I’m a huge FF fan, and 14 has a lot of praise so I had a go. I enjoyed FFXI somewhat so I thought maybe 14 would be enjoyable, but no matter how long I stuck around I just couldn’t figure out if it was fun. I spent a lot of time making number go up, but when I stepped away from the computer I felt like I hadn’t achieved anything.
I played through the base game. The first expansion. Began the second expansion. I reflected on my experience and I couldn’t even tell you what the game was about. It’s just walk here, click an NPC, walk there click an NPC, fight battle, repeat. And the battles are so boring; the expectation is that you learn the ideal rotation of attacks and abilities and you just apply that to 99% of battles and make sure to do them efficiently - if you can’t do that you are labelled a noob.
Maybe the difference between 11 and 14 was that I did 11 with a friend, so it felt like I was spending time with him, whereas I did 14 by myself.
Much as I love XIV’s story, I really needed to break up story progression with other content, just for variety. I leveled up all crafters, did many daily raids, etc.
I get it man, you’re playing competitive online games and not want to be stuck with randoms, but that’s just the way it is.
But I don’t suppose I have to tell you that you really shouldn’t feel obligued to tell people what should and shouldn’t be fun for them in games that they spent their hard earned money on?
School and job is exhaustive my man, add it to it how stressful and hard to learn online games are and it should be easy to understand that most people may not be willing to put extra effort into being competitive in them, but they still want and deserve to have fun in them on their own rules.
Like I’ve said it the post it’s not the “playing bad” that makes irritates me, everyone has a different skill level. What I’m trying to say is that people that run head first into the safe room in L4D and abandon their team, or people that play games like HD2 on the hardest difficulty and just run off from their team and spam stratagems. Clearly these types of players don’t want to engage in cooperating with other players yet choose co-op games. They end up not having fun as solo diving enemies ends up in death while the rest of the team has to cover for a +1 .
Every example you just mentioned is a demonstration of “playing bad” in my book. What would you descibe as “playing bad”? Just aiming issues? Or reaction times? Surely that would be to reductive.
Using competitive online games as an example in my post was a mistake. Think D&D. You can’t really play the game 100% how you want. You need to keep the other players (+DM) in mind. If your rolls suck or your plans don’t work out in the end doesn’t annoy me at all -its just a game after all. What I do find annoying is a player treating D&D as a single player RPG, running around on their own, trying to make the story resolve around themselves and not cooperating with the party. If that’s how a player wants to play the game maybe they should stick to living room D&D or Roll20. If said player joins a table at a local hobby shop some form of etiquette and understanding of the game is required. If they decide to play as a murderhobo that constantly ruins the experience of the other players they will be reprimanded or even kicked out. Instead they should either choose to join murderhobo games, stick to aforementioned living room D&D or start up a videogame. Play the game how you want by all means I don’t mean to take it away from anyone. Just know the when and how is my point. Just because you bought siege doesn’t mean you HAVE to play ranked. You like the game casually or play off work/college then join unranked or quick-play. Gamers today feel like they have to fit tightly in their respective communities instead of playing the games how they want to and that ends up ruining their teammates and ,most importantly, the player themselves.
Ok, thank you for clarifying, I get what you mean now. As I understand it you’re mad at players playing egotistically and treating others as NPCs. I would say that that is a more general social issue, that isn’t limited to gaming. Sadly, you’ll have to just deal with it.
I’ve been a computer gamer since 1980 and, apart from a really excellent few years playing Unreal Tournament in a clan in the early 2000s, have entirely played solo.
Like others, I have a life. People don’t get upset online if I get called away from the PC for a while. Or upset IRL if I’m focusing on a team game instead of them.
I’m not waiting around until we’ve got a group together. I’m not getting angry at a team-mate for accidentally fragging me. I’m not apologising for accidentally fragging someone else. I don’t have to put up with someone else’s childish taunting, or racist/offensive views. I don’t have an over-sugared twelve year old screaming into my ears because they found the fire button.
