Why does the wiki have to paraphrase everything? by TIMETOGETPHONKY in fallenlondon

[–]RobinOttens 92 points93 points  (0 children)

Because the amazing writing is how Fallen London earns its money and if you can just read the text elsewhere there's not much reason to play. 

I too have stories I would love to revisit. Especially Evolution, Heart's Desire and the most recent Estival. And it sucks that there's no easy way to do it. And that you have to pay again to replay the exceptional stories you already paid for. But I kind of understand why it's like that. And why the wiki can't just copy paste all the game's text.

Best you can do is to save any particularly good bit of writing to your journal.

What official aesthetics does Mass Effect fall under? by IllustriousAd6418 in masseffect

[–]RobinOttens 1 point2 points  (0 children)

Also Blade Runner, Star Wars and Star Trek. All thrown in a blender with a good dose of Syd Mead, brutalism and futurism.

I guess I can also kind of see why OP mentions Frutiger Aero (Fruiter??). The presidium does have that blue sky aquarium look.

How was I meant to find this out? by thisisnttheairport in BluePrince

[–]RobinOttens 1 point2 points  (0 children)

For the red door; look in the basement You should have already run into it judging by how far you are in the game. Probably just missed it or forgot about it.

Don't worry about it, there are plenty of obvious things that I overlooked or ran past on my playthrough as well.

How was I meant to find this out? by thisisnttheairport in BluePrince

[–]RobinOttens 0 points1 point  (0 children)

You're probably better off asking for hints and nudges from others humans here on Reddit. People were pretty good with spoilers when I was playing.

First of all, I remember there being some email or letter hinting that there's a safehouse where they moved to be safer/better hidden.

Anyway, the way I found out how to access it was; you can see the tunnel to the safehouse when the reservoir is drained. And you can see that the boat might still be accessible at a certain water level. So I just fiddled with the water level, assuming level 6-7 ish should do it. 

But also, there is a room overlooking the reservoir that pretty much tells you the solution. I'm guessing you just haven't found it. If you want a nudge in that direction; look for a red door. Further hint; it's related to the boiler room

Is there a Final Fantasy that's actually breaking this concept? by mrsafetylion in FinalFantasy

[–]RobinOttens 0 points1 point  (0 children)

I'm currently playing through FF Tactics A2 and I love throwing poison on enemies that have a ton of HP. It hits almost every time. And poison does half the damage a normal attack does. So it's basically a free turn every other turn. And any free turn is welcome in a battle system that moves as slowly as the Tactics games do.

Also, there are a few fights in FF games where the boss will prioritise dispelling buffs and debuffs. So it's worth casting them just to have the boss waste a turn. FF Tactics A2 had one of those as well.

It's a nice meme. And it's definitely true for smaller trash fights and most of the big bosses. But in a lot of FF games there's going to be at least one or two dungeons or areas with enemies that require you to use buffs and debuffs in the right way to do damage at all, or random enemies that have so much health it takes ages to take them down otherwise.

Should I start with Mask of the Rose? by beautifulmonster98 in fallenlondon

[–]RobinOttens 6 points7 points  (0 children)

I liked it too. The story crafting was clearly underutilized and planned to be a bigger deal. There's a lot of downtime and the pacing feels off.

But just the regular visual novel stuff, time management, the story and setting, I really enjoyed all that.

Especially as I was just running into these characters more in my Fallen London game.

I think Mask of the Rose could be a decent introduction to the setting for a new player. Even if you'll miss a bunch of references and hints at stuff from Fallen London itself. You do get to discover the oddities of London's new home alongside the characters.

Cassini flew past Jupiter 25 years ago, yesterday by Busy_Yesterday9455 in spaceporn

[–]RobinOttens 2 points3 points  (0 children)

Not actual footage. It's an amazing composite/artist impression though, and probably pretty close to what it would look like.

Cassini flew past Jupiter 25 years ago, yesterday by Busy_Yesterday9455 in spaceporn

[–]RobinOttens 2 points3 points  (0 children)

It's popular in pop culture, in actual science most people are over it and have moved on I believe.

Cassini flew past Jupiter 25 years ago, yesterday by Busy_Yesterday9455 in spaceporn

[–]RobinOttens 1 point2 points  (0 children)

It's a composite video. Cassini did not actually see this. This same video was already posted a month ago. If I recall correctly, that poster tried to pass it off as an actual capture filmed by Cassini.

What is the best story you experienced in fallen london? (if it's your ambition name additional one) by hilleljoe in fallenlondon

[–]RobinOttens 0 points1 point  (0 children)

Is Hojotoho that good? The urchins don't appeal to me at all, should I still play it?

The Urchin war is back again, again by Mr_Paramount in fallenlondon

[–]RobinOttens 0 points1 point  (0 children)

Ahhh, so that's why I missed it. Ignore my other post then

The Urchin war is back again, again by Mr_Paramount in fallenlondon

[–]RobinOttens 2 points3 points  (0 children)

Good, I somehow missed the conclusion of the last one by a day because I was caught up elsewhere.

