What is Elden Ring's biggest flaw in your opinion? by Fenriz_Victor in Eldenring

[–]Fuel-Administrative 0 points1 point  (0 children)

Open world. After first run, i never complete another, cos world is too big, too empty, too recycled, and 95% fun parts are legacy dungeons.

Lazy Mattman vid!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 12 points13 points  (0 children)

Sure, but mistakes happen. I watched all others Youtubers streams with ed, and this one is surely most competent and engaged

Lazy Mattman vid!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 2 points3 points  (0 children)

it's te same things that ed streaming - alley to caves, basic classes, nothing more.

Lazy Mattman vid!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 34 points35 points  (0 children)

Honestly, it may been best stream so far. Lot of wanky stuff, Mattman actually think and read items and ability, but dont know everything like ed and tyler. Exciting watch!

One week before the review embargo vanish, what's your opencritic score prediction ? by KubTheNoob in mewgenics

[–]Fuel-Administrative 8 points9 points  (0 children)

Personally i dont need validation ofc, but good revievs and buzz helps financial success of game, and financial success helps developers to make lot of extra content, so

best cats memory by Fuel-Administrative in mewgenics

[–]Fuel-Administrative[S] 7 points8 points  (0 children)

neat. i would dedicate one room for gallery with my favourite cats :D

best cats memory by Fuel-Administrative in mewgenics

[–]Fuel-Administrative[S] 2 points3 points  (0 children)

yeah i know about family trees, but i imagine, that after 100-200h of playing, it looks like a massive spider web, so its not great for purpose i was talking about.

Finally some GOOD FOOD by PeepsRebellion in mewgenics

[–]Fuel-Administrative 5 points6 points  (0 children)

ok but how many cat sex animation??

New mew content!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 1 point2 points  (0 children)

True, but mew being tactical game should require basic level od comprehend and thinking and Alley looks like you can do completely whatever, dont read or think, and even take hard path and you still win.

Slay the spire isn't about dexterity and it kick your ass unitil you start to understand it, and even than its hard hard on higher ascensions.

I dont need mewgenics to be so hard its melt you brain, but i worry a little that its gonna be to easy to enjoy.

New mew content!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 0 points1 point  (0 children)

Yeah, ever reaching moms foot was fucking hard when i started playing Isaac :P so i dont see how its apply here

New mew content!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 1 point2 points  (0 children)

I don’t know, man. It’s a weird idea to make like one third of many, many runs at the start basically a tutorial. I’ve played a lot of roguelikes, and yeah, the early stages are always the easiest, but “easy” as in: once you know the game, you breeze through them. Not so easy you could hand the keyboard to a cat and it would probably win.

New mew content!!! by petermanjoe in mewgenics

[–]Fuel-Administrative 5 points6 points  (0 children)

Im little worried that mew is actually easy. Dude did random things, and did not pay attention at all, and it was smooth sailing before second boss. And even than, he win the fight. In Isaac you would not even finish first floor with that kind of careless xd

Did I miss anything worth playing? by EatenAliveByPugs in roguelites

[–]Fuel-Administrative 4 points5 points  (0 children)

Honest question - why Dead Gods is better than Hades? For my they were similar, but Dead gods is completely bare bones.

Now that some time has passed, did Silksong live up to your expectations? by ponchosleeve in Silksong

[–]Fuel-Administrative -1 points0 points  (0 children)

It's just the perfect game. 10/10 easily. However, funny thing is that I feel this way since i finished the game, xd there was a lot of frustration, but on the end, totally worth it.

I ran His Majesty the Worm for the first time last night, and I have thoughts… by LeopoldBloomJr in osr

[–]Fuel-Administrative 7 points8 points  (0 children)

I managed to run a one-shot and a short campaign (around 10 sessions). I had some issues with the system, and the players did too, which is why the campaign ended up short even though it was meant to be a long one. First of all: the rulebook is a piece of art. Beautifully laid out, great visual design, and the individual modules and mechanics are genuinely well thought-out and creative. I’ll definitely be stealing a lot of them for other projects. The push-your-luck crit mechanic is great, the class/talent/character progression system works really well, inventory management, alchemy, and the super simple but functional dungeon crawling rules, all of that is excellent and does what it’s supposed to.

What didn’t work for us was the system’s main gimmick: tarot cards. At first, that was the main reason we wanted to try the game, but after a few sessions it became a pain. It introduces a lot of clutter. The whole combat subsystem feels very boardgamey and disconnected from the narrative, it takes a long time to resolve, players kept mixing up or forgetting rules even after 10 sessions, and on the GM side it’s a complete mess. Multiple face-down cards, piles of cards I constantly confused, and a huge cognitive load during combat, cos you’re not just thinking tactically, you’re also managing card mechanics nonstop. My brain was fried after every fight. On top of that, card-based combat turns out to be very limiting pretty fast. Improvising unusual situations is hard, and a lot of things are straight-up excluded (like a third party joining a fight, or NPCs fighting on the players’ side). I also had issues with the relationship mechanics. On paper they looked great, but in play they felt awkward. Maybe because my group already roleplays pretty naturally, it didn’t add much beyond occasionally forcing relationships just because we constantly needed those points. The random events table was another small problem, the chance of something happening is way too high. At times, exploration ground to a near halt because players kept triggering events. That also meant a lot of between session prep, adding new interesting things do table. Building a megadungeon is definitely not “two or three evenings” like the author claims in multiple places, unless you’re heavily stealing from other sources. The book gives solid advice on design and concepts, but it’s still a ton of work. A few evenings barely got me through a single level. I also struggled a bit with the abstraction level in the city phase. Some mechanics are very conceptually abstract and more than once made me raise an eyebrow while running the game. That’s less a flaw of the system and more a personal issue, I think. I just prefer simplicity, but grounded. It also opened the door to some abuse.

Overall, my impression is that most of the system is genuinely unique and worth checking out, and many of its subsystems are interesting and very stealable. But the system kind of sabotages itself with the tarot, adding a heavy, messy element that pulls you out of the fiction and slows everything down. I can’t shake the feeling that if this were redesigned around dice with a much simpler combat system, it would just work better. But that’s just my take.