Nosgoth. An asymmetrical, team based shooter where you played as either vampires or vampire hunters. The vampires had more health and mobility but were only melee while the hunters had range and utility. It was buggy and imbalanced and I loved it and clocked like 500 hours before they shut it down.
Was a ton of fun, I played it daily til it shutdown, I love when multiplayer games have fun traversal mechanics, tho it leads to many quitting if they do terrible early on.
Some friends and I were so hooked on the gameplay demo (we’re big fans of the Mass Effect trilogy), then it was cancelled and replaced by Prey, which was very different (more horror centric and less space opera)
You need none. They release free content together with every DLC too. Also you can get the subscription for a month and cancel immediately if you want to try all of them.
I like naval warfare games, but I tend towards the sim side, not the “experience being someone there” sort.
The naval warfare game that I have played the most of recently is https://store.steampowered.com/app/2008100/Rule_the_Waves_3/. That’s definitely not an eye candy game, but it models the design and development of warships from 1880 into the Cold War, the construction of fleets, and the tactics when they meet, has a lot of flexibility to simulate different stuff.
https://store.steampowered.com/app/1489630/Carrier_Command_2/. This is not a real-world oriented sim. You command an amphibious assault ship which can capture islands to gain resources, capture technology, and buy munitions, air and amphibious vehicles, and fight against another similar amphibious assault ship approaching you. I really like the untextured polygon aesthetic – they make stuff look pretty even with just that. Need to manage a ton of vehicles and aircraft and production and logistics vessels and support craft concurrently; as the game continues on, the load increases. If you’ve played https://store.steampowered.com/app/267980/Hostile_Waters_Antaeus_Rising/, sort of similar idea — both are based on Carrier Command. Not mission-oriented the way Hostile Waters is. It’s really intended to be played multiplayer, which I’ve no interest in, but you can play single-player if you can handle the load of doing all the tasks. I had a surprising amount of fun banging away with this one. I really think that this game would have benefited from some rebalancing and further development — some gear just isn’t all that useful, and I think that the game would make a magnificent base for a more-sophisticated-dynamic-campaign single-player-oriented game.
It’s not, strictly-speaking, a sea-based game, but https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/ is a sci-fi space-based fleet warfare game. A lot of the elements that you might want in a sea-based fleet naval warfare game are there, sensors, electronic warfare, weapons and countermeasures and such.
I think that those are the sea- or sea-associated games that I’d probably most recommend, myself.
It’s an old text adventure from the 80’s with a particularly cool and oddly relevant concept: You take the role of an AI that’s been meticulously raised in a simulation to truly become a general intelligence. The reason this project was undertaken was to eventually send you, the AI, into other simulations based in the near future to test the outcomes of various political policies of the new republican government, record your interactions, and report back to the engineers who created you.
The game’s designer said that he created the game in response to the despair he felt from Ronald Reagan being elected.
I haven’t gotten super far in it, but it has an incredibly well written short story in the manual that details all the events leading up to the start of the game, and so far the game itself is unlike anything else I’ve ever played.
You can play the game here on Archive.org, or you can download a copy from that page and play it in DOSBox Staging.
Here’s all the physical documentation you’ll need, such as the short story, how to play manual, and an in-world map (you’ll have to draw your own, but it’ll give you a rough idea of the land. If you find map making tedious, you could use a map someone else made).
Without Work-Life balance, you will be miserable and it won’t matter what you plan to do outside of work you won’t want to do it.
The fact that you’ve just left college and already have a job is a fantastic thing, but the ideal is to have a good work-life balance so that you can actually live life. It took me a long time, too long, to figure that out.
How does one find work-life balance when the 40-hour work week feels like too much? Anything less than “full time” either doesn’t pay benefits or doesn’t pay enough to live off of. It feels like a trap
Lol, no worries. I guess my question is kinda hard to answer.
Good thing I’m hungry, then I suppose :) Honestly, my plan is to one day try to inch my way to some kind of sustainable living situation where I can reduce my needed spending as much as possible and just live in a way that reduces all stress.
I’m not sure if it’s practical yet or just a pipe dream, but it’s keeping me moving forward, so good enough, I suppose lol
Steam deck is good! And if your Internet is good, any device that can do moonlight streaming.
I have my steam deck plugged into my TV in my living room. I’m all hardwired and can use moonlight to stream my PC to my steam deck with no noticeable latency. I’m usually very picky about input lag / latency and I legitimately cannot notice it. Moonlight/sunlight is wayyyy better than steam remote play imo. And for indie games that the steam deck can run well, I can play natively from that. I hardly ever play at my desk anymore
Maybe some classic, more phantastical CRPGs with turn-based combat are more your juice than Disco Elysium: Baldur’s Gate III, Pillars of Eternity II, Fallout. Planescape Torment, Tyranny, Pathfinder, Pillars I and the rest of the Baldur’s Gate series rely on real-time combat with pause which might get tedious when only using the mouse.
Are boycotts really the best solution to stop this epidemic in gaming?
Yes, but not if you don’t convince others to join you.
How can we best prevent these gambling grey markets and the gaming to gambling addiction pipeline?
Educate people on the dangers. Show them why it’s gambling, because there’s a lot of apologetics out there to trick people into thinking it’s not. Point out the same slot-machine-tactics they use to get people hooked.
And then convince them to boycott. The CEOs that put this shit in games know how to read sales numbers, and if sales start dropping (or player counts), they’ll soon figure out that it’s because of their lootbox/gacha systems.
Lastly, give people alternatives. I usually point people to Deep Rock Galactic, but there may be others that are better suited to people’s tastes. “Just leave” isn’t really effective if they don’t know where to go.
It’s a blast! The devs listen to and are involved in the community, you can go back and play earlier season content at your discretion, and all the paid content is optional cosmetics that exist primarily as an additional revenue stream for the devs, so no pay to win or praying to RNGesus to get that one ultra rare drop everyone needs.
I can’t believe indie devs like LocalThunk or Toby Fox don’t get any money when someone buys their games. It’s really bizarre.
Or do you mean, that there are open source game platforms out there that don’t pay the devs?
If all the money should go to the devs, every game would need to be self-published, and the store would not take a cut, which isn’t realistic, if you want the store or platform to have any features.
I mean that I don’t know of an opensource game store, let alone one that allows devs to get paid. There are stores out there where devs publish their opensource games, but the stores themselves are proprietary.
I’m not sure how an opensource game store could be monetized. It would probably be donations. A part of those could go to the game store devs. Probably the closest we’ll get to something like that is the Heroic Launcher. If they added an index of opensource games and had a distribution package (I assume it would be flatpak) and some method of payment or donation link, it could be possible.
The itch.io desktop app is open souce, but afaik the website isn’t. It does actually allow devs to get paid though, through charges or encouraged donations. There are some games you can get from flathub or the standard linux package managers, but they don’t have any built in features to pay devs.
The expensive part of hosting game files, pages, and mods isn’t really any different from what flathub or similar already does. I suppose cloud saves would require extra storage space, but I’d imagine an open source game store could charge for their cloud while also allowing p2p or a selfhosted cloud, which is a similar model to what a lot of open source projects with cloud features already do. That would be a fairly sustainable monetization scheme for the store I think, especially with donations on top of that.
Devs can be paid partially through donations, although I doubt that would be nearly enough without a system like Itch.io has where it always shows a payment screen that you have to click through before you can download the game. There are a couple more models, ArmorPaint is open source but you have to pay for binaries or compile it yourself, and Aesprite is source available (restrictive license) but takes a similar model. Overall though I don’t think open source games will ever become the standard, even for indie devs, and even if open source platforms do.
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