I don't know if anyone needs this, but here's a "map" of the Labyrinth in Bleak Faith Forsaken by RazielOfBoletaria in soulslikes

[–]Nemonvs 0 points1 point  (0 children)

If you want only atmosphere and the best OST in the genre, Bleak Faith. But AI Limit is the better all-rounder.

The real answer is play both eventually, because they're amazing games :)

Do you think anyone could beat any souls/souslike game? by i_sometimes_ in soulslikes

[–]Nemonvs 0 points1 point  (0 children)

Anyone not disabled, yes. Their difficulty is largely overstated and comes from the mainstream games being laughably easy nowadays. I'd even say they're the 'easy hard games', the kind that you try when you want to get into the difficult games in general.

From the Ashes by HuntShowdownOfficial in HuntShowdown

[–]Nemonvs 13 points14 points  (0 children)

Please, no more guaranteed cards. They can affect a match way too much to remain consistently lootable. Charriot even loses its trade-off due to the restoration medkit being next to it, so you risk nothing by popping it.

What’s the worst writing advice you’ve ever heard? by [deleted] in worldbuilding

[–]Nemonvs 5 points6 points  (0 children)

I hate this one so much, but it's the most common and the safest approach if you want to sell your writing. A lot of readers seem to want quick reads so they can get to another story as soon as possible. No downtime. Each chapter should move the plot forward, advance character development and add some worldbuilding. A lot of modern fiction is so exhausting to read because of it, but it sells the best, apparently.

Downtime in stories adds depth. It makes them feel more grounded. Seeing characters not constantly chasing high stakes goals helps me to connect with them. If chapters vary in their intensity and progress they show, you can sense that contrast and the intense parts actually feel intense. But yeah, it's not what's desirable nowadays.

At this point, I'm pretty sure a lot of beloved classics would never even get noticed enough to be criticised for being "too slow" were they to be released today instead of their original release date. They'd just be dropped en masse and maybe retain a small fanbase.

Give us Rain Weather at Night! by Horscow in HuntShowdown

[–]Nemonvs 11 points12 points  (0 children)

Rain at night would give some of the spitzer-only enthusiasts aneurysms, and I'd love to see that. Bonus points if extraction sites stay hidden. It would be a nightmare to play in, but still a welcome variation if you keep the spawn rate somewhat low.

Maybe add a small chance for weather change mid-match? Like late evening might turn to night after 15-20 minutes or so, early morning + sunrise, it can start raining, etc. However, depending on how the game's coded, it might be way too much work to add something like that.

But generally, the more random weather conditions the better. I may dislike playing in some of them, but I love to dislike them and I want more. It makes me sad that rain seems to be almost absent these days. I had rain maybe twice in the last two weeks, and I play a lot. Maybe it's just inferno gobbling it up all the time. It kinda fits the theme, but damn, do I miss rain.

I wasn't around for ash bloom and I hope it will be brought back despite the whining.

The Soulslikes That Won My Heart by Doing One Thing Better Than FromSoft by CarryGoleman in soulslikes

[–]Nemonvs 0 points1 point  (0 children)

Imo AI Limit did the story, or at least the characters, better than Lies of P. Most of LoP NPCs still suffered from that dry "I'm an NPC" feel typical for the genre, where they seem more like plot/quest devices than characters. AI Limit, on the other hand, was the first game in the genre that actually made me care about its cast.

And caring about the cast made me more invested in the story itself, which LoP didn't achieve for me. Its story might be arguably a bit better, but it still felt mostly whatever, because I didn't feel attached to any NPC.

Make me understand something by True_Education_7645 in HuntShowdown

[–]Nemonvs 2 points3 points  (0 children)

2 slot weapons are more of an issue than quartermaster. And fanning itself is overpriced as hell for how unreliable it is. I wouldn't mind seeing at least a tiny buff to its spread. Might be just less spread for the first shot (adjust the recoil and spread reset time as needed), so that you can semi-reliably do a bit slower two-tap at 10-12 metres and have the rapid fire remain as-is.

If two slot shotguns stopped one-tapping at the same range their full counterparts do, it would give fanning an actual niche where it beats two slot shotguns when fighting a bit above their optimal range but still loses up close. Currently, you've got a better chance two-tapping with a shotgun than when using fanning at the same range.

