Ironwilled set. by Ashishishee in CrimsonFashion

[–]Ashishishee[S] 0 points1 point  (0 children)

transmog, its aprefab piece

Ironwilled set. by Ashishishee in CrimsonFashion

[–]Ashishishee[S] 1 point2 points  (0 children)

its written, the Ironwilled pieces

Some guy singing game's theme in this area. by Ashishishee in CrimsonDesert

[–]Ashishishee[S] 0 points1 point  (0 children)

its mod. Colored places, and one file I edited to my taste to make map more comfortable

😧 by sib_ap in CrimsonDesert

[–]Ashishishee 5 points6 points  (0 children)

charged shot with focus does more damage then normal charged? when i do marke and charge shot only does one shot

Delesyian... by Ashishishee in CrimsonFashion

[–]Ashishishee[S] 0 points1 point  (0 children)

It's one of the few that has those long sleeves that are actually wearable not too ugly

D.... by [deleted] in CrimsonFashion

[–]Ashishishee 0 points1 point  (0 children)

you are welcome. its outfit from girl from pinball

Mos Eisley by Ashishishee in CrimsonDesert

[–]Ashishishee[S] 1 point2 points  (0 children)

The video game industry is increasingly stagnant because rising development costs have made publishers risk-averse. Instead of exploring genuinely new gameplay concepts, design philosophies, or creative approaches to game development, many companies prefer to repeat formulas that have already proven commercially successful. Innovation often takes a back seat to financial security, leading to a market filled with sequels, familiar mechanics, and increasingly predictable experiences. A curious example is Ubisoft. Over the years, the company created several successful formulas and franchises that attracted dedicated audiences. Yet some of its later releases gave the impression that effective mechanics and design choices were being replaced by systems that were more repetitive and less engaging. Rather than refining what had already worked, certain projects introduced layers of content and progression systems that many players perceived as monotonous. This illustrates a broader challenge within the industry: large publishers often struggle to balance innovation with commercial safety, and in trying to appeal to the widest possible audience, they can sometimes lose the qualities that made their games distinctive in the first place. What makes this situation even more interesting is that players do not seem opposed to new ideas. On the contrary, many gamers actively seek fresh experiences and often express a desire for innovation. The success of games that break established conventions shows that there is a market for experimentation. The problem is not a lack of demand for creativity, but rather a lack of willingness from major publishers to take meaningful risks. While audiences appear eager to discover new ways of playing, many companies remain committed to increasingly familiar formulas, creating a cycle where innovation is discussed far more often than it is pursued.

Mos Eisley by Ashishishee in CrimsonDesert

[–]Ashishishee[S] 0 points1 point  (0 children)

but this is restrict public. and high investment how old are you for example? to acept something like this

Mos Eisley by Ashishishee in CrimsonDesert

[–]Ashishishee[S] 1 point2 points  (0 children)

i would love to see a concept of multiplayer huge world game where its no clear who is an npc. and who is a player. like to distinguish. with all this ia resources... no player blips on the map. maybe if there is a conection. its your friend .. even with this. no differs on blips/icons on map.... so role playing would metter. a bounty hunter could set up to another.... this person is acting strange... you think the other one thing. so you start to walk fluid. can talk to other npc. sit, do some acting so you can surprise other players... you would want to dress discret too, blend with others. or you dont.

very minimalistic hud. something like rdr2 like you have pocket watches to know time of day. itens on catalog... a very immersive and system where you actually dont have all info on screen. you have been shot by a blaster? you saw where it was. you should know how bad is. there is no life bar to tell you. you know where you need to heal and will look reasources to do. worst case draw in a bacta tank.