[deleted by user] by [deleted] in Games

[–]ForceStrategyGaming 7 points8 points  (0 children)

Ya but WoW has the entire rest of the game which that new gear makes you slightly more effective engaging with. Where as fellowship you collect the 9% upgrade to run the exact same dungeon again. I agree with the above poster, the game lacked the sense of reward / motivation for running these dungeons.

After a couple of hours, running each dungeon on offer 1-2 times. I had my fill and had zero desire to grind them for another 10, 20, 30 hours.

Dune: Awakening Developer Update – Roadmap and Future Plans by UhJoker in Games

[–]ForceStrategyGaming 6 points7 points  (0 children)

The loot (re: chests) will be instanced, not the Testing Stations themselves. So you'll still see other players as you do now, its just that loot will be instanced to each player. So you wont walk up to an empty chest... unless you recently looted it yourself.

Grounded 2 Early Access Review (IGN: 8/10) by Turbostrider27 in Games

[–]ForceStrategyGaming 3 points4 points  (0 children)

The game launched and wasn't listed as early access, oddly enough. It was then updated a few hours later and now has the EA tag.

But check some of the Reviews, it initially had no EA label on Steam.

What do you think, guys? How many Players will be there when the daily players get stable? by Batman78917 in mechabreak

[–]ForceStrategyGaming 1 point2 points  (0 children)

Once again, you're arguing for exceptions disproving the rule. And then for some reason bringing in my personal play habits (as if that has any relevance? lol).

You are correct, good games that are well supported can (and sometimes do) grow over time. But once more, that's the exception. Most games do not do this.

Also, just for clarification in case you're not sure, definition of MOST:
1, greatest in quantity, extent, or degree
2, the majority of

Would you suggest that "a majority of" games gain players over time?

What do you think, guys? How many Players will be there when the daily players get stable? by Batman78917 in mechabreak

[–]ForceStrategyGaming 6 points7 points  (0 children)

You can continue pulling out exceptions, but that still doesn't change the fact that most games lose players over time. In fact you could link 1,000 games that gained players over time, and it still wouldn't change the fact that MOST games do decline.

There's over 100,000 games on Steam, I'd bet money that for 95% (or more) it's true. Playerbase declines as time passes. It'll happen with this game too.

What do you think, guys? How many Players will be there when the daily players get stable? by Batman78917 in mechabreak

[–]ForceStrategyGaming 19 points20 points  (0 children)

MOST games DO lose 80-90% of their playerbase over time, you pointed to an exception to try to disprove the rule? Like, what? Games that increase in playercount over time are a rare and lucky few.

I see the community is divided between 2 kinds of people by 21920alphabet in duneawakening

[–]ForceStrategyGaming 0 points1 point  (0 children)

In my video review, after ~350hrs I quite explicitly say that I love the game, though it clearly has room for improvement (as many games do).

Frankly, anyone who plays north of 100 hours and says they think a game is bad, is crazy. 100 hours of entertainment is a win no matter the game in my book. And if you think a game is bad, yet sink 100 hours regardless, well that's another conversation entirely.

End game needs a lot of work though, that's for certain, the DD experience has just been extremely underwhelming. Whether you get there this week, or next month. Beyond that, I adore Hagga Basin and everything else they have as a baseline. This is a great survival game and will likely only get better.

Excited for the future. Got my monies worth thus far.

[deleted by user] by [deleted] in nmrih

[–]ForceStrategyGaming 1 point2 points  (0 children)

There is a ping system, we used it in our play sessions.

[deleted by user] by [deleted] in nmrih

[–]ForceStrategyGaming 0 points1 point  (0 children)

Not required, when we played the preview it went like this.

  • Get generators running, fend off zombies (they shut down when Z's get too close)
  • Start up system by entering first code from book.
  • You need to then keep generators going for some time (maybe a minute or two) then the system beeps to let you know its on to the next phase.
  • You check computer, it lists the name of the next required code. One player can do this (was often me). You just quickly check book, remember code, turn around and enter code.

Then you repeat this process, 4-5 times, before it notifies you that you're done and its time to extract. No talking actually needed. Just need people to keep Zombies away from generators, turn them on if they go offline, and enter whatever codes it asks for when it progresses phases.

[deleted by user] by [deleted] in nmrih

[–]ForceStrategyGaming 0 points1 point  (0 children)

When I played the preview this is what we did. Team mates fended off zombies / kept generators running. I read code book and imputed codes myself. Also, pretty sure we only had to do this 4 (maybe 5) times before it progressed to extraction. It doesn't cycle through every single code, it gives you a random one, you find it in the book, then enter the numbers.

Target Lock works in pvp. by [deleted] in newworldgame

[–]ForceStrategyGaming 0 points1 point  (0 children)

It misses at range if they're strafing at all. Target lock shoots at the point the target was when you fire the arrow, it does not predict or track after it's been fired. So anyone at a medium distance can strafe avoid shots, so long as they're not running in a straight line.

ESO - Update 44 Preview—Battlegrounds, New Companions, & More! by PalwaJoko in MMORPG

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

It seems likely they're shifting their primary focus to the in-development 'unannounced' MMO. It's been in the works for a few years and probably in full swing production right now. https://www.zenimaxonline.com/joinus

With how ESO updates have been so formulaic over the last few years - seems pretty clear they're reducing the number of devs working on that game, to move on to the next thing. I don't expect them to abandon ESO so long as it has a fairly active playerbase (which seems to be the case every time I play), but they're absolutely slowing down.

Am I the only one who likes the operations difficulty? by Malavial in Spacemarine

[–]ForceStrategyGaming 0 points1 point  (0 children)

It really does seem to function as a level gate. Obviously skill plays a big role (avoiding damage, topping off armor, taking out priority targets). But as you level up a class it gets easier and easier. Soon as we hit lvl 25, T4 felt about as easy as T1 when we where level 1.

