This is going to be an oddball suggestion, but quite a unique gaming experience, in my opinion: NodeCore
It’s basically Minecraft meets puzzling to progress through technologies.
The game is rather difficult. And it being so niche, there’s no wiki to tell you the solutions, except for actual Wikipedia, because somehow it’s relatively realistically modelled.
As such, it has this feeling of being the first human to figure these things out and I found it massively rewarding when I pushed through some of the more complex puzzles.
The whole game is completely free. Just download the Minetest engine/launcher and search for “NodeCore” in the Content-tab.
GustavoM your name sounds familiar, did you play Planetside? I was (technically still am) in one of the leetfits and we would have some of the aim gods try to share their knowledge and it boiled down to something similar. Don’t tense your hand (click to fire naturally tenses your hand so you have to learn to reduce that), prioritize a relaxed posture, and learn your mouse grip (try them all out!). I’ve heard OSU is very good for those that want to improve their hand eye coordination (and get comfortable with their mouse). I’ve also heard of using spacebar to shoot but only when you want to isolate aim from shooting. But you should train both together as well.
Yep. And I still play from time to time, despise getting my arse served by most players. And I’ve got to admit that hand tension is exactly -THE- “main” problem for me, despise trying to be as relaxed as possible with drinks and the like. I do have lots of “Why my crosshair isn’t moving to where I want it to go?” moments due to it.
…and I… (kind of) given up, honestly. I’m about to be a 40 year old geezer, so eh.
Performance is surprisingly bearable, but the lack of optimization is really obvious. For example when you want to place a cemetery, it lags like a LOT., when terraforiming often times the height gets messed up, because of stutters. Using CPP’s 100k population, I get an 30-33 FPS while zoomed in the downtown.
Gameplay features are hit or miss. Road tools are literally amazing, but has it’s drawbacks. Somehow sometimes 90 degree intersections don’t actually turn out as 90, can’t edit lines like TM:PE, traffic sign options are a literal joke. For example you can apply stop signs onto an intersection and it just applies a FOUR WAY stop signs. No other options. Also no bike paths (will come in the future freely), no zoning like in the Industries, University, Parks DLC, lack of props (like parks for example), etc.
Buildings looks pretty cool, but these european buildings doesn’t seem that european to me (Although haven’t checked highrise yet), scaling is weird for schools, like elementary and HS is absolutely HUGE.
TLDR: It’s really really underbaked, should’ve delayed it like 6 months. I have refunded the game and returned back to C:S 1 with DLC unlocker.
I agree with the majority of your points. It does feel a little bit early access and the stop sign thing was a pain point.
I’ll just offer a counterpoint to your comment of Industry, Park, University district. Although the latter two don’t have much besides individual buildings to place, Industries feel way better integrated in 2 than 1. In C:S1 you had generic and specialized industry zoning which was entirely separate from the Industry district. This sort of zoning made things brought by DLC feel tacked on. We might see DLC for C:S2 work the same way but there’s an opportunity to integrate it more fully with base Cities Skylines systems, like satellite campuses and sports arenas being an “upgrade” for a college for example.
Oh yeah I have completely forgot about the specialized industries. Yes you’re absolutely right, that system works way way better than the Industries DLC version.
TLDR: It’s really really underbaked, should’ve delayed it like 6 months. I have refunded the game and returned back to C:S 1 with DLC unlocker.
You could also just put it on a list to keep an eye on and look at it in six months or a year later.
I think that a number of times, publishers put out a half-baked release but do ultimately see the issues at release fixed. Fallout 76 was horrendous at release, and while it’s still not Fallout 5, I think that the updates have made it a decent game. Cyberpunk 2077 also wasn’t ready at release, and while I haven’t looked at it recently, my understanding is that with updates and DLC, it’s also pretty decent. Paradox does have a history of titles that see a lot of post-release work.
I think that in many cases, the patientgamers crowd – wait at minimum a year after release before looking at a game – has the right idea. They may not get the absolute latest, blingiest stuff. But:
Many bugs are often fixed by then. You aren’t the guinea pig.
