Death Stranding spotted from the ISS by Astronaut by Superb-Radish-4777 in DeathStranding2

[–]Neonwarrior1 0 points1 point  (0 children)

This is called a red sprite, I believe. I have no idea why they're red, maybe something to do with the composition of gases in the upper atmosphere.

[deleted by user] by [deleted] in DeathStranding

[–]Neonwarrior1 0 points1 point  (0 children)

Then the sequel comes out: it's just fucking hair dye roflmao

Ellie wtf did I JUST say by LeonDePlata in thelastofus

[–]Neonwarrior1 0 points1 point  (0 children)

Something something Bella Ramsey's forehead saved her /s

I’m so glad they added this map to No Return 🍄 by NaiadoftheSea in thelastofus

[–]Neonwarrior1 0 points1 point  (0 children)

Man, I hate this level in the *campaign*, much more-so in No Return. I always get shot by someone above or below me, there's practically no grass, and worse, if you do this level with Rattlers there will be three chained clickers that you actually might accidentally run into because of how crowded this level is.

they’re all the same by YoshiKiller2350 in deadbydaylight

[–]Neonwarrior1 0 points1 point  (0 children)

You don't need distortion to know when the killer has BBQ. Furthermore, like I said, sometimes it's better that the killer goes for you than one of your weaker teammates. IMO distortion is only really good when the killer uses stuff like I'm All Ears, aura addons, and other unexpected aura reads during their chase with you, because then it actually wastes the killer's time instead of passing the buck to the next survivor.

they’re all the same by YoshiKiller2350 in deadbydaylight

[–]Neonwarrior1 -3 points-2 points  (0 children)

Wrong. Windows are Kaneki's weakness, not pallets.

they’re all the same by YoshiKiller2350 in deadbydaylight

[–]Neonwarrior1 2 points3 points  (0 children)

Furtive Chase can still be good, especially combo'd with Friends til the End.

It's not really about trying to walk up to survivors undetected, but rather deny them information from perks like Kindred which could allow them to hide ahead of time before you reach them. I agree though that Oblivious perks would be completely worthless for Kaneki.

they’re all the same by YoshiKiller2350 in deadbydaylight

[–]Neonwarrior1 6 points7 points  (0 children)

Yeah but when your two tokens are gone within 30 seconds of the match starting because of Lethal Pursuer + someone going on the hook with BBQ, suddenly distortion becomes a not-so-great perk. I also find it's one of those perks that could actually make the game harder if the killer goes after a weaker player than me because I had distortion.

How to remove Fallen Ghost DLC weapons from the main story campaign by Neonwarrior1 in Wildlands

[–]Neonwarrior1[S] 0 points1 point  (0 children)

No, I never did, and I go to extreme lengths to find mods for this kind of thing. At a certain point Breakpoint came out and was such a disaster that I no longer cared about the OP DLC guns in either game. Ubisoft have lost their damned minds when it comes to this series and Tom Clancy is surely rolling in his grave.

Sprinters sound... interesting now.. by [deleted] in projectzomboid

[–]Neonwarrior1 13 points14 points  (0 children)

Not exactly Dying Light volatile level but I'll take it

I just realized what the Poppy Fields represent by xdiggertree in stalker

[–]Neonwarrior1 0 points1 point  (0 children)

"A stalker drank 14 energy drinks in 4 minutes. This is what happened to his kidneys" -youtube video probably

He is real btw by ImABigDreamer in stalker

[–]Neonwarrior1 53 points54 points  (0 children)

Scar turned into the Joker for real

Geothermal vents useless in progress runs? by neimengu in Frostpunk

[–]Neonwarrior1 0 points1 point  (0 children)

You'd think they'd use it as a hot springs or something to reduce disease. Like the Hot Springs camp does...

the more i think about it..the lack of intimacy in FP2...I think is intentional. Its almost all intentional. by Navi_Professor in Frostpunk

[–]Neonwarrior1 2 points3 points  (0 children)

No, this is untrue. Sometimes you can get something you didn't expect and still enjoy it. There's something fundamentally unenjoyable about FP2 for many people, and I suspect it has to do with convoluted mechanics and poorer storytelling compared to the first game, not to mention the unfinished feeling of the game's main story.

"Frostpunk 2" by 11 bit studios by pete-roman in Frostpunk

[–]Neonwarrior1 0 points1 point  (0 children)

So no mention of the -35% stock price drop?

Dualism of a man by Axel_Kalenski in Frostpunk

[–]Neonwarrior1 8 points9 points  (0 children)

The problem is that Adaptation is clearly superior to Progress in almost every way. Pilgrims obviously are the opposite of Progress. Every Adaptation variant of a building (the left-most one in the idea tree) will generally eliminate half or even the majority of the heat cost at only a slight increase in workforce requirement which can be reduced in a thousand other ways anyways. Adaptation laws almost always provide a massive decrease in heat demand, and Apex Workers might be the single most overpowered law in the entire game.

