bin.pol.social

PM_Your_Nudes_Please, do games w What is your favorite Assassin's Creed game?

Plot: The Ezio trilogy.
Core Gameplay: Black Flag/Rogue.
Replay value: Odyssey.
I just want to chill out after a long day: Odyssey.
I actually want to get sucked into the setting and characters: Black Flag.

Kolanaki, do games w What do you think about random encounters?
!deleted6508 avatar

FF style? Hate 'em. I’m not a fan of the turn-based combat in those types of games either. Outside of boss fights/special enemies, you’re usually just spamming A to select the first option (attack) until you win. It gets hella old, hella fast and the random encounters happen every so many steps you take.

Fallout style, on the other hand, is awesome. More like Fallout 3 and beyond than 1 or 2 which are still a bit like FF in that you can’t see shit, you just walk the map and then FF battle music fade to black and pop into the encounter.

The Yakuza series does them well. They’re visible when wandering around, but they’ll also just appear at random all over the city walking down streets or chilling in alleys. You can’t always tell exactly what you’ll fight but you’ll know how to get around them if you don’t want to fight.

Of course I also like roguelikes. The entire game is a random encounter.

droning_in_my_ears,

I agree FF style turn based combat is boring. I mean games that have an auto button that plays it for you are admitting it.

That’s why I like games that have more creative combat that blends different genres. Undertale has some turn based, some realtime bullet hell. Battle network has a real time grid based with card game elements.

There’s so much you can do but so often devs fall back on choose from menu watch cutscene.

Kolanaki,
!deleted6508 avatar

Oh yeah, Undertale is gnar. They actually did something new and different with the style, which is what I’m really about here. Octopath Traveller is another good one; the thing that it has going for it is the sheer number of options you actually have. It’s not just “attack, item, magic, defend, or run away.” It also has a lot of other Western RPG elements in it like actually having dialogue choices that matter making it an actual game with branching paths and not simply a story with some minimal interactive elements.

southsamurai, do games w What do you think about random encounters?
@southsamurai@sh.itjust.works avatar

I’m in the “if I can’t avoid them, I’m not playing the game long” camp.

I don’t hate them, and they can be fun. But most of the games that do them make them impossible to bypass. Like others have already said, when you’re questing, they just derail the gameplay experience. There’s times that’s okay, but if a game has them often enough, it ends up making me hate the game and quit.

It’s why I don’t go back an replay the final fantasy stuff.

Aielman15, do games w What do you think about random encounters?
@Aielman15@lemmy.world avatar

They’re not the worst thing ever, but I’m happy when a game finds another way to challenge the player that isn’t “throw an enemy encounter at the player every ten steps”.

Nowadays I particularly enjoy games where the encounter is fought on the map itself instead of having a transition screen and a separate map. Games like Sea of Stars, or Yakuza Kiwami for example. I find that removing the transition screen also removes much of the tedium I feel with enemy encounters in video games.

somethingsnappy, do games w Day -1 of posting a screenshot from a game I've been playing until I also forget to post screenshots

How did I muss 6 Ys? I guess because the first to were before college. BRB in 4 days.

otp, do games w What do you think about random encounters?

I think that random encounters can be done well, but they’re often not done well.

I like that they can be a way to give feelings of attrition when travelling through long areas.

Lost_My_Mind, do games w What do you think about random encounters?

Man…this question would have SO much more gravity if it weren’t about gaming.

Like if you’re thinking back on your life. You met your wife at a coffee shop, but what would your life be today if they got a bagel instead? Where would your life be, 20 years later?

Or what if you’re single? Did you make the wrong arbitrary choice? Did you walk left instead of right? Did you miss out on meeting your special someone because of a choice you didn’t realize had ramifications?

And how should we feel about that today, knowing nothing in the past can be changed?

droning_in_my_ears,

Haha I have thought about that too actually. Mainly because my career path and favorite hobby were both decided by small random moments. It’s definitely made me more open to new experiences.

ampersandrew, do games w What is your favorite Assassin's Creed game?
@ampersandrew@lemmy.world avatar

Unity was the best in my opinion. Origins, Odyssey, and Valhalla are all the new design of Assassin’s Creed games that earned their own set of fans, but they’re so different from what came before with their faux RPG design. The fantasy is broken for me when I sneak up behind someone, stab them in the neck, and their health bar only goes down a little bit.

The first Assassin’s Creed game was very repetitive, but they gave you small assassination missions for you to figure out how to get, kill your target, and get out. The next several games in the series were better in every way except for perhaps these missions that mattered most, which they made extremely linear and scripted action missions.

Unity (set in Paris in the late 1700s) was an answer to those frustrations. There was a point in the dialogue where they specifically called it out. “So what’s the plan?” “The plan? Come up with your own plan. I’m not here to hold your hand.” They gave you expansive areas to carry out your mission, and you could find your own way in, kill your target, and get out. The game has some of its own baggage, like the loot system taking any challenge out of the combat later in the game, when the whole idea was that you were squishy that you should avoid combat, but it delivered on the experience the best since the first game.

