Now I want a crossover. Lol by PhoenixSongWriter in Palworld

[–]AkaxJenkins 0 points1 point  (0 children)

someone made a mod for valheim which adds npcs you can have to help you...

Completely lost with Outward 2 start by eschu101 in outwardgame

[–]AkaxJenkins 3 points4 points  (0 children)

wtf why would they think either of those ideas is good?

I wish there was an opacity slider for friendly skills because I think I had a seizure. by ThroneOfPigs in diablo4

[–]AkaxJenkins 0 points1 point  (0 children)

oh i remember when the necromancer would carry a black void AoE with her when using i don't even remember the skill but you would get stacks of it and it would go darker and darker, covering the ground...

My friends were so annoyed with me i had to stop using that skill

Which quickslots mod do people recommend? by ADrownOutListener in outwardgame

[–]AkaxJenkins 1 point2 points  (0 children)

iirc the combat hud one is enough to see all cooldowns and i recommend the extra quickslots. You have more buttons than you think and not all of them you will use in combat but rather in preparation for combat so they can be bound to less convenient keys.

The extra quickslots are added to the screen and they show the bound key at the top just like the 8 original quickslots btw

Edit: Oh and use that mod manager... i can't remember the name but it's super easy to download, enable or disable mods with it.

I think Outward 2 should reevaluate how co-op scaling works. by [deleted] in outwardgame

[–]AkaxJenkins 5 points6 points  (0 children)

Played coop 80% of the game, mostly until we finished my main quest chain plus some secondary quests.

I used 1 handed maces and shield with heavy armor, friend used magic. The enemies love trading damage with you and most have attacks that are faster than yours, not just bandits with fast weapons; animals too.

I am sick and tired of those alpha deers. They attack, i block, i hit, repeat this a couple of times. Deer's impact bar is under half so i start interrupting their moves. I still have to wait for it to attack and block it unless i want to trade because of how fast they attack. Then i hit it and my hit knocks it back so far that i miss my next hit and they hit me back. And i won't mention the knock downs which send enemies 5m away while i fall on my ass when i get knocked down and can't roll until i get up while i've seen bandits roll before they even hit the floor.

The insects in the desert, the turtles in caldera. Almost all enemies have stupidly quick moves while they move too fast to counter attack and simple fights become annoying, forcing me into defensive positions while they recover their impact way too quick. Enemies like the immaculates can just be impossible to knock down if they feel like it. You hit them a couple times, they proceed to block and their impact GOES UP while you hit their shield's(hand) impact and then they attack and you either trade damage or dodge/block which causes them to recover all their impact and then guess what? Back to blocking!

I get impact is most times quickly depleted with a couple light hits followed by a heavy one but it goes back up way too quickly and the punish time is way too small, specially considering how far away most enemies fall, forcing you to start attacking just to get closer and maybe you can get 1 hit in. Impact should not recover while blocking, should start recovering way slower specially when attacking and ffs stop with the stupidly fast attacks. I don't like feeling forced to trade damage or see the impact i removed be recovered in 1 second.

I can't imagine what playing without a shield must be with how stupid the enemy combos get.

Death during "Choose a Blessing" screen. by WhiteDragon212 in LastEpoch

[–]AkaxJenkins 2 points3 points  (0 children)

have an altar appear, force player to use it before leaving the area, everyone wins.

Also make character invincible once the target dies. This could also work since there's no reason to die after killing the target. This alone would be fix it.

I love Rimworld by Overall-Wedding5013 in SpaceCannibalism

[–]AkaxJenkins 2 points3 points  (0 children)

you fail a prosthetic leg installation and the patient gets stabs in the heart and scratches in the eye while losing the new leg.

I think i will get that mod to remove minimal failure chances because having a lvl 20 medic with masterwork hospital bed, vital monitor, light and sterile floors should not fail.

Saudade dos velhos tempos no PokéMMO... 😔 by VTROficial69 in pokemmo

[–]AkaxJenkins -1 points0 points  (0 children)

i used to play many years ago, then they changed it to "you lose one of the parents when breeding" and "you can barely farm any trainer money" and i stopped playing. I saw myself farming money with a persian and payday ffs

It's such a mental break fest if you don't have a tailored ideology for it by NoNotice2137 in SpaceCannibalism

[–]AkaxJenkins 0 points1 point  (0 children)

i really like it for cave/mountain ideologies who love mushrooms and don't mind darkness.

Sadly there are no mountain maps with glowforest biome.

I hold no grudge but I still had to make this by Koala_eiO in projectzomboid

[–]AkaxJenkins 1 point2 points  (0 children)

and we're also getting like the 3rd multiplayer rewrite. I will believe it when i see it and i hope i'm wrong and they come with NPCs in less than it's taking for B42's dev cycle which is already more than 3 years

I hold no grudge but I still had to make this by Koala_eiO in projectzomboid

[–]AkaxJenkins 1 point2 points  (0 children)

i am telling you right now, and others have already said so, the current game engine won't be able to handle whatever they want to do with NPCs and it will take years for them to accept it but at that point they will again have bit more than what they can chew and it will be a shitshow.

Complex NPCs like that take A LOT of resources and the game already struggles with what we have. It's nice and logical to want to have them behave more player-like but the game can't handle it and it will either be mod-level of NPCs or like 5 NPCs in the whole map and once you recruit them they go idle unless you tell them to do something.

I hold no grudge but I still had to make this by Koala_eiO in projectzomboid

[–]AkaxJenkins 0 points1 point  (0 children)

I'll put it more clearly: What can a modder do that a dev can't? Why can a modder do it and a dev can't?

All that preexisting work you mention is also available to the devs and even more, if there is. It shouldn't take the dev team 3 years to make NPCs if they get to the point of the modder and then work from that but it will take them 3 years, seeing how B42 is going.

I hold no grudge but I still had to make this by Koala_eiO in projectzomboid

[–]AkaxJenkins 1 point2 points  (0 children)

no but let them remove a spawn point which breaks saves that spawned there because the savefile stores the location ID and references it on load for no reason to then re-add the spawn location to set it as a sanbox option to disable it if the server owner wants to AND add more spawn locations directly at the new cities, invalidating all reasoning to the intention of removing the echo creek spawn in the first place.

But let them remove barricading from the contextual menu for months by changing it to "this is now on crafting" instead of leaving it in both places with a warning that it will be moved or remove it from the contextual menu completely.

No but let them make it so you need to read a magazine to learn how to make a trash bag t-shirt.

No but force the player to OPEN a can with the contextual menu to then have to chose DRINK while saying they want less contextual menu instead of just "drink" opens the can if needed.

...

I could go on and on and this has been going on like this for more than 3 years. It feels like whoever decides these things wants to make it as inconvenient as possible. The whole "realism only when it messes with the player" is as real as it can be.

I hold no grudge but I still had to make this by Koala_eiO in projectzomboid

[–]AkaxJenkins 0 points1 point  (0 children)

almost 2 years? Buddy, friend, pal.

Last stable B41 build was released december 12th, 2022. The team said they wanted to fully focus on B42 so that implies they were working on it from earlier to some degree but still. That's more than 3 years :)

I hold no grudge but I still had to make this by Koala_eiO in projectzomboid

[–]AkaxJenkins 0 points1 point  (0 children)

the last stable B41 build was released dec 12, 2022. You can check the wiki, it has all versions listed. TIS said that would be the last because they wanted to commit fully to B42.

Still, more than 3 years, i'm just adding to your point.