The hardware it runs on is cheaper and/or performance is better.
People will have done up wikis to refer to.
The game itself may cost less.
DLC is out. For many games – Paradox games in particular – a lot of the content is in the DLC, and the base game is kind of dwarfed by the DLC. For a number of these, a new title in a series isn’t going to be as good as the last before a lot of DLC has come out.
Mods are out. For some games, particularly on the PC, mods make the game vastly better.
I’m not saying that everyone should do that. But in this case, we knew going into the release – and the developer announced – that the performance wasn’t where they wanted it to be at release. So I think that this is a good candidate to wait on. Either they improve performance post-release or they won’t. Either way, you’ll know prior to purchase. Plus, hardware keeps getting faster, so to a certain degree, performance problems solve themselves.
Eh, I wouldn’t disparage the parent commentor for giving the release-day version an earnest try. Some people will be okay with the game in the state it’s in right now, some won’t, and that’s fine.
I think they also would agree they expect it to get better with another 6 months of active development, especially preparing for console release.
For almost $100 bucks at release (over $100 for any deluxe version), I personally expect finished products without excuses. The odd bug is of course not an issue, but I’m not a beta tester at that price. At $20 or $30? Meh. $89 and up? No dice.
I’ll remain on the sidelines until the issues are resolved and see if it grows into a quality replacement for the first one. Hopefully on sale someday. That’s for sure my stance. These game releases are getting less and less exciting, because we are seeing more and more issues at release. I’m not ready to admit it’s excusable.
I won’t disagree with your stance, but I have just one question…
In which currency are you getting $100 for the basegame? Canada it’s $70 (rounding up), but pre-release it was C$60, USD it’s $50, in NZD it’s $80. The deluxe version isn’t worth it at all, you basically get the Golden Gate Bridge and the promise of a few assets and a DLC over the next year… for double the price.
Yes that can be a wise solution, can’t argue with that but I don’t want to normalise the idea of releasing games in a heavily underbaked condition, which unfortunately became the norm in the recent years (although releasing too early was common in the 2000’s as well).
EDIT: I know your comment wasn’t about normalizing underbaked games at release, but I just wanted to rant a little bit.
It’s funny how you can build out a grid and find out it’s all off slightly. They’re doing some rounding somewhere and it gets clearer the further out from the start of a 90 degree you get
W sumie to moje konto główne. Wynagrodzenie dostaje na konto w banku krajowym a potem zasilam sobie konto revolut jakąś tam kwotą, czasami kilkuktornie w ciągu miesiąca. Aplikacja mi pasuje, rachunek ma polski IBAN więc przelewy są bez prowizji. Konta walutowe również bez opłat. Karty wirtualne i jednorazowe za darmo. Fizycznej karty nie posiadam bo raczej nie używam. Śmiało mogę polecić. Żadnych problemów nie miałem a to już w sumie rok jak korzystam.
Just to see if I got that right: you basically set the fire button key on the keyboard instead of a mouse click and it made it easier to aim? Is this a common technique among pro players?
i feel like this set up would be best in a game that is very spammy with mouse clicks, say Minecraft 1.8 pvp. i don’t know how those people do it, but given 2 keys to press on my left hand rather than 1 on my mouse, i could maybe stand a chance with the clicks per second.
Indeed. Theres also burst firing, which can get significantly easier/more “natural”. Or when you are an old chap like me who panicks all the time, lessening the effect quite significantly as well.
That makes sense. “Trigger control” is hard so moving the trigger to another hand guarantees you won’t click with too much pressure adding unwanted movement to the mouse.
Loads of fun until bugs became obvious. Now going to wait for them to fix it. Confident that it will get fixed but flailing around trying to find another game to play.
Yeah, it’s definitely not perfect at release… I tell myself that Cities Skylines wasn’t either in 2013 especially before Mass transit and other DLCs. I’m hoping the incremental performance improvements will keep coming.
My city is at 90k now and it’s harder to play, sitting at about 10fps… Might be time to start a new city at 100k.
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