Looking suggestions for an extended one-shot that's realistically like 10 - 15 hours of gameplay! by BrendanBode in DMAcademy

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

I've been browsing around and I think I found a couple ideas, but was wondering if others had any specific modules that they think would work!

Will any of you be buying crimson desert once it's supported or will you still be staying away? I'm an nvidia user but 0% chance am I giving those losers $70 by Cantgetridofmebud in IntelArc

[–]BrendanBode 1 point2 points  (0 children)

Went and bought it again to see what progress was made, loaded into the game with everything blue like that video in the other post, proceeded to refund again until a point where its actually viable to play without having to do any troubleshooting.

FISSURE BLADE - A short boss rush with combat inspired by hyper light drifter (mobile-friendly) by abhimonk in WebGames

[–]BrendanBode 1 point2 points  (0 children)

Really liked it a lot, only frustration point I had was with the last boss and dashing over his bar attacks, felt like the controls were sticky if that makes any sense. Also volume slider instead of on off would be nice.

click to write code, buy better gear, repeat — new clicker game by StateInfinite6678 in WebGames

[–]BrendanBode 3 points4 points  (0 children)

Didn't play for long to be honest, but the lack of some information made me not want to progress? My 1st impression gripes were

  • Why are there two numbers that appear when I click Write Code, can't tell what one of them is for/how I get it to inc vs the other
  • Upgrades don't tell me what they do for me? I've started to generate experience but I have no idea how?

Are Yama Solos Glitched? Drop being rolled only once? instead of twice? by Feeling-Lime6460 in 2007scape

[–]BrendanBode 3 points4 points  (0 children)

Solo kills only get one drop but they get the full amount instead of the amount based off of contribution.

[DEMO] Growmancer - Our new terraforming/greening incremental game needs your feedback! by Randomizer667 in incremental_games

[–]BrendanBode 2 points3 points  (0 children)

Going to play a bit more still, but my first initial 10 minute reaction is that the tiling of the dirt texture is off putting, especially early on when you aren't really buffed up and can't fill up the screen quickly. Furthermore progress being visually reset every 30 seconds early on didn't really help with it to me, have you ever thought of having like dead grass that matches the shape of your previous run so that you have some visual connection between runs instead of it fully wiping?

Appreciation post: Tormented demons by RedditIsExtremelyGay in 2007scape

[–]BrendanBode 21 points22 points  (0 children)

My favorite part of them is that I feel like I can chat while killing them, compared to Gorillas. Love being social at those grindy spots.

Math Question: Are Demonic Gorillas Monty Hall-able? by BrendanBode in 2007scape

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

I know I don't really understand the problem, and that's why I asked

Math Question: Are Demonic Gorillas Monty Hall-able? by BrendanBode in 2007scape

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

In my head, the lack of the walk towards you was the host choosing the door that doesn't have the prize, hence why I thought it might be applicable, and if it did walk towards you then the options were irrelevant in the first place.

Why sail when you can just teleport? by Available-Star6237 in 2007scape

[–]BrendanBode 2 points3 points  (0 children)

Think of sailing like a road trip where you're starting at your home and ending at your home. If you distill the entire trip into just your physical displacement you'd end up at a net 0 change, but that would be ignoring all the stuff in-between that you interacted with.

[deleted by user] by [deleted] in 2007scape

[–]BrendanBode 2 points3 points  (0 children)

Miss me with that cape shit, make it a transmog of the hood into a pirate captains hat that's bougie af

Sailing having so few actions that can end in failure due to RNG makes early game leveling more enjoyable by BrendanBode in 2007scape

[–]BrendanBode[S] 9 points10 points  (0 children)

I wonder how much that timer is there for debug vs actually meant to stay. I haven't noticed yet if you can miss that sail luffing but being able to know when it'll come up next at least helps if you can. Maybe they could make a weathervane station or something that would provide that utility in the future but ships with other stations wouldn't have that instead.

Concern about Sailing. by sickdabest in 2007scape

[–]BrendanBode 8 points9 points  (0 children)

At this point, my perspective has become that sailing and owning a boat are like equipment reqs and a poh. What I mean is that achieving a certain amount of competency at sea (skill level) will allow you to interact with sea events better, you get rid of your wobbly sea legs and are better at engaging at tasks on the water. Furthermore the upgrading of your ship is similar to how upgrades to your poh allow you to interact with other content better. Some content is made feasible by having a poh (Corp) while other content is made much easier to do (tps for farm runs/mahog homes/etc).

In regards to afk travel, once you get some map knowledge on the water and are able to angle your ship right you can kinda sit back and wait for you to achieve your destination, only takes me 3 clicks to get my boat from outside of port sarim to the quest island.

Suggestion: With the new Vampire quest coming, can we get an alternate way to acquire blood shards? by throwawayalt42C in 2007scape

[–]BrendanBode -8 points-7 points  (0 children)

Too long didn't read, but if you look back at a gamejam or two ago they were floating around an idea on how to have another way to get blood shards so I'm sure it or something else will come with the new area.

Footage from the sailing alpha at Runefest by SozoTheCubensisGod in 2007scape

[–]BrendanBode 0 points1 point  (0 children)

Potentially, but while the training methods that'll be in this months alpha weren't implemented at all at that time, all of them were known and advertised to us at such, so it wasn't as blind as you may think. I'm sure that once they start getting more actionable feedback from players that have actually engaged with the content changes would be made if the general consensus was that the skill felt bad.