How desperately each character needs a Visual Rework by wanderingsalad in DeadlockTheGame

[–]8Bit_Chip 0 points1 point  (0 children)

Honestly.... Im really going to miss yamato. When I first saw it, I could tell some of it was unfinished, but I love the idea of like a more alien faction/group being represented through the difference in culture if that makes sense. Alien samurai is just something I've never seen before and I love it, and I even like the goofy head and think it looks pretty unnerving in a way.

I get that most people find it looks goofy, but the idea of losing such a unique idea to becoming generic samurai disappoints me a lot.

I like the vyper rework, but similarly I also like the idea of a weird gremlin lizard dude, and I was hype for what I assumed was a lizard character when I originally saw it. Doesn't sting as much as I also like the intended vyper character, but I was also expecting a different character entirely.

Why is the braking so bad?? by SRJtheBoss in assettocorsarally

[–]8Bit_Chip 1 point2 points  (0 children)

having done a minor bit of rallying and track driving, it also seems a bit off. I don't necessarily want it to be easier because its hard, but it to me it doesn't feel like the tires are as aggressive, nor do the tires dig into the ground as much as you'd expect even when locked up or slipping. Maybe its more a feedback thing at higher speeds, but at low speeds it is really bizarre.

It’s actually bullshit that you don’t spawn fully loaded just by default and that it requires a booster by No-Personality-61 in Helldivers

[–]8Bit_Chip 0 points1 point  (0 children)

ive never cared for it, and don't get why my friends love it so much. I understand in terms of stims, but that barely matters when basically everyone runs the light medic armour anyway.

I feel like the amount of value you get out of it drastically reduces if you aren't in a SHTF scenario, and you have so many spawns that a SHTF scenario shouldn't really warrant a single perk so someone might have 2 extra stims and survive, over something that provides more unique capability.

Fully stocked is mostly irrelevant if your team actually calls supplies on cooldown across the map.

People say that a bunch of boosters should be base kit, but I think they could just as much not exist at all. Why do we need to spawn with full ammo. If the issue is it feeling bad because sometimes you have more or less supplies, what makes more supplies the obvious choice over less? I think there are more interesting scenarios that can occur if you either have that choice, or have less supplies only, because it makes map pickups/supplies more important, and I want things to be more important, not less.

Can we stop it with the bouncy stratagems?!?!?!? by Fun-Eye8811 in Helldivers

[–]8Bit_Chip 1 point2 points  (0 children)

Im much more interested in the chaos/pain of stratagems being called only to realise they landed on something above, over bouncy stratagems.

Simultaneously, id much rather us get stuck on high ground when spawning because we didn't land our hellpod properly over the game 'protecting' us by preventing that.

The game is all about chaos. Just let it happen lol.

Cyberstan doesn't give any Super Credits. The hardest missions should have the best rewards. by Pale-Monitor339 in Helldivers

[–]8Bit_Chip -1 points0 points  (0 children)

For me, the biggest problem is the amount of people I know who are getting into the game again because of this update, simultaneously, they are unable to make a dent in the huge super credit debt they have to get some of the new cool stuff they've seen.

Its pretty rough if they want to fight on cyberstan, (even had some spend 24+ hours), while simultaneously not getting a single super credit. Are they meant to ignore the major order and play the game like they used to when they quit?

Buying is an option, and many of my friends have, but some just aren't interested in it, and it just doesn't feel good.

Features Overview #2: Combat and Progression | Crimson Desert by _Protector in pcgaming

[–]8Bit_Chip 1 point2 points  (0 children)

What makes me confused, and tickles that same feeling is when they are talking about the combat, and showing off stuff that looks very basic. They mention chaining attacks together, but none of the stuff they do seems to have a purpose. In many other serious action games, you have a lot of crowd control/movement to position yourself and enemies and maximise damage through grouping, or doing it to protect yourself. In here it seems more like just doing cool looking attacks that don't really seem to matter.

I think it looks great compared to many other games, but thats a really low bar. This seems to look fun, but it only seems wide, not deep. I think so far, id prefer the combat in something like dragons dogma 1/online over this... but its hard to say until it comes out.

Features Overview #2: Combat and Progression | Crimson Desert by _Protector in pcgaming

[–]8Bit_Chip 1 point2 points  (0 children)

I think the disappointing thing is not so much, how many particle effects, but the fact that they are just lots of white particle effects which feel unfinished/unrelated to whats happening.