I would like more big open-world games that have a decent solo-first experience, but otherwise this way fits me nicely and your message only reinforces that for me.
Totally understandable, and I don’t mean to drive people away from online games or put their skill set through a purity test. My point is: Hey if you don’t like sweaty games, don’t play sweaty games (or their sweaty game modes like ranked in most games) and if you do try to meet the game halfway. If I play Outward the way I play Fallout I’m going to have a bad time. That goes double for online games.
Probably just dumb kids who don’t understand how to play but heard friends in school talk about it. Or people like me who are caught up in life and even though I want to play I never really have the time that the games require.
I mentionee this elsewhere hours ago, but I used to have a mouse that served me so long, by the time it finally fully died, there was a BB sized hole worn through the plastic of the left button from my finger.
There’s not many objects that you use with the same regularity and intimacy as a mouse other than footwear and furniture. If they’re a bit off you get used to them to the point their flaws become part of their charm. I got my Microsoft Sculpt Mouse when they were brand new. It’s still going strong and I’ll be heartbroken when it eventually dies but, at the risk of jinxing it, it’s showing no signs.
I recently switched to a G502 hero, myself, after I had a Steelseries Rival 500 for the longest time. I miss the unique side-button layout on the Rival, but c’est la vie. Maybe I’ll find a similar, more ergonomic MMO mouse one day.
One of the last games I siege I played. Team mate something like ‘of course its hard when its a 4v5’. I checked, and yeah. 0 kills. 0 assists even. A death in every round.
Hahaha here I thought I’d just missed something in the beginning of the game. Turns out the game just doesn’t bother to teach its players how to play it.
I mean, I’m pretty sure. I guess maybe there may have been a pop-up message I never noticed, but Dom explaining these new guns with friggin chainsaws on them, like, with his words, woulda been nice. I did figure out it’s O or B eventually, but I keep running up to people, pressing the button while he fails to start it, or lock on, then get blasted.
This may have been a game that came out at the tail end of the instructional manual era, and missing a mechanic like this in the tutorial area would have been an oversight that they could live with.
Why would I be remiss to be confused as to why there is a tutorial, but not include any mention of the existence, let alone the use, of a basic weapon?
Further, yes, I expect all products to tell me about their features.
Damn, you should steer clear of Japanese action games then.
Further, yes, I expect all products to tell me about their features.
Oh, really? I should get my money back from 20th Century Fox… they didn't tell me Fight Club had the twist feature at the end. Thank you for pointing that out.
I cannot believe I had to discover it myself as I was watching the movie. Bizarre stuff.
Games should allow you to discover their features, they shouldn’t be telling you directly. That’s the cool part of figuring out a new combo in Mortal Kombat, etc.
They don’t give you a clippy tooltip that says “Press Up Up Down B A Down Down to rip this bitches head off!” – You figure out the combos on your own, or with friends.
This idea of every little thing having to be presented DIRECTLY to the user is laziness. There are ways to help a user discover things narratively.
Its a generational mindset. Because, remember, the game this is “reloading” came out in the late 00s
Back then? The idea was to teach you what is actually new in a given game. So the cover system, more or less. Shooting, aiming, and melee’ing were more or less bog standard by that point and players were mostly expected to understand it used the same controls as every other game or to take a quick visit to the controls page in the menu to see what the jump button was.
I forget if Gears actually teaches you the melee button or not. I want to say tapping melee is a rifle butt and you have to hold to chainsword? Which also lines up with games of the time. The charge and hold is mostly a humiliation kill you save for multiplayer and sizzle reels.
So to use… probably equally old nomenclature: it would be like teaching people how to do a no scope 360 during the tutorial.
Yes, amongst fights when I thought about it I tried and figured out the button. Then he wasn’t really locking on easily, and sometimes he just like, can’t start it after rolling or something, and then I get blasted. A few times doing that, and I got pissed and made this because everyone’s carrying the damn thing and I was just in prison. Why the holy fuck has no one daned to mention the goddamn chainsaw on everyone’s gun? So, really this is just a rant about design.
bin.pol.social
Aktywne