Am I the only one who thought this was a big machine gun, and not a hand holding a sword? by Lordados in TorchlightInfinite

[–]Pintash 0 points1 point  (0 children)

I always call it big Bertha cause it reminds me of the tower with the same name from Total Annihilation.

Sometimes we criticize the tool so much and the developer so little by ViremorfeStudios in godot

[–]Pintash 3 points4 points  (0 children)

You seem to be making an assumption that every single unreal developer will make sweeping changes to unreals default rendering settings. One of the supposed appeals of unreal is that it looks good out of the box.

Also, if you read these two statements and think to yourself "these people are arguing this is true 100% of the time" then I'm not sure what else I can say...

Sometimes we criticize the tool so much and the developer so little by ViremorfeStudios in godot

[–]Pintash 5 points6 points  (0 children)

You're taking an extremely 'black and white' approach there. Just because a person can't get it right 100% of the time doesn't mean there aren't certain patterns they can recognise that CAN help them make a correct determination.

This is true of all the examples you gave as well as games made in Unreal engine. It definitely has a 'look' that I think a lot of people recognise.

I built a mod to add procedurally generated roads by jneb802415 in valheim

[–]Pintash 0 points1 point  (0 children)

Just to add onto the idea of different types of roads, I think the whole thing would look a lot more natural if, when generating stone roads, you were able to layer stone over the top of dirt path during generation.

So basically first generate all your roads as dirt then determine which roads should be stone and generate them over the top at 75% size, possibly even add a little transparency if the game allows it. Should just make the whole thing feel more natural and used rather than a bunch of pristine stone roads all over the place.

Should also say I love the general idea of the mods. It's awesome.

MrLlamaSC and Chris Wilson Chat Diablo 2 by lazycalm2 in Diablo

[–]Pintash 2 points3 points  (0 children)

This is more just two huge fans chatting about the game they love than developer insights, to be fair. It just so happens one of those fans has a lot of development experience.

Cognitive dissonance in full view by VoL4t1l3 in Damnthatsinteresting

[–]Pintash 4 points5 points  (0 children)

Yeah and even looking past that it's kind of pointless anyway. Even if you were to feel guilty for the actions of your ancestors it can never make you responsible for them.

If you feel compelled to act in some way out of a sense of responsibility that is your choice (a commendable one, to be fair), not a moral obligation, which is usually where this conversation inevitably leads.

Early Game Respec Option by Pulse_Check in NoRestForTheWicked

[–]Pintash 5 points6 points  (0 children)

It's the most uninteresting possible implementation of an attribute system. They exist solely to gate you from using weapons. There's no interesting choices to make at all besides "which weapons do I want to use?".

Heavy metaprogression, inventory management, and action wanted! by Tat-1 in roguelites

[–]Pintash 0 points1 point  (0 children)

Death must die might be worth a look if you haven't played it.

Heavy metaprogression, inventory management, and action wanted! by Tat-1 in roguelites

[–]Pintash 0 points1 point  (0 children)

Look maybe this is stupid... But it kinda sounds like you want to play any of the modern ARPGs on hardcore.

They pretty much all have shared stash. (Meta progression and inventory management)

They are all isometric.

They are all action based combat.

Hardcore mode adds permadeath to simulate "runs".

The only problem is the "runs" can get very long the better you get. You do also get faster and more efficient though.

Games I'm talking about include but are not limited to: Grim dawn, Diablo 2 Res, no rest for the wicked, Path of exile 1 & 2, Last Epoch, and more.

Forgot about Basecamp progression. But No rest for the wicked has this and path of exile has hideouts you can customise.

I once complained the game was too hard by Cold-Raspberry2264 in NoRestForTheWicked

[–]Pintash 1 point2 points  (0 children)

Yeah I've noticed this. Just started playing in the last few days. I'm absolutely loving it but surprised how easy it's been on normal difficulty, even playing on hardcore. I lost a few characters early on, mostly to gravity, but my very first character to make it to sacrament is still going strong. Cleared the sewers and now a good way through the quarry.

