Depending on the specific game itself, we can boil down the multiple-stat problem in a few ways. If the goal is to get all the stats as high as possible evenly, then we can assign each stat a multiplier based on how low it is. Fixing lower stats becomes worth more than buffing higher stats. That multiplier would depend on the game, on how much it punishes the low stat. The multiplier itself might end up being a whole new problem to solve, but for now I’ll just say its not my problem and call it X.
Whatever X is though, every stat can then be reduced to a single value using it. Super-low fortitude should be buffed over already-high mana according to X, so all of the numerical values in the game become directly comparable at any stage in this problem. Then I expect it will be equivalent to the knapsack problem. Each item in the game will boost several stats in certain ways, and all of those boosts can be combined using X to become our item value in the knapsack problem.
So I consider it to be the knapsack problem + figuring out X (which might be NP-complete on its own, depending on the game).
Depends on how you look at it. CS is the only thing I’ve been playing after years of gaming and I think it will stay that way due to the simplicity and the familiarity of the game.
Maybe combine the loot fest with some hades difficult combat? I have similar feelings as yours, the genre is really cool but in the end, it’s all just this hidden grindfest? At least with (real) brutal combat, you still need to “make it happen”, big numbers is just the req.
I dunno if it even needs to be difficult; even a bit tactical would change the nature of the thing. As it is the mobs in these things tend to be mindless converging waves; what if they set up set pieces, ran for help, dived for cover, used supporting fire etc etc?
Also perhaps overambitious, but what if the difference between low and high level enemies wasn’t their HP or damage, but how tricky and organised they were? What if leveling up didn’t make number get big, but instead gave you more options in a fight?
What if leveling up didn’t make number get big, but instead gave you more options in a fight?
Horizontal progression is pretty cool .
Unfortunately, a lot of people don’t want that. They want to feel cool and competent without actually doing anything. That’s not to say like you need to “earn” your fun or whatever. But that the progress quest number go up don’t think too hard is immensely popular with a lot of people. They don’t want to be challenged.
And that’s fine. It’s a game. It’s just not a game I want to play all the time.
Which is kind of funny because that corresponds inversely with the quality of the game lol. The game director changed and they have been killing it every since
I fell off from the game for a number of reasons back when deimos was released. I went back to it to catch up on quests and a lot of original gripes of why I left in the first place were still firmly in place.
My shit-flinging catapult flinging shit onto your house is a bug, it was meant to stay still, peacefully targeting it with a huge load of shit and never firing.
These games have infinite replay value and people like them. That’s all a top ranking game is. Many have tried to replicate these successes and failed (in recent memory, Concord). There have been a huge number of good games coming out too. But they’re not somthing you put 2,000 hours into with your friends.
There’a a big element of the snowball effect too. Big games attract more players than small games. Esports are a lot like normal sports in that regard. People make new sports pretty often but Football, Basketball, Baseball etc have been around for 100+ years so they have large communities and social relevance. If I asked my buds to go out for a match of “whipple stick”, my new favorite sport, they’d just laugh at me.
On the other hand, new games CAN become huge if they’re built well enough. A few of the top 10 were released less than 10 years ago, which says a lot about how these “main games” DO change over time. I think Deadlock will get up there after a few years of polishing.
I have been playing City of Heroes, which is a superhero MMO and I’m surprised how much I dig it despite multiplayer games not being my thing. PVE is much more comfortable for me and the game let’s you make any kind of hero you want, and u can make ur own battle cry as well which is funny.
Also it has one of the best gender options in gaming: Male, Female or Huge. Badass
Another one I’m playing rn is Alex Kidd in Miracle World DX, this is a remaster of the old Alex Kidd in Miracle World game which I never played but I’m digging this remaster as well. The new graphics and art is gorgeous and the ability to switch seamlessly from new to old graphics is spectacular. I have always loved old 2D side-scroller even though they are always more challenging than modern games, I like having to fight through something after multiple tries. I was having trouble with the game and after reaching one of the later levels of the game, my save file glitched and reset everything(cloud sync issue probably, I need to turn that off) which almost made me quit the game but I had learned so much so I gave it another try and was surprised that I got to where I was in an hour and beat the boss I was on before in first time. Very very satisfying
There are some other games I’m playing rn but I don’t wanna write too long so here are just their names: CLeM (amazing, intriguing puzzle game), Skies of Arcadia (emulated through Flycast with RetroArch, has achievements even!) and Peggle which I’m trying to 100% even after 30 hours haha
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