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A Strange Aeon posted:Unreal World seems really strange for a roguelike theme. Can someone sell me on it? How do you feel about pretty hardcore semi-realistic survival in Norway? You might get attacked by bears. There are people you can trade with. You will have to chop down trees, and go fishing. It's got a great UI for a roguelike, is pretty engaging, and I suck at it. You can get it for free so try it. I also like this review of it: https://www.youtube.com/watch?v=tJBAmdXS_9E
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# ? Aug 11, 2020 20:33 |
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# ? Apr 26, 2024 15:04 |
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gently caress crafting. I don't think crafting is ever implemented well in any game. It's just a grind. That's good to know about The Pit though. I put it on my Steam wishlist recently after looking at it a bunch of times over the years.
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# ? Aug 11, 2020 20:35 |
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A Strange Aeon posted:Unreal World seems really strange for a roguelike theme. Can someone sell me on it? It always struck me as a openworld survival RPG. I’m not even sure it has a win condition. It qualifies as a roguelike, but that’s more in support of the survival experience rather than the other way around. If you want to sell yourself, read this steam review to get hyped: https://steamcommunity.com/id/cavanoskus/recommended/351700/ Or you can just download the previous version from the website and try it out yourself http://www.unrealworld.fi/urw_downloads.html No matter which specific game, I tend to bounce off the survival aspects when I don’t expect to, the more so when the focus is on the survival as the core element. So I can’t endorse this title because what I thought I wanted wasn’t actually what I wanted when I last tried it.
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# ? Aug 11, 2020 20:36 |
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crafting is the dumbest loving thing in any game ever and i cannot understand how anyone enjoys it
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# ? Aug 11, 2020 20:37 |
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Whoa, new Dead Cells free DLC on the way: There's a new free DLC on the way: https://youtu.be/GQ3TH9eTvGo
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# ? Aug 11, 2020 20:51 |
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Wildtortilla posted:gently caress crafting. I don't think crafting is ever implemented well in any game. It's just a grind. There is precisely one game I have played that had crafting that I thought was a net contribution to the game, and that game is Teleglitch. It's a survival horror game, so inventory space is at a premium. When you go through a teleporter, everything you aren't carrying is gone forever. Every level has a small, pre-set selection of crafting ingredients that are the same every game (for example, level 1 always has a small pipe, level 3 always has the first microchip, etc.). Thus crafting is mostly a build-customization option and a way to put some pressure on your inventory space. There's no grinding, it doesn't turn you into a hoarder, and you're not constantly juggling items as you run back and forth between the front lines and your stash. Oh, and you can craft stuff at any time. Just hit shift, scroll through the list of craftables you currently have the ingredients for, click, and the item is made. Super simple and streamlined.
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# ? Aug 11, 2020 21:16 |
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Arzaac posted:The Pit is like, 9/10ths of a good game that's completely ruined by the tedious bullshit you have to do to actually succeed. Thanks. Guess I'll pass and play Caves of Qud instead.
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# ? Aug 11, 2020 21:20 |
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Yea, crafting is fine, it's just a logical extension of prior known-good game mechanics. Its usually just its horrendous implementation that lets it down. Like most things in games, it's all in the execution. edit: On a tangent, I feel a similar way about damage number popups: If I ever see them in a trailer, it's a huuuge red flag. There's never any good reason for their existence apart from the dev being unable to communicate player damage through any more intuitive means. Could you imagine playing Street Fighter or Doom with it? ugh. Even if the game as a whole is a joy, there's that little red flag waving industriously in the background that I've decided to live with, eg Dead Cells and its vertical scaling. Merits of execution vs design-on-paper. Serephina fucked around with this message at 21:29 on Aug 11, 2020 |
# ? Aug 11, 2020 21:22 |
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Woah, that's an interesting take. Whenever I see the option for damage number pop-ups, I turn it on right away. I always like having more information about my actions.
