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Slime
Jan 3, 2007

Hobo By Design posted:

Killing isn't bad? At least, not so far (I haven't beaten it.) Nonlethal does make sense if you assume Corvo is civically-minded about public health even while narrowly avoiding death, tripwires, and plague rats. He probably recycles and listens to NPR, too :3:

I'm going to ask for spoilers: it's clear the "good guys" are gonna be bad guys (they are conspirators wanting to assume power and Corvo is their dirty right hand man), what happens if I try to kill them early?

You can't kill them early, you get a game over if you try. And yeah the chaos thing isn't a good evil meter, it's basically a filth and disease meter. Leaving corpses lying around means more rats which means more plague. That's all it's measuring.

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Slime
Jan 3, 2007

m.hache posted:

Out of all the "methods" I've heard to increase chances of capturing a pokemon this is the first time I've seen this one.

Up+B for life.

I use Down+B. You know, like you're holding the pokeball shut.

Slime
Jan 3, 2007

EmmyOk posted:

The Croc bit was such a letdown, they're building up the encounter for so long and it's a total damp squib. You just plod around for a while occasionally getting an indicator to fling a batarang at him and he disappears. It's like slapping a dog down with a newspaper.

A general complaint is that so few games have built in support for trophy stats. For stuff like MGS3 it'd be great to have a stats screen to see how many people I've killed, how many animals I've gotten, how many kerotans I found etc. Rather than waiting till the end of your playthrough hoping you got them all or killed no one. I just finished a playthrough where I killed everyone non-lethally but the game said I killed three people. Apparently if you KO them near a vulture they'll get eaten after awhile and that counts as your kill. If I had a stats screen I could have regularly checked to make sure I was on track.

I think I've found your problem right here.

Slime
Jan 3, 2007

CJacobs posted:

Hey Borderlands: The Pre-Sequel: Don't create a whole character whose skills are based around hitting enemy crit spots quickly and consistently if you're gonna put in an entire level's worth of enemies that have no crit spot twice in one game. The torks I can maybe forgive, because their most numerous ranks are very small and weak and giving them a crit spot would be sort of pointless. But on the space station, the infected Hyperion workers are just normal humans whose helmets you can even knock off, but then their heads aren't crit spots for literally no reason. It makes no sense.

Things like this are why I ditched Zer0 for characters like Krieg and Gaige in Borderlands 2. Crits? Why the gently caress should I bother with goddamn crits when I can just do massive loving damage without even really aiming at all?

Slime
Jan 3, 2007

Walton Simons posted:

Sunless Sea doesn't vary close to enough early on between games for me to consider having another crack at it after dying 5 hours into a campaign for one mistake.

This is a huge problem with those kinds of roguelike-esque games in general. The early game is terribly samey once you've played a few times, and your character/ship/whatever isn't actually very interesting to play until later on. But every time you die you start over again at the boring bit.

Slime
Jan 3, 2007

Szurumbur posted:

Once again, lovely/incompetent/uneven Polish translation, this time in Injustics: Gods Amongst Us - there'll be spoilers for the story mode. The very first scene, during the Superman/Joker exchange: Joker's line are all translated into a kind of a slang language, which might make a bit of sense, I guess - but so are Superman's, which is just silly. Also, Joker calls Batman "copybat", which is translated as "psychobat".

It may be a mistranslation, but psychobat describes Batman pretty well.

Slime
Jan 3, 2007

amityville anus posted:

the worst part of okami was the brick wall that had 7 or 8 points on it you had to put a dot on to destroy.

All those guys were easy even the hardest one, maybe your memory just blows.

Slime
Jan 3, 2007

Lunchmeat Larry posted:

I like the SMT alignment scale, where Lawful people want to turn everyone into a Dalek slave race, Chaotic people want to usher in a Hobbesian world of endless warfare, and Neutral people are normal and not retarded.

