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buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord

Slickdrac posted:

4000 words

I had to be sure you weren't the same guy who made the this forum's longest OP

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limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

funakupo posted:

Thanks for this. The demo was fun. Not sure how long/many playthroughs until you have seen all the events, but the game should be fun enough to try at launch.

I tried an upright establishment (just booze and gambling) and let a wandering priest settle in the town. Compared to a previous try that sported 2 ladies and mad opium supplies, I found it impossible to make enough money as the town leaned too godly to spend money on fine drink and food. Thus I couldn't hire enough bouncers.

Seconding that it was a fun demo. I did find if you had every money making thing in your tavern you quickly make an insane amount. That game the demo ended when I was $100 short of buying every business in town.

I also had a game where I could buy a horse and found myself with 10 action points.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
Asked about this on the Steam thread, but whatever, it has "management" in the title.

Is there a modern take on Motorsport Manager that I have missed? F1 Management 2022 is recent, but it's made by Frontier Developments and their other games (Jurassic Park, Planet Coasater, Planet Zoo...) are light on the Management part.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Fat Samurai posted:

Asked about this on the Steam thread, but whatever, it has "management" in the title.

Is there a modern take on Motorsport Manager that I have missed? F1 Management 2022 is recent, but it's made by Frontier Developments and their other games (Jurassic Park, Planet Coasater, Planet Zoo...) are light on the Management part.
Here's a brief review of F1 Management 2022 from the last page:

Slickdrac posted:

Ok, so I'm 100 hours in, but that's fairly standard for me, and most of it has been dissecting and ripping the game apart mechanically to see how it works, and regardless of how seriously or not you take F1, racing, or management games, this has no longevity. While you have no idea what you are doing or what is optimal/better to do, it's ok and fun for a season or two. But once you start understanding how the various pieces work, it gets incredible stale very quickly. It has nearly all of the pieces it needs, but it's so completely shallow on how it uses those that in general, unless you are flat out playing poorly, intentionally or not, you will rapidly surpass all challenge and settle into the exact same routine regardless of team.

I'll do the same as the other poster did and spoiler things, because they brought up a lot of accurate points, but I have others to add and can go deeper into more precisely what the problems are and why some of them aren't going to be fixable for at least a fair while


-Everything outside of the race is very lacking. I don't think I've seen a management sim where I've ever spent remotely near this disproportionate amount of time in the "event" of whatever vs in the office. It has all the things you'd need and expect, parts development, driver contracts, sponsor negotiation, facility development, staffing, and money tracking and management. But any one of those things when they need attention require not even minutes of your time. And often you'll not need to do or look at anything and you just straight fast forward from the end of one race to the start of the next. But diving into how they work makes the issues more glaring than just the shallowness of it.

--Drivers: Progression is real bad. Main drivers, with max facilities, can only gain 1-2 overall rating in a year. Which is functional for all the starting drivers and some of the F2 drivers, who are all 65+ to start with, you can turn them all into high 80, around 90 legends, some drivers are young enough and start out high enough that you could definitely get them to at/near max stats as well. That's kind of a problem because after 7ish years, there are many drivers who are high stats, and you absolutely need to have 2 high stat drivers as the time gain from just 3-4 overall points can lose you multiple positions. But the newgen drivers, and drivers that don't get picked up won't develop enough to become all that useful since they start so low, which means several more years after you have a whole field of gods and legends, now you have half a field of legends, and half a field of puny worshipers who are almost a full second slower on skill level alone. And then there are the contracts and salaries which are all over the place. Top drivers demand top pay, drivers who have won championships demand more pay for their success, older drivers demand more pay because they're retiring soon. These all can stack on each other and essentially price someone out so badly that even the AI won't pick them up because it's just too much money. I had at one point the 4 top drivers who all had seen success, just sitting as free agents, because they wanted $40 million a year, plus another 4 million per race bonus (there are 22 races, do the math). Also, for all negotiations, there is no indication of how much they want to be paid, it's a game of higher and lower. And you can't type in a number either, salary starts at 100k. Want a top rated driver? Sit a rock on your keyboard for a few minutes to get in his price range, then keep it handy to move the number up or down depending on what the arrow says.