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# ? Aug 11, 2020 21:57 |
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damage numbers are a case by case basis for me. having an option to turn them on or off is the best way to go.
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# ? Aug 11, 2020 22:00 |
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TooMuchAbstraction posted:There is precisely one game I have played that had crafting that I thought was a net contribution to the game, and that game is Teleglitch. It's a survival horror game, so inventory space is at a premium. When you go through a teleporter, everything you aren't carrying is gone forever. Every level has a small, pre-set selection of crafting ingredients that are the same every game (for example, level 1 always has a small pipe, level 3 always has the first microchip, etc.). Thus crafting is mostly a build-customization option and a way to put some pressure on your inventory space. There's no grinding, it doesn't turn you into a hoarder, and you're not constantly juggling items as you run back and forth between the front lines and your stash. This sounds like a really fun way to implement crafting. Serephina posted:edit: On a tangent, I feel a similar way about damage number popups: If I ever see them in a trailer, it's a huuuge red flag. There's never any good reason for their existence apart from the dev being unable to communicate player damage through any more intuitive means. Could you imagine playing Street Fighter or Doom with it? ugh. Even if the game as a whole is a joy, there's that little red flag waving industriously in the background that I've decided to live with, eg Dead Cells and its vertical scaling. Merits of execution vs design-on-paper. Damage number pop ups are situational. In a fighter or shooter, probably not. But in an RPG, a game largely driven by tinkering with mechanics to change numbers, yea I'm probably gonna want to see those pop ups.
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# ? Aug 11, 2020 22:10 |
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Damage popups communicate the amount of raw damage you're doing. They aren't precisely necessary in a game where health bars are displayed, but excluding them has a big drawback: when your attack takes off only a tiny sliver of an enemy's health bar, you can't immediately tell if that's due to the attack being ineffective or the enemy having a lot of HP. With damage popups, it's immediately clear which is going on, providing the player with extra information and ensuring that when they go up against something tanky, they feel like the enemy is strong and not like their character is weak. Oh, and they also give a visceral sense of progression. Say a first-level fighter averages 10 damage per attack and a first-level monster has 50 hp, while a tenth-level fighter averages 100 damage per attack and a tenth-level monster has 500 hp. If all that's displayed is the monster's hralth bar, the first-level fighter's attack and the tenth-level fighter's attack have the same visible impact: they lop off 20% of the enemy's health bar. It's as if no progression has happened at all. But with damage popups, the player can see their damage increase as they level, even if enemy HP scales with it. I wouldn't want damage popups in a game like Final Fight or Doom because those games are uninterested in numerical character progression, meaning that the popups would remain the same over the course of the game and therefore be completely meaningless.
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# ? Aug 11, 2020 22:19 |
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Serephina posted:edit: On a tangent, I feel a similar way about damage number popups: If I ever see them in a trailer, it's a huuuge red flag. There's never any good reason for their existence apart from the dev being unable to communicate player damage through any more intuitive means. I'm not sure what's more intuitive than displaying right there where the player's focus is. It feels like asking the player to look away from the action and towards the log is a bit clunk. And I'm very much pro combat logs, it's good to be able to read through the information at your own pace and look for details. You can point to health bars and see them shrink, but the difference between I can kill this monster in six hits vs I can kill it in five is tough to quickly judge. You switch weapons, swing, and... maybe the same amount of the bar is gone? Kinda? I am genuinely curious as to what you might propose as more intuitive, because there's infinity things I haven't even considered and I want to learn more.
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# ? Aug 11, 2020 22:33 |
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Serephina posted:Yea, crafting is fine, it's just a logical extension of prior known-good game mechanics. Its usually just its horrendous implementation that lets it down. Like most things in games, it's all in the execution. Being able to objectively see how much damage each option is doing is extremely useful for the player to distinguish between the options available to them without having to consult third party sources. I'm a big proponent of every design element in games that makes it less necessary to read a wiki to understand exactly how the game works. Street Fighter(and basically every other fighting game) has a training mode where you see exact numbers for everything you're doing, and anyone even passingly interested in getting good at fighting games at a level beyond doing some funsies runs through arcade mode spends a lot of time in training mode.
