No doubt. There are many factors that lead to this, from studios wasting years chasing live-service and failing, to AAA games generally taking way more time to make because they “need” 50+ hours of content to justify being $70, to most importantly publishers realizing that exclusivity is a bad idea.
Sony has been winning the console race vs Xbox but have been really slow at pushing out games. I like God of War but they’re putting out one game every generation.
Lmao time truly is a flat circle. People used to (they might still, but I don’t follow anymore) say this about Blizzard and Overwatch, except not in a positive way
I really REALLY want a game where its like 40 vs 80, where the 40 have great tech, information and drone systems, but long respawn timers, vs 80 insurgent style players with cold war weapons, little to no armor, and litte information, but have fast respawns. And the game tries to keep weapons realistic rather than balanced.
Thanks for sharing your thoughts, really cool to hear. We just started a Realm for our 8 yr old and his friends and I hope he has fond memories when he gets older.
I’m not OP but I wanted to say that’s really cool! My dad set up a server for me and my sister when we were kids and some of my core memories from my childhood are playing Minecraft with friends.
Natomiast - zakładając że chodzi o same granice - sam sięgam po pliki SHP (np. tu: gis-support.pl/…/granice-administracyjne/), otwieram w QGIS i sobie exportuję do SVG po ewentualnych modyfikacjach.
jak to mają być osobne mapy poszczególnych jednostek adm. drukowane w różnych skalach, to raczej nie widzę innej opcji niż import danych i dopasowanie stylów/szczegółów pod konkretną skalę, która jest sporo większa niż do oglądania w internecie. Bo zakładam, że nie chodzi o mapę całej Polski skoro ona jest do kupienia. Jak chcesz przykład takie mapy w QGIS z danych pobranych ze strony gis-support to zobacz sobie taki projekt: cloud.citizen4.eu/s/polska-adm . To jest zrobione na kolanie więc nie wygląda idealnie ale wszystko tam można łatwo modyfikować żeby wyszło całkiem jak z tego linku wyżej.
I’m sure it’s a good time to mention Portal though. Many gamers have said they want tighter, more focused experiences that are really worth the price tag. I guess question being, is this game all that amazing, and are gamers honest about that thinking towards prices.
To be fair, games that allow only a handful of players to grab a vehicle, while everyone else has to play walking simulator on foot are bullshit. (Looking at you, Battlefield.)
Either provide enough vehicles for everyone who wants them, or don’t provide them at all, plain and simple. Otherwise a handful of players will hog them the entire time, and I’m stuck hiding in a foxhole for most of the match.
i was gonna say this is the entire discussion around overwatch balance. “the balance is trash” usually comes from people who do this exact thing with equivalent heroes
‘They have a hero with a shield AND a Bastion? We might as well just forfeit now.’
‘That McCree stun is such bullshit. It’s like ten minutes long.’
‘How’d they win? I was shooting them from less than 20 feet from the point. Well, okay, less than 50, but still…’
‘We keep killing them all one at a time without advancing past the doorway. Why aren’t we winning?’
‘The hog hooked me over the edge for the fiftieth time today. How am I, a simple Brazilian DJ, supposed to avoid death in the face of such terrible game design?’
I wonder if there could be a game where players decide the balance at the start of the game. So everyone has sliders with all the damage values for all weapons, and the game sets the balance to a median of all the votes.
You could have a point system. Oh! Maybe each player could have their own individual sliders. Of course, you’d have to have less guns for it to really work well but the game would balance itself…or be incredibly broken. Both are fun
There was this really interesting indie game called Atlas Wept. I played the demo and it was really high-intensity fun using new and innovative systems. Loved it. But then critics on YouTube tore the game apart and the dev made the game so much easier that you could finish the game without really interacting with the core mechanics at all, without providing separate difficulty settings.
The game was still feeling good, but I feel like we really lost something, and people would have realized that if the dev had listened to more than just the people who are financially incentivized to be impatient with the games they play.
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