Then Syndicate came out next, and they highlighted different ways to do your assassination like you were a big dummy, and they made a significant part of the game about street brawling, so I gave it a hard pass. The next game in the series was Origins, which brings us to the modern faux RPG era.

Zahille7,

I kinda liked Syndicate. It looked and felt kind of cartoony in a lot of ways, but I actually liked the dynamic Evie and Jacob had. And the combat for the brawling actually looked pretty badass imo too.

The whole “using a whole train as your base” was kinda weird though.

jonathanvmv8f,

Unity was the game I was most hyped for, especially because of its graphics and bigger maps. I even went to speedrun through the last three games to catch with the lore and begin playing it as soon as possible.

Alas, my PC couldn’t meet up with the heightened hardware requirements and I had to give up after barely finishing the tutorial with the awful frame rates even with the settings set to minimal.

ampersandrew,
@ampersandrew@lemmy.world avatar

Surely you’ve upgraded your PC in the last ten years since the game came out, right? I’d recommend checking it out on a sale or something sometime.

jonathanvmv8f,

I got my gaming rig recently and played all the releases up to Rogue only this year. I assure you my specs are modest enough and it’s just the game that is poorly optimised. Even Watchdogs 2 ran better than this.

ampersandrew,
@ampersandrew@lemmy.world avatar

I played it on Xbox and then PC even back in the day, and I’d 100% believe that it’s poorly optimized; they patched it a few months after launch to remove a lot of extraneous, unseen detail on the map that was hurting performance. It’s still surprising if you can’t run a 10 year old game well on a modest modern PC.

WolfLink,

Unity was also the first game in the series to have actual multiplayer co-op missions. Previous AC “multiplayer” was just dumb mini games.

yokonzo,

Heeey don’t hate on my cat and mouse assassination game mode

erin, do games w What is your favorite Assassin's Creed game?
@erin@lemmy.sidh.bzh avatar

my favorite one is Unity… In old AC cities and the tools given for moving in it are the most important parts and both Paris modelisation and the controls of Arno are the best of the best.

Road_Warrior_10,

Never played it. What era is it?

erin,
@erin@lemmy.sidh.bzh avatar

Assassin’s Creed Unity is set in the France revolution in 1789

Road_Warrior_10,

Ooooo love me that period of history!

yokonzo,

I still haven’t played it since at the time the game was poorly received, but I have friends who also love that period who swear by it as their favorite, and in the end, thats all that matters in AC, that you love the vibe, right?

yokonzo, do games w What is your favorite Assassin's Creed game?

AC 1 & 2, I know they’re pretty jank now and black flag stole the show, but it was entrancing for young me, it felt like I was entering another world. I would no shit just wander the world for hours just taking in the simulated culture and learning how people lived, it was so fascinating to see how life was back then. I guess that’s why AC3 bored me so much, American history is just not interesting to me as it’s so recent relatively

Nollij, do gaming w Are acer laptops unreliable?

All of the consumer lines are pretty bad these days. Acer has a reputation for being unreliable (backed by some data from SquareTrade ~10 years ago). HP is just as bad, in mostly the same ways, but has avoided the reputation.

Reliable laptops are the enterprise lines - Dell Latitude/Precision, HP Elite Book, and Lenovo Thinkpad. But they are significantly more expensive when buying new.

Nefara,

I’ve been extremely impressed with the longevity and all around toughness of my Dell Precision. I think it’s gotta be 12 years old now, it weighs a ton, been dropped multiple times, and while I replaced its disk and memory at some point it has never suffered a hardware failure. The thing is a tank, I love it.

Exec,
@Exec@pawb.social avatar

Among the business ones
Dell: No Vostro
Lenovo: No ThinkPad E series

Lizardking13,

I have a Dell XPS and have had zero issues with it. Does what I need - which is minimal, I admit, but it’s great.

xhrit, (edited ) do games w What do you think about random encounters?

This is actually a few different design paradigms you are talking about.

The first is the exploration map transitioning into a battle map during encounters. The second is randomly spawning encounters. The third is forcing players to fight those encounters. Games like Zelda 2 had a exploration map transition into a battlemap, but the encounters are visible on the exploration map and could be avoided if you want so they were never forced or random. On the other hand games like Shining in the Darkness had exploration and battle on the same map; there was no transitions and the view perspective did not change, the game just randomly forced you to fight encounters while you walked around. Then you have something like Vermintide 2 which is a realtime first person action rpg/shooter where random monsters are spawned in at random times on random places on the map to attack you, but the monsters only spawn out of sight in places you are not looking at, and you are not forced to fight them.

IMO battle transitions and forced encounters are outdated mechanics designed around the technical limitations of 8 bit era systems, while random encounters are a great way to improve exploration and overall replay value of a game.

droning_in_my_ears,

Good point. I guess it is 2 things I’m talking about.

I think battle transitions are a tradeoff. They free combat but at the cost of interrupting flow. If you don’t do anything with the freedom they give you and you just make the same tired pokemon style choose from a menu combat it’s not worth it.

xhrit,

Aye. Like all design paradigms, there are places where they can be useful or can be used to achieve a certain feel.