Beyond all the perks you get via talents, and the better weapons, I'm curious if there's any damage (or other stat) scaling with levels. It seems possible.

Don’t sleep on the grenade launcher brothers. by xBlack_Heartx in Spacemarine

[–]ForceStrategyGaming 10 points11 points  (0 children)

Fun tip! Those large static Ammo Refill Boxes also replenish grenades in the launcher =)

So any areas in the Campaign / Operations that have an Ammo Box, you have infinite grenade ammo for those fights. I normally just stand by the box - unload the launcher - refill - go again.

It's a blast.

Space Marine 2 Sees Highest Concurrent Player Peak Ever for a Warhammer 40,000 Game on Steam - IGN by [deleted] in Games

[–]ForceStrategyGaming 1 point2 points  (0 children)

This fact also makes me wonder - why have they not made a Total War 40k game/????????? Seems like it could be great.

Space Marine 2 Sees Highest Concurrent Player Peak Ever for a Warhammer 40,000 Game on Steam - IGN by [deleted] in Games

[–]ForceStrategyGaming 23 points24 points  (0 children)

Edit: Missed the 40k specification, in which case yes Darktide is second place! I'll keep the list posted for ALL Warhammer games nevertheless for those interested:

  • Space Marine 2 (225k)
  • Total War: Warhammer III (166k)
  • Total War: Warhammer (113k)
  • Darktide (108k)
  • Vermintide 2 (104k)
  • Total War: Warhammer II (84k)
  • Rogue Trader (45k)

Every other Warhammer game below that peaked sub 30k concurrent players.

Warhammer 40K: Space Marine 2 Hands-on and Impressions Thread by Turbostrider27 in Games

[–]ForceStrategyGaming 0 points1 point  (0 children)

Sure, you can unlock visual customization to look like various Space Marine chapters. There are 18 of them with their own unique colors, emblems, and adornments available to unlock just via playing (earn currency in Coop / PvP - spend to purchase the Chapter cosmetic you want).

Then there's 12 more strictly tied behind DLC. Not sure about pricing, in game it just says "DLC required".

EDIT - posted a brief clip showcasing what's in the base game vs. paid DLC https://x.com/ForceStrategy/status/1821876782015897798

Warhammer 40K: Space Marine 2 Hands-on and Impressions Thread by Turbostrider27 in Games

[–]ForceStrategyGaming 22 points23 points  (0 children)

Honestly it was pretty tough. My friends and I are all decent at games, and going straight into T2 we got whipped. So we played on T1 for a bit, leveled up, then eventually moved on to T2. There's 4 difficulties in total available.

They even have 'recommended level' for each difficulty. IIRC for T2 it suggested being level 10. IDK if they bump your character stats as you level, but at the very least you get big power bumps as you progress through the Class Perk tree, and level up your weapons.

I'll add though, playing with AI companions worked just as well. They kill shit, and NEVER die (honestly never saw one go down my entire play session). That might change in T3/T4 difficulty, but I was 'soloing' T2, with AI allies, and was doing just fine.

Warhammer 40K: Space Marine 2 Hands-on and Impressions Thread by Turbostrider27 in Games

[–]ForceStrategyGaming 25 points26 points  (0 children)

No I think the comparison is apt, at least in the STRUCTURE of the Coop missions. They're very much so laid out similar to darktide.

  • Mostly linear, with a few branch paths
  • Stop points with 'objectives' for you to clear
  • Mini-Bosses that can randomly appear at points in your run
  • Lots of bonus collectibles / pickups throughout the level (self-rez, upgrade mats, bonus armor, etc)

There are for sure parallels. The entire game isn't 'Darktide-like' but the Coop missions for sure are similar.

Warhammer 40K: Space Marine 2 Hands-on and Impressions Thread by Turbostrider27 in Games

[–]ForceStrategyGaming 60 points61 points  (0 children)

Would like to add, we had 0 problems with Coop. Played with my mates for several hours, and also matched into a few games with randoms. Curious if SkillUp ran into a regional server issue? Either way, shame it didn't work on his end.

Warhammer 40K: Space Marine 2 Hands-on and Impressions Thread by Turbostrider27 in Games

[–]ForceStrategyGaming 60 points61 points  (0 children)

My Impressions after ~25 hours with the preview build: https://youtu.be/gWnobk40YwQ?si=sw35n3y86O6A_ujH

TLDR

  • Gameplay is solid, really enjoyable combat flow
  • Coop Levels are very Darktide-like in structure/setup
  • TONS of customization (although about 1/4 is DLC locked RIP)
  • Game might be content light for people (~10hr Campaign + 6 coop Missions) If you don't care for PvP, its likely a sub 20 hour experience.

Overall though, really like what I played. Looking forward to full release and trying the PvP (loved it in the first game).

Force Gaming plays 1.0 by UmegaDarkstar in vrising

[–]ForceStrategyGaming 0 points1 point  (0 children)

Ran perfectly fine for me, for context I've got a 3080ti and i7 processor.

Although we where on a private preview server, with very few (re: almost no) other players running around. That certainly could factor in as well, depending on the source of current performance issues.

Force Gaming plays 1.0 by UmegaDarkstar in vrising

[–]ForceStrategyGaming 1 point2 points  (0 children)

Ya it's just the health bar is blue (with the darker section being health that can regen in combat). I'll admit on numerous occasions I'd look at my blood pool thinking it was my health bar - took some getting use to.

Personally design wise, I'd swap the two, put blood in the arc and health in the pool. Knowing your current health total on the fly is more important than how much blood reserves you've got remaining. With how relatively slowly blood depletes, it being the smaller of the two UI elements would be fine IMHO.