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hoi_polloi, w After years of 'good enough' PC ports, Armored Core 6 is the first game in FromSoftware's history truly born for mouse and keyboard

Good enough is them putting the kids gloves on this one.

Pxtl, w After years of 'good enough' PC ports, Armored Core 6 is the first game in FromSoftware's history truly born for mouse and keyboard
@Pxtl@lemmy.ca avatar

Yeah, I’m loving AC6, but the design decisions that make the game so much better on the KB+M are actually kind of baffling from a console-first company like FROM. I played the hell out of the AC1 games back in the day and while that series’ aiming controls were a joke, the fact that you cycled through your ranged weapons instead of having all 3 accessible at the same time, combined with the fact that the game used only one button for “boost” which covered both jumping and dodging, meant the weapons and boosting actions fit nicely on the 4 face-buttons. Now, AC1’s weapons were very flawed in that there was often minimal reason to cycle through them - they didn’t generally have cooldowns or meters so putting a weapon away wasn’t super useful. Best strategy was a 1-weapon mech, generally. But still, the simpler controls were a lot more pleasant on a game controller.

And author is quite right about how rotation rate has grossly changed the game’s strategy and feel. For example, if somebody got behind you in old AC, the strategy was to get to cover while you ponderously rotate, or to burn energy like a fiend boosting backwards to get them into your cone of fire.

Not that I dislike AC6 - I love the game - but I hope this renewed interest in the AC series will lead us to a simplified spin-off or copycat 3rd-party game that properly fits onto the controller.

I just think there was some good gameplay lost.

But yeah, I’m playing it on KB+mouse, and I’m a PC gamer primarily.

Belgdore,

Have you played daemon x machina?

Pxtl,
@Pxtl@lemmy.ca avatar

Yes. Hated it. The flying mechanics were joyless, the plot was tedious, the weaker enemy units were harmless filler, and there were too many overly-scripted fights.

hydroel, (edited ) w The next Sims game will be free-to-play with paid DLC

The Sims 4 base game is already free. So if I’m understanding this correctly, EA, of all game publishers, is announcing that, against all odds, a free-to-play game with in-game MTX is an efficient business model that they want to promote? This might not be related at all that the Sims has always been a license that caters to the general, not particularly gamer audience.

Toribor,
@Toribor@corndog.social avatar

With Sims 4 already being F2P this announcement just means they are once again going to resell the same content back to you at a premium. Piecing up their game even more.

ninjan, w EA confirms The Sims 5 will be free-to-play and co-exist alongside The Sims 4

I really only want the house building. I had a blast in Sims 2-4 building my dream house and trying out floor plans, optimizing flow of everyday life and just the architecture/design aspects of making it look good. Sadly they always hit limitations which took the fun out of it due to not being able to build like you wanted. Especially roofs were tricky or impossible to get to look good. And slanted roofs wasn’t in any base game and I didn’t buy DLC (and haven’t played 4 in like 5 years+).

If someone could make an house architect game I’d so love it! Build a house for a family of 4 with a budget of X with these bullet point demands. Then get scored on stuff like usable sq footage, how well the bullet points got satisfied etc.

Blaze,
@Blaze@discuss.tchncs.de avatar

I completely get it!

CluckN,

Paradox announced a Sims-like game with a focus on modability. I’m hoping they pull a Cites Skylines and add some competition to the genre.

ninjan,

Yeah I saw that but it looked to also have a lot of focus on the dolls and not the dollhouse, I’m more about the house.

DocBlaze,

what you’re searching for is a game called house flipper. it’s on steam, and after reading your post I am 100% confident you will love it and should look it up.

ninjan,

Cool game and thanks for the recommendation! But the first one is only focused on renovations and while it’s fun to reimagine a space I’m not at all interested in the nitty gritty of renovations. I have my own house and have done a fair bit of renovation work so doing it in a sim game would be dreadful, I’ve never understood the whole genre of “do menial labour but as a game!” Like Euro Truck Simulator and it’s ilk.

The coming second game however talks about building a house from scratch as well which does sound promising! If the build process isn’t too time consuming and smooth it might be great. So I’ll for sure check that out once it’s out!

LucyLastic, w Cyberpunk 2077: What’s coming in Update 2.0: Vehicle combat and car chases

If they added a 3rd person camera option I’d be all over this game!

Localhorst86, w Over 50% of all steam games have never made over $1000

If we try to exclude the super simple and cheap games by only looking at games priced at more than $5, the median is closer to $4000

just because a game is more than $5, doesn’t mean it’s not super simple, cheap shovelware.

sugar_in_your_tea, (edited )

Nobody is claiming that, the claim is merely that a lot of the games under $5 are shovelware. I’m sure you could take it a step further and try to remove shovelware, but that’s gets really subjective really fast.