I actually hate “choose from a menu combat” but have thought of a few cases where it would make sense - for example a Legend of Galactic Heroes style space warfare game based on hyper-realistic combat between massive fleets of 20,000+ ships each, which according to lore, line up in nice neat firing lines and shoot at each other for 12+ hours until one side has won via attrition. There is no way to simulate that in real time and be fun, and the ranges at which combat happens in deep space means that there is basically literally no room for maneuvering once the battle has began…

HipsterTenZero, do games w What do you think about random encounters?
@HipsterTenZero@dormi.zone avatar

I actually only like random encounters when I’ve changed up either builds or party members and want to play around with it for a little bit. In that sense, I guess you could say I don’t like random encounters, but rather easily accessible encounters.

UnbrokenTaco, do games w Suggest me a coop game like COD World at War

You could play Ghost Recon: Wildlands or try some of the older Ghost Recon or Delta force games. Some of the weapons on offer are older in it.

There’s a tag on Steam named coop campaign that might help find a few for you. I saw a real time tactics game called War Mongrels that might be of interest though it’s obviously not a shooter.

Also, obviously there’s “hell let loose” but it’s not a campaign experience

setsneedtofeed, (edited ) do games w What do you think about random encounters?
@setsneedtofeed@lemmy.world avatar

Not every design choice fits every game (obviously). With that in mind, rarely is any specific design choice always 100% good or bad.

I think rather than just taking a vote, it is more useful to think about what makes a good random encounter, and what kinds of game designs work well with them.

I enjoy CRPG styled games. Often in these random encounters happen when moving through an overworld. This kind of design doesn’t disrupt exploration, since once it is over, you continue on your way. It does disrupt when you are going between known points and just trying to tie something up. That can be annoying. Ways that I think can make random encounters enjoyable for CRPG styled games:

  1. Not every random encounter has to be combat. Some can be combat, some can be social, some can be vendors, and some can just be flavor. Non-combat encounters can be used as sort of optional bonus content for players to learn about the lore or explore, and they might even feel special since it is a random occurrence the player gets.
  2. The ability to put points into some kind of skill that gives the player the option to avoid a random encounter and/or start a combat encounter with a bonus.
  3. Encounters should be tied with regions of the overworld in a way that makes sense. Put tougher encounters in endgame areas to discourage players from poking around too early. Make encounters in certain areas tied to the main faction or location in that area.
  4. Ease up on certain kinds of encounters as the game goes on, so they don’t outstay their welcome. For example, in the early game if there are lots of low level bandits attacking in random encounters, it can be fun, but it gets old once you are powerful enough to rip through them and are just trying to get bigger things done. Solve this by, for example saying that routes between major hubs are secured thanks to player actions. Now the player can travel between main routes without getting hassled.
  5. Be very thoughtful about combat random encounters triggered by NPCs after the player due to player actions. These tend to be more annoying since these are usually higher level NPCs that pack more punch. Making their appearance totally random can be very annoying. It also often feels like a grind if the encounter happens repeatedly. I would prefer the consequences of player actions to firstly always be telegraphed so they know a certain action means a revenge squad is after them. Second, I would prefer this encounter to be scripted- either concretely in a specific location where the game knows the player hasn’t yet been by virtue of the trigger happening while certain areas are still locked by the main story, or in a floating fashion where one of various possibilities is chosen by the game based on whatever triggers first. Once the player defeats whoever is after them, they should never be chased by an identical kind of threat.

These are all CRPG ideas, but I think mostly translate to action RPGs conceptually.

droning_in_my_ears,

I haven’t played any CRPGs and I’m not familiar with them. Any recommendation of an intro to the genre?

But many of your points are still familiar. Trivial encounters feeling like an annoying waste of time, items or abilities that control the encounter rates, etc.

I think making regions safe is a great idea but I would want it tied to a challenging side quest. Like maybe you can intentionally fight a harder version of an area’s enemies to make it safe?

setsneedtofeed,
@setsneedtofeed@lemmy.world avatar

Wasteland 3 is a good CRPG style game with modern presentation. There is backstory from the first two games, but the third one is self contained enough that you won’t be confused by the story.

I think making regions safe is a great idea but I would want it tied to a challenging side quest. Like maybe you can intentionally fight a harder version of an area’s enemies to make it safe?

That’s one way to tackle it. The point is that there is something to prevent the experience of being super high level and getting mugged by guys with rusty shivs. I’m throwing out many ideas, which could be refined by specific games.

When it comes to random mobs, a game which relies on them is Kenshi, as an example. Without wandering random mobs to encounter, the game loses a lot of flavor. Kenshi does a few things uniquely, with the main one being that many random encounters that end in defeat don’t end in death. Rather than it being a case where a random mob annoyingly forces a start from a previous save, Kenshi can often be played past the defeat with the player now enslaved, in jail, or injured. The emergent story telling from those fights is what makes the game.

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