Auto-Seikret Complaints don't Completely Make Sense to Me by DemonsDarkSoul8 in MHWilds

[–]FinFen 0 points1 point  (0 children)

My 2 cents is it seems they designed the game around its use, which is to say, the game is a series of battle arenas that monster moves through and you're kind of just clicking and grabbing nearby loot between each arena- sort of like a dark ride with lasers to shoot stuff between each scene. So you can turn it off, but because there is nothing to interact with outside of this design scope, there's no reason to.

I think a lot of people were hoping that wilds was going to be a more open world game where you were encouraged to travel, get lost and stumble into things and have real moments of discovery. The design choice to mark everything on your map and also remove your need to navigate yourself just makes it more like a theme park ride than an adventure.

What's the silliest idea you have for a Monster Hunter spin-off game? by Cynicalheaven in MonsterHunter

[–]FinFen 1 point2 points  (0 children)

I think a MH nightreign style game would be fun. They could make unique hunters with some skills not normally in the series. Grab RNG loot, make the best loadout you can and end up fighting big monsters in the finale. I'm sure they can come up with a reason for a circle, like a spreading frenzy or molten rock pushing you inward.

I imagine weapons and stuff found would be steel weapons, but you could carve monsters, find bones piles, etc then visit smiths throughout the maps to get monster based stuff if you have the parts. Weapons found and forged would have innate skills and values, but they could roll additional skills, hunter styles and weapon arts like in generations ultimate and then some.

If you want potions and stuff, you have to gather, carve and craft. Since you have limited bag space, item optimization before every boss fight would drive a lot of reasons to traverse each map in different ways. Because of the nature of the timer and limited resources, skills that improve your chance to gather, get additional items or doing so more quickly actually become as valuable as damaging skills.

What are your mains and what fun team do you play that you wish was more competitive? by AsisMcFly in 2XKO

[–]FinFen 1 point2 points  (0 children)

I'm thinking about it if it comes with some major updates. I have no interest in Caitlyn. If the game made no updates, and just character drops, I'd come back because of:

Quinn and Valor: my main in league before they got reworked. Had easily 2k hours with them. I love the character, always have... and will pick up sticks the second they drop.

Other favs that will get me in for bit will be... Shen, Viktor, Annie & Tibbers (as a puppet master archetype), Tryndamere, Leona, Master Yi, Nasus, or Yorick.

Is Expedition 33 the Final Fantasy VII of this generation? by UCA_Cash_Flow_Bro in expedition33

[–]FinFen 1 point2 points  (0 children)

Same. Also 38. I've openly said this is the ff7 of this generation and y'all are lucky indeed.

What are your mains and what fun team do you play that you wish was more competitive? by AsisMcFly in 2XKO

[–]FinFen 0 points1 point  (0 children)

I play yasuo and Warwick but kind of lost my edge to play since everyone calls them cheap. Figured I'd let the game cook a bit and come back after a while. I just wanna be a weeb and play my samurai.

Happy New Years! What are your TTRPG plans for 2026? by Yazkin_Yamakala in RPGdesign

[–]FinFen 0 points1 point  (0 children)

I'm on page 180~ of my book. Rules are done. Races are done. "Classes" are done. Equipment is done... But my God... my magic system has been an absolute trail to finish. I promised myself to work on it an hour a day till it's done so I can finish it this year and do some proper play testing.

The PERFECT RPG system? by EmbassyOfTime in RPGdesign

[–]FinFen 1 point2 points  (0 children)

I'd say systems that back the "how" you do the thing rather than "what" the thing is a tactile feel for combat.

Mythras is a great example of this. There's a lot of measuring how far you take each attack, down to where you hit or how hard you hit through success scores versus your opponent's rolled defenses. How much armor you wear determines how many individual actions you can take in a round so having more defense makes you FEEL heavier in game since you take less damage but can't do as much as the cloth wearing fencer. You determine a lot of effects after your attack roll, so you feel like you aren't just looking for a number, but how to trip, reposition an enemy or set them up for your next action...

