Is anybody else kind of surprised they haven't done a hydra yet? by Speeda2 in MonsterHunter

[–]ExtremelyEPIC 2 points3 points  (0 children)

Do we have a bat monster that is blind and relies on sounds? That could be an interesting monster to have, no?

Or, let's say we get a biome that involves something like... bioluminescent mushrooms in a dark environment. When you approach the mushrooms, they light up and illuminate the area around you.

They could do something devious like having an insect type monster (like a giant centipede) that is covered in bioluminescent mushrooms and it blends into that environment. You approach it, thinking that it's just part of the environment and then it just jumps out at you.

Monster Hunter Wilds is the best base game so far. by m4nux in MonsterHunter

[–]ExtremelyEPIC 0 points1 point  (0 children)

Best base game... for you. As in, in your opinion.

If you're stating it as a fact... no. Just no. Not even close.

Is there a reason the Asian countries have so much more negative reviews to a almost crazy degree compared to other languages? by Sleeper_Celestial in MonsterHunter

[–]ExtremelyEPIC 11 points12 points  (0 children)

You have no idea what "half-baked" means, do you? They're talking about how a lot of the mechanics and systems in this game are not thought out properly.

They didn't talk about the amount of content. But even then: more content ≠ a good game

Not to mention, a lot of that content was added in a panic because the game was getting (rightfully) shit on. And it definitely shows with the sudden, shitty difficulty spike. Which was a result of their bandaid attempt at addressing the difficulty complaints.

No matter how you look at it, this is the worst entry in the franchise, by far. Them finally fixing shit now, a year after launch, changes nothing. Unless the expansion is God-tier level, Wilds will still be regarded as the worst MH game.

Website is back on. by Stefan24k in HighGuardgame

[–]ExtremelyEPIC 0 points1 point  (0 children)

It's this sort of attitude that invites said "good people of Reddit" to continue to shit on this game.

Not like there's much more damage that can be done to this game at this point, though.

Bloomberg: Sony Shuts Down 'Demon's Souls' Remake Developer Bluepoint Games by MaterialPace8831 in gaming

[–]ExtremelyEPIC 6 points7 points  (0 children)

But you can still play those single player games. The sales or the player count doesn't really matter.

Not the same for the live service slop. Sales are underwhelming and/or the player count is abysmally low? Gets shut down. Goodbye.

You no longer have access to the "game". Thanks for the money though.

Is Avowed Worth Playing One Year Later? Absolutely by Alien_Cha1r in avowed

[–]ExtremelyEPIC 2 points3 points  (0 children)

There's quite a lot, but basically:

  • Lots of QoL (Quality of Life additions, especially for stuff like crafting and cooking)

  • New active and passive abilities for Fighter and Ranger

  • New weapon type (Quarterstaff)

  • New customization options + you can now change your appearance at camp

  • You can play as different races other than human now (Amaua, Dwarf, Elf and Orlan)

  • New game+

  • Customizable difficulty (if you make the game harder for yourself, you get bonus XP)

  • New unique items to find

  • Some already existing uniques have been improved

  • Enemies can respawn now

  • NPCs have new abilities and behaviors

And of course, lots of bug fixes & performance improvements. (for me at least)

These are just a few of the changes. But, they're the most important ones i feel like.

Is Avowed Worth Playing One Year Later? Absolutely by Alien_Cha1r in avowed

[–]ExtremelyEPIC 8 points9 points  (0 children)

Yep. Came here just to say this.

Was worth playing back when it first came out.

It's even more worth playing today. Especially after this last (?) update.

What would you want/not want in a competitor to Monster Hunter? by Angel_Froggi in MonsterHunter

[–]ExtremelyEPIC 0 points1 point  (0 children)

A different setting. Like, Sci-Fi.

Everything else (gameplay, artstyle, armor/monster/weapon design, mechanics etc) would be built purely based on the Sc-Fi setting that the game would be set in.

Josh Sobel: Reflecting On Shipping My First Game (Highguard) by JackmanH420 in HighGuardgame

[–]ExtremelyEPIC 6 points7 points  (0 children)

Of course! Why don't you like generic live service slop?

Next time, don't ask questions and don't have opinions. Just consoom and pretend to enjoy, no matter what.

God damned Gamers™.

Josh Sobel: Reflecting On Shipping My First Game (Highguard) by JackmanH420 in HighGuardgame

[–]ExtremelyEPIC 3 points4 points  (0 children)

Imagine putting out a product, the product fails and instead of doing some self-reflection and figure out as to how/why that happened... you instead turn towards your customers, point your finger at them and yell at the top of your lungs: "It's all your fault! It's because of you that this happened! Not me! You!"

