Ultraviolet

@Ultraviolet@lemmy.world

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I love diablo-likes, but they're also really annoying. angielski

I’ve been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them… irritate the crap out of me over time, and I want to talk about that....

Ultraviolet,

This is why I’m looking forward to the first few seasons of PoE2. It sounds like they’re starting out focused on making the moment to moment gameplay more interesting. They’ll cave to the zoom zoom crowd soon enough and ruin the game with power creep within a year, so I’m very much planning on treating it as a temporary game, but it’ll be fun while it lasts.

Ultraviolet, (edited )

Fun fact: that’s one of the easiest levels in the game. It barely cracks the top 10 hardest levels in a game with 12 levels, and only because the first 2 are trivial to lull you into a false sense of security.

Ultraviolet,

The real answer is probably DoDonPachi SDOJ. Inbachi, the true final boss, went undefeated for over ten years.

Ultraviolet,

The story is hard to grasp because you’re starting off halfway through it. The entire first half of the campaign is lost media.

Ultraviolet,

I really hope they keep the power creep in check. Everything they’ve shown looks great, but if player power is even a fraction of what it is in PoE1, it’ll just be a neat bit of trivia that if you intentionally hold DPS and let bosses live they all do unique things.

Ultraviolet,

Exactly. I give it 50/50 odds that this video is something people will look back on and laugh about how much effort went into bosses that were functionally removed from the game, much like PoE1 boss mechanic guides. I genuinely want to be wrong here, but the game I want PoE2 to be, and the game GGG wants to make, is something the community is viciously opposed to. The PoE community absolutely despises anything resembling gameplay.

Ultraviolet,

While there’s nothing wrong with a game being declared complete and stopping updates, the way this went down doesn’t sit right. Evil Empire (the studio that split off from Motion Twin specifically to maintain Dead Cells) had longer-term plans and the resources to make them happen, but Motion Twin then ordered Evil Empire to stop development because they thought an actively developed Dead Cells would be a competitor to Windblown that they could preemptively kill off.

Ultraviolet,

The irony is that without the warning to attempt to suppress discussion about that, people might have just forgotten about it.

Ultraviolet,

There’s also a recurring theme in all the interviews after release, they were very open about their biggest regret being how much content had to be cut from the original plans for the first game due to budget constraints. Some things were restored in the content packs afterward, but other things were too foundational to the game’s overarching structure to make sense to be patched in after the fact. The Dreamer sanctums were going to be full fledged dungeons with a big climactic boss fight with each Dreamer, the Abyss was going to be an entire zone with multiple bosses rather than a plot only area, the Coliseum was going to be part of a much more involved sidequest, and there were several major zones that just didn’t end up in the game at all. The result was still a great game, but a shadow of the absurdly ambitious project they envisioned starting out. I assume they’re making Silksong with the intention of not leaving any “what might have been” things.

Ultraviolet,

The change is if you see one, there’s an implied truce between every non-Cybertruck-owner until they’re dead, then it’s back to a free for all.

Ultraviolet,

That’s the entire AA series on Switch now with the exception of Layton vs Wright. Hopefully, this means AA7 is next?

Ultraviolet,

I’m cautiously optimistic. It looks like a solid core for combat, they need to keep the power creep in check. Most of PoE1’s issues stem from the fact that an optimized build just one-shots everything, and the bandaid fixes that try to fit a source of challenge into that meta.

Ultraviolet,

The fucked up thing is that the Turbo Tunnel is actually one of the easiest levels in the game. The only levels easier than it are the first two and Surf City. Everything from the Snake Pit onward is where it gets really tough, but so few people get there that they don’t have the same level of notoriety.

Ultraviolet,

100 years is the legal definition of an antique. 20-99 years is vintage.

Ultraviolet,

BotW ruined the series. Open world, despite the promise of freedom, is a crippling set of shackles on world design. No upgrade can meaningfully interact with the world because every area has to be a potential first area. There’s no mystery of “what’s past this obstacle?” because everything has to be passable as soon as you see it. Worst of all, your reward for thoroughly exploring and completing all the optional quests? Butchering the final boss, which at full power is a highlight of the game, into the worst anticlimax of the series by removing multiple entire phases and drastically nerfing the HP of the phases that remain. The only intact phase literally can’t hit you if you just run in circles around it.

All of this wouldn’t be too bad if it was a one off, but Aonuma confirmed it’s the template for the series going forward. We’ll never see another proper Zelda game.

Gameplay mechanics were also a lot better with more replayability. (lemmy.world) angielski

Ignoring the lack of updates if the game is buggy, games back then were also more focused on quality and make gamers replay the game with unlockable features based on skills, not money. I can’t count the number of times I played Metal Gear Solid games over and over to unlock new features playing the hardest difficulty and with...

Ultraviolet,

Competitive NES Tetris exemplifies this. The game was already retro when most current top players were fetuses, which completely eliminates nostalgia as a possible factor.

Ultraviolet,

How long until the young earth dipshits jump on this as “evidence” to claim that if there’s room to question whether the universe is 13.8 billion or 26.7 billion years old, that means it must actually be 6000?

Ultraviolet,

PF2e is a lot more approachable than 1e. It’s a lot harder to truly botch a character in 2e, while preserving variety of options. The 3 action system is also much more intuitive than action types.

Ultraviolet,

Almost every AAA release has pulled the same trick for at least the last 10 years if not longer. Don’t announce the PC release until after the console release, that way some people buy the game twice.

Ultraviolet,

The ending of part 1 was literally killing a manifestation of the concept of being a remake. It’s a sequel to FF7R, in which the subtitle “Remake” was a red herring, not part 2 of a remake.

Ultraviolet,

Money and time are separate costs, consuming time is not, in and of itself, something of value.

Ultraviolet,

I don’t see how anyone can consider the sound puzzles in the jungle, the Tetris piece puzzles in the swamp and the color theory puzzles in the greenhouse the same kind of puzzle and be arguing in good faith.

Ultraviolet,

Especially if there’s head bob. That simulates the exact difference in your senses of vision and balance that triggers seasickness.

Ultraviolet,

Steam forums are the absolute bottom of the barrel for game discussion, maybe tied with 4chan.

Ultraviolet,

5e rules explicitly refer to spaces on a grid and had to be changed in several ways to work in a gridless setting.

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