Consider moving from mullvad if you are into torrenting. Mullvad doesnt support port forwarding anymore. But no matter what provider you chose, use docker container gluetun to route traffic from any other container (like transmission). I like transmission, but most people use qbittorrent because its more advanced. You can also set up VPN in qbittorrent settings
If the port you’re connecting through isn’t forwarded, it isn’t allowing most connections through, drastically slowing down your speed and ability to seed, since you can’t connect to any peers.
I don’t torrent, as a rule, so I can’t say I’d notice any speed reduction. I had, however, noticed that no matter how long I kept seeding, I’d gotten few - or maybe no - connections. I didn’t know if this were because nobody else was leeching the thing at the time, or something else like this.
I’m very reluctant to give up Mullvad. So far, in all ways I care about they’ve demonstrated justification for brand loyalty. Plus, I’ve been with them for years and already have everything set up and configured across multiple deviiiiceeeessss.
As I said, torrenting isn’t a critical activity for me, so I’ll hang tight. I am curious to know if Mullvad has given a justification for stopping support for port forwarding. They used to, right? So it was work for them to stop.
You’ll get more connections if people can get to you; otherwise, you’re only connecting to people who are port forwarding themselves. If you’re port forwarding, you can connect to everyone.
I recommend The Decursio Project if youre looking for an in depth industrial modpack (it does require magic, if thats a deal breaker). it has minecolonies too. Im running a private server on it right now and its the best mod pack ive ever played, though i did disable the “ages” mechanic and im not doing the quests, just using them as a reference.
No and I think it’s kind of silly that people find the mention of the term so upsetting. Content aside, I like multiplayer games. I’ve been playing them for years. The idea of a multiplayer game that gets content updates is nothing new. CoD (just one example) has been doing it since 2008 and I’m supposed to be upset with that now that the big chunks of content they release are free and it has a different term describing it?
Like I said, just one example, but that’s generally how it goes. And you’re free to buy whatever cosmetics you want. Maybe it’s because I’ve never been one for microtransactions and I don’t feel like I’m missing out on anything because skins I’ll probably never use are up for sale. Which is the flip side to more complete content packs being sold.
Also, the idea that games are unfinished simply because they’re offering more content is weird to me.
Multiplayer games are great. I think the upsetting part is that from the word Go, whether it warrants being a Live Service Game or not, it implies an expiration date and an online-only requirement. When I bought Overwatch, I never heard them describe it as a LSG. Maybe they did and it just didn’t register. What I know though is that having bought 2 copies, one for PC and the other for PS4, I cannot play those games now and in their place is a reportedly substandard product (one I didn’t pay for or ask for).
So now I have this game which I loved and still played occasionally is gone because the publisher made a decision to expire it arbitrarily (read: to get people to pay them more money).
Overwatch could’ve run on player driven servers. Much of this stuff can. That might only serve a few thousand or few hundred people 10 years after launch, but that’s the right thing to do.
I can’t remember the exact method, and I may even be remembering the wrong game, but I think in Breath of Fire 1 there was an item that you needed that could be sold, or maybe not picked up, and if you didn’t have it, you’d get locked out of a puzzle much later in the game. It was hard to fuck up, but if you did, it was 30 hours of game down the drain.
It really depends on the type of game and how it presents itself.
Some games have a very long and complex story but others might have a shorter story told more indirectly, then there are also multi-ending games which might take longer than a regular story game since you have to replay them. Then there are sandbox games which don’t necessarily have a limit on how long they can be since it’s dependent on how much you want to put into them.
Ultimately in my opinion there’s not really a required amount of time for completion, the thing that I think is most important is whether the games are fun and enjoyable. In the case of story games they can be as long or short as needed depending on how they tell a story.
then there are also multi-ending games which might take longer than a regular story game since you have to replay them.
That’s something I have a hard time doing depending on the game. Sometimes you can get a wildly different experience like in Fallout NV and see your actions having consequences while you play but a lot of the games I have been playing only are linear up until the ending cut scene.
Yeah a lot of times the multi-ending ones don’t offer many unique experiences.
Though there was this one game I played that largely did, it was a Horror RPGmaker game called Red Haze, by far one of the more expansive multi-ending games (so much so that it’s actually not finished, there’s supposed to be 26, possibly 27 endings but only about 3/4 of them are there) the endings might be short or require a lot of steps, and some changes propagate into later playthroughs, some of the endings also require you to have done other endings for them to work.
It’s a very interesting concept but unfortunately not many games implement multi-ending in this way since it takes a lot more work to do.
King Kong for the PS2 had a fire puzzle, where if you dropped the torch in the last section, you couldn’t get a new source of fire. So you were stuck at a section where you had to burn away wood in the path forwards, but couldn’t go backwards to get the fire.
If Super Metroid is on the Nintendo Switch emulator, that’s a good spooky game, including an explicitly horror-themed level, the Wrecked Ship. There’s a layer of removal since it’s 2D and zoomed out. Not all of the game is all that spooky, I think it’s mainly Wrecked Ship and the end of the game.
Metroid Fusion is much spookier, including sequences where you’re being hunted by a Samus clone. Very creepy vibes throughout too. Other M has a lot of thrills as well. And Metroid Dread is, of course, dread-inducing. Actually it was the first Metroid game I couldn’t play because the stealth sequences were too much for me, lol.
Majora’s Mask is mostly more eerie, but there are some good high tension moments as well.
I almost softlocked myself in The Evil Within (the first one). I’ve used up most of my ammo before walking into a boss fight and I just barely managed to beat him by using everything I had. It does give you ammo before the fight but it isn’t enough to win, I imagine it would be easy to softlock there. I remember spending a huge time making sure all my shots land so I don’t restart.
It’s not quite what you’re getting at, but in Bubble Bobble Revolution you can’t pass level 30 because the boss doesn’t spawn. It’s a soft lock but there’s nothing you can do to avoid it, and the game is on the DS so there’s no updates to fix it :D
Stalker: Shadow of Chernobyl. If you were too lazy to trek back to Cordon after deactivating the miracle machine (I think), you couldn’t get the true ending without abusing glitches and bugs.
Take a look at Dredge! It’s a creepy horror-ish game where you play as a fishing boat. There are some creepy elements at night but it’s fairly causal overall. I really loved the atmosphere and light story elements as well as the fun fishing games that is the majority of the gameplay.
If he’s a precocious reader, Sunless Sea is a horror game with a similar sort of theme. The content is much weirder and more horrifying than Dredge, but it’s 99.9% delivered via text, so the impact may feel more tolerable regardless.
But again it’s very text-heavy, possibly too much so depending on the kid. Probably too difficult, too.
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Aktywne