsidian accountable for their poo poo.

Making well-written games with eh systems to them? Cause that's always been the case.

Also bethsoft still did and does deserve any blame they get for problems with lovely gamebryo if you're getting at NV.

PubicMice posted:

The thing dragging down Let It Die is that the art direction is so (deliberately) ugly, it literally gave me epilepsy. I'd never had a seizure in my life before I started playing it, and now every time I play it I have one. Which is a shame, because it's the best Dark Souls clone I've played so far.

Goddamn, what in particular does it if you know? :stare:

Yardbomb has a new favorite as of 07:19 on Dec 12, 2016

Mazerunner
Apr 22, 2010

Good Hunter, what... what is this post?

Guy Mann posted:

Has there ever been a game that was actually improved by having durability meters on equipment? So many games do it and it's always a garbage decision, it must have been a good idea at some point...right?

In theory it's good for survival simulators or maybe some rpgs like Morrowind where you're going on these big expeditions into the wild, so basically having to pack your bags carefully and either have spares or ways to maintain yourself...

but no, never.

AlphaKretin
Dec 25, 2014

A vase to face encounter.

...Vase to meet you?

...

GARVASE DAY!

I'd cite Fire Emblem, but the most recent entry in the series did away with it and, what do you know, it's for the better. At the very least, they didn't really drag past FE games down?

Leal
Oct 2, 2009
There can be the appeal of making sure your equipment is in tip top shape, in the sense that I'm playing a survival game and I specifically want to enjoy the logistics of keeping gear patched up and my belly filled. Though most games that try this approach fail by making my character a virtual baby that needs to be fed and watered every 5 minutes with hunks of metal fashioned into a mace apparently shattering after 5 swings... But for games that aren't about the logistics of survival no, equipment durability is a poo poo mechanic.

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Nioh had durability in it's alpha demo thing, they got rid of it afterwards when people universally hated it in their surveys and stuff, Nioh became much better for it.

PubicMice
Feb 14, 2012

looking for information on posts

Yardbomb posted:

Making well-written games with eh systems to them? Cause that's always been the case.

Also bethsoft still did and does deserve any blame they get for problems with lovely gamebryo if you're getting at NV.


Goddamn, what in particular does it if you know? :stare:

I'm not positive, but I'm pretty sure it's the shaky-ghosty-staticy filter they put over pretty much everything in the game. That's sort of thing has always made my eyes and brain hurt, but the sheer amount of it in this one just causes an overload for me.

Evilreaver
Feb 26, 2007

GEORGE IS GETTIN' AUGMENTED!
Dinosaur Gum
I kinda like how durability is done in 7 Days to Die. Repairs are quick and easy and can be done in the field, but every repair degrades the item a bit depending on your skills. You can also minecraft-style Combine similar things to upgrade items (back) up to perfect quality.

Most high-level things have 1200+ uses before breaking so that helps too

Deceitful Penguin
Feb 16, 2011
Kinda petty I guess, but all the innovations and uses of crap in Fallout 4 really drag down New Vegas now.

I just wanna throw all my garbage in the workbench and craft from there! BLEGH

Cleretic
Feb 3, 2010
Probation
Can't post for 7 days!
I think durability mechanics can work, but it needs to be a game well-suited for them. They're a limiting factor for the player, so they can be a bit dicey, but you can make them work.

Horror I think is a genre that works well with limiting equipment factors like durability, because it adds another layer of tension. You need to keep on top of your gear, or else it fails when you need it the most. I don't play horror games so I don't know how well they do with that when they try, but it's something that can theoretically work.

Oblivion's durability mechanics I felt led to an interesting dynamic that may not have been intentional on the developers' part. Enchanting in that game is ludicrously broken if you know what you're doing, but it's actually the equipment repairing that preventssomebody knowledgeable from completely shattering the game's balance right out the gate: you need to improve your Armorer skill to be able to repair magic items yourself. That means that durability is your primary limiting factor early on.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Cleretic posted:

I think durability mechanics can work, but it needs to be a game well-suited for them. They're a limiting factor for the player, so they can be a bit dicey, but you can make them work.

Horror I think is a genre that works well with limiting equipment factors like durability, because it adds another layer of tension. You need to keep on top of your gear, or else it fails when you need it the most. I don't play horror games so I don't know how well they do with that when they try, but it's something that can theoretically work.

Oblivion's durability mechanics I felt led to an interesting dynamic that may not have been intentional on the developers' part. Enchanting in that game is ludicrously broken if you know what you're doing, but it's actually the equipment repairing that preventssomebody knowledgeable from completely shattering the game's balance right out the gate: you need to improve your Armorer skill to be able to repair magic items yourself. That means that durability is your primary limiting factor early on.

System shock 2 is a good example of this, because you CAN develop your character to the point where item durability is essentially negligible, however in the early stages or if you are playing on impossible there is still a lot of tension with regards to your gun suddenly breaking during a firefight

Deceitful Penguin
Feb 16, 2011
I guess Far Cry 2 used it ok, where the weapons you actually purchased would generally last you a long rear end time before starting to degrade but the garbage you got from the ground/enemies would frequently jam/misfire

Owl Inspector
Sep 14, 2011

Far cry 2 is the only game I've played where durability added to the experience

Ugly In The Morning
Jul 1, 2010
Pillbug
Yeah, the first time I turned a stolen ROG against my enemies went from "gently caress yeah" to "oh gently caress" pretty quick when the piece of poo poo launched the rocket two feet in front of me, then the rocket kicked on, scurrying around the grass starting fires. It was awesome.

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Byzantine
Sep 1, 2007
Probation
Can't post for 8 hours!
Durability was good in Fallout 3 since all your poo poo is 200-year-old garbage.

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