Yup, pretty much every non-neutral option in SMT games is pretty monstrous in one way or another. I honestly really like that neutrality is a true alignment by itself rather than just not being lawful or chaotic. Neutrality in SMT games basically involves telling all the major supernatural players that you're done with their poo poo and you're going to be killing the lot of them and re-establishing humans as the top dog.

Slime
Jan 3, 2007

Evilreaver posted:

More like they just eventually build emergent features into games. Skiing in Tribes 1 (sliding down hills to go at insane speeds) was a bug/exploit that was enough fun to be made into a core gameplay feature of Tribes 2 and beyond.

The same goes for rocket jumping in TF2. It was originally unintended back in the days of Quake, but these days TF2 has it in as a deliberate feature.

Slime
Jan 3, 2007

FactsAreUseless posted:

So the Heavy would be a good example of emergent gameplay?

Literally everything is emergent gameplay. Space Invaders was meant to be accounting software but a bug made it so you could shoot aliens.

Slime
Jan 3, 2007
When will people learn to stop talking to poptart_fairy?

Slime
Jan 3, 2007
I would assume that the mages let someone who can't cast magic lead their guild because Skyrim doesn't like mages, it likes big buff dudes with huge swords. Then they can say "Hey viking dudes, look at us, we're mages but our leader is huge and buff and can kick all your asses. Mages rule."

Slime
Jan 3, 2007

Gestalt Intellect posted:

I don't like VATS. I used it because it was helpful when your stats suck but I don't like constantly stopping the gameplay to click on "target head" a few times (you always want to target the head) and let the game play itself for you. A lot of games have these kinds of mechanics that completely stop the gameplay and it ruins the flow for me. It's more serious in an action game though, like how dragon's dogma forces you to pause to use any items, so anytime you get hit for a lot of damage you can't quickly pick yourself up off the ground and say "okay try that again motherfucker" instead you have to stop the action for a minute and stare at some very slow menus to heal yourself before you can safely do anything again. Was not excited to see VATS back in fallout 4.

I didn't mind the ability to pull out a shot you didn't actually have to aim, but using VATS really did just boil down to hitting the head over and over. There was zero point in doing anything else apart from maybe shooting Cazadors in the wings to make them slightly less of a complete poo poo to deal with. With a system like VATS I'd expect to me encouraged to have my character shooting guns out of people's hands and poo poo like that, not just shooting them with regular old shots again and again. You COULD, but it wasn't really worth bothering with.

Slime
Jan 3, 2007

Jastiger posted:

Then the demo update. Yeah, lets have a class take 40% reduced damage from its main enemies, run faster than the fastest class in the game at that point, and do automatic crits based on the ability to right click. It was so dumb and fundamentally broke the game. After all that, every update became more and more unbalancing and silly.

40% reduced damage from its main enemies? A demoman's real counter is the scout, the shields don't protect them from being killed by a scout. Run faster? Once every 12 seconds in a straight line (until the tide turner came out which is pretty goddamn ridiculous). Automatic crits? Sure, if you can land your charge perfectly.

I'm not saying demoknights aren't kind of ridiculous sometimes but you're waaaaay overblowing how overpowered they are, especially compared to default demoman who has the sticky launcher which at the time was basically the de facto best weapon in the game.

Slime
Jan 3, 2007

smuh posted:

All right, Kiefer in MGSV: Dude never speaks. Big Boss is silent for what seems like 80% of the game, almost making him a silent protagonist. Someone asks him a question and he doesn't answer, instead the character speaking to him answers himself, making all character interactions with Boss feel really odd. There aren't even grunts when he falls down or gets shot at or anything, making it super strange when he talks since you really don't expect that to happen anymore; you start to think of him as a mute without realizing it.

This also gives the character a completely different feel and personality since he won't react to anything and seems devoid of emotion, hell, he seems confused all the time, as if he's scared to ask anything so he won't seem stupid. It makes me wonder why they changed the voice actor if they didn't have the funds to make him voice the entire game.

