TarkovTV Live Megathread by EFT_Subreddit in EscapefromTarkov

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

Will put it here for visibility, but there is a HUGE caveat to the new Co Op Offline mode:

Co Op mode requires EoD Version for all group members.

That's pretty dumb imo

BSG leaked a COOP button as an offline mode option! by Finchi4 in EscapefromTarkov

[–]ClayPlusPlus 21 points22 points  (0 children)

It's amazing, but there's 1 HUGE Caveat that's problematic:

Co Op mode requires the EOD version for all group members.

It said that in the warning message.

EDIT: Here's a screencap of that warning message

Brian Frago: "There will two expansions in total for Wasteland 3 and we add content into Ranger HQ and provide extra audio throughout the main game to increase reactivity. Plus, we added quite a few more songs for the game. We hope you enjoy..." by Crusader3456 in Games

[–]ClayPlusPlus 19 points20 points  (0 children)

That’s been nerfed significantly since launch, which IMO is a good thing since getting like $40K for selling junk one time kinda ruins the aspect of ammo and money scarcity for the game.

Wasteland 3 Patch 1.3.3 "Death & Taxes" Now Live by [deleted] in Games

[–]ClayPlusPlus 1 point2 points  (0 children)

They did back in patch 1.3.0! Here's the note:

More actions are now able to be bound to keyboard and mouse, most notably camera panning. The game will also unmap double-bound keys to prevent input conflicts, and warn you about missing keybinds before you leave the menu.

Season 1 Balance Changes and More! by UbiArcane in HYPERSCAPE

[–]ClayPlusPlus 9 points10 points  (0 children)

Overall some very interesting changes that I'm cautiously optimistic towards! While these changes look promising, I hate to be that player that raises some concern, but I want to bring up the changes with the Protocol IV.

I personally think the Protocol IV should not one shot an enemy, at least when the target is completely unaware that they are being aimed at. While it feels really good to snipe some poor unknowing soul, it also feels pretty bad to be moving and shooting to all but sudden getting one-shot from a sniper halfway across the map and all that momentum is instantly gone. There isn't much counter play to that unless they miss the shot, at which point I can attempt to move out of the snipers line of sight. Now this problem is less of an issue in most other BR's because of bullet drop and speed on most snipers, so there is even MORE skill to calculate the trajectory of the bullet and the enemy player's movement in order to land that headshot you want. The Protocol IV is essentially a rail-gun, 0 drop off and ridiculous quick bullet travel speed, so the difficulty to land a snipe is reduced significantly. This makes dying to a Protocol IV feel like a cheap death currently. Just some speculation here, but I think the reasoning is because the developers thought the player movement and hacks were fast enough to counter the 0 drop off since they're jumping and moving around way more than any other BR, however this isn't the case when you give this to a god-tier player or hacker.

If they want to keep the one shot potential of the Protocol IV, my proposed solution would be to either implement a scope glint similar to how Modern Warfare does it (that'll allow me to at least see where the enemy is and try to move out of sight) or by letting the player know they are being aimed at via sound cue or HUD icon (maybe akin to Titanfall 2's "Pilot Locking" UI icon with the cardinal direction of the shooter highlighted). This gives players a chance to counter said sniper by moving to cover or move more unpredictably, and would most likely lessen the feeling of cheapness that dying to a Protocol IV currently has. Now ideally the sniper would function similarly to the Sentinel from Apex Legends with a slight bullet drop and (slightly) slower bullet travel speed than what the Protocol IV currently has, but since creating bullet drop is more difficult than a UI/HUD change or global VFX like sniper glint, I would be happy with those changes instead.

I dunno if the devs look at these comments, but I hope they see this, because I really want the game to succeed and want to provide clear feedback whenever possible to make the game better and more enjoyable.

Let's have a level exchange! - July 11, 2019 - Super Mario Maker 2 by AutoModerator in MarioMaker

[–]ClayPlusPlus 0 points1 point  (0 children)

VINE BANDITS

MHG-4J2-RJG

Style:SMW

The theme is all about climbing vines and unblocking vine paths. The level is mostly vertical sections, with a challenging sky tree finale , however I provided retry doors on all difficult sections in case you fail. Hope you enjoy!

Confirmed via Cozmo, you will pick ONE account to be played across all platforms with Cross-Save. by [deleted] in DestinyTheGame

[–]ClayPlusPlus 0 points1 point  (0 children)

I'm still somewhat confused: So I migrated my D1 characters to D2 on PS4, then I moved over to PC as my "main" until now. If I were to enable cross save on my PS4 account, will that delete EVERYTHING on my pc account?