--Staff: Progression is even more disgusting here, as staff are just a mess of inconsistency. They all gain points at the same rate, but because they have a different number of stats to allocate them into, the rate they overall improve is nonsensical. Race engineers, one of the most important team side aspects to a driver in a race, have 3 stats, and 2 of those are basically useless. They can gather feedback during practice faster for setups (semi-useful, but we'll get there), They can make friends with the driver faster (which does nothing of any real function), and they can speed up pit stops, which is the only thing of actual value. But they gain overall rating 3 times faster than your Head of Aero with their 9 skill areas, which all are related to car development, Tech chiefs have 6 areas to grow, which all relate to car development. That's it, that's all there is to staff. Ok you can go look at your scouting and engineer department, but they consist of "please choice how many of these nameless folks you would like", and pit crew which you can chose to balance their training or train one area in particular. Every year, you lose a year of balanced training worth of pit crew skill, which means if you chose anything but balanced you will continue to lose pit crew skill as years pass, so just never touch this.

--Sponsors: You don't pick sponsors, you just have them and they give you money. This is all licensed so I get it, and actually I'm ok with this over like MM style where I don't care what the sponsors are, just tell me your terms for money. This lets you negotiate what incentives and sponsor promises you want to make for a little extra cash. It's a good concept, except it is the exact same set of incentives race after race and year after year and you only have to put about as much thought into it as the developers did. If you're a bottom team, it is a bit important since the extra 30-70 million from them can do a fair bit, but you figure out where you are on the grid, and just chose that over and over again.

--Facilities: I don't really have too much gripe over this, facilities are standard enough in any management game that it's pretty known how they function. You have your "do car improvements better", "do people improvements better", "do front office and money better". The main issue here is that half the buildings boost your "team attractiveness" and not really anything else. "Team attractiveness" in theory makes drivers/staff more willing to join your team when they are higher rated. It does do this, but only if the driver/staff is already hired by someone else, free agents will always talk to you. And even for those already on a team, the increase in the rate that it makes people willing to negotiate is so minute it may as well be a rounding error.

--Money: Saving the best two for last. Money is a big factor in management games. You always have to carefully and selectively decide where you're going to spend your money and what areas you prioritize. Management games have been doing this for years, and you know if you take a bottom rated team, you're going to have bottom rate money. HAH, you fool! This game shits money out of every orifice at you. That 30-70 million in extra money from incentives? That's on top of the 100 million you get from sponsors as BASE money, 80 million if you're a bottom ranked team. The board also throws all the cash at you, you get less if expectations are lower, but "we want you to finish 2nd to last, here's 50 million". And then you have the prize money which is another 35-80 million. That means, if you are the worst team on the grid, just showing up to get a paycheck, not tickling the sponsors at all, you are getting a MINIMUM of nearly 200 million a year. There is a cost cap, you can only spend x amount directly on the team for car dev/parts/staff/facility upkeep, etc. If you have the best staff, the best facilities, and you are constantly running car development at the highest cost possible...you won't hit the cap, it is actually impossible unless regulations change to lower it. The extra 60 mil? You'll drop a couple 10s to keep facilities renovated, and then you have the entire rest of the budget for drivers. If you have the #1 team and put in half an effort to hit incentive targets, you'll break 300 mil/year and just have gently caress all to spend it on except extravagant drivers, or you could just have a gently caress around and hire 2 new drivers for every race of the year until the game breaks. The only bit of thought you ever have to do with money is early with facilities, and even then only for the car upgrade facilities, everything else is so cheap to upgrade if you just knock out all of them you can do it in a year and just upgrade car buildings every time they become available to upgrade again.