There is however the notable exception of tapes, of which there are plenty of and he DOES ask questions in those. I guess doing mocap and voice acting at the same time turned out to be the super expensive part?

So basically, Kiefer Sutherland being expensive turned out to be the thing dragging the game down. Which is something I really didn't expect.

I think it might actually be this. Naked Snake...did not seem like the sharpest knife in the drawer in MGS3, I admit I haven't played 5 yet though.

Slime
Jan 3, 2007

AlphaKretin posted:

Yep. It was originally Agito XIII. (And XV was originally going to be Versus XIII.) :eng99:

They were really banking on everyone loving FF13 to death, weren't they?

Slime
Jan 3, 2007

Death Zebra posted:

IIRC Morrowinds stat and skill requirements for guild progression weren't nearly stringent enough. I think the same goes for the thieves guild in Oblivion. You only need to fence 1000 gold worth of goods in total to become grandmaster. Obscuros Oblivion Overhaul drastically increased these amounts. I think one of the thresholds was 20000 gold.

No that's stupid as gently caress, at that point you're basically just mindlessly grinding. Stealing stuff to an arbitrary amount is just boring. Instead the player should be sent off on cool heists. Thieves Guild quests should totally be about all sorts of thief related crime, from simple robbery to breaking into banks, con artistry, skooma smuggling, all sorts of cool poo poo they could send you off to do instead of just stealing some random crap.

Slime
Jan 3, 2007

Alaois posted:

Yeah, basically there were 3 flavors of FEV mutants in the original batch the Master made. There were ones like Harry, the "dumb brute" super mutant at the water pump in Necropolis, one's like Harold, who kept their intelligence (or had it increased) but are basically desiccated corpses, and what the Master actually wanted in the Lieutenant or Marcus who had both the size and intelligence.

Weren't the various mutant animals created by the FEV too, but from animals instead of humans?

Slime
Jan 3, 2007

Alaois posted:

there's the one really infamous rear end-shot that is actually the resting "conversation choice" camera angle for the scene it's in, but in other scenes she's in the camera likes to hover around the general area of her butt

Mass Effect technology in her butt attracts the camera towards it, like all those gravity based biotic powers you can use on enemies.

Slime
Jan 3, 2007

Len posted:

I don't really know if this counts or not. I've been playing Xenoblade Chronicles and I'm getting held up by the amount of sidequests. I know I should move on and leave the starting area. But there's more quests to do. I'm level 18 and just beat the arachnid boss. There's too many sidequests in this thing.

Move on, don't get too bogged down my sidequests or you'll end up burning out on the game.

Slime
Jan 3, 2007

oldpainless posted:

Really though, what else would Poland have to offer?

Germany certainly seemed to want them.

Slime
Jan 3, 2007

Leal posted:

Thats still a thing, lemme tell you about steam greenlight...

The crap on steam is anime porn with the porn taken out, which makes me wonder what the gently caress it is they're even selling.

Slime
Jan 3, 2007

Inspector Gesicht posted:

What's Samus Aran's excuse for starting every mission without her equipment? Zelda has the excuse that it stars a new Link every other game, but there's only one of her.

Chozo are really strict about their DRM, and her licence for the upgrades expires between games.

Slime
Jan 3, 2007

Sleeveless posted:

They'll never make an actual sequel to Fusion because at the end of that game she's some terrifying human/Chozo/Metroid/SA-X chimera with her armor biologically fused to her skin. She's basically as hosed up as whatever bio-cyborg resurrection Ridley is on now.

The sad thing is I think that would actually be really rad. It's also kind of sad that Adam in Fusion was way more likable than he was in Other M, and that Adam was an AI copy that had more excuses for the lovely things and still ends up being less lovely than in Other M.