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# ? Aug 11, 2020 22:37 |
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My issue with Risk of Rain 2 was that you can't see what items do before you pick them up, which led to a situation where it feels like I have to memorize what every item in the game does in order to play it properly. Has that ever been addressed?
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# ? Aug 11, 2020 22:39 |
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Nope but that would be a good idea for a UI mod. I think BoI has something like that
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# ? Aug 11, 2020 22:41 |
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I've honestly never been a fan of "memorize these 500 icons so you can know what this thing does before it permanently glues itself to your character" as a gameplay concept.
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# ? Aug 11, 2020 23:01 |
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TooMuchAbstraction posted:I've honestly never been a fan of "memorize these 500 icons so you can know what this thing does before it permanently glues itself to your character" as a gameplay concept.
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# ? Aug 11, 2020 23:03 |
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SolidSnakesBandana posted:My issue with Risk of Rain 2 was that you can't see what items do before you pick them up, which led to a situation where it feels like I have to memorize what every item in the game does in order to play it properly. Has that ever been addressed? There's a mod that fixes it, and yea like everyone quoted it's a dumb design choice. One of the unlockable characters in Neon Abyss even has seeing what items do as his special power and it's so stupid. But that's how Isaac did things so obviously every game should continue to do the same.
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# ? Aug 11, 2020 23:07 |
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TooMuchAbstraction posted:I've honestly never been a fan of "memorize these 500 icons so you can know what this thing does before it permanently glues itself to your character" as a gameplay concept. I am so loving glad Demoncrawl gives you both an encyclopedia to search for effects you've seen, and lets you hover over a merchant for a second to see a crawl display their item's stats/effect. It's a lovely little thing I wish more titles would account for.
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# ? Aug 11, 2020 23:09 |
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imo relics should have their effects hidden the first time, and only the first tine, you pick them up. gives a sense of discovery without forcing memorization
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# ? Aug 11, 2020 23:13 |
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Elephant Parade posted:imo relics should have their effects hidden the first time, and only the first time, you pick them up. gives a sense of discovery without forcing memorization
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# ? Aug 11, 2020 23:15 |
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The most recent Risk of Rain 2 update doesn't exactly address this, but there's a new interactable on stages called the Scrapper. It allows you to pick (from a menu) exactly what item you don't want and turns it into scarp. The scrap is then automatically used first at the next 3D printer you find. It doesn't exactly fix the problem, but it lets you undo mistakes and is just a nice little band-aid.
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# ? Aug 11, 2020 23:42 |
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One of the things that made me eventually turn on Gungeon is that they went to all those lengths to make an in-game encyclopedia (Ammonomicon?) but it tells you precisely nothing useful about anything. Playing with a wiki open is not a good thing.
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# ? Aug 11, 2020 23:49 |
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atelier is good and its just crafting...
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# ? Aug 11, 2020 23:49 |
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bees x1000 posted:One of the things that made me eventually turn on Gungeon is that they went to all those lengths to make an in-game encyclopedia (Ammonomicon?) but it tells you precisely nothing useful about anything. Playing with a wiki open is not a good thing. It's also slow as heck to open everytime you want to look at something.
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# ? Aug 12, 2020 00:29 |
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Arzaac posted:The most recent Risk of Rain 2 update doesn't exactly address this, but there's a new interactable on stages called the Scrapper. It allows you to pick (from a menu) exactly what item you don't want and turns it into scarp. The scrap is then automatically used first at the next 3D printer you find. I have a complaint about this exact thing, because when you're scrapping poo poo it doesn't say anything on it. So uh, you still need to memorize what each item does so you know if you want to scrap it or not.
