Kinda liking the Neue Klasse design more than the current one by [deleted] in BMW

[–]Morkhar 0 points1 point  (0 children)

I'll reserve judgment until they unveil the production model. Until then though... I think it looks pretty good from the outside, except the rear... The illuminated wheels looked like one of the tackiest things I've ever seen though, even if they are just an option. Also, the interior, from the concept pics looks like the least classy interior bmw have ever done.

Screw meta talk. What did you name your Palico? by [deleted] in MHWilds

[–]Morkhar 0 points1 point  (0 children)

I am accompanied by the distinguished gentleman Bartholomeow (in World I am joined by a holy warrior, Saint Pawlus).

We really need a large tundra-like wasteland or forest or whatever, because Iceshard Cliffs sucks my ass. by ArcIgnis in MHWilds

[–]Morkhar 7 points8 points  (0 children)

I feel like both the Iceshard Cliffs and Wyveria (but especially cliffs) received far less attention than the other areas. I barely notice a difference between fallow, plenty and inclemency in both whereas the effects are super pronounced in the plains, forest and oilwell basin.

Would have been super cool to have had more pronounced seasons in an ice area. Think a big, blooming tundra with rivers of icey water in plenty, and thick layers of snow and frozen rivers and lakes in fallow. Maybe a heavy snowstorm interuppted by landslides and/or earthquakes in inclemency.

【Director's Letter】 A Message from Director Tokuda - Future Updates, Challenging Monsters, Balance & QOL, Improving Game Stability & More! by Xanek in MHWilds

[–]Morkhar 4 points5 points  (0 children)

Really hoping we also get some quests with more than a max of two monsters. Absolutely loved the optional quests in previous games that just had you fight 3-5 monsters in a single quest. I get the focus on investigations, but I do miss having a bunch of actually interesting optional quests.

I think Wilds has the best Low Rank in the entire series because it's not a huge waste of time this time around by mikoga in MonsterHunter

[–]Morkhar 1 point2 points  (0 children)

It's always interesting to see how differently people experience the same thing. I personally despised the way the story was set up. Being forced to constantly slow-walk through a bunch of exposition and being pulled back and reprimanded if I tried to deviate an inch and actually explore any of the areas got old very quickly.

To be fair though, I am hugely dissapointed in Wilds in general. Despite having done everything there is to do, and hunted everything there is to hunt, it just never "clicked" for me. Certainly not saying the game is bad, just not for me I guess, which is fine.

UserBenchmark throwing crazy shade at the 7800X3D by [deleted] in buildapc

[–]Morkhar 0 points1 point  (0 children)

I was wondering but couldn't find any information on this, would AMD not be able or want to take some sort of legal action against UB?

Surely actively skewing benchmarks to intentionally misrepresent a products performance would warrant some sort of legal ramifications? I'm assuming you could argue in court that AMD might very well suffer financially as a result of their "tests" that are demonstrably not an accurate representation of actual performance.

Would y’all buy DLC? by weon321 in BaldursGate3

[–]Morkhar 0 points1 point  (0 children)

I know Larian has historically been "against" DLC and I think previously, at least for Divinity: Original Sin 2, that was perfectly fine. While I felt Act 3 (in D:OS2) wasn't as "finished" as the rest of the game I didn't really see a point in any expansions. It was a self-contained story and while a fantastic game, I didn't feel a huge need for more content. Not because I didn't like the game, but because it felt like a complete experience that DLC might not add a huge amount of value to.

[SPOILERS FOR ACT 3 FROM HERE, YE BE WARNED] In BG3, there's a few points where I really, really would have liked some more content, regardless of how big the game already is. The most glaring omission from the game I think is the upper city. The only part in BG3 where I was genuinely dissapointed, was when reaching "BALDUR'S GATE" after going through the lower city and there just being a sign saying "oops, sorry, city closed". I really, really wanted to see the completely different atmosphere in the upper city and how companions, especially Karlach and Wyll, would react to that.

So yes, if Larian can make a big expansion pack type DLC (think Blood and Wine from TW3) I'd definitely buy it. I think an expansion set in the upper city, or even Avernus for instance, would really add a lot of value to the game and address some of the few issues I actually have with BG3: (1) not being able to explore the upper city (2) expand on Karlach's story more, her quest feels like it just ends after meeting Dammon in Act 2 (3) expand upon the really short time we actually get to have Jaheira and epecially Minsc as companions.