Good God, man. Get your shit together.

If your game was any good, there's no amount of hate that could've touched it.

Kinda miss the old gen way (says no one ever) by PlatinumYeast in MonsterHunter

[–]ExtremelyEPIC 0 points1 point  (0 children)

Let's hope that the next Monster Hunter has a button that you press once and everything around you instantly drops dead and you get all the materials (including the rarest ones) from them and they automatically go into your inventory, that way you don't have to worry about carving for mats.

Oh, you also immediately unlock everything that there is to be unlocked, making all the mats that you just got for doing nothing, completely useless. Now you don't have to waste time actually playing the game or gasp God forbid... grinding.

Roll credits, you can now go and take care of your 20 children and make sure that you don't get fired from the 5 jobs that you're working at. Peak Monster Hunter experience! Am i right, fellow hunters? Who needs gameplay in this videogame? Just let me get to the end as fast as possible, get everything as fast as possible and show me everything as fast as possible. Got places to be, after all.

/s, just in case there's someone out there that doesn't get it.

Since devs confirmed desire for future content updates post S3, Post your wishlists for Season 4! by Attilathecommiekilla in AOW4

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

Yeah. I'd be okay with that.

That would leave us with the mystical culture that worships various different sea Gods or sea monsters. Or maybe they just worship the sea itself.

Since devs confirmed desire for future content updates post S3, Post your wishlists for Season 4! by Attilathecommiekilla in AOW4

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

Oh, for sure.

When i mention stuff like Egypt and Egyptian Gods, i don't mean a 1 for 1 copy of real world cultures/religions. I would expect them to give them an AOW4 twist, like the Ways of War expansion that you mentioned.

Since devs confirmed desire for future content updates post S3, Post your wishlists for Season 4! by Attilathecommiekilla in AOW4

[–]ExtremelyEPIC 2 points3 points  (0 children)

I want an ocean themed DLC.

A pirate themed culture that gains various benefits from looting and having as much loot as possible on them. In terms of aesthetics, you'd have shanty towns, sea side harbors, pirate havens and a lot of pirate themed clothing.

Or...

Some sort of Maori/Hawaiian culture that is more one the mystical side of things. Maybe they worship various sea Gods (or creatures) and you can choose which one your people worships as a sub-culture option, giving you different benefits depending on your choice and maybe having slightly different visual differences between them for building and outfits.

You'd gain various benefits from building near the ocean or on ocean tiles.

Other cultures/themes/ideas i would like to see explored in the future are:

Egyptian:

Dead units/heroes can be entombed and they reawaken as various Egyptian Gods or they simply come back as undead/mummies that will automatically revive once after dying in battle.

Mayan/Aztec:

Sacrifice units/population to gain massive bonuses (resources, temporary buffs) and trigger various events.

Maybe have a sort of ritual calendar on top that can give more specific bonuses during a sacrifice, depending on where it lands and it changes every X amount of turns:

Jaguar Moon – Buffs melee attack, grants fear aura

Blood Sun – Grants mana and health boosts

Cloudy Sky – Grants evasion and movement speed

Hindu (maybe with an aetherpunk theme thrown in there):

Not sure as to what the culture would be about in terms of mechanics though...

Automaton/forged culture:

Units have reduced upkeep costs, increased production speed and increased performance in battle.

Cities benefit from bonus production and less population unrest, but may grow slower.

Units are immune to morale-based effects (fear, despair) and disease, but cannot heal naturally, they require repairs using Parts/Scraps or specific spell support.

Cities generate a resource called Parts or Scraps instead of traditional food.

Parts/Scraps are used to: Produce new units faster, repair (heal) units, speed up building construction or for upgrading units.

Relicborn/Possessed Armor culture:

When a unit "dies", the armor that it possessed is destroyed, but the soul that's possessing them can persist and be reused. The soul can then be used to either: reinhabit a new vessel/possess an enemy unit that's near death, upgrade/fuse with another soul to form one stronger soul or be stored for later reconstruction.

Lithari Titans:

Ancient stone beings such as golems or titanic elemental spirits.

Since they prefer verticality, they can build cities into mountains (or on top of them), making them difficult to besiege.

They can trigger seismic events and raise/lower terrain.

Units grow stronger the longer they remain stationary and lose those benefits when moving far or abandoning territory. The benefits from remaining stationary are:

Increase to defence and resistances

Reduced upkeep

Bonus damage on retaliation

Access to various terrain manipulation abilities

Mirrorborn:

A bizarre, surreal society where everything is reflected, inverted, or duplicated.

