There’s a perceived unpopularity with these genres. However, some truly great games like Baldur’s Gate 3 are living proof that you can make a niche genre very popular. It’s just that almost no one tries, or doesn’t like the risk involved. That’s why you don’t see a lot of these genres anymore. Well, you DO see them, if you look close enough and include indie and A/AA titles, but a massive AAA title with big budget and advertising for those genres is pretty much non-existant (I’m not familiar of any other exception like BG3). I think big studios are unlikely to risk such things. Look for smaller game studios, they’re much more innovative and either keep “dead” genres alive or they try mixing genres in innovative ways.
There’s a turn-based RPG sale/event happening on Steam right now. I can’t vouch for any of those games, but new ones do exist.
As for why they seem to have declined in popularity I can only guess - smartphones happened, removing the need for a home computer from many would-be RTS gamers.
CS is extremely popular outside of North America (also in NA). It’s basically been played nonstop with an ever growing fanbase since 1998. The rest of the games are all multiplayer titles with competitive ranking systems. Apex and Dota are free.
Depends on how you look at it. CS is the only thing I’ve been playing after years of gaming and I think it will stay that way due to the simplicity and the familiarity of the game.
Have you tried Last Epoch? You don’t need wiki or 3rd party tools at all at least. It’s been great to try different synergies between the relatively simple skill trees and class masteries.
I thought this was common knowledge about the game but I’ll explain.
Now maybe I do need to get better and become a pro player but I have about 5k hours in the game. Since about 2016 I’ve played at the LEM/SMFC level which is about 5-8% of the top MM players. My current elo still hovers around 18,000 even though I play very rarely now, I play a handful of matches every other month at most. I also used to do a lot of the old overwatch system that let you watch matches of potential cheaters, I got very good at spotting them.
That isn’t to brag, I’m far from the best, but I quit playing around 2020 for a reason. The cheater problem is insane and Valve has done little to curb it. I got so suspicious that at one point I downloaded a publicly available cheat, popped it on a usb stick, and ran with it. I tried to use it intentionally without ruining other peoples fun btw. Even after running quite a few matches with it, no bad happened. And many years later that account is still not banned.
I got especially jaded when I saw people obviously using aimbots or wall hacks and they now have thousands of dollars in skins on their accounts. Meaning they’re so unafraid of getting caught, they put money on the line. That’s insane.
I came back for the CS2 update hoping they had fixed the problem and they absolutely haven’t. Every single VAC ban wave, go look at the leaderboards. Approximately 80% of the accounts get removed from the top 1000 players. That sucks.
And you think “cool well at least VAC” is working. Except it isn’t. Because those accounts cost, at most, $15 and the waves happen with many months between. Sometimes in excess of 6-8 months per ban wave. So that entire time, cheaters can freely exist with cheats until the ban comes down. Also insane.
All they’ve accomplished now seems to be getting rid of the most egregious spinbots and aim hacks. Other than that, the rest are still in the game and so now I play entirely casually.
Depending on the specific game itself, we can boil down the multiple-stat problem in a few ways. If the goal is to get all the stats as high as possible evenly, then we can assign each stat a multiplier based on how low it is. Fixing lower stats becomes worth more than buffing higher stats. That multiplier would depend on the game, on how much it punishes the low stat. The multiplier itself might end up being a whole new problem to solve, but for now I’ll just say its not my problem and call it X.
Whatever X is though, every stat can then be reduced to a single value using it. Super-low fortitude should be buffed over already-high mana according to X, so all of the numerical values in the game become directly comparable at any stage in this problem. Then I expect it will be equivalent to the knapsack problem. Each item in the game will boost several stats in certain ways, and all of those boosts can be combined using X to become our item value in the knapsack problem.
So I consider it to be the knapsack problem + figuring out X (which might be NP-complete on its own, depending on the game).
So, you're looking for something like Tales, but not at all like Tales?
The only Tales-like that comes to mind is Summon Night Swordcraft Story, it's a successor to the classic 2D Tales games, but I'm not actually sure if that's what you're looking for.
bin.pol.social
Aktywne