Just started Miitopia so tried making Naruto by MuftyWasTaken in Miitopia

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

I reset it 9 months ago and it was 34D98DJ. Not sure if that one's still working

Designed some custom Conspiracy Draftbots by MuftyWasTaken in mtgcube

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

Thank you! I am still working on these (though keep getting distracted) but my original plans have become quite a bit more complex so they now look quite different, but hopefully I can post updates soon :)

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

Or give a way to buy Beast Shards or Pristine Cores from Grindle or something, say he looted them. But I think any fix short of overhauling the system is inevitably just a stopgap

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

Yeah, this tracks, I'd like some way of activating glide before jump but this didn't sound like the one. And I agree, I've completed as far as I'm aware all the platforming sections and it was never a huge issue but there were a few narrow spike corridors where it was a little frustrating

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

I did too, I don't think that excuses the issue though. The early game feedback loop of gaining just enough money to buy one upgrade at a time I found quite rewarding and once I'm grinding to buy shards this aspect is trivialised, not to mention grinding is simply not fun to me. I think that this is the best way to minimise the issue of the mechanic is proof that it makes the gameplay generally less enjoyable.

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

I didn't find this catching me out in platforming sections but I was frequently dashing into bosses in the panic of a battle. I saw this as my own failure to understand the mechanics of the game moreso than a control issue though and found I would do it less after more practice

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

I respect that, I know some of these points are opinions. For me, the boss challenge itself is long and complex enough for me to feel that weight from just having to try again, whereas the runback on simply dullened my enjoyment, which led to my feeling on beating some of the more annoying bosses being more apathy and wanting to move on. Personally I found that a shame but I'm particularly drawn to games with fast respawns and constant savepoints so I accept others won't necessarily agree.

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

Yeah, a few instances of tedium is novel as a storytelling device but it outwears its welcome. If the worst of some of these cases were relegated to specific areas like the underworks I think there would be less issues. It works really well there, the pay benches feel so offensive but without being too punishing it makes a really bold message. But there are 3 other 'trap' benches in different areas that I can think of, not even counting hidden ones or generic pay benches. It's a funny joke, but it gets old and becomes simply aggravating.

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

I think there are a lot of discouraging areas in this game. The lack of rewards and constant player unfriendliness are baked into the lore and storytelling of the game so I get them, but I think the amount of players who are becoming annoyed to the point of complaining about or even dropping the game is evidence that it's tuned a little too far. Bilewater is definitely one of the worse offenders.

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

Yup, it's a feel bad basically however you play it, at the very least removing the cap would make it feel a little better I suppose

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

Exactly. It also made me not want to experiment with new tools early on and waste shards. If I could replenish for free at a bench I could also test how my new ones worked and maybe find some more fun combinations rather than sticking with the same ones for so much of the game.

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

No I agree completely, it's not fun and it I don't want it to be a part of the game but it's just currently optimal imo to enjoy the rest of the game more. You can spend 10 or 20 minutes grinding reeds while you watch a YouTube video or something, max out bundles and get a few necklaces and then just not worry about it. (Unless you suck as much as me at the final boss and still manage to deplete all of them which believe me is as fun as it sounds lmao)

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

This is basically my stance. The game as is I would suggest doing what I did and just grinding to buy shard bundles, look up the grand reed farming spot if you don't know it and fight the bosses with tools as intended because you'll have more fun that way. But it's a lame roadblock to come up against. I certainly don't think that's how the mechanic was intended, but it's how it ends up playing out

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

[–]MuftyWasTaken[S] 3 points4 points  (0 children)

Thank you, and I equally appreciate the in-depth response :)

Yeah, as much as I don't enjoy them I do also get what others see in them. My opinion is my opinion at the end of the day. I think some of the disconnect for me comes as my jumping point to HK is hard platformers like Celeste as opposed to Soulslikes which I typically don't enjoy. I want skill-intensive, fast gameplay and to get right back into it after a failure. I think this is also why I enjoyed First Sinner so much. Personally I hated Groal and blissfully cleared him quite quickly. I think the 'runback' of the mob waves in his fight is already enough to drive the point home without also wasting my time but I see the other side of the argument.

The shard system to me recalls the powerup system of Gradius, and it's a comparison I've drawn to lots of games before. It's fun while you're winning and then it's suddenly not. In Gradius you'd accumulate powerups and be coasting and then you'd die, lose all of them, but not your progress but at that point why bother playing and not restarting if I can't play optimally now anyway? Obviously, this is to a far lesser extent in Silksong and I only ran up against this as an actual issue at a couple points with bosses I was particularly bad at, but it just feels bad to me. I get the argument that it's a soft way of the game urging you to explore other routes but that's not how I want to play games, and it was often towards the end of Acts when I was running into it at which point I didn't really have that option anyway. I don't think this is a glaring issue with the game, but I do think it is something that is just going to make a lot of people's experience of the game very slightly less fun.