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# ? Aug 12, 2020 00:34 |
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bees x1000 posted:One of the things that made me eventually turn on Gungeon is that they went to all those lengths to make an in-game encyclopedia (Ammonomicon?) but it tells you precisely nothing useful about anything. Playing with a wiki open is not a good thing.
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# ? Aug 12, 2020 00:44 |
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wish gungeon showed item effects on pickup instead of unfunny one-liners
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# ? Aug 12, 2020 01:40 |
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i wish controls and movement didn't feel like you were playing with a waterful
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# ? Aug 12, 2020 01:44 |
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I wish you were allowed to actually use your guns rather than sticking with the ammo saving starter for half of every run while praying for damage ups
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# ? Aug 12, 2020 01:53 |
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bees x1000 posted:I wish you were allowed to actually use your guns rather than sticking with the ammo saving starter for half of every run while praying for damage ups If you're referencing Gungeon this isn't a thing anymore. Ammo drops are way way way more common now. I used to use starting weapons well into Floor 3 and now I rarely use 'em outside of Floor 1.
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# ? Aug 12, 2020 01:55 |
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Wildtortilla posted:If you're referencing Gungeon this isn't a thing anymore. Ammo drops are way way way more common now. I used to use starting weapons well into Floor 3 and now I rarely use 'em outside of Floor 1. oh that's good, one less reason to dislike the game
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# ? Aug 12, 2020 02:02 |
Wasn't the root cause of that it checking your currently equipped gun to see how low it was when deciding if you needed more ammo? So if you were using the infinite starter gun to save ammo it through you didn't need ammo?
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# ? Aug 12, 2020 02:09 |
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Snooze Cruise posted:i wish controls and movement didn't feel like you were playing with a waterful
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# ? Aug 12, 2020 02:18 |
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gungeon movement is snappy but somewhat slow, and the maps are full of long corridors and giant rooms, so there's a lot of downtime
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# ? Aug 12, 2020 02:28 |
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If I am trying to get better at a game, I like the damage popups. If I could turn it on in fighting games I would for that task. And you can go into training modes in some fighting games that have that. It should be an option if possible imo.
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# ? Aug 12, 2020 02:53 |
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TooMuchAbstraction posted:There is precisely one game I have played that had crafting that I thought was a net contribution to the game, and that game is Teleglitch. It's a survival horror game, so inventory space is at a premium. When you go through a teleporter, everything you aren't carrying is gone forever. Every level has a small, pre-set selection of crafting ingredients that are the same every game (for example, level 1 always has a small pipe, level 3 always has the first microchip, etc.). Thus crafting is mostly a build-customization option and a way to put some pressure on your inventory space. There's no grinding, it doesn't turn you into a hoarder, and you're not constantly juggling items as you run back and forth between the front lines and your stash. I have 80 hours in teleglitch and I never looked at that as crafting, just upgrading. It all happened instantly, like a scroll of enchant weapon. Your options were immediate and never required recipes or time. On that topic, teleglitch is a wonderful game that suffered from low ammo but was otherwise fun as hell
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# ? Aug 12, 2020 03:38 |
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Teleglitch is a great game that deserved to be expanded upon.
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# ? Aug 12, 2020 03:58 |
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# ? Apr 26, 2024 15:04 |
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SolidSnakesBandana posted:My issue with Risk of Rain 2 was that you can't see what items do before you pick them up, which led to a situation where it feels like I have to memorize what every item in the game does in order to play it properly. Has that ever been addressed? you don't actually need to memorize them because you generally don't have much choice in what items you get. It's just a matter of what the game decides to give you, with the occasional 3d printer or 3-pod choice. so all you really have to remember are the very small number of items that are so bad that you actively want to avoid picking them up if they drop(which as of the last time I played was literally 2 or 3 items), and after that it's helpful to be able to recognize a couple of good printer items(syringes, goat hooves, backup mags on a couple of classes, fungus on engineer), and the rest you can just file under "whatever".
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# ? Aug 12, 2020 14:13 |