--Car parts: Oh boy, saving the best for last. There has been much MUCH consternation over the balance of car development. There are these sliders you can set to "focus" development on certain areas of certain parts. This has no cap. You can max focus every aspect of every part and get pretty decent bonus stats out of them for the year. There has been much wailing and gnashing of teeth over this and initially it was definitely unbalanced since you could make top of field parts from any team in one go. It's more balanced now so that's good, maybe using it as intended will come into vogue and things will be fair. You know where I'm going. Using the focus system, as it was seemingly intended to be used (there are preset values you can set from a drop down menu), where you actually focus on particular areas you want to improve, and decrease focus on others, breaks your long term development so badly that it's almost impossible to not intentionally break progression by making enormous leaps and bounds. There's a stat called expertise that makes up the bulk of your car part stats, the higher this is, the better the base stat of the part. You gain this by of course, doing car part dev. When you focus a stat and put priority on it, you gain more expertise in it...as a multiplier for how much higher it is than the lowest focus. As in, if you do not focus at all, whether by leaving the sliders alone, or by turning them all max, you will gain like 5% exp gain (out of 100%). If you turn focus up on that area, and down in another, you gain now...20%. This is the difference between the worst team and the top team. In one.single.design you know are as good at that thing (it's downforce, you want downforce and to corner as well as them) as the best team in the field. You do this once for each part, and suddenly you can build the best car on the grid. In less than a year. What the gently caress is progression?



-Okay, but the racing is good, right? Tell me the racing is good?

--Okay, I can't stress this enough, the racing presentation is gorgeous to look at. Not so much to listen to, but that's a more a "Crofty, shut the gently caress up" problem. Multiple camera views including cockpit cams are just perfection. The look and feel of the way the racing is presented to you is a golden palace. Please do not enter this palace, it is filled to the brim with feces. Well, I'm already inside, so allow me to show you around the place as we go through race weekend

--Practice! On the face of it, practice is...fine. Your objective is to accumulate track time and adjust to new parts on the car and work on a setup. It follows actual F1 procedure, so there are 3 practice sessions of one hour long, but you can spend the time you need to do what you need to then fast forward the rest, or just simulate it entirely. But it's pretty easy to max out your track knowledge and others have gone over the setup minigame, which I can argue either way on but I find it mostly ok. If you really don't like it, you can save before practice, simulate the session, then take your final setup, reload, and put that setup in the car, simulate practice again, and repeat until happy with the results. They will get 90% or more in 3 cycles of doing this and it takes like 2 minutes. We will need to reference back to practice a few times, so we'll put a pin in it for now.

--Qualifying! Unlike MM, you're locked into 3 Q sessions, so that sucks, here you get to apply your experience from practice, it will gain you a whole second off your lap time if you nailed everything, so practice is valuable at least. All the cars do qual at the same time and head out when they feel like it, so you have to watch out for trying to do a clean laptime on clear track. No, you really have to watch out, because the cars on their outlap and inlap which are significantly slower, do not move over and will decimate your lap frequently and readily. But also, all of them head out of the pits at the last moments to get a lap in and you can just follow them out at a safe distance and get an easy free clean lap. Repeat for Q2 and Q3 as appropriate and grid is now set.

---Raceday! Ok, time to pull the pin on the practice grenade. All that work on setup and knowledge gathering? Throw it in the trash, it does absolutely nothing for your laptimes. At a high speed track? The game cares not if you are running high or low angle wing, it doesn't care if the driver finds this the best setup they've ever had or literally Hitler to drive, they will do the exact same laptimes (no really, exact same if you don't change anything else, I have tested this and lap after lap is identical).