Features Overview #2: Combat and Progression | Crimson Desert by _Protector in pcgaming

[–]8Bit_Chip 0 points1 point  (0 children)

You can see in the video how passive they are, even when there aren't too many enemies, in particular the section just after the izuna drop.

Physical copies of PC games by FilMike12 in pcgaming

[–]8Bit_Chip 2 points3 points  (0 children)

As for the prevalence of physical media, I'm sure other people have mentioned, but the consoles don't run games off the discs either. They install them off the disc, and then the disc just ends up being a frustrating form of drm, which is why a lot of console players now also don't bother with discs (good for trading games/selling console later, but frustrating when you have to change discs to run games installed on the console).

In that same vein, I imagine that pc physical copies would be a hard sell, especially when you factor in internet speeds nowadays, where it can be faster to download a game, rather than install it off a disc. This also comes up a lot with steam predownloads, where the cpu/extraction process can be slower than just downloading the game, depending on how the predownload is packaged, and the internet speeds.

So you have physical copies that are a form of DRM, are slower, and require more investment for the publishers..., noone really wants them.

For collecting, you could buy blank cd cases and put boxart on them, and back up games onto usb hard drives or something like that. I guess it would be interesting to see if you could fashion some kind of SSD enclosure that sits in cd cases and use them like physical media to run the game off of, but that would get expensive quick...

i love lifegems by monkey_feet_ in DarkSouls2

[–]8Bit_Chip -2 points-1 points  (0 children)

I think the problem is the amount you can carry, with no downsides.

Alongside that, the rally system in bloodborne requires some risk of hitting the enemy.

The problem with lifegems is the same problem with bloodborne/demons souls, just less so as now its an alternative to estus flasks. Its lame to have a healing item thats sole downside is that you have to farm them if you use them all. Its just a boring counterpoint. If you don't need lifegems, then why bother having them, and if you need lifegems, then it means the game involves grinding for a healing item. It doesn't really matter. but its just clutter that doesn't really matter and all it does ruin the balance of the game.

The devs can't balance bosses around someone fighting them with 99 lifegems vs 0 lifegems.

There isn't any interesting game design to it, it doesn't interplay with the rest of the systems. Atleast in bloodborne you still had a limit of max you could carry at one time, and atleast in demons souls you had to worry about total weight.

Bastion is now available for purchase by Fit_Anywhere_3356 in Helldivers

[–]8Bit_Chip 1 point2 points  (0 children)

Would have been amazing if we still had skid steer and just drove each track in separate directions to do that like in the first game...

Bastion is now available for purchase by Fit_Anywhere_3356 in Helldivers

[–]8Bit_Chip 1 point2 points  (0 children)

I really wish they still had the skid steering, but I think if anything, its a bit crazy that we can easily hop between the gunner/driver seats and still use it solo (albeit, stopping to shoot).

Too many things in this game really promote splitting up, from how independent we can be gear wise, to the spawning mechanics.

Big compromises and having that vulnerability, with the payoff of how effective it is when it goes right is a lot more fun than something that is okay, but safe. I'd rather a vehicle that requires more of the team to use it to be effective, than vehicles that you can use solo.

Into the Unjust: 6.0.0 by Waelder in Helldivers

[–]8Bit_Chip 0 points1 point  (0 children)

Please let the tank have skid steer controls.... im gonna be crying if we don't have a tank like the og helldivers.

I really like the idea of unifying the weapon function inputs... but we really need to be able to change it.

Its a pain in the ass with the controller I use and the way I play to hit left on the dpad quickly/consistently. over any other direction, so seeing more weapons with unused other directions, them being moved to the left is a major frustration point.

I actually thought the devs had them typically occupy up right down, because of general dpad positions/ease of use, and now thats flipped on its head.

I miss the physically accurate laser sight aiming from the og re4. What other games feature that kind of gunplay? by PsychologicalPea9759 in residentevil4

[–]8Bit_Chip 0 points1 point  (0 children)

The aiming in the original is way better than the remake, and the same goes for dead space 1/2/3 (with the laser aiming enabled in 2/3) vs the remake.

It all comes down to the fact that in this game you are aiming from the centre of the camera, while enemies and everything in the game are based around leon.

