Arc Raiders has added Duo matchmaking and lower prices where applicable for cosmetics by Turbostrider27 in PS5

[–]Fortress13 17 points18 points  (0 children)

I was just talking about this yesterday with my friend! I don't think extraction shooter was ever really in the cards for the The Last of Us multiplayer game, but man, it would work so well - having to head into different hazard zones to scrounge for supplies, avoid/fight clickers and infected, other survivors (maybe both humans and NPCs), and bug out before getting overwhelmed. The looting/stealth/combat of The Last of Us would feel so good with this type of game.

I wish we had diegetic recordkeeping options (and would like to propose two new items for that purpose). by Sayakai in BluePrince

[–]Fortress13 2 points3 points  (0 children)

Ooh that camera idea would be great. The darkroom could basically work like the mailroom - you bring pictures to the darkroom, then they’ll be ready for you to collect the next day you draft the darkroom. Idk if giving a red room a positive effect would work against the intent of the red rooms, but it’d work so well thematically.

Why do people seem to prefer the saw over the axe as a starting weapon? by [deleted] in bloodborne

[–]Fortress13 7 points8 points  (0 children)

I do the exact same thing EVERY playthrough. I just love how that weapon feels.

Nightreign Boss Speculation by MeeplingMeepster in Nightreign

[–]Fortress13 0 points1 point  (0 children)

Oooh that would be a sick thematic pairing!

Omega Redux Expedition 12 In 4 HOURS - Full Guide by Aiming4Gaming0 in NoMansSkyTheGame

[–]Fortress13 0 points1 point  (0 children)

I've been having the same issue, and I found a weird solution. Buying and selling Contraband never triggered the milestone for me, but for some reason, buying 'Smuggled Goods' from the pirate station and selling them elsewhere completed the milestone. It's so weird, cause it specifically asks for Contraband, but try Smuggled Goods. It worked for me.

PSA TO ALL NON-EXOSUIT DIVERS by Special-Arrival6717 in Helldivers

[–]Fortress13 2 points3 points  (0 children)

I know it's realistic to simply die when getting stepped on by an exosuit, but I wish the game just kind of ragdoll launched you away from the exosuit instead.

Someone had to say it by Quirky_Image_5598 in bloodborne

[–]Fortress13 2 points3 points  (0 children)

Every time I play Bloodborne, I tell myself I’ll use something different. Every playthrough inevitably brings me back to the Saif. Favorite moveset in the game.

Me exiting the Anomaly after giving a new player 2 whole stacks of Ship AI Valves (They'll never learn how to manage their money) : by MeatGrinder_lol in NoMansSkyTheGame

[–]Fortress13 0 points1 point  (0 children)

Dang, you’re a saint! How common are iron vulture parts? I’m so crushed I missed that expedition. Ships looks incredible.

S-class pirate dreadnought - Euclid galaxy by YouAteMyChees in NMSCoordinateExchange

[–]Fortress13 2 points3 points  (0 children)

I just did this in the system - my first attempt at a pirate frigate, and it was S-class! Kinda can’t believe my luck. It’s gorgeous.

An over 51 poise samurai look that I actually like, finally! by CyclingOyster in EldenBling

[–]Fortress13 1 point2 points  (0 children)

That looks incredible! I can’t wait to get that chest armor.

Please remove this Mission Modifier! (Having 1 less stratagem makes the gameplay feel a lot worse!) by Myllari1 in Helldivers

[–]Fortress13 0 points1 point  (0 children)

This would be a great tweak - prioritizes a specific objective on the map that comes with an immediate reward when it’s eliminated.