LazerFX, w Steam's Oldest User Accounts Turn 20, Valve Celebrates With Special Digital Badges - IGN

Member since 24 July 2004 here. Doesn’t feel like 20 years, but it’s also hard to imagine having ~5Tb of installed games across multiple launchers just… available. Plus emulators and other resources. Steam was a pain in the arse at first, but they made it work, and they saw beyond the limitations of dialup tech. I was all for it at the time because I had one of the few Coax connections (NTL at the time, later taken over by Virgin Media) which at that point I believe was 10Mbit… Of course, nowadays we have Gigabit FTTP rolling out throughout the UK, so this seems really quaint, but it’s pleasing to see how far we’ve come.

The US coverage still sucks. Sort your shit out guys, you’re 20 years behind the UK, and we’re a good 10 behind Norway, Hong Kong and others thanks to Twatcher.

NuPNuA,

I’m always shocked at how behind the US is in some areas of tech despite having so many of the big tech companies located there. Like you say their internet coverage and terms of packages, like still having data limits in 2023. Also the fact that they still sign for card payments in shops, when we’ve been though both chip and pin and contactless since that method was common.

LazerFX,

Yeah - I don’t even cary cards with me any more, it’s all on my phone. Including many store cards (Coop, Texaco, Shell, McDonalds…) which automatically pick up without me doing much - I scan, it works.

The only thing I can think is that the US is such a fractured environment with Federal, State and Local government, each with different jurisdictions, rules and taxation, that trying to get it to work would be beurocratically difficult. But at the same time, it’s so ruled by corporations that surely they’d want to push the easiest way - flip your phone out and wave it to pay, easy and secure, so make it happen :D

Whirlybird, w Over 50% of all steam games have never made over $1000

Because over 50% of all games on steam are complete trash.

ryathal,

Seriously steam really needs to add a quality gate, the amount of garbage they have in the store is absurd and eventually it’s not going to be worth the tiny fee they make from these games.

greenskye,

I dunno. I kind of remember when it was hard to get on steam. I wonder how many cool games we have now that we wouldn’t have had of they had to go through some sort of arbitrary checkpoint. There always seemed to be some controversy over who and what got in.

Do those trash games even matter? I feel like I basically never see them unless I go looking for them specifically. Steam is far, far better at content discovery than Google Play is, despite both platforms having an abundance of shovelware.

ryathal,

The content discovery on steam is being built up by massive community effort. It’s maybe difficult to find the most egregious asset flips, but it’s trivial to find tons of rpg maker games or similar, especially with the discovery queue.

JackbyDev,

I disagree. They’re pretty good about not shoving shovelware in your face. I don’t think games should be prevented from entry to the store just because they’re perceived low quality. Where would you draw the line?

ryathal,

A minimal level would be analyzing assets used and if more than say 90% are known free assets then block a game.

explodicle,

What if you have a fun game idea but aren’t big into graphics? You could just use a bunch of CC-BY licensed assets.

ryathal,

Then find a way to purchase or otherwise create 2 out of every 10 assets you do use. You likely need some level of customization to make your idea a reality.

explodicle,

That’s a very significant additional cost!

JackbyDev,

I feel you, I’m not denying a correlation between free assets and shovelware but why punish good quality games using free assets? Steam has a pretty generous (relatively speaking) refund policy letting you refund games you’ve bought in the past week that you have played for less than two hours. I feel like most games and especially shovelware games you can know if they’re shit in under two hours. Better to let too many shitty games in and not risk keeping a good one out and let folks get refunds for shitty games than to potentially keep good games out because they don’t meet some weird criteria they can’t quite meet.

raptir,

Nah. I understand the ask for a more curated store, but I don’t want to make it harder for developers to get their content out there.

ryathal, (edited )

Adding minimal requirements isn’t going to block any indie game the average gamer has heard of. In fact blocking asset flip games may actually help devs get more exposure in the new release lists. Heck just banning people that upload only asset flip garbage would probably be a big help.

sugar_in_your_tea,

They do have a $100 submission fee, which the developer can recoup once they have $1k in sales. So that alone cuts out a lot of the nonsense since low selling games won’t make enough to be worth the effort.

Maybe there’s an argument that the fee should be higher, but at a certain point you’re just making releasing a passion project impractical.

AbyssalChord, w Over 50% of all steam games have never made over $1000
@AbyssalChord@feddit.de avatar

There‘s no mention of ingame purchase revenue, so I assume they aren’t included?

Abrslam, w Steam's Oldest User Accounts Turn 20, Valve Celebrates With Special Digital Badges - IGN

I remember how much everyone hated steam at first. The WON was fine why ruin it with this stupid steam thing?

SkeletalWizard, (edited ) w What games had easy soft locks that prevented you from either progressing or getting a true ending?

Oh the joys of King’s Quest V. The most notorius soft lock is one that happens so fast that you would never suspect it to be a soft lock. Early in the game, the player will come across a scene where a cat is chasing a mouse. Now, this should make the player go “OH NO, THE POOR MOUSE!” and help the mouse. However, the scene is tied to your CPU speed so you have a total of 2-4 seconds to go into your inventory, select the item to yeet at the cat, and save the mouse. Many players will blink and just go, “Alright well that happened.” So, the player goes on and finally gets to a point in the game where Graham gets knocked out and tied up in a basement. Yeah your game just ends here if you didn’t save the mouse because the mouse chews through the ropes. THERE IS NO INDICATOR, AT ALL, THAT THE MOUSE IS THE KEY TO SOLVING THE PUZZLE. NONE.

