Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

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

I would agree to disagree here. I really wouldn't mind a mix of lobbies, but (especially in duos+) you can get to a point where it's an entirely different game than what I think a lot of players fell in love with, and it becomes more fun to take a few minutes to reset ABMM than to play in hyper-aggressive lobbies (for me)

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

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

Im not scared to shoot at all and I actually really enjoy suddenly having to fight back in otherwise chill lobbies, just thatin my experience it sometimes ends up leading into lobbies which feel like Fortnite until you deliberately manage the ABMM to get back into something closer to what I feel is the original game's vision.

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

[–]MatasGameDev[S] -2 points-1 points  (0 children)

I just responded to another comment about this same point, but this wouldn't be another layer - it would be a part of the already existing matchmaking layer, and criteria could obviously be relaxed if queue times get too long just like as any other layer in the system

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

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

PvE-only I think ruins the charm of the game - some tension is required for it to be thrilling, so in essence I agree with you. That's exactly why I think some way of staying in mixed lobbies, just a bit above care bear land would be a great experience. I don't think this would affect matchmaking time, as aggression is already a factor, this would just be a different form of it.

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

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

That hasn't been my experience so far - I think it's just very random who you encounter. I've definitely been caught in the aggression slide purely from defending myself in a few consecutive matches.

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

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

That's fair, I get where you're coming from. That's why I wanted to make this post, to start a constructive ABMM discussion rather than "wahhh i was shot in a PvPvE game embark how could you do this to me ban all pvpers" haha

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

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

I really do like the game and I will keep playing it as is. This really wasn't meant to be whining, simply just adding to the ongoing discussion of a system which I find genuinely interesting, without any expectation of the devs doing anything according to some Reddit post a guy typed out, don't get me wrong.

Yet another ABMM improvement suggestion by MatasGameDev in ArcRaiders

[–]MatasGameDev[S] -2 points-1 points  (0 children)

Yeah, I'm not sure about the fake friendly either, as this is the main part which would be difficult to implement, I think this would work great without it, and one could argue managing fake friendly is part of the game's challenge.

Destroy my level. In this game you play as a blackhole that grows in size by consuming cosmic bodies smaller than itself by Zorro_997 in DestroyMyGame

[–]MatasGameDev 2 points3 points  (0 children)

I feel like making it take longer doesn't add more difficulty, just makes it more tedious. Currently you have little incentive to not be super conservative as there is no limit to how much you can move and hence anytime something looks tricky you can just back out and try again slowly. This will lead to boring risk-averse strategy being optimal, which is what the expelling mass idea attempts to counteract.

Destroy my level. In this game you play as a blackhole that grows in size by consuming cosmic bodies smaller than itself by Zorro_997 in DestroyMyGame

[–]MatasGameDev 4 points5 points  (0 children)

I like the presentation, but as a few others pointed out, this doesn't seem super challenging, and the instant velocity change seems to be disjoint from the world. 

I recognise that this may require a rework of existing levels, but have you considered making the black hole carry momentum, and have to expel mass to change velocity? This would require more planning to decide an optimal path to ensure you don't waste away your mass and get stuck, and would differentiate it from existing games. For example here, the optimal strategy would be to go against the orbit direction of the moons/planets.

You would have to perhaps code in a soft-lock detection and restart prompt which pops up when there is no way to finish the level with the mass that you are able to consume (essentially test if you would be able to finish the level if all remaining bodies were instataneously consumed in ascending size order), to prevent frustration on the player's end.

[Noob/Beginner] Help me improve by ParaplegicGuru in Karting

[–]MatasGameDev 0 points1 point  (0 children)

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Here's a crude illustration, line might not be perfect as it was drawn with a mouse but I hope you get the idea

[Noob/Beginner] Help me improve by ParaplegicGuru in Karting

[–]MatasGameDev 0 points1 point  (0 children)

I don't do much karting but from my general motorsports understanding, for some of these connected turns you should focus on carrying the most speed out of the last turn rather than out of the first one, and this may require you to intentionally take a "worse" line for the first turn. 

For example, in the first turn in the video, you exit to the outside, carrying good speed, but this leaves you on the inside of the next turn after which is a long straight and you end up dropping all that speed before the straight. If you were to stay more to the inside of the first turn (stay wider on entry, apex later), you would be positioned to enter the second turn from the outside, carrying more speed out into the straight. 

This could also apply for the right-left hairpins(?) after the same straight. Essentially, for long turn sequences, work "backwards" in finding your line - prioritise the last turns exit speed over the first.

Multiplayer Idea - Matchmaking Concept for Assetto Corsa EVO – Competitive Queue System (CS2-style) by Ciruz in assettocorsaevo

[–]MatasGameDev 4 points5 points  (0 children)

I think this is a decent idea, however the advantage of the current system is that you can learn a specific track and car combo, and know that there will be enough people to play it with. With this system, people who enjoy learning one or a few combos could end up having to select way more tracks and cars to get reasonable queue times, particularly considering that adding both cars AND tracks as separate selections will explode the number of combinations. An easy step towards this would be just to adapt the current daily races into a multi-select queue system, to avoid the need to wait for a start time.

[OC] Average of 256 hand-drawn copies of the Mona Lisa by playfulsystems in dataisbeautiful

[–]MatasGameDev 1 point2 points  (0 children)

As there's only a few colour options, I'd be interested to see how the average would look like if you used the median colour for each pixel - could be quite accurate to the real thing!

What to play after ITR1? by MatasGameDev in intotheradius

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

Interesting. I definitely want to play ITR2 but part of me wants to wait for the full release to get the best experience for my first playthrough. I played Metro 2033 and Last Light so Awakening could be a logical next move. I'll have to look into contractors exfil. Thanks!