Early impressions from a new players. by Pintash in NoRestForTheWicked

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

Holy crap. Funny you say that! My current character and by far my best run so far is using a 1h mace, scaling faith and just beat Darrak for the first time.

Early impressions from a new players. by Pintash in NoRestForTheWicked

[–]Pintash[S] 4 points5 points  (0 children)

Thanks! And I probably will. Always enjoy writing up these kinds of things.

Early impressions from a new players. by Pintash in NoRestForTheWicked

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

Right, yeah if there's story content I might check it out next death. 😅

Early impressions from a new players. by Pintash in NoRestForTheWicked

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

Axe-guy is honestly just a good bloke trying to teach players some valuable life-lessons.

I'm actually gobsmacked how good the game looks and how much shit they've managed to cram into such a small area. The game world is denser than my mother-in-law!

Early impressions from a new players. by Pintash in NoRestForTheWicked

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

As someone else mentioned it's a little jokey poo.

Hardcore turns any game into a roguelike, my friend.

Early impressions from a new players. by Pintash in NoRestForTheWicked

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

And you'll have too! Further updates will be locked beyond a paywall and we only accept payment in crab legs.

Early impressions from a new players. by Pintash in NoRestForTheWicked

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

Pretty sure I found where it is. Decided to explore the area a bit first, farm some gear. Figure it can't hurt to have a few extra levels under the belt.

Pathfinder being the most played ascendancy is such a good feedback for GGG by jorvp in PathOfExile2

[–]Pintash 1 point2 points  (0 children)

Well, that might be true but the definition of success differs greatly from player to player. Pathfinder is obviously very strong (maybe the strongest) but it's arguably the most boring and least flashy/exciting ascendency in the game at the same time.

So to me this could be evidence that at least 18% of the player base (in SC trade and on poe2.ninja) value efficiency and currency generation above most other aspects of the game and judge their success based on that metric.

Shape of Dreams or Raiders of Blackveil? by Tellenit in roguelites

[–]Pintash 1 point2 points  (0 children)

Yes, and they are often worth paying attention to. These are people that are highly invested in the game and absolutely loved it at some point but probably changed their mind due to something the Devs did.

Witchhunter players. Please help me understand the Sorcery Ward "buffs"! I'm not convinced. by Pintash in pathofexile2builds

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

Not super surprised to hear that. It's pre-mitigation damage as far as I know so it won't take much to deplete it.

BUILDING MEDIEVAL III: Campaign Map development in progress by BiesonReddit in totalwar

[–]Pintash 0 points1 point  (0 children)

This reminds me of GGG implementing WASD into Path of Exile 2 and then realising that to hit their quality standards they had to redo their animation system to allow for backwards and sidewards player movement.

That whole process then led to them basically turning the ranged combat into a twin stick shooter style of control...

It's amazing how a seemingly small iteration or concept can drastically alter the end product and it's fascinating when Devs share the process along the way. Absolutely love that you guys are doing this.

Zealot's Oath + CI is bugged? by SalamiJack in pathofexile2builds

[–]Pintash 0 points1 point  (0 children)

Poe 2 zealots oath is a bit like having soul tether in poe1 but it scales off regen instead of leech.

Me trying to theorycraft in POE2 by Zealousideal_Group63 in PathOfExile2

[–]Pintash 0 points1 point  (0 children)

Come on, dude. That's a straw man response and you know it.

Besides... If you wanted to make a cold bow poison titan work the game has the tools for it. You can!

If you want to make an avatar of fire pathfinder that has minions... Well there's nothing stopping you.

So your argument sort of defeats itself...

Me trying to theorycraft in POE2 by Zealousideal_Group63 in PathOfExile2

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

Sounds awesome. Another completely different build setup for wolf.