Nearly every server is different, but the ones my friends/wife and I always did (10+ years ago) were like role-playing kingdom building maps. Server owner (usually me) would hold the title of King/Sovereign and appoint their friends to specific roles. I would oversee the general development and expansion of the kingdom, as well as decide and manage a system of ore-based currency (or would at least create the mint and appoint someone to running it). Afterward I would introduce and gradually roll out phases of a larger storyline for anyone who cares.
My left and right hand would build/manage the keeps/barracks/military structures, or the government buildings/libraries/cultural centers, etc. These would all be injected with their own lore and staffed by the person in charge of them. Everyone else would receive more minor roles, but typically be given monopolies in certain types of goods or commerce. Maybe Bob wants to be a trapper. Sure, anyone else can legally go and gather leathers and animal parts, but Bob is the only one permitted to sell those items in his shop in the city. Things like that just to try to keep it interesting. When Bob isn’t trapping or trading or being involved with the kingdom, he’s pretty much just playing Minecraft on his homestead.
The idea is to open it up to the public (via applications and careful vetting) and watch people run amock in the simulated medieval economy. We used to have a blast doing it. Especially with mods installed that added skill progression, abilities at milestones and other MMORPG-esque mechanics.
Normal people, however… They just do what they do in single player but occasionally trade, work together, tackle bosses, and show each other their latest creations.
Personally I start an industrial empire and get the rest of the server in my back pocket because I’m the only person with supplies to produce Guns and Missiles. But also it just kind of depends on the mod pack.
Not sure since I only ever play with one person, but I’d love to work on one base together with multiple people, with everyone working on their specialities. For example, I have a basic knowledge of most popular tech mods, but I find some of them pretty tedious, so if there were someone who enjoyed them, that’d be great.
Valheim actually sucks with how they handle death - you lose a very significant portion of your skills each time. It isn’t a problem when you have 10 in woodcutting and it goes to 8, but at 100 and it going to 98 is a very huge deal that takes hours to get back.
Can’t you change those multipliers when you create the world? Haven’t played it on very long time so maybe I am confusing it with rimworld and the likes.
I’m not Greg from gregtech lol. I just made the unfortunate mistake of not checking whether something with the name gregtech already exists when registering my domain name.
I’m not Greg from gregtech lol. I just made the unfortunate mistake of not checking whether something with the name gregtech already exists when registering my domain name.
I recommend taking a look at Iris. You can use it in combination with Sodium, Distant Horizons, and Complementary Shaders for to make Java edition really beautiful.
also bedrock ray tracing isn’t even made for actual play, it’s only made for a few specially designed maps. people found how to move a folder from the map worlds file into a location in a normal world folder to make the world have RTX.
(most of) the shaders on Iris are MADE to play with so you won’t encounter as many issues.
Well. But the way the TMNT’s legs poke out their shells before they get mutated heavily implies they’re actually Teenage Mutant Ninja Tortoises. I think the mistake comes from that their crew was named by a rat who only ever read about ninjutsu. What the fuck does master splinter know about identifying the difference between a turtle and a tortoise?
Considering they released at least 5 Armored Core games before even their very first souls-like, Demon’s Souls, which was not widely played, I am inclined to disagree.
Honestly, if you go back and play the older souls games after Elden Ring, you’ll see that they’re a lot easier than Elden Ring, unless you summon Mimic Tear for every boss fight, I guess. But on a “player vs boss” scale, the fights in the older games are much easier than some of the later ones in Elden Ring (especially if you factor in the DLC).
The thing that makes Elden Ring much easier is the fact that there is always somewhere else the player can make progress. In Dark Souls, you follow a more or less linear path and if you felt underleveled you had to grind enemies because you could not make any further progress until you pass where you got stuck. In Elden Ring, you can go to a different area completely and make a bit more progress there. From Limgrave, the player can choose to go to Stormveil, skip Stormveil and go to Liurnia Lake, go to Southern Limgrave, or go to Caelid if they’re a psycopath. This is in addition to all the helpers From has given players. Strong magic (compared to Souls games), Summons that are available to the player literally anywhere on top of the same Gold Message Summons from the Souls games, two moves that give players i-frames, etc.