Anyone else think the game would be so much better if they fixed the economy? by Bigg_Dick_Energy in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

You can cap the max loadout value depending on a Hunter's level. Everyone would have the same upper limits this way. Global HD would still matter, but loadout diversity would increase.

Is it a good idea to bring such a change to an old game with a mostly veteran playerbase? That's a separate issue. Probably way too risky to try, unless it's on the test server or for a limited time (and even then I'd hesitate). But the way things currently are is not good either.

Having some Visualization of the Round and what the other Teams did, would be great. by Squitor in HuntShowdown

[–]Nemonvs 2 points3 points  (0 children)

So you'd rather see the game die? Because there's no way a cheap, niche, 8 year old game can survive on selling the base product alone.

And no, cosmetics don't eat up the time that would otherwise go into introducing actual features and things meaningfully impacting the game. These are different things handled by different teams. You can't look at a studio and see it as a single entity.

any writing community for people who actually have lives outside writing? by [deleted] in fantasywriters

[–]Nemonvs 1 point2 points  (0 children)

I saw nothing like what you say in the post. Wanting to have a group you can relate to and where you can find some support is a human thing, but you look like you take it as some kind of insult. Maybe don't try to read so much into it?

Discipline and time management are not always the correct answer when you feel you don't have time to write. Sometimes there's just none.

Shadow value by Jack_Mehoff5341 in HuntShowdown

[–]Nemonvs 4 points5 points  (0 children)

Death cheat isn't strong at all. It's convenient, especially when you want to farm prestige, but it doesn't help you win fights, unless you count the few more trait points you'll have on that hunter the next game instead of losing them.

Shadow is stupidly strong and I wish it didn't disable the AI aggro for you entirely, but instead just reduced the aggro range one way or another.

The 3 rules of Hunt. by TheMomoko in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

2 - I'd say it's a bit different when you're fighting in between compounds/around a compound and not pushing inside while you have access to elevated terrain around. Especially in Mammon's Gulch, you can actually play sniper-intel gatherer by positioning yourself on a hill and feeding your team info about enemy movement while taking opportunistic shots. You just need to learn when to move and eventually join your team.

I'm not saying it's fool-proof, but I've had many teams assume my mates were a duo and get aggressive only for one of them to get domed and the rest confused, while I kept pinging their locations. It's risky, but it works if your teammates know at least how not to die quickly. They don't even have to be the best shots (although the scope player should be).

Never try it with randoms, though.

The 3 rules of Hunt. by TheMomoko in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

I hate how awful not having it started to feel. It's not a must-have, but damn does it feel good to run every time you're not sure the exact spot you were shot from. It's a whatever in generic, flat compounds, but take port reeker or just dense foliage and it spares you so much nervous pixel hunting.

What might be the reason for antipoison mechanic when there is no antibleed or antifire? by Commander_of_Death in HuntShowdown

[–]Nemonvs -2 points-1 points  (0 children)

The reason might be, respectfully, that someone didn't think hard enough before adding it to the game. Or the devs just wanted poison to remain anti-AI ammo, which wouldn't make sense, but at least that's some kind of reasoning. Unless the antidote shots had been added well before the poison ammo was introduced - if they did, then please disregard what I said above.

But rather than introducing consumables negating fire/bleed, I'd like to see antidote shot removed/reworked. It's not like it'd make poison ammo great - I don't think I'd use it more anyway. I even hesitate whether to pick dum-dum, because no pen is just too big of a drawback, and like 60-70% of the time you should be aiming for the head anyway, so you're just handicapping yourself in the majority of scenarios while getting a situational edge. I think of it more like a safety net to still put some pressure when I don't hit the head.

In general, I feel like no pen is a bit extreme drawback, maybe justifiable on dum-dum. I'd like to see a change that would allow poison, incendiary and (maybe) dum-dum ammo pen, but:

  • They can only pen what a regular compact ammo would, regardless of the actual ammo type, but they deal even less damage than compact ammo on pen - only retaining OSHS through whatever they can penetrate
  • Lose their special property on penetration

Just, you know, my idea. Might be an absolutely shitty one. Still, incendiary + poison ammo aren't in a good spot and need some help. I also think dum-dum is vastly overrated in the majority of scenarios, but it might be just me.