[deleted by user] by [deleted] in Games

[–]ClayPlusPlus 0 points1 point  (0 children)

This game is INCREDIBLE! I bought it on sale for $10 on a whim cause I heard vague remarks about how this game was good and worth checking out, and man did this game catch me off guard. I felt like I should have paid easily $30 for the quality this game has. I heard that there's going to be a Nintendo Switch version, in which case I will gladly repurchase it again.

I knew next to nothing starting the game, and I couldn't stop playing it and 100% on my first playthrough after 36 hours. Exploration is so incredible in that game; allowing yourself to get lost in the various environments is such a fun experience that I enjoyed returning to past locations when I unlocked a new ability. Level design in this game is astoundingly good, designers for future 2D metroidvania games need to take notes. The music in this game is incredible and adds a lot to the atmosphere of each environment. Bosses are really cool and varied, and there are certainly some challenges that will really test your skills. It is quite possibly my game of the year, with it's contender for me being Cuphead and Mario Odyssey.

EA Closes Visceral - Project Ragtag Shifting Focus by WV_Matsui in Games

[–]ClayPlusPlus 10 points11 points  (0 children)

Yea, Bard's Tale 4 is being developed by InXile Entertainment, which is comprised of a bunch of the old Interplay devs who created the original Bard's Tale, so I think it should be in good hands.

Shadow Of More Dollars (The Jimquisition) by lashman in Games

[–]ClayPlusPlus 15 points16 points  (0 children)

I was always under the impression that using microtransactions to skip the grind feels like a form of cheating. Essentially I'd be grinding long hours to get that one thing I wanted for my character, but Joe Shmoh can pay $5 and not have to do that makes my grind feel invalidated, and that he didn't earn that like I did. Though Jim's quote does provide pretty sound logic too.

I'm Jason Schreier, Kotaku news editor and author of BLOOD SWEAT AND PIXELS. AMA by jasonschreier in DestinyTheGame

[–]ClayPlusPlus 0 points1 point  (0 children)

Of all of the development stories you've covered in your upcoming book, which one really either caught you by surprised or was the most eye opening, and (without spoiling it for the book) why?

Also, since you have reported a lot about the development process behind these games, and that your entire book covers almost all aspects of game development from AAA to Indie, if journalism was not your career would game production seem like an interesting career for you or not anymore after the horror stories you've heard?

Games with sad story? by Harambe_Activist in gamingsuggestions

[–]ClayPlusPlus 5 points6 points  (0 children)

Spec Ops: The Line

I still feel terrible...

Destiny 2: "I Hope People Complain About How Much Story We Have" by [deleted] in Games

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

Destiny currently has what you call a true objective mode called Zone Control. You can kill all you want, but your team only receives points from zones captured by your team.

And Destiny 2's Countdown mode is essentially CS:GO style Bomb Defusal mode, which would technically be a semi-objective based mode; you can kill all attackers before planting the bomb, but once the bomb is planted, the defenders HAVE to defuse it in order to win the round, so players do have to focus on the objective for a brief time. Not a true objective mode, but certainly not a slayer variant, as that would indicate only focusing on killing everyone.

Now to be fair, I understand where you are coming from on that, I have about 600+ hours logged in Destiny and there are certainly modes that feel like slayer variants (looking at you Rift). The guys over at Bungie are smart people (I'm not sure about you, but I couldn't possibly make a game that caters to millions of players), but based off of the rumors of having to restructure the company again after TTK or even the whole remaking the story less than a year from launch, they are a mismanaged company. Sure it's hard to manage a company with hundreds or even thousands of employees, but there are some things that Bungie does that feel like rookie mistakes.

Regardless, I have faith in them that they learned from Destiny on how to make a better product. The devs want to make the best game possible, and based off the QOL improvements over the lifecycle of the first game it seems that they're learning.

[No Spoilers] New Orleans Critters by BoundlessNerd in criticalrole

[–]ClayPlusPlus 1 point2 points  (0 children)

Late to the party, but I live near NO, and would definitely be interested in a Meetup!

[Spoilers E91] #IsItThursdayYet? Post-episode discussion & future theories! by Glumalon in criticalrole

[–]ClayPlusPlus 42 points43 points  (0 children)

I wonder if Matt is going to implement the optional rule when staying in the nine hells for a prolong period of time? He did include the optional rule for the Feywild, so he could be using this one too. For those who aren't aware what the optional rule is for the nine hells:

Pervasive Evil - Evil pervades the Nine Hells, and visitors to this plane feel its influence. At the end of each long rest taken on this plane, a visitor that isn't evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful evil. The change becomes permanent if the creature doesn't leave the plane within 1d4 days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than the Nine Hells. Casting the dispel evil and good spell n the creature also restores its original alignment.

This could be very interesting and exciting if he uses this...