---Ok, well this is still a strategy game, and tyres are an enormous deal in F1 so surely...nope. The difference between the soft tire, and the hard tire, is that the hard tire will run much longer, and will be about a tenth slower. Ok, there's tire wear, so of course more wear weakens your time? Nah, not really, the effect is almost nothing, until you hit 30% life remaining and suddenly they lose a second a lap. It's not all "lol, nothing matters" though, while tires don't slow down as they degrade you can push or save them to change how much that % drops, but oh, it's not quite so thought provoking as to how much you should push or save.

---Like others said, it doesn't matter what pace you're running at, they're almost equally likely to make a mistake, and pushing doesn't just help your laptimes a bit, oh no. It's worth up to a second a lap. This is significant, and over the course of a race can save over a minute on the cars in front, or can get your slow car easily up to the back bumper of a fast car for free DRS benefit (oh...we'll get there!). The AI has not been coded to do this, at all. They will not push their tires, they will not save their tires, they will leave their pace solidly in neutral regardless of anything else. Being pressured for position? Falling back to the car ahead? Have 70% life remaining on the tires and 5 laps to go? Have 27% life remaining on the tires and 15 to go? They care not, they will run an average pace for the whole race

--Then we have the fuel management. Or we don't. There's a fuel delta that tells you how much over or underfueled you are for the current point of the race. Except it doesn't. I will quote: "The Fuel Delta number you see in races is not the amount of fuel you have in the car at that time. The number is a projection of how much fuel you will have, at the end of race, if the conditions your car is currently running in remain the same." You know how races are, you get into a certain position and circumstance and that will persist for the course of the entire rest of the race with nothing ever changing. Are you dumb or don't understand racing, let me explain the effect that has. You're early to mid in a race and in a pack of cars, your fuel delta is telling you "hey, you got like, 5 extra laps of fuel here". You aren't an idiot, you know you don't need that much extra fuel, lets kick it up a notch and blow by these folks. So you turn up your fuel and after several laps do so, alright, lets back it down now and go back to normal fuel while we're not fighting anymore. Fast forward, there are now 10 laps left. "hey boss, we're short like a whole lap of fuel now". So you kick on saving mode, which states it saves you .1 lap of fuel per lap. 5 laps later "hey we're most of a lap short on fuel". 3 laps later "still about half a lap shy". And then you run out midway through the final lap. Because you burned extra fuel and by the time the Delta averaged itself out to correctly adjust for how much you had remaining, it was too late to do anything about it, you needed to start saving at least 10 laps earlier than you did. It is frankly boggling to me in a game where so much is so shallow and not completely thought out, that they broke out the galaxy brain idea to do fuel delta like this and not "at normal pace you have x laps of fuel remaining from this point" with simple math so people didn't burn 3-4 extra laps fuel, all the while your primary indicator of fuel level telling you "all good, fam". And as before, the AI never pushes, they never save, average all the way.

--ERS is a system F1 has that will harvest power under braking and can be released for significant power boost in the straightaways. It's a good system, it's hugely beneficial for making fast laps and overtaking. Unlike fuel and pace settings where you tell the driver to use the talent they have to go faster or slower, with ERS, you hang off the nosecone of the car and turn it on and off to use more or less power. To be clear, you don't HAVE to do this. Pace and Fuel push modes are more than strong enough to just leave this on neutral and maintain power. Which overall is the better strategy, as you have to lose 2 seconds recharging the thing in order to gain 1-1.5 seconds of usage if you handle it normally. Or, if you want to be optimal with how you recharge it and use it. You will need to change the settings on it 5-9 times every lap to carefully ensure you are losing the least amount of time while still gaining charge to lead another attack on a car in front. I did this precisely once, and it was on an easier track where I only had to change it 4 times every lap. And holy poo poo, never again, I understand why the people who try to be optimal with this are absolutely furious, but it's 100% necessary if you only want to lose a little time, and not all the time recovering energy. Because if you're fighting a faster car, if you don't do this, you'll likely fall too far behind to make an attack on them anyway. I don't even have to say it anymore, you know what the AI does here.