Slime
Jan 3, 2007

Nuebot posted:

So in Digimon Story: Cyber Sleuth there's this boss you fight with an AI partner. Halfway through the fight he busts out a one hit kill move that gives him a free turn. He uses that free turn to use the one hit kill move again until you have one dude left. You're expected to duel this rear end in a top hat one on one.

The problem is that every loving boss in this game has way too much HP. It's like whoever was designing this, even on normal mode, just gave everything twice as much HP as it should have had. To the point where you can be fighting something that hits you for 16 damage and you're hitting it for over 400 a turn, but you're still only doing like 5% of its health bar with each attack. So now you're stuck fighting this strong guy who instantly kills all but one of your guys every time and while he's not going to kill you any time soon, the fight is going to take forever because he has more health than god.

Just adding a fuckton more HP than is fun is the classic fallback of bad game design. Maybe they ran out of time to design a good fight, or they genuinely believe that more time spent chipping away at some ridiculous health bar means it's challenging. It isn't challenging, it's just tedious. Most of the time with enemies like that you either lose through sheet attrition or maybe even just get loving bored and stop giving a poo poo and maybe even give up entirely because you're so bored.

ChogsEnhour posted:

Already been mentioned a million times but this is the same as Binding of Isaac. Last 20 times I've fought Ultra Greed I've been hit by his attacks maybe 3 times but each fight takes about 20 minutes of me slowly chipping away at his health. It's not fun. It's not a challenge. It's just loving boring now.

Ugh god, Afterbirth just added bosses with inflated HP pools in general. Hush and Ultra Greed especially, but new bosses in general just have way too much HP to be fun. The bosses are actually pretty fun, but not fun enough to fight forever.

Slime
Jan 3, 2007

razorrozar posted:

Hush and Ultra Greed both scale their HP to your attack power to prevent you getting a godly combination and taking them down quickly. They're supposed to take the same amount of punishment from you no matter how strong you are.

Good in theory, I guess, but not executed very well.

Yeah I know they scale their HP to the player's attack power. It's loving godawful because half the point of getting massive attack power is so you don't spend forever fighting one boss. What they REALLY needed to do was look at how enemy HP increases later in the game compared to the average attack power players have at their disposal at that point. Instead they just went with a quick and dirty solution that makes it always lovely rather than sometimes lovely like it used to be.

Inco posted:

That's not even good in theory. "This boss will take 400 hits to kill, regardless of how powerful the player is" is a terrible idea on its face.

But if you don't fight the boss forever, how can you appreciate all the work they put into it?

Slime
Jan 3, 2007

FactsAreUseless posted:

The biggest issue for me with Borderlands 2 is how much it resists letting players have distinct builds for a good 20 hours of the game. It takes five levels just to get your active skill, and most of the abilities you get in the next ten levels are gradual bonuses to reload speed, fire rate, etc. You don't get to do the things your class is designed to do for a crazy long time.

This kind of thing annoys me in general. Plenty of games make your characters so generic for most of the game, with builds only really going anywhere much later in the game. I'd much rather get a distinct playstyle going with your early level ups, then have the later levels be all about tweaking the specifics. I remember Gaige's anarchy skills being pretty frontloaded in how they change the way you play, which made her pretty fun to play even fairly early on.

Slime
Jan 3, 2007

Horrible Smutbeast posted:

Scratch that, XCOM fans are even worse than the game because you apparently can't read which version of the game I'm playing (hint it's not one that's compatible with xcomutil you stupid illiterate gently caress) before kneejerking into the sun while wheezing out "git gud hurrrrrr"?

For someone who's apparently such a fan of the series you sure as poo poo can't even tell the difference between the '12 XCOM: Enemy Unknown and the '94 XCOM: UFO defense games.