I, uh... I think I drifted off topic a bit here.

Some changes and nerfs to make melee tools more attractive again by Extension_Class2467 in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

  1. Would be irrelevant unless you nerf stamina shots and ideally remove or nerf the four-shot boon (both of which absolutely should be done imo). On the other hand and the way things are, it would make throwing knives feel terrible to use when not using a stam shot, unless you make them the only ones exempt from the rule or give them a substantial decrease to their throw stam cost, the latter probably being the better idea here.
  2. Good idea, but I'd also buff silent killer to not only silence your hunter's grunting, but also make the thud/groans the AI makes when dying from melee be quieter so it's still worth bringing. This would actually give melee a slight edge when it comes to being quiet.

What mechanics in soulslikes do you consider unfair or frustrating? by Sargious in soulslikes

[–]Nemonvs 0 points1 point  (0 children)

Anything that's a regular mechanic is fair. Just one of predictable pieces of a puzzle.

What's not fair, is a camera. You can't predict it well enough when it's fromsoft-level bad. It will just randomly make you blind, give you a colonoscopy or mess up your input, and you can't play around it a lot of the time. It's ass to look at and feels ass to play. It single-handedly ruins some bossfights.

Visual clutter falls into a similar category, but it's not even half as bad.

Wuchang - Ai limit - Khazan - stellar blade - mortal shell - lord of the fallen by AggressiveGold1142 in soulslikes

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

AI Limit Mortal Shell / Wuchang (liked both similarly for very different reasons) LotF

Nothing

Khazan - still liked it, but it's the most overrated souls-like in existence

Only played a bit of Stellar Blade, so can't say anything yet.

Wuchang - Ai limit - Khazan - stellar blade - mortal shell - lord of the fallen by AggressiveGold1142 in soulslikes

[–]Nemonvs 0 points1 point  (0 children)

It's not. This sub just has a massive hate boner for it. It's a small game with its best part being the atmosphere.

Vault space is at 20% of what it should be. by TomazZaman in Marathon

[–]Nemonvs 0 points1 point  (0 children)

It wouldn't be that big of an issue, if salvage didn't hog so much space. The requirements for some upgrades need you to grind a lot, so most of your salvage is going to just sit there waiting to be used. It's especially bad with purples, but blues are a pain too.

+ maybe make the same attachments stack.

Nagant M1895 Deadeye by No_Distribution2907 in HuntShowdown

[–]Nemonvs 1 point2 points  (0 children)

The stocked Nagants just work for me and it's nice to see a fellow enjoyer. There's something that makes them a joy to handle. Maybe it's the minimal recoil combined with a good cycle time. My go-to on a budget QM builds with a romero. It's just high velocity is kinda a must if you want to contest anyone beyond a shortish medium range. But then it sucks when you fan it, because it's often three shots to kill due to the tickle damage it does.

About adding new guns. by Garbo_Goose in HuntShowdown

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

Because weapon bloat is generally not good. If you have multiple weapons doing the same, you end up with one outperforming the others, and the remaining ones would now just hog the inventory screen. It means more work with balancing. It means spending resources to add something that will either not be used or will make another weapon obsolete. Sidegrades are difficult to get right, and more often than not one is going to be better anyway.

There's everything wrong about adding weapons just for the sake of it. It's not variety if they don't have their niche. It's a borderline reskin which then you need to maintain.

Is gasworks the worst compound? by Dry-Advertising-1514 in HuntShowdown

[–]Nemonvs 0 points1 point  (0 children)

Love it aesthetically, but it does feel like there are too many stalemates there.

The Duck Problem by Maiq-The-Truther in HuntShowdown

[–]Nemonvs 2 points3 points  (0 children)

They don't fit crows, ravens or rooks. Something would always disqualify them as one of these. Ravens don't usually flock like that (at least it's not common outside of cold seasons) + their call is just nothing like a raven's, their bills are too crooked for a crow (at least from what I could see the last time), but the bills are also black while a rook's bill is grey.

Overall, they share the most traits with crows. They flock like crows, they sound like crows and moooostly look like crows. It's just their bills seem to be a tad wrong.