--DRS is another system F1 has because passing is a gently caress. It makes you accelerate faster in defined straight sections of track if you're tailing another car so you can get by them. This system provides about a 10-15% increase in acceleration and 15 or so kmh of speed in a straight, so it's strong. But that's the real life system. In the game, the system can't handle cars being as close together as real life, so when you come out of corners on the tail of a car, that 20% increase and bit of boost in speed is never going to be enough to complete the pass because you're so much further behind than you should be. But the devs have a solution for that! How about instead of 15%, we made the cars accelerate nearly 70% faster! It'll be like 2Fast2Furious Nitrous, just push the button and zooooom. This is so utterly broken that if you get your 2 second a lap slower shitbox behind a leader (because they pitted and you didn't yet), you can keep up with them for as long as you can stay out. And the longer you do, the more ground you put on the cars that are also faster than you but not as fast as the leader as you run top car laptimes, or even fastest lap, because you can gain up to 3 seconds with DRS at some tracks, at a couple tracks, because the straights are so long, you can get going SO fast, that when you hit the braking zone, the simulation breaks along with your car as it tries to slow you down, can't do it properly, and you phase entirely through the car you were chasing. FURTHERMORE (yes, there's more), because it's so overpowered, if you have two or more fairly even cars close together, they will (not intentionally, just as a matter of game physics) work together slingshoting each other forward back and forth and gaining gobs of laptime until they catch up to a car too much quicker for them to shoot by. So you might have 6th and 7th do this until they catch up to 5th and get a bit stuck, but 8th-10th were all doing this also so now they caught 7th, and 11th-15th were doing it too, so now they're up to 10th. And now you have the most ridiculous looking snake of 11 cars all lined up behind each other, all giving each other DRS speed boosts and completing more passes in a race than in a game of soccer.



-Why did I go over all those mechanics in such detail? Because they sound simple enough to fix for the most part. Tyres are bad and not different enough from each other, ok, tweak the values. Fuel delta is useless to the player and not indicative of actual fuel levels. Ok, change the calculations. Practice results don't help for the race at all? Just apply the qual math to the race speed calculations. ERS is either irrelevant or a nightmare? Well that one isn't a simple thing. DRS is way too strong? Ok, just weaken the power of it. It should be that easy, everyone is maintaining hope that it's going to be that easy. Sorry, my foreshadowing is too obvious, I know. Enterprising modders have found a way to extract things from the games databases, and lo and behold, they have found most of these values! And they can change them! And they have! And....the AI abso-loving-lutely will not stand for this. Put realistic values for tire variance and tire degradation, and the AI doesn't know what to do about their tyres. They'll put on terrible tyres, they'll run tyres long beyond their functional life, they'll run a tire until it's flat. Make the tyres have differences, but not so "extreme" as real difference, minor improvements, but it makes what little challenge there could be worse. They tried adjusting DRS, but because of the previously mentioned issues with how close the cars run, weakening DRS more than about 10% means it may as well be removed for all the good it does. Initially, my reaction to the game was "It's not awful, it's just shallow and will get boring very quick, but it's fixable", the more people actually get down into the code and try to improve aspects, the more they find out that many of the more difficult to change aspects are irredeemably broken without major rework. And since they are planning to release a new one of these every year, not one they will have the time to undertake. Maybe they will get some stuff right for next year, but also this is Frontier, and they are the absolute Masters of taking lots of action, while having an absolute shotgun blast of where they bother to really think about their actions. This game perfectly encapsulates that. The presentation is excellent, the skeleton of the concept is excellent, they put some decent muscles on the arms and legs, they put a diseased heart in the groin (what?), they chopped up some lungs and shoved them in the head (but that's wrong?), they found a squirrel and bolted it onto the arm (why?), etc. Racing manager games are few and far between, so expectations are never all that lofty, a racing sim with some management, some thought required, and a reasonable amount of strategy, that's all they had to do, they had exactly what they needed ready and just botched the execution in nearly every way.