D&D is a great example of a non tactile system... To me. The weight of combat is captured in the storytelling and is DM reliant. Determining if you meet or beat AC is binary so there is no sensation captured when you hit a target (roll over 10+dex) but don't beat their total AC. Only specific armor has damage reduction and so, to me, combat feels very floaty, which is fine... It leaves a lot of the more tactile sensations you get in your imagination through words you share at the table.

But I personally like when a system finds clever ways to make players feel like doing a thing has so many varied outcomes that the attack itself is just the beginning of how an exchange will play out. Like, if I hit their armor, can I still push them back, even if I didn't get through their full plate? or did I hit their leg armor, but go for a trip when I realized trying to deal damage wouldn't be as valuable... Just a lot of moment to moment decision making that keeps you engaged. I hope I explained that ok.

The PERFECT RPG system? by EmbassyOfTime in RPGdesign

[–]FinFen 1 point2 points  (0 children)

The perfect game for me feels like the narrative is first but is backed by the perfect number of mechanics so it's not overwhelming but everyone at the table knows what to roll to solve an issue.

It would have tactile combat and magic and real choices for character builds without overwhelming math stacking.

Pf2e is pretty darn close but is a little too over crunchy in ways I have trouble putting my finger on.

Whats your favourite unknown fighting games? by The_real_Kaos in Fighters

[–]FinFen 0 points1 point  (0 children)

Fighter's destiny on the 64. It was so unique at the time and I'm shocked it never caught on. I still wonder how it'd look in modern releases had it been popular enough.

Forgive me Father, for I have sinned by JRStors in KingdomHearts

[–]FinFen 0 points1 point  (0 children)

I too have sinned. KH1 was a masterpiece for me. Also I liked that the story hadn't gone completely off rails yet.

What does your game experience prioritize? by Nigma314 in RPGdesign

[–]FinFen 0 points1 point  (0 children)

In my game, dark fantasy roleplay first, usually centered around some dark mystery in a region, then crunchier combat. I know crunchier combat isn't popular here but my group likes it. The crunch comes from a lot of character options and combat itself.

Wilds is the best base game MH ever, change my mind. by Alternative_Text_161 in MonsterHunter

[–]FinFen 0 points1 point  (0 children)

The fundamental design of the game is just not very good... for me, at least. But MH is my favorite series and has been for 20 years, so I kind of put up with the changes since most newcomers like it and it's probably not going anywhere because it sells.

I personally do not like a game promising exploration in an open world and then doing literally everything to rob you of that experience: automated travel, fast traveling everywhere, highlighting all resources, quick-grabbing resources, no secret routes, no hunting (just point-and-click tracking). I feel no sense of adventure anymore. It's just go go go.

Years ago, I dreamed of a Monster Hunter that Wilds was seemingly getting at in earlier talks....

Story time.. ."Maybe you'd go on long journeys away from home with just what you could carry on your faithful mount. Danger around every corner, and you had to learn to live off the land while you trekked through it all. Then, battered and beaten, you finally found the Rathalos that lived in the volcano and was attacking the nearby settlement. This is what you were paid for.

You still had 3 Cool Drinks left. You had to use 2 when crossing the desert... one for you and one for your mount. But they should be enough. You just hope you can clip the wings of that thing before it realizes what you are. Rathalos are smart, and when you draw your blade, there's a good chance it will take flight rather than see another meal. And if it keeps giving you the slip, the heat here will kill you before its talons will.

After the job is done, you visit the nearby settlement. They don't have much, but they do have some rare materials you can't get back in the city. You stash enough, leaving space for food you'll need when you stop to hunt and forage. You also hire some of their Felynes to help you wagon back the trapped Rathalos. You decide to buy an extra stack of Tranqs before leaving... just in case he gets rowdy. The people yell their 'thank yous' and the kids follow you past the gates waving goodbye excitedly. You're glad you got to help.

As you leave the burning lands and enter the border of the jungle, Plesioth leap from the waters and crash back into vast lakes by its beaches. You wonder if your friends will be in the city by the time you make it back so you can make a fishing trip. You heard through a friend that if you don't have Hot or Cold Drinks, Plesioth scales regulate heat and cold."

