Kind of sounds like rocket slime. I looked up games like that and found this. Older than a couple months ago but maybe keeping on the trend of rocket slime like games will help you find it?
Thanks! Not quite. The tank in the game I had in mind wasn’t mechanical…I think…it had a more organic feel to it. Like, one would look like a turtle, and another would look like an insect. And it was always a top-down view.
I played the crap out of the OG Warcraft games, and thought online play would be fun, but I realized that I play at far too chill of a pace to stand a chance, but strictly turn based tactics games are teeth-grindingly slow, and even if I’m enjoying them, I still eventually get bored and quit.
The new Terminator RTS can be pretty difficult but you can just smack space to pause and asses the situation, issue orders, and then in pause. It’s got a little jank to it but it’s a really good RTS with some survival/scavenging aspects and some branching objectives.
Dark Souls 1 and it was Chaos Witch Quelaag. I don’t know how many times she killed me, but it has to have been over 20. I got destroyed over and over again.
I like both, but from this perspective my favourite so far has been BSG: Deadlock, with its simultanious turns. It lets you think and skips the gimicks of normal turn-based games.
Very disappointing if the only reason is competition. I don’t really think that any Obsidian RPG is going to sell gangbusters, and there’s not really any competition within the space, so if this is just Microsoft wanting to pad out their release schedule to keep people hooked on Game Pass, that’s scummy as fuck.
Hopefully the extra time in the tank prevents the typically Obsidian jank from creeping in at least.
Whether or not theres competition in the genre, putting a release around the holiday schedule is usually a bad time for your game unless you are a top name in the industry. The most famous case being Titanfall 2 being sandwiched between CoD and Battlefield with Gears of War, Final Fantasy, Pokemon, and South Park releasing at similar times too. Titanfall was drowned out by relevant and irrelevant competition and was likely the best game in that holiday season. Simply delaying it to January could have been the difference between being forgotten and the next biggest franchise.
I mean, even despite that release date, Titanfall 2 sold 4 million copies that holiday season and is certainly remembered today more than Battlefield 1 or CoD: Infinite Warfare. The franchise has managed to continue through Apex Legends. Maybe delaying it would have caused it to sell a little bit better initially, but I think positive word of mouth gave it much longer legs.
Also…is anything actually releasing later this year that’s worth pushing back for? Especially in the realm of RPGs? If anything pushing it back is going to cause it to conflict with Dragon Age Veilguard, which is also looking to be released very late 2024-early 2025, and is realistically the closest competition Avowed could run into. There’s basically no other RPGs releasing this fall, so who’s to say that it wouldn’t get a ton of attention by being one of the only options in town?
Most games these days have short marketing cycles. If you’ve played The Outer Worlds or Pillars of Eternity, you’ve got a very good idea of what this game is.
One is a first-person real-time RPG, so if you want to know what it plays like and what the size of that game is, it’s The Outer Worlds. If you want to know what kind of fiction and tone it’s set in, or what the mechanics of certain spells are, your point of reference is Pillars of Eternity.
For those that want an RTS game that doesn’t require a high APM, I’d recommend Supreme Commander Forged Alliance (FAF) and the Sins of a Solar Empire Games (which requires an even lower APM).
FAF absolutely benefits from action spam, to the point where it breaks the game balance.
T1 assault bots lose to T1 tanks, and they are supposed to because they are half the price and much quicker to build. You can dance them around if you click enough and they will dodge the tank shells… a few micro’d bots can then defeat 10s of tanks. That swing in mass efficiency is already enough to decide the game on maps smaller than 20km.
RTS will always benefit from intensive micro because time is another resource. Doing more actions, assuming they are of positivity utility, gives an advantage over an opponent who does not.
@wolnelewo [rząd] nie jest w stanie wykonać żadnego sensownego ruchu, żeby zaspokoić oczekiwania ludzi.
Rząd nie jest po to, by zaspokajać oczekiwania ludzi, tylko po to, by zaspokajać oczekiwania własne.
Co do PIP, to już dziś wielu przedsiębiorców się go nie boi, ba - jest to raczej źródło kpin. Teraz się to powiększy, jeśli projekt przejdzie. Jeśli nie przejdzie, to i tak się pogorszy, bo ludzie ten pomysł usłyszą - a trudniej usłyszeć pomysł, by PIP wzmocnić…
Kiedyś (już po wyborach) oglądałem wywiad z Czarzastym. Powiedzial, że jest politykiem spełnionym.
Myślę, że to dużo mówi o Lewicy w rządzie. A jeśli ktoś ma nadzieję, że Razem coś pociągnie, to przypominam, że partia ta podzieliła się, gdy chcąc dostać się do sejmu weszła w koalicję z SLD (wcześniej ich krytykując i zapewniając, że są czymś innym).
Dziś są w sejmie, dobrze zarabiają i tam mają znajomości.
From what I recall, this sort of stuff is usually kept as a closely guarded secret by those who do it. Perhaps someone else more knowledgeable about the practice could give some more insight.
I’ve played a fair amount of both but to be fair never competitively. Like for example I played tons of Warcraft 2 and 3 with friends at LAN parties. But these days I’m more likely to be drawn to a single player turn based game like XCOM, Civ, or FF Tactics style games.
So what’s fun about that series has changed overtime.
When I first got l4d1 I was excited to share a spooky experience with friends. I found the atmosphere of the campaigns and characters interaction to be enjoyable.
When l4d2 came out I was a seasoned player and I felt that the level design was worse (but still fun) than the first game except for Hard Rain, that campaign was very challenging. However the addition of melee weapons was huge and the new variety of monsters appreciated.
But what kept me coming back was how much love went into the game over the course of its lifetime. All the l4d1 campaigns and characters got imported, extra campaigns were added. All for free (on PC) to enjoy.
The workshop added infinite replayability as there’s so many custom campaigns and other whacky content to explore.
Also the PvP mode where your team takes turns doing the campaign and playing as the zombies was easily the best way to play the game in my opinion.
So if you didn’t get into the game with a group of friends back when it was the zombie game to play. I could see why you might not think it’s fun or if you didn’t have any friends to play with. It’s not a great single player experience and the AI sucks.
At the time ‘world at war’ was the other popular zombie game and it’s also pretty simple by today’s standards.
I like the lack of progression, it’s nice to know everyone starts the same with each game. No special meta build just to enjoy the game.
I think the game back4blood seriously shot themselves in the foot by lacking the co-op verses mode l4d had. It’s the biggest complaint I hear against it, that and the lack of workshop support to make your own campaigns and content.
I like the reactiveness of RTS, but if they can somehow negate the need to be “FAST” about it, I’d enjoy it more. It’s the eternal struggle of, if pressing a button does a good thing, how do you avoid a meta that involves hitting 8 buttons a second.
Something that could have potential is putting an in-game “communications limit” that limits/punishes you for enacting too many Actions Per Minute, and encourages you to find ways to delegate broad tasks to your AI units. eg: “Please make a base at this spot, focused on building Archers”
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