Sorry for the brevity, there was more I wanted to get into, because some of the details are just incredible, but would take far more explanation
Hope that helps.

Vando
Oct 26, 2007

stoats about
We need a goldmine for single posts.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
That was… a lot. And helpful. Thanks.

Anime Store Adventure
May 6, 2009


Fat Samurai posted:

Asked about this on the Steam thread, but whatever, it has "management" in the title.

Is there a modern take on Motorsport Manager that I have missed? F1 Management 2022 is recent, but it's made by Frontier Developments and their other games (Jurassic Park, Planet Coasater, Planet Zoo...) are light on the Management part.

No. The developer went on to make several mobile game hell sequels that completely do away with all of the mechanics in exchange for gacha mechanics.

explosivo
May 23, 2004

Fueled by Satan

MM3 on android is p fun and has no gacha mechanics at all from what I can tell :shrug:

Anime Store Adventure
May 6, 2009


explosivo posted:

MM3 on android is p fun and has no gacha mechanics at all from what I can tell :shrug:

Is it just the newest one that’s bad? I remember seeing one where you draw cards for cars and literally race like rally cars and f1 cars on the same track in some bizarre mobile game nightmare.

explosivo
May 23, 2004

Fueled by Satan

Ohhh I think you're thinking of the actual F1 branded manager for Android which I did play for about 10 minutes and yes that is very much a weird lovely gatcha where you're playing head to head with one other team. Motorsport Manager 3 is actually very good on mobile.

lordfrikk
Mar 11, 2010

Oh, say it ain't fuckin' so,
you stupid fuck!

buglord posted:

I had to be sure you weren't the same guy who made the this forum's longest OP

Still mad years later about some rear end in a top hat mod drive-by closing the Steam thread once because the OP was too long or something

Ichabod Sexbeast
Dec 5, 2011

Giving 'em the old razzle-dazzle
I once saw a goon melt down by posting the entirety of War and Peace, so the bar is pretty high

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
My review of Tavern Master is as follows
I stayed up to 4:30 last night playing it without realizing it.

Harminoff
Oct 24, 2005

👽
Posted this in the Steam thread, but figured it might fit in here as well. For anyone who likes stardew but just wants to do the farming part


Been playing this chill farming game called Another Farm Roguelike for $3
https://store.steampowered.com/app/2116850/Another_Farm_Roguelike/








Neat little lets play to see how it plays
https://www.youtube.com/watch?v=lPmJgI0aW18



There isn't a tutorial so kind of confusing at first however here are basic controls.

Navigate toolbar with scroll wheel.
Escape for Inventory
Use Hoe and then Shovel to dig a hole to plant a seed.

Collect 5 stone and build a furnace
use hammer on furnace to craft it
have coal in inventory, and collect some ores
put ore in furnace
sleep

Harminoff fucked around with this message at 17:29 on Sep 5, 2022

ilmucche
Mar 16, 2016

That's an amazing review of F1 manager. It's like every team is ferrari

Arsenic Lupin
Apr 12, 2012

This particularly rapid💨 unintelligible 😖patter💁 isn't generally heard🧏‍♂️, and if it is🤔, it doesn't matter💁.


OwlFancier posted:

I know nothing about formula one or sport management games but I enjoyed reading it.

:emptyquote:

Jamsque
May 31, 2009
Has anyone tried out GolfTopia? I was staring at the SimGolf icon on my desktop yesterday evening and it occurred to me that someone must have made a spiritual successor by now, there's a 2D one that has awful steam reviews and there is GolfTopia, which seems to have been received well.

explosivo
May 23, 2004

Fueled by Satan

Jamsque posted:

Has anyone tried out GolfTopia? I was staring at the SimGolf icon on my desktop yesterday evening and it occurred to me that someone must have made a spiritual successor by now, there's a 2D one that has awful steam reviews and there is GolfTopia, which seems to have been received well.