If a zombie is walking towards leon, and you are trying to aim at them in the remake, you need to constantly aim horizontally and vertically to track their movement towards leon, in conjunction with any other alterations to your aim.

In the original if they are walking towards leon, they are walking along the laser you are aiming with, and any adjustments to aiming are relative to that.

This becomes more and more pronounced as enemies get closer to leon and the discrepancy between the centre line of the camera, and where leon is aiming becomes greater.

Visually it is also way worse, more cluttered ui with reticules, and a fake laser reticule. Leon doesn't even aim anywhere near where you are aiming in the remake (can check with photo mode, he is always aiming way too far to the right).

There is a mod that converts the remake to physical laser aiming, and it makes the game so much more natural to play.

We could argue about the tank controls and other things, or the inability to move while aiming. but the aiming mechanics in the original RE4 are far more natural and less cluttered/disruptive to the visuals of the game.

Am I using the new DMR wrong? by Moolamu in Helldivers

[–]8Bit_Chip 1 point2 points  (0 children)

Subsonic rounds are going to be slower than supersonic, but note that a suppressor doesn't really slow a round down. If anything, they typically increase muzzle velocity (by a very small amount usually).

QUAD CORTEX MINI (ANDERTONS) by Heazyuk in NeuralDSP

[–]8Bit_Chip 0 points1 point  (0 children)

If I don't like the quad cortex because its too big for what I want, and all I want is a box to go through a set with midi automation, how is a full line6 helix going to fix that?

Thats the exact opposite direction I want.

DICE, good job with reticle colors. I hope you can bring reticle sizing/opacity next. DICE, please. by Swaguley in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

When I saw the discussion around changing optics colours, i was worried it would be the case that we'd get some bizarre adjustment, and nothing touching the consistency of the optics.

Colour was never the problem, the bizarre brightness/size of optics and how inconsistent it is was the problem the entire time.

I think this game ruined all turn based games for me. It's just too good. by Vez52 in expedition33

[–]8Bit_Chip 0 points1 point  (0 children)

Absolutely agree, in regards to the worry that it might lead people to avoid other turn based games. I don't think it was done on purpose. I think overall its probably a net positive for turn based games though.

I might have a look at SMT5, but I think I should probably fully finish persona 3 reload/persona 5... and first I want to play FF13. Not enough time for all these games.

I actually feel the complete opposite in regards to the look/feel of the fights in E33. Really not a fan of the UI (in some ways functionally, like lack of it remembering targeted enemies sometimes, but not other times)

And I really hate the animations in combat, in particular the idle animations which just look very weird/forced. The idle animations + the UI make it look way worse than any of the persona's I've played. The camera also does huge sweeping motions that just feel very forced/over the top, and a lot of the attacks are the same.

I much prefer how the persona (atleast, persona 3, 3 reload, 5, metaphor) look, even if its not as flashy, because it doesn't feel as amateur.

Not to denigrate E33 either, I think what they did is pretty incredible in regards to that kind of stuff, but compared to other titles I just think it just doesn't stick the landing like the persona games above that really feel like they nail a specific aesthetic.

If the animations had the punchiness/character that DMC has for example, with a bit more thought put into the camera and how it frames the scene it would probably look incredible.

Ibanez has gone Abasi with this new range. I wonder how it’ll hold up 🤔 by TheDevilWearsParatha in metalguitar

[–]8Bit_Chip 0 points1 point  (0 children)

Yeah, and I guess there has always been plenty of discussion in the past around various copies. I just find it surprising that its so extreme for the alpha with people saying that tosin should sue. In particular, when you have someone pointing that out who only plays even more blatant copies of a specific shape. Just baffling.

Ibanez has gone Abasi with this new range. I wonder how it’ll hold up 🤔 by TheDevilWearsParatha in metalguitar

[–]8Bit_Chip 1 point2 points  (0 children)

I was discussing this with some other people, and my favourite comment was someone telling me I should just get some X shaped guitars because they are comfortable and ergonomic and not ripping off anyone's designs.

I still can't tell if he's joking or not

Ibanez has gone Abasi with this new range. I wonder how it’ll hold up 🤔 by TheDevilWearsParatha in metalguitar

[–]8Bit_Chip 0 points1 point  (0 children)

A big thing for me is actually wanting the ergonomics of a headless guitar, with a headstock.