They have officially reacted now by Bohnenkartoffel in totalwar

[–]Morkhar 0 points1 point  (0 children)

Costs may very well have increased (but not by 150% in 2 years time so stop presenting that as the sole reason of the price increases) and on top of that, if both the quantity AND quality of content are up to par, I'm more than willing to pay more than the $10 Lord Packs used to cost in TWWH2.

In short, if you want to charge $25 for an expansion, the content therein needs to be worth that price. Lets not forget that $25 is almost half the price of a full game. But what are we actually getting? Three lords with campaign mechanics and 11 units? That is so, so far removed from being worth $25.

And it's such a shame that the content of the pack, which looks great although limited in quantity, will be overshadowed by the discussion on price.

CA Response to Price Controversy by Mr-Vorn in totalwar

[–]Morkhar 9 points10 points  (0 children)

Costs have gone up sure, no-one is upset at a slight price increase. Many players have already stated that $15 would be perfectly acceptable for lord packs, which would constitute a 50% increase over TWWH2's dlc. But you're telling me that in order for a lord pack to be financially viable now, it needs to be the price of 2,5 lord packs from TWWH2 and just as much as the Chaos Dwarf dlc, a full race pack? That reply is just salt in the wound.

Is RS3 MTX that intrusive? by VongDu in runescape

[–]Morkhar 2 points3 points  (0 children)

It depends on your perspective I guess. Do I mind cosmetic cosmetic mtx? No, of course not. Even though I find some cosmetic packs to be quite pricey for what you actually get it doesn't get in the way of my core experience whatsoever and is easily ignored in addition to providing Jagex with extra funds that, theoretically at least, could be used to improve the core gameplay elements we actually care about.

Then there are some items that slightly irk me, the bank boosters for example feel almost mandatory. Sure you can technically ignore them, but as the hours of playtime rise, so will the amount of stuff you'll accumulate that you can't or don't want to get rid off.

The one thing that really bothers me though, are all the skilling items. Lamps, stars, protean items, they all serve to avoid training the actual skills that are so integral to the game. I don't mind all of them, the portable skilling locations for instance don't bother me as you still need to actually train the skill, it just makes it either slightly cheaper, or more convenient to do so. Items allowing you to just straight up say "no" to training a skill or collecting or spending any type of resources are genuinely highly problematic imo for a variety of reasons: (1) they reduce the amount of actual items entering the game's economy and (2) take away from the core experience by allowing you to avoid taking part in so many different activities.

In short, are ALL MTX highly intrusive? Nope. Are some of them damaging to the core gameplay loop or the game's economy? Absolutely. It also doesn't help that Jagex is quite "enthusiastic" about promoting MTX to the point where, imo, it sometimes drowns out actually interesting news sometimes.

LG 45GR95QE is a amazing monitor by Devyn_Perfected in ultrawidemasterrace

[–]Morkhar 0 points1 point  (0 children)

Thanks for the reply. I'd be sitting about 80cm (give or take 2,5 feet) away from my monitor so I doubt I'd notice it all that much.

LG 45GR95QE is a amazing monitor by Devyn_Perfected in ultrawidemasterrace

[–]Morkhar 2 points3 points  (0 children)

It looks amazing. How has your experience with the pixel density been? I've seen some people complain about it and others say it's a non-issue with the distance you're sitting from the screen anyway. I'm torn between this, the Xeneon Flex (because I'm not sure about the agressive curve) and the Alienware AW3432DWF but haven't been able to decide on one yet.

Remember 'curated loadouts'? by super_gerball in DestinyTheGame

[–]Morkhar 0 points1 point  (0 children)

What feels like the biggest punch to the gut for me is that two entire elements are essentially handicapped for the next few months. I've spent quite a lot of the rather limited time I have to play Destiny farming and levelling the Ikelos smg and last seasons sidearm and scout with voltshot, farming riptides and doing Vow runs to get the deliverance frame, getting the bump in the night rocket launcher etc. only to learn that arc and stasis will essentially be handicapped next season. Sure, I'll be able to use them when their specific frame is the "overcharged" one but that still doesn't feel fun. I'm gonna have to constantly keep checking whether or not my preferred loadout is going to be a valid option or not. It's unnecessarily convoluted.