It's very fun, I completely burned out on it in EA and never came back post-launch unfortunately but I really enjoyed making the courses. There was some tower defense-ish mechanic with creep that you had to deal with by putting towers down or something that I really didn't dig much but the building of the holes and seeing the average shots of everyone at different skill levels play out simultaneously is neat. You also have to be okay with weird gimmicks like bumpers and jump pads and flaming hoops because that was a pretty core feature of making exciting courses. Some people were turned off by this because they wanted a buttoned-down SimGolf but this isn't exactly going to be that.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


God i do want to play sim golf again, tho.

Why cant someone remaster it or at least make it playable on new OSs

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


When I played during early access it was completely possible to build popular and good courses by making traditional holes without using any of the weird gimmick stuff. I wonder if that eventually changed?

Takanago
Jun 2, 2007

You'll see...

Galaga Galaxian posted:

When I played during early access it was completely possible to build popular and good courses by making traditional holes without using any of the weird gimmick stuff. I wonder if that eventually changed?

The most recent patch actually just added in bonuses for making traditional, no-gimmicks golf holes to make this a more viable strategy.

https://www.youtube.com/watch?v=fpG4iJ7IF9w

zedprime
Jun 9, 2007

yospos
My Golftopia vs Simgolf conclusion is that my brain is not yet ready to make holes that patrons find fun and interesting, gimmicks or not, in 3d.

ilmucche
Mar 16, 2016

A narrow fairway surrounded by pot bunkers

Just pot bunkers everywhere

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams
So I "finished" (got to the end of the quests/research/achievements) Tavern Master a few days ago and I don't regret my :10bux: but the gameplay loop that initially drew me in just became kind of a grind eventually. Just the same thing but with numbers/requirements getting bigger over time. The things you unlock are just more things you suddenly need to make the numbers go up and don't introduce any meaningful choices.

Since it's early access I might come back every time there's more content but it will just be stuff bolted onto the existing gameplay rather than adding new gameplay.

OwlFancier
Aug 22, 2013

zedprime posted:

My Golftopia vs Simgolf conclusion is that my brain is not yet ready to make holes that patrons find fun and interesting, gimmicks or not, in 3d.

Also my feelings on onlyfans.

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?
A few more Kairosofts have landed. Anyone into those? I'm eyeing MegaMall and that Dream House Days one, though the reviews for that one are a bit dodgy.

Also Microtown is on sale and I'm probably going to get it, seems like the right price.

beef express
Sep 7, 2005

The highest technique is to have no technique.

Hihohe posted:

God i do want to play sim golf again, tho.

Why cant someone remaster it or at least make it playable on new OSs

It works fine on Windows 10, you just need to run it in XP3 compatibility mode (and it'll resize your desktop because it's only 1024x768).

HopperUK
Apr 29, 2007

Why would an ambulance be leaving the hospital?
Sim Golf is the only videogame my late father was ever able to get interested in. He'd hang out while I was playing it and make suggestions about bunker locations. Was always right, too.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

Hihohe posted:

God i do want to play sim golf again, tho.

Why cant someone remaster it or at least make it playable on new OSs

On Virtualbox with XP installed on the VM you can run Simgolf with no additional tweaking, it just runs you can have chill golf times with Sims 1 voice clips again .

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

OwlFancier posted:

Also my feelings on onlyfans.
lol

Riatsala
Nov 20, 2013

All Princesses are Tyrants

Working through Tavern Master and I like it. Some of the factors that affect employee happiness are insufficiently explained and I did not anticipate event requirements to double when I built a second bar counter, but other than that I like what's going on, here. It's forgiving enough both in terms of balancing finances and rearranging furniture that I feel gratifyingly free to revamp the bar for logistic or aesthetic purposes. Visually it's not hi-fi but you can create a genuinely handsome tavern. Not a deep or long game but it's the best medieval tavern simulator I've played. Overall well worth the $10 - $15.

