He is a leftist political twitch streamer, supports Ukraine (just so we can get the fake tankie allegations out of the way), recently did an interview with bernie and aoc, and is just overall a solid character. Now admittedly he had some bad takes over the years but he has apologized/clarified them later.
Why does every game have to have neon, cute, annoying bullshit cosmetics now. It’s a fucking war game. Even PUBG caved in and became an obnoxious dress-up game. Yea, really helps set the tone of abandoned, grim wasteland.
I don’t have it but I’ve seen admin/dev comments on this, with 1.0 release they plan to add offline singleplayer, and currently online is required on character select/launch, but losing internet connection during play will not kick you out or interrupt it.
I’m keeping my eye on it and will probably pick it up when offline singleplayer is added, but that being included is the deciding factor on if I’ll get it or not myself, since it’s just a promise for now and those can be broken.
Edit: apparently its already added according to other replies
Grim Dawn has one major issue IMO: it overuses passives and semi-passive abilities. When I play an action RPG, I want to actively push different buttons to do different things instead of optimizing my primary attack to do a bit of everything.
Funny thing: on your screenshot, it looks like the Play Offline button is greyed out. But it’s just a visual thing and you can totally click on it, right ?
Yes, I’m pretty sure its just because if you hit enter on that screen, it assumes and selects the Play Online button.
Play Online is actually a relatively newish feature as far as I understand. Multiplayer only came around earlier this year, before then your save was only offline.
Important to remind everyone that a LOT of your negative memories and feelings surrounding OW1 and 6v6 were due to the migraine magnets called 2cp. Literally a stand in the choke for 9 years and see who correctly uses every Q under the sun correctly first.
So why did they drop the team numbers from 6 to 5? Does it really make that much of a difference? Couldn’t they just have both modes available (like Halo has 16v16, 32v32 and such)?
It makes a massive difference, the game was balanced with 6v6 from the get go, removing a tank completely changes how the game works.
They had problems with certain tank combinations, but instead of addressing that directly, they just removed one. A lot of changes they made just felt like justifications to calling it a 'new game'.
The devs are too proud to add a 6v6 mode along side, it's took so much pressure for them to finally 'experiment' with 6v6, they just won't admit their modes, changes etc are failures.
It also essentially undermines the whole idea of the game. “More FPS focus” and “more focus on individual gameplay” are not why I enjoyed OW1 in the first place, after all. It was the game to play with real life friends while hanging out on voice chat and relaxing after work. The mix of high-precision, low-precision, no-precision, tanking, healing, everything meant that there was something for everybody and we could all easily play together and just spend an evening talking shit and doing shit.
They want everyone to feel powerful on every hero (to sell skins), but that's not Overwatch's identity. They took a lot of skill expression and teamplay out of the game.
I mean the devs are completely clueless anyway, they removed mccrees stun citing "too much CC in the game" while simultaneously adding more CC through both new heros and changing existing ones. Just reading their patch notes shows how lost they are.
Oh the grenade part was so silly. “Hey we are removing the stun, too much CC and let’s be honest, it makes it far too easy to blow up stunned flankers”.
…
“Here, as a replacement that’s a homing grenade that just straight up kills the flanker, no stunning necessary.”
It’s worth it to read the director’s take that goes with this announcement, it’s quite long but goes into great detail about the motivation and effects.
I hate the change, but I can totally understand why they did it. Much as I personally dislike it.
While I enjoyed it, it was also very stressful. I think we just played wrong. We covered every millimeter of the plot with farms or other useful stuff and then proceeded to be busy for more than half the day with just maintenance. At some point this meant that we never got to explore and often barely had time to go to the stores or talk to the people in the village.
Apart from overcooked it was probably the most stressful game Is ever played and it’s not supposed to be like that
Some people have a money anxiety built in that translates into the game. The funny thing is they bring it all themselves, the game makes absolutely no fuzz at all about making money.
The very first scene is the main character running away from the ratrace to a farm. Yet the very first thing some players do is bring in the ratrace with them. Everything in the game makes money and no money at all is ever required by the game from the player, except to advance the farming itself. It doesn’t even have banks or debts like animal crossing.
It’s bizarre how people, when left to their own devices, simply reproduce the worse habits of real life.
No the game has a much, much worse anxiety time crunch in trying to 100% it before the end of year… 2 ( I think) when grandpa shrine first measures progress.
You don’t find out what that means unless you made it to year two and it immediately tells you that you can keep trying anytime you want.
It’s not a one and done, you can literally retry the test infinitely. There is no crunch period at all, this anxiety comes from players misunderstanding things the game says in plain English.
I might be remembering wrong, but I think it is entirely possible to develop relationships with the town characters and see almost all of the cutscenes without ever upgrading any of those.
Then you don’t engage with over 60% of the game anyways. Sounds to me like a balanced game that has something to offer to a variety of players, and anxieties, overfixation and stress with some gameplay and not other seems to be something the player brings in and is not caused by the game.
To open the community center (the primary goal for the first year+) specifically takes quite a lot of money actually, and outside of talking with NPC’s once a day, money is necessary to get every other advancement I can think of. I agree that many players probably go too hard into trying to min/max things, but the game isn’t as loosey-goosey with costs as you suggest.
I never understand why anyone puts together those massive farms. Personally, I always end up leaving the vast majority of the space unused. My farms only ever occupy the space directly in front of the house, and even that needs sprinklers asap.
I guess it’s just a mindset difference. I’d say me and my friends are all pretty competitive gamers (as opposed to more creative gamers). We tend to play games mostly for the challenge. Also didn’t help that we had just finished our Facorio playthrough. So in our mind we still had “the factory must grow”. So our minds were like “if space -> use space”.
Sorry, I probably could have been more clear that I was referring more to people that play SD for irl years and have crops spread all across their farm. I can definitely sympathize with new players that spread out too much without the experience to know what that entails. Hell, I’m pretty sure did the same my first time playing. It seems petty natural to make that choice.
Fwiw, if you end up trying the game again, I found QOL mods really enhanced my enjoyment of the game, particularly the one that provided the option to change how long days were. Even just a 20% change really helped make the game less stressful for me.
I find it funny, because it is not required at all. You could be the most casual lazy ass gamer, and still see and accomplish every piece of content inside the game. The game doesn’t penalize you, and instead goes out of the way to reward the player for everything they do, even if it is just loitering around and barely progressing stuff at random and by chance.
It doesn’t feel like that though. For example, trying to earn money and progress by going into the cave or whatever to fight nets you almost no money gains and eventually your gear can’t keep up.
As someone who doesn’t enjoy farming sims because they feel like work, it just doesn’t feel like the game cares if you progress in other ways. And it may not penalize you, but a lot of the other options feel tedious because of the drastically lower rewards you get from trying to earn money through those activities.
Thing is, that’s ok. The game just isn’t for me and I am fine having moved on.
Personally I’d say that “always striving for the maximum and stressing myself out” is a personality trait that’s not only a problem in Stardew Valley for me haha. I’m o it’s not a great mindset to have, but unfortunately it’s a subconscious drive that’s hard to eliminate.
There are probably games or other media that you love that the average Stardew Valley fan wouldn’t click with. You’re not missing out, you’ve just got other stuff you enjoy.
Very true, but then again most Overwhelmingly Positive games I find amazing. I do have a long list of games I love and a selection I actually always keep installed, some of which are mediocre by many people’s standards ;)
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