It’s fascinating to connect free speech ideals with hair extensions! While Musk champions unfiltered expression, cheap professional hair extensions empower personal expression through style. Everyone deserves affordable options to feel confident. Like free speech, beauty should be accessible to all, reflecting individuality without barriers. Thoughts on balancing quality and cost?
I don’t play new games a lot because I don’t want a Ubisofted ARPG game where you’re just riding an open world rail with grinding sessions in between or a generic AAA shooter with crazy system requirements. Horizon Zero dawn was pleasant play though even though it had the Ubisoft formula because.
Elden Ring was great though and I’ve heard good things of Black Myth Wukong.
I just want to have fun and experience some new fun game mechanics or with some fun exploration element or with a gripping story. Indie games satisfy my itch very well.
I’ll play the next GTA since those are genuinely just a marvel of modern technology with a story and exploration elements.
I’m now always looking for a game that’s doesn’t require 30h of filler grinding to complete. It’s crazy but Magic Archery is free on Steam and I had more fun with it than some AAA games albeit very short.
To w ogóle super ciekawy wybór mema, bo gość na tym obrazku sam się ochrania.
W sensie, wychodzi na to, że Musk sam się ochrania za pomocą Xittera. Używa Xittera jako tarczy, którą w pełni kontroluje. Co robi dużo sensu, jakby tak chwilę się zastanowić.
Grim Dawn is fantastic! I can’t wait for the new expansion coming in a few months. I also heard they’re making a sequal after they finish their town building game which is coming out of EA soon.
Diablo’s story is now entirely detached from its gameplay, the protag can see the villains cutscenes due to a plot device, no more clever writing to explain events after, you get rewards not from an NPC but from the menu from completing world events, and somehow there are localised areas of 100s of enemies just waiting for you to start a fight in a random spot on an open field, theres a GPS showing you the way to the next objective
Diablo 2’s story is also detached, it’s nothing new lol. I’d say Diablo 3 actually had the most protag focused story besides Diablo 1. In D4, all of the cutscenes at least involve main characters you regularly interact with.
Regardless, no one plays those games for the story. They’ve always been purely about gear grinding and demon/monster butchering. D4 is probably the most polished in the series, except for maybe D3, which was a very streamlined experience, for better or worse. I like all of the Diablo games, but I still think D2 and D3 are the most fun I’ve had playing with friends. Fun is always the most important aspect, and D4 was making strong strides to improving that aspect when I last played over the summer. Not sure if that’s still the case in the new expansion, but I figure I’ll try it out when the xpac is on a deep discount.
If you haven’t, you should try Split Second. Racing game but with wild destructive world traps (you can trigger stuff like a commercial aircraft crashing into the track and stiff like that.
discord.gg/farcry-modding-846424998888734731 this discord community it also has a website but there’s far more mods on here including all the ones that are on the website so this is the best place to link
edit: after looking there’s now a website where you can search through those discord mods but it still links back to the discord to download them mods.farcry.info but it might make browsing a bit easier
Consider me a psycho with a hot take, but I have always preferred games that mix the enemy difficulties around in a zone. Something like Ark where, sure, level 3 Dodos spawn on the starting beaches, but a level 70 Spino can spawn not far away and you have to be sure to skirt it lest you become a healthy snack. The steady progression of “zone difficulty” has always bugged me a bit because it is just so far off from realistic. Sure, close to a settlement there would be culling of particularly dangerous creatures, but some of them would still exist (if the settlement is being responsible). And yeah, as you get farther into the wilds those sorts of cullings would fall off rapidly, but to say that there would be areas where there are no easy monsters or no hard monsters, even in the wilds, is just not accurate.
Also, you get the same feeling of accomplishment, sometimes more, when you have died to hard monsters in starting areas a bunch of times then learned to skirt aggro properly, but then suddenly you come back after being out for a while and utterly decimate them. Just feels so good.
I despised it in World of Warcraft, but I actually loved it in The Witcher 3. How I feel about it seems to be at least somewhat related to whether it’s a singleplayer game or multiplayer. But it’s more complicated than that - in TW3 without scaling enabled the whole game becomes piss easy even on Death March so it’s kinda required for me to even enjoy the gameplay at all. There are still many ways to gain relative character power that exceeds the level scaling that eventually you just WILL overpower everything regardless.
Unless it’s basically broken I will play games on the highest difficulty possible, because that’s just more fun to me. It makes each game an epic saga and something that can grip my (limited) free time for many many months. Which is good, because I have issues picking up and putting down fictional universes, I get a bit too attached. I don’t get super emotional about it, I just really don’t have the mental energy to deeply engage with something new unless I’m truly done with the last big thing. (I am also neuro-non-standard, I have heard of a term for this, “inertia”)
CRPG doesn’t usually refer to MMOs or action rpgs. They’re referring to games that emulate a tabletop RPG but on a computer, which is where the C comes in. Generally they’re modeled after Dungeons and Dragons or similar systems, like Pathfinder.
Don’t know about CRPGs in particular, one way or the other. But in general I agree with you op.
If you level up, and it means your stats go up and all your enemies level up and stay at the same balance with you, it’s pointless. It still affords a moment of happiness ‘cool I levelled up’, but in a much less satisfying way.
The point of level up early in RPG video games was, to my knowledge, so that any one with time and patience could beat a game regardless of skill. The idea of level scaling is almost the exact opposite, to remove the advantage of levelling. They cancel out and both player level and enemy level should be removed if that’s happening.
That’s assuming a 1:1 unversal scaling though, which is rarely the case. In the details it can be tuned to something worthwhile - which enemies scale, how much they scale, etc.
Still, my thought is when games want level scaling, they should consider why. If you want players not to overpower enemies via stats, maybe get rid of the stats (or don’t change them on lvl up). Levels can still augment your player with new spells, unique abilities, or more options. Or maybe more carefully consider the placement of enemies and what their default level and stats are set at. Or maybe consider a lower level cap, or a lower range of stat values.
The possibilities are wide open, but level scaling done poorly can make level ups feel like a punishment.
I think the place they are getting the bit about patience from is specifically dragon quest. Where the devs intentionally positioned it in opposition to other games of the time that required you to get good so to speak.
I read an interview a few years ago, I think with Yuji Horii about the design in dragon quest being set up specifically so that by sinking time in you would eventually overpower everything and progress, even if you never improved at the game mechanics. I couldn’t easily find it again when I looked to link it but maybe I will be able to later today.
Yep, that is indeed what I was thinking of (though I don’t have a link handy either).
Didn’t mean to imply that’s where experience levels were invented. The clarification is appreciated though.
And even thought I was alluding to that DQ comment, I’m sure it wasn’t the first game to adapt experience levels, and across the board making things easier wasn’t always the impetus.
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