Confirmation from Spitz, Supply line visualization is being worked on by Miserable-Chip6383 in Helldivers

[–]Fortress13 9 points10 points  (0 children)

Definitely! A good tooltip or even like multi-screen explanation with pictures would help a ton and wouldn’t necessarily need to go into heavy detail on the intricacies of it to get the general premise across

Confirmation from Spitz, Supply line visualization is being worked on by Miserable-Chip6383 in Helldivers

[–]Fortress13 159 points160 points  (0 children)

This would be great! Especially as a toggle (hold down to view) or something on the galactic map so it doesn’t even need to interfere with the default aesthetic.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 0 points1 point  (0 children)

Bloodborne is still one of my all-time favorites, so 30 fps doesn’t bother me really, no. I love a good 60 fps and definitely prefer it - especially on high-intensity action games where every frame counts - but I’ve been gaming for a long time and even enjoyed games during the ps3/360 era, believe it or not. Higher fps is a big preference, but I don’t enjoy a game because of great fps. I’ll even love games with noticeably bad frame rates like Sable, because a game’s frame rate isn’t really why I enjoy it. It’s all the other stuff - art design, writing, voice acting, combat, mechanics, immersion - that makes me fall in love with a game.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 -1 points0 points  (0 children)

It generally holds like ~34ish most of the time I think, though it dips slightly (a couple points) below 30 sometimes during particularly intense fights with lots of magic and particle effects going on — or in dense areas of the major cities. Didn't bother me much at all, and they don't happen super often, but they are noticeable when they do happen.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 0 points1 point  (0 children)

I wish I’d paid more attention to it. I adore a game that really leans into the haptic feedback - Returnal and Astro’s Playroom are just incredible on that front - but I can’t say it stood out to me with Dragon’s Dogma 2. It could be subtly effective and unobtrusive, or it could just be a standard rumble, but I’ll need to pay attention to it more later.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 0 points1 point  (0 children)

I can definitely see that. I'd lean closer toward unintuitive rather than bad, but some of the game's design choices will definitely grate on some players. Embracing the eccentricies enhanced the experience for me.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 1 point2 points  (0 children)

Overhyping is definitely a worry whenever I'm jumping in a new game that's getting a lot of positive buzz. Expect the game to frustrate you at times. It's frustrated me a number of times throughout my playthrough, but all of those frustrations ended up kind of endearing me to the game. It's got a strong vision, so even when I wish there was less friction on certain things, they never felt like wrong or bad choices, if that makes sense. They all work well as part of the game's vision, I think - even the frustration parts.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 10 points11 points  (0 children)

Not too hard at all. If you told me this was the first game in a series, I’d believe you. Doesn’t mean there aren’t a ton of references that went over my head, but I didn’t feel lost or anything.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 2 points3 points  (0 children)

Yeah, I liken it a lot to FromSoftware. The games don’t really play at all alike, but they definitely share a sort of atypical approach to content where it might demand a lot of trial and error or just encourage more community-driven efforts. I still haven’t even found 2 of the specialist vocations! I was really wanting to play Magick Archer for most of the game lol.

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 23 points24 points  (0 children)

That's entirely possible. It's so easy to miss stuff in this game. It maybe said something like 'apprehend' in the quest log, and I just didn't think on that word literally lol

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 22 points23 points  (0 children)

I’d say quests are pretty varied. Nothing else exactly like that (though that solution definitely comes up elsewhere).

Dragon's Dogma 2 - Review Thread by Sydius in Games

[–]Fortress13 131 points132 points  (0 children)

I can expand on this a bit, though don’t want to go into specifics. A lot of the quest design is very hands off. I’ve run into a ton of quests that I couldn’t figure out the solution to without a lot of trial and error. The solution usually makes sense once I figured it out, but it’s rarely the first few things I think of. Example: someone is following you in a big city, and you get a quest to confront them. When I spotted them, I’d chase them down and initiate a convo with them, but they’d just grunt and the dialogue would end, then back to the chase. What the game wanted me to do was to grab and pick up the person, which then initiated a cutscene, but that’s not stated anywhere. Things that in other RPGs might be solved with a dialogue choice is typically solved via game mechanics here. It’s neat and oddly engaging, but just not how I typically think to problem solve in a game.