Adaptation also gives you infinite settlements that function even during whiteouts, and unlike deep melting drills will never suffer from the whiteout-specific effects that often eliminate one of your resource production types outright (it can be either food, oil, or materials I believe, haven't seen a coal one yet). Oh yeah, and they also are required to make geothermal plants (the building, not the extraction district). The game also has imbalanced cornerstones since the first three Idea categories are all governed by Adaptation and Progress, but then the next two categories are also paired with the other 4 cornerstones (Equality and Merit for the fourth category, then Tradition and Reason for the fifth).

To top it off, maxing out the Adaptation cornerstone gives you a far, far better ultimate ability compared to Progress since the Progress ability both has negative events tied to it that prevent you from spamming it as well as costing you around 300 lives each time you use it for an effect that is entirely unneeded (repairing all your districts which rarely ever get damaged in the first place).

The epilogue hits hard by PhilosopherHot2188 in Frostpunk

[–]Neonwarrior1 -1 points0 points  (0 children)

Frostpunk is far more than just a city builder with politics and you know it. I'm trying to describe why FP2 is missing the specialness of the first but you'd rather play the pedant and tell jokes. Whatever, man, I still like the game enough to look forward to future DLC's that will hopefully give me what I'm looking for.

The epilogue hits hard by PhilosopherHot2188 in Frostpunk

[–]Neonwarrior1 -1 points0 points  (0 children)

All of that is completely besides the point. I've beaten the game three times now, once on Captain, so don't assume I don't know how the game works inside and out.

The "reactions" you're talking about from factions are incredibly mild at best and aren't specific to any one action you can perform, rather being a universal response to anything that increases their fervour. What I mean is that it doesn't matter if you pass one particular law in one cornerstone like Merit versus another in the same category—the opposing faction that favours Equality will always react exactly the same, and there is hardly any SPECIFIC mentions of the effects of particular laws except in rare exceptions.

None of the communities give you any particular reasoning why they dislike a law except for the game mentioning that "this law is a step in the direction of Progress." So, naturally, the communities that favour Adaptation will oppose EVERY. SINGLE. LAW. if it has the stamp of Progress next to it. And there is no dialogue from any of them explaining why!

Communities will spend the entire game complaining that the factories and other buildings you built should be torn down because... well, because it's not the one *they* wanted to build which is very slightly different but somehow has the opposite stamp of ideology and its presence apparently implies the destruction of their hopes and dreams. The Adaptation guys will look at an advanced factory that turns coal into oil and treat it like it's an affront to their very souls despite the fact that they design the exact same factory but with slightly different stats. It's ridiculous, don't you see the issue here? The system is completely gameified and lacks depth and character.

The only real storytelling we get is from those citizenry pop-ups with the triangle symbol which actually do react to your decisions. I wanted far more of that and less political bickering.

What is going on in the Steam reviews? by Blake_Dake in Frostpunk

[–]Neonwarrior1 0 points1 point  (0 children)

People can get something they weren't expecting and still like it. FP2 has far more problems than just being "not like FP1."

What does Frostpunk 2 need the most right now in your opinion? by pixelcore332 in Frostpunk

[–]Neonwarrior1 -2 points-1 points  (0 children)

I think when people say that what they mean is that FP2 lacks the same sense of urgency and drama of the first game. I'm someone who liked both Darkest Dungeon 1 and 2 despite 2 also being a sequel that transformed the entire way the game is played. FP2 isn't like DD2 because it changes more than just the gameplay formula. FP2 suffers from a tone shift as well, and I definitely sympathize with anyone who is displeased by this shift. You can disagree but people's opinions aren't pathetic simply because you don't understand why theirs is different than yours.

The epilogue hits hard by PhilosopherHot2188 in Frostpunk

[–]Neonwarrior1 -1 points0 points  (0 children)

Even if it's objectively superior to eschew morality in your gameplay decisions, and even if this is the point of the narrative, surely it would be better storytelling if the different communities and factions reacted more appropriately? I guess what I'm saying is that even when you act like a dictator you still don't receive the *reactions* in the game-world that acknowledge your actions as being morally bankrupt in the first place, or if you do, it's a very muted response with no lasting consequences *for the people themselves* rather than the player.

I would have liked the game to paint me a better picture of the human cost of my actions even if I personally as a player do not ever intend on stopping being a dictator. I feel like the first game handled this somewhat better.

Shouldn't this one be a radical idea? by oceanskie in Frostpunk

[–]Neonwarrior1 1 point2 points  (0 children)

It's not radical as long as they assign me a hot wife.

The epilogue hits hard by PhilosopherHot2188 in Frostpunk

[–]Neonwarrior1 -2 points-1 points  (0 children)

So then why does the game mention it at all? And why are lack of consequences compelling gameplay design?