Only real pitfall I've run into is with lighting. Having a lot of lights with low quality wax will basically guarantee that your tavern will catch fire once a week, destroying some furniture and killing your cash flow for the day. High quality wax/oil pays for itself!

xzzy
Mar 5, 2009

Not sure anyone cares about farthest frontier at this point but I needed to play a chill time waster over the weekend and started another game on hard settings. This revealed to me an amusing issue with the game: baby making. If someone dies for whatever reason, there's a huge chance someone is gonna push a baby out within the next couple months. I had a bad run of people getting eaten by wolves and ended up in a situation where a town of 20 people had 10 children in it, and I feel I could build more houses because of food production issues. There was also the likelihood that more houses would get filled by babies before immigrants showed up.

The issue is that children can do no work until they're 16, so I had to spend a significant amount of time with half my town idle.

An immigrant wave could have solved it for me, people don't starve immediately, but it's super random how often they show up.. I think you need to meet a housing and food surplus threshold to get one.

I need my citizens to gently caress less.

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

xzzy posted:

Not sure anyone cares about farthest frontier at this point but I needed to play a chill time waster over the weekend and started another game on hard settings. This revealed to me an amusing issue with the game: baby making. If someone dies for whatever reason, there's a huge chance someone is gonna push a baby out within the next couple months. I had a bad run of people getting eaten by wolves and ended up in a situation where a town of 20 people had 10 children in it, and I feel I could build more houses because of food production issues. There was also the likelihood that more houses would get filled by babies before immigrants showed up.

The issue is that children can do no work until they're 16, so I had to spend a significant amount of time with half my town idle.

An immigrant wave could have solved it for me, people don't starve immediately, but it's super random how often they show up.. I think you need to meet a housing and food surplus threshold to get one.

I need my citizens to gently caress less.

So you're saying your town....needs Jesus?

WithoutTheFezOn
Aug 28, 2005
Oh no
Or they need to learn how to fight wolves.

Ichabod Sexbeast
Dec 5, 2011

Giving 'em the old razzle-dazzle

WithoutTheFezOn posted:

Or they need to learn how to fight wolves.

If you send the babies to fight the wolves the problem is getting solved one way or the other

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

xzzy posted:

Not sure anyone cares about farthest frontier at this point but I needed to play a chill time waster over the weekend and started another game on hard settings. This revealed to me an amusing issue with the game: baby making. If someone dies for whatever reason, there's a huge chance someone is gonna push a baby out within the next couple months. I had a bad run of people getting eaten by wolves and ended up in a situation where a town of 20 people had 10 children in it, and I feel I could build more houses because of food production issues. There was also the likelihood that more houses would get filled by babies before immigrants showed up.

The issue is that children can do no work until they're 16, so I had to spend a significant amount of time with half my town idle.

An immigrant wave could have solved it for me, people don't starve immediately, but it's super random how often they show up.. I think you need to meet a housing and food surplus threshold to get one.

I need my citizens to gently caress less.

Compulsive loving when your neighbours get mauled by wolves is one way to cope, I guess.

The Lone Badger
Sep 24, 2007

AG3 posted:

Compulsive loving when your neighbours get mauled by wolves is one way to cope, I guess.

I think it's actually paracausal and they compulsively gently caress nine months before one of their neighbours is due to get mauled by wolves.

Jack Trades
Nov 30, 2010

No, y'all got it backwards. People are engaging in extramarital loving and that is what's causing wolf attacks.

Ichabod Sexbeast
Dec 5, 2011

Giving 'em the old razzle-dazzle
Everyone should stop loving wolves IMO

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xzzy
Mar 5, 2009

You're starting to convince me these wolf deaths aren't accidental, they're sacrifices because they need to make room for incoming babies.

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