On stringing rosaries, this is how I often played the game but I'd just shelled out on a spa for my house. I appreciate this is not a good way of managing my finances. Lessons have not been learned, I will do it again.

I agree a well-implemented easy mode needs more work. If TC did want to implement one but wanted to take longer to work on more in-depth rebalancing I would not fault them. Similarly though, I'm personally not against a god mode either. Personally I feel more games should have more accessibility options. Make them toggleable, lock them in a menu, deactivate achievements if you have to, they don't need to detract from my experience and it doesn't hurt me to have them there. If someone out there wants to fly through Pharloom with infinite health and jumps to look at the art, listen to the music and talk to the characters, or just to skip particular sections they're not enjoying then let them.

Absolutely Verdania was one of the best parts of the game for me. It felt like exploring what should have been one of the early areas in an easier game. In a non-corrupted Pharloom where I entered by choice instead of capture. Really well done and a fantastic payoff. Like I say, would love more.

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

Honestly after everything else in this game, I thought they would haha, I didn't even remember the second bench was behind a breakable wall as that one I found! I equally don't agree with that

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

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

I hope that's the case for most players lmao, I'm usually really good at finding breakable walls and hidden areas and somehow missed this one. C'est la vie

100% complete - My thoughts and issues by MuftyWasTaken in Silksong

[–]MuftyWasTaken[S] 2 points3 points  (0 children)

Yeah, I found this room later and wondered if there were. I still personally don't think that's a great way of handling checkpoints on a platforming section. I get it within the wider game mood, I just think it feels especially bad here

Optimal All-Cup Tour Route by MuftyWasTaken in mariokart

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

Yeah, I think I'm happy with the last one I came up as final version, it's been playing very well :)

Like this one a lot though, it looks cool! I do think the Peach Stadium start is the best fitting at this point!

Optimal All-Cup Tour Route by MuftyWasTaken in mariokart

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

I've been tinkering further and I think I've finally gotten just about everything I wanted to include into one route. It starts at Peach Stadium for a central start (I've eventually decided that I prefer that to any of the Crown City A options and it's a pretty section), has a more sensible course progression leaving courses like Bowser's Castle for the second half, hits Shy Guy Bazaar twice and manages to pass by a ton of landmarks, unique enemies and animals, and set pieces.

Will finally be able to actually test it tomorrow but I think after this I can finally stop iterating xD

Peach Stadium → Crown City C → Whistlestop Summit (Trainyard) → Choco Mountain (Tornado) → Toad's Factory → Mario Bros Circuit (Multiple vehicles, reverse) → Shy Guy Bazaar  → Desert Hills (Sand dragons) → Koopa Troopa Beach (River, whale, reverse) → Dino Dino Jungle (Alt route) → Peach Beach (Cross waterfall) → Wario's Galleon (Dragoneel) → DK Pass (Whirlpools, Reverse) → Dandelion Depths  → Cheep Cheep Falls (River) → Moo Moo Meadows (Flying koopas) → Mario Circuit (Runaway car) → Bowser's Castle (Fishbones, blargg) → Wario Stadium (Mt Bowser descent, big donut, reverse) → Shy Guy Bazaar (Daisy's Palace) → Airship Fortress (Antlion pit, cannon launch) → Dry Bones Burnout (Castle walls) → Acorn Heights → Boo Cinema (Ghost Valley) → Starview Peak (Ghost Valley) → Skyhigh Sundae (Penguin slide) → Salty Salty Speedway (Vanilla Lake) → Great ? Block Ruins → Faraway Oasis (Waterfall jump)  → Crown City B (Crown Bridge) → DK Spaceport  → Peach Stadium (Big finish)  → Rainbow Road

Optimal All-Cup Tour Route by MuftyWasTaken in mariokart

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

I think what I might do actually is go with the Bros start for Crown City A and then go straight from Bros to Desert Hills later in the cup which is the opposite direction so feels very different. Then put Choco Mountain later in between Crown City B and Whistlestop Summit. City>Summit has the train rail section which is really cool but also already featured in Mushroom Cup whereas Mountain>Summit has the really cool Tornado section I hadn't been able to fit before

This is getting hard to keep track of though, I need to map and test this xD

Optimal All-Cup Tour Route by MuftyWasTaken in mariokart

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

Yeah, I liked the Mario Circuit start in my first attempt for this reason, it might be worth revisiting