It just feels too easy. There’s so much good grind in this game, and it feels like there is very little reason to grind agility anymore other than clout, and even then now there is far less clout in having 99.
I don’t really agree with that. My reason for grinding agility was never to get stamina back faster, but to get the shortcuts. Once I got the ones I needed, It became about getting to 99.
And with the amount of people with 99 in agility now, there is absolutely no clout to chase. Hasn’t been for 10 years really.
It’s also not like it was made easier to 99, it just got less shitty having a low level.
turn of phrase. Bond villians generally have some weird philosphy that guides their actions, like this attacker who is using a cyberattack to push a goal of threatening a company to make their stuff open source.
“Drats! My evil schemes are thwarted yet again by reason and sensible suggestions! When will this citric tyranny end?!?! Curse you, Lime! !!!”
Mr. Hacker falls to his knees, releasing a primal scream towards the heavens, torrential rain soaking his purple tuxedo, turning brackish as it mixes with his salty tears of rage.
I was once building a game where a dinky little neon space fighter zips around the field shooting down enemies that spawn in until the boss. Everything was going great, the engine was handling large number speeds, the parallax background I custom coded with an rng star map worked perfect, right up until I tried to implement enemy tracking of the player: that shit would not work no matter how hard I tried.
I was about to share the old demo for you dudes to try but looks like I’ve lost the .pck file associated with the Godot executable or the embedded pck is no longer recognized.
Sure it is, you just implement depth map deformation into the static terrain, totally doable! Then you just tie in a strain system to all the game’s models so they fall when they don’t have enough support, then add destruction animations for every static model and falling animations for every character. Totally easy, they had that back when the original Red Faction came out for PS2, the devs are just lazy! /s
I built an API connector for work (I’m a hobbyist, not a pro) to download what is the most common cargo transported by trucking companies from the DoT database. Everyone complained because they had to enter the company names correctly into a CSV as it wouldn’t accept typos or do fuzzy matching, nor could it automatically determine which was the head office of a company, only return a list of all of the offices.
UI is incredibly complex under the hood. Cryengine is also difficult to work in. There are tons of reasons games with distinct outstanding features don’t switch engines, though, and it’s usually due to the specific features said engine provides, no matter how difficult it becomes to work with as a legacy system over the years.
There is NO reason for hunts UX to as fucking terrible as it is. They literally took it from bad to straight up awful. Believe me, I know how hard to design and implement a good UI can be, I’m a software engineer. I’m not just handwaving “make it better, duh”. It’s flawed from the user requirements up. It’s like they never used their own ui before. It’s stunning how thoroughly they don’t comprehend how people have a terrible time navigating the game menus.
For Palworld, a new island takes 6 months, per the article. Probably talking about Sakurajima and the big southern one. That makes sense, since it’s not just putting stuff there and calling it a day on the first finished thing, some level design has to happen so the place makes sense and doesn’t feel super boring to explore.
So then why don’t they have regular bulletins in their games showing ‘Look, look! These features will be coming by xx/xx/xxxx!’ ?
Things set the timeline back? ‘Oh no! Looks like we won’t be releasing this on that date, it will actually be this date!’
Seems like a non issue for anyone with a 6th graders capacity for interacting with other humans. These are IT folks, with the added layer of gamers to boot — though. Anticipating motivations and responding to others input isn’t exactly a strong suit.
Edit: oh, beyond that — I have very little sympathy for a developer of a content drip. You’re out for the money, don’t whine when people inevitably get sick of waiting for a little more of something they’ve already gotten maximum enjoyment out of.
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