Sure, if you play it like its a Souls game then it might seem hard, but if you play it as the action adventure RPG it is designed to be, the game is significantly easier than Souls games.
I get what you’re saying, but I feel like you’re way underselling how hard the Elden Ring bosses are compared to the Dark Souls bosses (the actual bosses, not the re-used late-game enemies with bigger health pool in random dungeons). I don’t think there’s a single Dark Souls boss that comes anywhere close to any of the bosses from Morgoth and onward (Fire Giant excluded, obviously). Morgoth, Godfrey, Radagon, Malenia, and all the DLC bosses are much harder than anything the Souls series has seen (unless you count broken/janky mechanics like Witch of Izalith’s garbage-tier hitboxes).
I suppose, but the player could very easily overlevel themselves to make the bosses very easy in Elden Ring. Can’t do that without a big, boring, repetitive time investment in Dark Souls, farming the same enemies in the same location.
Nah Sekiro is great. Sometimes I just pull it up and play it a couple of days because it’s so satisfying. I think Sword Saint Isshin is supposed to be the hardest boss, and it definitely takes a lot of runs until you have him memorized. But on NG+ I first-, or second-tried him. I think all Sekiro bosses are pretty chill once you know them.
Consort Radahn however… I don’t know if I have the will to ever struggle through this fight again
Tbf, tons of nes and snes/Sega games were crazy hard. It hid how short they were. Like, Altered Beast is a game that no one ever beat on the Sega without using like a game genie. The entire game is only like 15 or 20 minutes long, though. Tmnt and battle battletoads were just super popular games you couldn’t beat.
Battletoads has nothing on Ghosts 'n Goblins! I can at least play Battletoads until the stupid vehicle jumping section. I don’t think I’ve ever even made it more than like 3 checkpoints into Ghosts 'n Goblins
This goes to Geometry Dash without a doubt in my mind if you include user-created levels, and I do as long as they’re officially rated with stars, especially if they’re e.g. in a Gauntlet (which a number of Easy and Medium Demons are).
If you allow in star-rated levels outside of Gauntlets, then I think it’s safe to say that Tidal Wave on its own crushes the difficulty of basically any video game ever made that’s ever been completed by a human. GD is an interesting case where you can make it as easy or as difficult as you want because there’s no true “ending” to the game (getting to the Demon Gauntlet is part of an actual storyline, but when you beat it, it goes nowhere, so that’s weird).
if you include games with user-created levels there’s quite a few games with levels that are practically impossible for a human, eg. trackmania and super mario world
As noted, “that’s ever been completed by a human”. Otherwise there’s simply no ceiling; I can just create a game that requires you to perform 10 frame-perfect inputs every frame for five months straight and say “now I have the hardest game since it’s technically possible to win; checkmate.” With user-made levels, there’s still a ceiling defined by a human actually completing it, and I don’t think the human-beaten Mario Maker or Trackmania levels touch the extreme levels of difficulty at the highest skill levels of GD.
TL;DR: I think if we include user-made levels ever beaten unassisted by at least one human, Geometry Dash wins.
Do we have any evidence, though, that ChainChompBraden was exceptionally skilled and well-practiced going into this? Because to my understanding, the level ID for Trials of Death hasn’t yet been made available, meaning Braden is the only one who was able to attempt this. Meanwhile, Tidal Wave was and has been available for literally anyone, and despite being the most prestigious level in a game where people pour tens of thousands of hours into beating near-impossible levels, it’s only been beaten by two other people since it was verified last year, and these are the three best players in the game each with several tens of thousands of attempts on this level (they have god knows how many tens of thousands of hours of practice from other levels of similar but lesser difficulty).
Kaizo Mario can introduce some complexity that GD can’t by having more than one type of input, but GD’s hardest levels are so insanely precise (Mario Maker’s 60 FPS or anything even near it would render top-level GD play essentially impossible) that even though these both push the limits of what humans can physically achieve, GD seems more difficult at its highest level of play.
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