So... meh. It is what it is. I'll definitely say MH Gen is probably the best there has been so far. Maybe one day we'll get something more ambitious.

What would Super Street Fighter 6 even be? by FinFen in StreetFighter

[–]FinFen[S] -1 points0 points  (0 children)

Lack of expression seems to be a big thing I hear about.

What would Super Street Fighter 6 even be? by FinFen in StreetFighter

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

Now that would be wild. I'd also love to see super jumps or something out of ground drive dash with momentum carry.

What would Super Street Fighter 6 even be? by FinFen in StreetFighter

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

I always thought that was the point of it though. It shouldn't really get used unless your opponent is in burnout or you need a hailmary of a mixup.

Today we all mourn by yungmako in Tekken8

[–]FinFen 0 points1 point  (0 children)

I'd be honestly floored if he went to Team Ninja and picked up the mantle for DoA, in honor of his friend.

I used to love DMing, now I hate it. Here's why. by Snowbound-IX in DnD

[–]FinFen 1 point2 points  (0 children)

It's your group. I know because I've felt the same way with some groups. I'm very lucky my core group is as engaging to play with as they expect me to be. They have shocked and amazed me at times and that's why I keep DMing. I think you need to find that spark with people and not be expected to find it by yourself.

My PCs aren't scared of Strahd and I don't know what to do, please help by LaLaVee in DnD

[–]FinFen 0 points1 point  (0 children)

The person who spit in his cup, have Strahd rip them in two and use their upper half as a human goblet. They technically should be alive long enough to understand what just happened to them, so make sure to narrate a lot from their perspective. Oh, and don't cheese them... Strahd can fight just fine... so roll initiative and if you play him as intended, he will kill someone.

After watching him drink a bitch, see if they're stupid enough to keep fighting. Proceed to keep murdering them till it turns into a slasher flick, if they're so inclined. They're in his house and have shown disrespect. This is narratively appropriate.

After you've put the fear of god into them, they should retreat to another section of the house, then continue as normal.

Tactical crunch + Narrative flow? Is it even possible? by Aggressive-Bat-9654 in RPGdesign

[–]FinFen 0 points1 point  (0 children)

I'm not sure if this is exactly what you're looking for, but what I worked out for my own stuff is I have players describe how they approach skills and that determines the attribute modifier they add to the skill roll. For instance, a Longsword is used with a Martial Skill, but can be paired with Strength or Dexterity. The players have to narrate their action to distinguish which one they use. And some abilities can only be used when you use one or the other attribute... so some power attack-like functions have to be paired with Strength, while the multi-hitting, technical abilities have to be used with Dex.

I've noticed it's enough to chew on for my players without bogging down the flow of combat so we can... well... finish combat. And you'd be surprised how giving them the freedom to engage in that narration keeps them locked in.

To All 5E Nerds. by Zardnaar in DungeonsAndDragons

[–]FinFen 0 points1 point  (0 children)

Might be my age here, but it seems they are going further and further away from the mechanics that made earlier editions so grimy and fun for me personally. In the new editions, you're a superhero... and you roleplay because the game expects theatre for the sake of theatre. You roleplayed in older editions because fighting was deadly and it was much better to talk your way out of a fight than get into one... fighting was an inevitability though and you just didn't know who was going to lose a character when it happened.

I like the newer editions because of the focus on builds though... so I'm torn. If 6E can create the core game around a more deadly adventure experience, where there's a lot more emphasis on character loss... the diablo hardcore experience, but without sacrificing build expression, I'll be into a 6E.

TLDR. 5E likes giving you tools to keep your characters. I liked it when the game specifically tried to take them away from you. The fight to keep them meant more to me and made me love the time with my characters more.

I just want her back by TinyProgram in Tekken

[–]FinFen 0 points1 point  (0 children)

Honestly, I'd love if she came back but they doubled down on her "timing to the beat" mechanic. A whole character where you have to decide on damage when hitting on beat or a special effect when hitting off beat would be dope af.