Ahahahaha you ridiculous raging nerd. Stop getting mad at someone making a very reasonable mistake! In plenty of places the original was known as Enemy Unknown, it's an easy mistake to make so stop raging. As for him telling you to 'git gud' you're way overreacting, probably because you're really bad at XCOM and are mad about it.

git gud

Slime
Jan 3, 2007

Brother Entropy posted:

wait so is gaige the only character that majorly pigeonholes what weapon type you should be using? she's the only class i really put any time into and the anarchy mechanic eventually soured me on playing any more because literally all gaige wanted were shotguns with 1 or 2 ammo per reload and i like switching between weapons alot in fpses but playing her meant i had 2 or 3 empty weapon slots at all times

if any of the other classes are better about this i'd probably give the game another chance

They all pigeonhole you to some extent by giving you bonuses to certain ways of playing. Personally I found Gaige could use most of the weapons in the game. I used a lot of pistols and SMGs with her, since they tended to reload faster than shotguns and you could just pray and spray your clip away, dealing lots of damage with anarchy and having some of your missed shots hit anyway due to one of her other skills.

Slime
Jan 3, 2007
The first section of the game was made years ago for the demo, and it really shows because it's worse than the rest of the game. The dev really should have gone back and given it some improvements.

Slime
Jan 3, 2007

Swedish Horror posted:

The Ruins area in Undertale was created three years ago for the demo. It's definitely not representative of the rest of the game.

Anyways, a thing dragging Stardew Valley down is the fishing mini-game. Maybe it gets better as you level up fishing, but holy poo poo it's annoying when you're just starting out.

It gets much easier as you level up fishing.

Slime
Jan 3, 2007

Nuebot posted:

You'd think so but in the games where this is an issue games grenades are almost useless against AI because the second you throw one they start running. So at best it flushes them out. At worst, your character has the arm of a four year old and can't make the shot.

And video game grenades are loving useless. They call them frag grenades, but there's no loving SHRAPNEL. It's not a frag grenade if there's no goddamn fragmentation.

Dragging all games down, grenades loving suck and often aren't worth using in the limited amounts they're given to you.

Slime
Jan 3, 2007

Ugly In The Morning posted:

I remember getting the yearly catalog from Nintendo Power back when Mario party 1 was out, and seeing a glove to prevent the ol' Mario Party Stigmata.

I never got that glove. Ended up getting a big gross blister right in the middle of my palm.

Slime
Jan 3, 2007

Wintermutant posted:

I hate how in Overwatch, when you get a party invite, Accept (Yes) is the N key, and Decline (No) is the Y key.

They...don't? I've gotten a party invite and to accept I hit Y.

Slime
Jan 3, 2007

Digirat posted:

Let's not forget the best chase scene ever made.

https://www.youtube.com/watch?v=X-L-G1q_0L8

This makes the character you're playing look utterly incompetent but it makes the guy he's chasing look just as bad. If you can't escape from a guy who makes the three stooges look competent then you are a terrible loving criminal who deserves to get caught.

Slime
Jan 3, 2007
Games that have crafting systems that don't just tell you the amount of raw ingredients you'll need to craft a thing are doing it because their developer couldn't be hosed, not because it's some insurmountable obstacle. From a coding point of view I can already see how it could be done in a basic way and that's after like a few seconds of thinking about it.

Slime
Jan 3, 2007

Nuebot posted:

That scene is bad in both languages.




Except the coin is burned on both sides.

We get a good game when it lands on edge.

Slime
Jan 3, 2007

Inspector Gesicht posted:

It's admirable when a game let's you customise the player-character's race and gender. It's distracting when you realise they only made one set of animations, and you get stuff like Commander Shepard spreading her legs when she sits, like a dude.

If Commander Shepard wants to spread her legs, who the gently caress is going to stop her?

Slime
Jan 3, 2007
Was this the guy who decided he wanted an open relationship so he could score with women who weren't his wife, only to have no success while his wife was banging everyone?

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Slime
Jan 3, 2007
oh no the game encourages people to play in a group with friends how awful

Also while yes some people might be using it to smurf, plenty of them are just newbies who want to play with their friends who have already been playing a while.

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