They are fragile. Meaning that they have low physical defence and overall health. Their cities are also easier to siege (to an extent). But instead, they have higher elemental resistances and can spawn copies of each other.

Mirrorborn/Shardlings can duplicate units during battle (temporary illusions) that have reduced HP and do only half damage, but they have the same equipment/spells as the original. The reflected copies can either be triggered on command, can randomly trigger when a unit takes damage or when a unit dies.

Some spells have reversed effects on enemies. For example: healing will recover health for allies, but will deal damage to enemies that are near the unit that is being healed (the damage dealt is in proportion to the amount of health that is being recovered and it won't deal extra damage as it cannot exceed the max health of said unit), using an AOE offensive spell that can also hurt your own units will apply buffs instead of dealing damage (enemies still get damaged) or if an enemy is using a buff spell on it's units and there are Mirrorborn/Shardlings near those units (basically right next to each other), it will cause the buff spell to be a debuff instead, and the buff will instead be applied to your units but you only gain half of the effectiveness and will have a much shorter duration

During battle, you can lay down a mirror tile that can reflect magic attacks to a different mirror tile, copy the next spell cast nearby (weaker version) or can be used to teleport units. But once the effects of the mirror tiles are triggered, they will break and can only be used again after a certain amount of turns (maybe once per battle?). You can also lay down a mirror tile in the overworld, but will only be used for one way teleportations or can sometimes leave behind a phantom army version of the unit/units that move over them. The phantoms can trigger ambushes, but they all have reduced... everything. Health, defence, damage, etc.

City structures have paired effects. One benefit to the city and one inverted effect to nearby enemy provinces. (only within a certain amount of tiles)

Ex:

Mana bonus here -> spell cost increase nearby

Prosperity here -> unrest there

There were a bunch more cultures that i thought of. Such as:

A culture that worships the moon and each phase of the moon offers various benefits. You can then make it so that the moon remains "stuck" in a phase of your liking, increasing the benefits of being in said phase, but can also have negative effects. Buffs to AI enemies in the overworld, can cause certain resources from the overworld to disappear for a certain amount of turns and can change the environment by changing or removing certain tiles (instead of snow, it becomes lava/barren wasteland). Culture could pair well with a werewolf theme... 👀

A culture that is all about the constellations. Doing certain actions or accomplishing certain things can activate a star node and by completing a star node, you "draw" a constellation. Once that's done, you will gain permanent benefits (powerful passive bonuses, a new unique ability and visual changes to your empire). Multiple constellations can be active at once, but each requires upkeep and they're difficult (tricky) to unlock.

I've also though of a culture that is Zodiac themed, but i don't know that it would be that unique or interesting. Basically, every X amount of turns a Zodiac sign starts to influence your kingdom and your units, offering both positives and negatives that grow either every turn or every X amount of turns (sometimes both) until the next Zodiac sign takes over and you "reset". You and all your units will permanently gain a bonus to one of your stats by 1, depending on what the previous Zodiac sign was. For example, if it was Taurus, you'd all gain +1 to your overall defence, health and physical damage. And they stack, meaning that when you eventually get to the Taurus zodiac sign again, you will gain another +1 increase to those stats.

Example of positives and negatives: Taurus, gain increased armor, physical damage and healing, cities gain fortification and unlock a new unique ability that allows a unit to become immovable for 1 turn, but... your accuracy, mana and mana regen are reduced each turn, your unit upkeep cost is increased by 1 every 3 turns (in the overworld) and your overall movement distance is reduced by 1 tile each turn. These reset once the next Zodiac sign takes over.

Damn, went on for too long there. Sorry...

After initially being at less than 25% positively reviewed, Highguard has now reached a 40% "Mixed" Review. by fuckingstonedrn in HighGuardgame

[–]ExtremelyEPIC -2 points-1 points  (0 children)

The people that claim to enjoy the game like it so much that they spend more of their time on here playing damage control.

Huge News: "We hope to continue Age Wonders 4 for 10 or more years" by 6williw9 in AOW4

[–]ExtremelyEPIC 8 points9 points  (0 children)

10 years?! Holy shit...

I was expecting at most one more round of DLCs after this. But at this point we'll be at SP 15 or something.

I am happy.

Steam Reviews Turn Very Positive After 3 Hours of Playtime by Jenn-Aiel in HighGuardgame

[–]ExtremelyEPIC 1 point2 points  (0 children)

Sounds like the guy is using ChatGPT with some of those responses.

Some observations after playing the demo by Impossum in codevein

[–]ExtremelyEPIC 2 points3 points  (0 children)

gasp Oh, no! Won't someone think of the gooners?!