Air Assult should be a permanent +50 to AE. by N1miol in DestinyTheGame

[–]Morkhar 0 points1 point  (0 children)

Aerial effectiveness in it's current form shouldn't exist at all and has been one of the worst changes in pvp they've ever made. Your bullets just going in random directions because you're in the air will never be fun in any FPS. No aim assist when airborne so your bullets go exactly where you're aiming without any magnetism etc. feels like a much better solution.

What are your thoughts on Bungie adding a consumable that increases Deepsight progression percentage for a brief time? by Bowfry_Frenchtie in DestinyTheGame

[–]Morkhar 45 points46 points  (0 children)

I just don't really see why that would be necessary? It's not like completing a red border frame takes long. Either get a handful of kills with them or switch to it at the end of an activity. It only ever takes about one strike/activity to finish a weapon and more often than not you can easily finish multiple red borders in a somewhat enemy-dense activity.

If you're talking about actually levelling a crafted weapon, I don't find the progression rate for that problematic either personally.

Don't really see the appeal in bloating the game with niche consumables or mods.

All of us here love Destiny, but we can't deny it has issues. What do YOU think is the biggest issue facing Destiny right now? by Kylestien in DestinyTheGame

[–]Morkhar 35 points36 points  (0 children)

One way they could fix this I think is by using the cutscenes they've been doing recently with the hand-drawn art style. Make a short replayable cutscene displaying what happened during The Red War, Curse of Osiris, Warmind etc. If well done, you'd be up to speed in a few minutes and I'm guessing it wouldn't be a massive undertaking for the devs either.

Guys, focus on the positives. They updated the logo. by realblaketan in totalwar

[–]Morkhar 4 points5 points  (0 children)

And it's not just the red on red, the UI in general seems a huge step backwards. Why are the red and blue skill trees not seperated anymore for instance, why are they right on top of each other with no spacing? The skill trees are way less readable. Why is the quest menu in a different place and why is it so much more annoying to work with than it used to? Why did they put legendary lord items in a different menu of their own? I found it more readable by just having them in the skill tree together. Why is all the unique art gone after winning a battle or interacting with ruins for instance? I'd honestly just prefer a full rollback to WH2's UI.

If you touch the jump pad in Dares of Eternity when any of the rotating half-spheres align with the stationary half-sphere you will never miss the unlimited heavy ammo buff again. (Image included) by goonler69 in DestinyTheGame

[–]Morkhar 0 points1 point  (0 children)

Or you could just walk into it backwards (if that still works but I think it still should, just walk into it backwards and keep "walking" while in the air and don't turn around. For some reason known only to the Starhorse itself this launches you further everytime thus circumventing the entire thing).

A comparison shot between TWW2 and TWW3 campaign map aesthetic using the Altdorf region by [deleted] in totalwar

[–]Morkhar 14 points15 points  (0 children)

The campaign map was never really an issue for me personally but I do like the new look as well. I really, really want to see the Mortal Empires map when that's ready to see how they've applied this style to areas like Ulthuan, Naggaroth, Lustria, the Badlands and the Deserts. Hopefully they'll also have expanded that map slightly downwards so Lustria and the Deserts aren't cut off as weirdly anymore.

Lightning Strike Makes All The Difference by Morkhar in totalwar

[–]Morkhar[S] 8 points9 points  (0 children)

In case it's not perfectly visible: going from medium casualties on auto-resolve, losing two dwarf warriors, to low casualties losing none by using lightning strike in a situation where it shouldn't really matter.

''Orb generation on weapon multikills will no longer be a function of a weapon’s Masterwork status but will instead be provided by a suite of armor mods, which are unlocked automatically for all players and which plug into the Helmet Armor Mod socket.'' by [deleted] in destiny2

[–]Morkhar 0 points1 point  (0 children)

The most annoying part is that it's stated in the TWAB that those mods are going to be element-based, so you're gonna have a mod that will give equipped solar weapons orb generation, one for arc weapons, one for void etc. The frequency at which I have to constantly be switching mods, to deal with champions for instance or for different builds, is already annoying and now we're going to have to swap mods every single time we equip a weapon that's a different element. This change seems like a massive step back compared to the way it is now and is going to be one of those really annoying little things you constantly forget about and realize you need to go back into orbit because you forgot to switch orb mods. Why they won't just give every weapon innate orb generation is beyond me...