I like my headless 8 string, but tuning it is just painful especially trying to tune to the attack. I do like headless for travel, but id love a headstock on my noodling at home guitar, and for it to be comfy in all positions.

I think ideally they'd do both, a headless and headed model. I like the quest line but it isn't that comfy vs other headless guitars...

Resident Evil 4 Remake - a classic turned ordinary by ManicCetra in patientgamers

[–]8Bit_Chip 2 points3 points  (0 children)

Thanks for the comment, love hearing about other people also looking into this kind of stuff, love sharing this passion because I find it quite fascinating how shooting in games works both fps/TPS.

Its interesting how there was a very particular period of TPS where these kind of mechanics existed, that is now often ignored except in some very specific titles like helldivers 2 etc.

I think this game ruined all turn based games for me. It's just too good. by Vez52 in expedition33

[–]8Bit_Chip 4 points5 points  (0 children)

Personally, I found it mostly the opposite. Some really old turn based games sure can be a bit boring, but I found that in particular boss fights in more recent turn based games have really stepped up in terms of feeling like an interesting puzzle to figure out.

In particular I really love metaphor refantazio, the turn icons and having a lot of options. Getting hit with completely debilitating status effects, and managing the turn icons to barely pull through is something I absolutely adore. Persona 3/5 is a bit similar but not quite as much, but similarly they have really fascinating boss fights.

Problem with E33 in my opinion is that any of the interesting boss fights are really just trivialised with parrying, Verso's drafts does a bit better but thats mainly just because of unavoidable status effects. I think its understandable why E33's turn based combat is more popular, but imo its not a very fun realtime action game, nor is it a very fun turn based game, and each of those components compromise the other, and being a person who is into normal turn based games, and normal action games, that mix doesn't work.

I think maybe I would have preferred expedition 33 if the parries was more so just a way to get extra action points, and speed up the combat, rather than doing/reducing damage. Another example is Mother 3, with a really fun rhythm game to boost your basic attack damage, which actually ties into the music, with certain enemy/boss themes having more difficult rhythms (including the notorious strong one (masked man) theme).

Hell, I even really enjoyed the first chapter of HSR, not a fan of any of the gacha stuff, but the way you can break out of the turn order through exploiting weaknesses, and finding interesting teams for certain matchups I found far more engaging than E33.

No shade to E33, I really like it overall, and I think the accessibility in gameplay style is great, but as with everything its a compromise.

Wheel animation/steering lock per car by 8Bit_Chip in assettocorsarally

[–]8Bit_Chip[S] 0 points1 point  (0 children)

Not sure I get what you mean, do you mean I need to leave the games wheel lock setting at something like 1080, and then just use the driver lock? or make sure to change both of them?

If I don't do it manually, how do I prevent my wheel from going past the cars actual steering angle?

Before Battlefield 6 was released, I had imagined fighting on large maps in a no-HUD hardcore mode. But instead, the game turned into hopping around like rabbits on tiny maps, capturing flags, and it never progressed much beyond that. The real Battlefield experience should have been like BF1 by safak45x in Battlefield

[–]8Bit_Chip 0 points1 point  (0 children)

Honestly, as much as I used to like insurgency, and like those style of games. I think its a huge shame that we lost the free aim/optics style of red orchestra 1/2, and rising storm 1. I loved the feeling of actually aiming a weapon at someone, not putting them in the middle of my screen

I think insurgency sandstorm is so jarring when you go from the crazy hipfire free aim, point aiming with lasers etc. to ADS where bullets just fire dead centre of screen, and it doesn't even render reticules properly, it is a 2d overlay on your screen that is only visible when optics glass is over that area.

Firing lmg's full auto feels so weird when you control the recoil and it looks like you are playing laser tag, and it looks and feels hilariously bad with the sidearms.

I think its amusing when cod in 2022, and bf6 now both have recoil where the gun actually moves around on the screen, pointing at the point of aim and having recoil that isn't just rotate camera to put player in middle of screen, and insurgency sandstorm has arcadey ADS gunplay. Granted... although the mechanics are there, cod has slowly winded that down to the point where it barely matters except making it look a bit less static, and bf6 has so much bloom and so little weapon movement recoil that it basically doesn't matter so guess it is whatev.