There is also another soft lock into the end game that involves you having decided to pick up a fishhook earlier so you can use it on a mousehole for a piece of cheese. Yeah, if you don’t do that, you can’t power a wand to use to beat the game’s villain. And you’d probably think; “Oh I can just go back and get it.” Yeah, you can, but if you do you’ll also be trapped in there and your game is over again. So you HAVE to know to get it the first time.

And people wonder why LucasArts titles are more fondly beloved over the earlier Sierra titles.

Zoboomafoo, (edited )
@Zoboomafoo@lemmy.world avatar

King’s Quest VI, if you wait a few minutes on the strting beach, there’s a 5-pixel momentary glint that turns out to be a coin. If you leave the beach beforehand, it’s gone forever and the game is in an unwinnable state.

That game was horseshit and I really want to give it another go

SkeletalWizard, (edited )

I always forget about the coin because I learned my lesson from all the bullshit one screen items from Space Quest IV as well. Also, I’d like to mention the game that was programmed to never let you get the true ending due to legal issues. I Have No Mouth, and I Must Scream could never be truly beaten for the best ending in the French and German releases. Mainly due to the character Nimdok’s storyline being entirely centered around Nazis and the surgical “experiments” that happened. I’m not here to dwell on that, but what I am here to dwell on is that when the game was released, French and German players could not get the true ending due to CyberDreams forgetting to check off the trigger for Nimdok succeeding in his game. So, the game was always in its fail state up until 2013 or so when it was finally released on Steam and GOG. The game was in an unwinnable state for those releases for almost 20 years. No revised version with a fix was ever issued until the worldwide release.

Cqrd, (edited ) w Unity backtracks slightly on plans to charge developers for game installs

There’s no way they can stop install bombings. There’s gonna be something that they rely on that can be changed somehow, and even if they find a way to perfect it, how could any developer trust that it’s flawless?

This is bad even if everything did work and everything was flawless. They’ve wrecked their trust here.

BobKerman3999,

Unfortunately there’s only unreal engine as an alternative…

Cqrd,

That’s not necessarily true. Lots of alternatives exist and Godot seems to be what all the cool kids are using now

sugar_in_your_tea,

And the 3D demos are impressive. The recent version uses Vulkan and has lots of interesting new features.

I hope this increased interest results in better funding. It’s a great project, just limited by manpower.

hypelightfly, (edited )

Godot is also an alternative and it's free/open source so no worries about the company completely changing how they charge you in the future and destroying all the work you have done for years.

https://godotengine.org/

ShittyRedditWasBetter, w EA confirms The Sims 5 will be free-to-play and co-exist alongside The Sims 4

I love the rage over this. You’ve all clearly never met most of the people playing this game. They already spend hundreds on DLC, it’s the majority of the game.

Frankly this is a $70 discount for most fans.

BudgieMania,

Yeah, I know a Sims player and Sims 4 is literally the only game she plays. The way you or me would buy a new game, she buys a DLC. It's like it is its own gaming ecosystem for most of its players.

drekly,

But it’ll be worse now. It won’t be the same as 4, but free. It’ll be a glorified store with constant popups begging for money

It says a lot that it’s “running alongside” the previous game. You must not have a lot of faith in your game if you’re expecting your sequel to not replace the previous game.

ShittyRedditWasBetter,

Lolol you just described the past 10 years of the Sims. It has been, from day 1, a glorified store. And people love it.

drekly,

Yep. And now it’ll be much worse

ShittyRedditWasBetter,

🙄👌👍

Zombiepirate, w Unity backtracks slightly on plans to charge developers for game installs
@Zombiepirate@lemmy.world avatar

Not nearly enough though.

They’re still exploiting their customers who’ve been developing products based on a completely different fiscal agreement; you can’t just change engines after years of work.

KoboldCoterie,
@KoboldCoterie@pawb.social avatar

The worst isn’t even people currently developing things - it’s developers who already have released products. Imagine if you released something like, over the summer, for example. You’ve been paying the current revenue share, and will continue to do so until Jan. 1, then you’ll start paying the per-install fee. So you’re paying twice for the same customers’ purchases.

conciselyverbose,

I really feel like they're going to lose a lawsuit on that.

Unilateral contracts don't have unlimited power and "we can blanket change what we want to charge you on games already made" doesn't seem like it's going to be enforceable.

KoboldCoterie,
@KoboldCoterie@pawb.social avatar

Exactly - as others have pointed out, if they can do this, what’s stopping them from raising it to $1 per install, or $100?

mfbatz, w Steam's Oldest User Accounts Turn 20, Valve Celebrates With Special Digital Badges - IGN

17 years ago as of August 23rd! Wow.

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