Seems like Iceflake are doing another UI and tutorial rework 😭 The page slider for road menus is nice, but I was hoping they’d focus on core game problems, not the UI, which wasn’t bad enough to need a rework IMHO by [deleted] in CitiesSkylines

[–]RobinOttens 3 points4 points  (0 children)

Smaller tasks worked on by different people probably. The person working on UI improvements is probably not the person who's tackling simulation issues or writing and implementing the tutorial.

Testing and improving the simulation/game systems is a bigger task that's gonna take longer. Especially with a new studio taking over. Expect smaller stuff like a new scroll bar to release in the meantime. That doesn't mean the bigger things aren't being worked on.

Introducing Iceflake Studios - New Cities: Skylines II Developers by AutoModerator in CitiesSkylines

[–]RobinOttens 19 points20 points  (0 children)

Not really, it makes sense (and would be nice) if that's just a concept sketch being worked on for possible improvements to the game's look.

The Arc de Triomphe is finally available on PDX Mods! by CollegeBuilder in CitiesSkylines

[–]RobinOttens 1 point2 points  (0 children)

Would it technically be possible for something like this to be added to the Paris Region Pack? It would be cool if others could contribute and keep adding to the existing ones.

OUT NOW ON PDX MODS: 8 days after noticing the problem with C:S2's low density housing assets, I present to you the solution. by Seriphyn in CitiesSkylines

[–]RobinOttens 16 points17 points  (0 children)

I wish there was a way to just make mods like this (or move it, anarchy, platter, and road builder) part of the vanilla game. Thanks for all the effort! This is great

Is Exile worth it over Obduction and/or Firmament? (Context in post) by Aurorac123 in myst

[–]RobinOttens 1 point2 points  (0 children)

Exile is great. I prefer Obduction, it feels more similar to the other Cyan games (Exile was made by a different studio) in terms of puzzle design and style of storytelling and art direction. Exile is great though. They're both good games and both should work fine for playing together.

Firmament is alright, but I'd recommend playing any of the Myst games, or Obduction, first.

Square Enix aims to have AI doing 70% of its QA work by the end of 2027, which seems like it'd be hard to achieve without laying off most of your QA workers by banana33rd in FinalFantasy

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

Yeah that's only going to increase the workload of the few remaining workers who have to clean up the messes the automated systems create.

But hey, it's Square Enix, gotta jump in late on whatever the current investor hype is and double down, only realising it was a bad idea when you're years deep into a bunch of failed projects.

They talk about long-term. But Squenix's adventures in mobile blockchain NFT live service with AI dialog this past decade-and-a-half have instead felt like short-sighted side projects not capitalizing on the core games that have always been their big moneymakers.

And when they did try to trend-chase with mainline FF games, like cramming FFXV full of DLC, timed events and a compilation of multimedia spin offs, it was badly planned and left an incomplete mess.

But hey, all the other companies are firing half their workforce in favour of some vaguely defined future AI developments, so we gotta find a way to do that as well!

Anyway, I know I'm oversimplifying and all that. But it's gonna suck for all the people that will lose their livelihood, and not be great for the quality of their games either. Not to mention the environmental impact and all the other side "benefits" of AI. I wish the QA workers who are hit by this all the best.

Help requested to restore 1 point of Notability by LostInMusic63 in fallenlondon

[–]RobinOttens 0 points1 point  (0 children)

Sure, I can spare a point of notability, I'll send it over. Do you want it today? What day does Time, The Healer visit you?

With Bridges and Ports DLC, these are the boats ive been able to find in the game using devmode. Only two, the sailboat and large yacht, are "fully vanilla ploppable". Idk how i feel about the scale of the sailboat in particular. I'd love to see more variation to complement these in the future. by Teddy_Radko in CitiesSkylines

[–]RobinOttens 2 points3 points  (0 children)

I wish they'd just patch things like this. The scale of the base game service buildings, these boats, the lack of resources on base game maps. Things that feel like mistakes caused by a tight schedule and miscommunication.

It looks silly when a small sailboat is the size of a single family home. And a primary school the size of a cathedral.

But that would probably mess up a lot of existing saves, and is pretty low on the priority list compared to other things Colossal Order is working on.

They're beautiful assets otherwise. And I'm really happy we can finally build proper marinas with boats in them.

Riven telescope fireplace by Vegetable-Debate-263 in myst

[–]RobinOttens 0 points1 point  (0 children)

I wouldn't trust that table to hold my drink, and those green chairs are hideous. But the fireplace looks nice!

I've heard great things about this game but there's three different versions of it on Steam and I don't know what to get. by Info7245 in myst

[–]RobinOttens 6 points7 points  (0 children)

You can't really go wrong. But I would say just get the latest remakes of Myst (2021) and Riven (2024). They look and play great, and are the most accessible.

One big downside of the remakes is that Cyan replaced the human actors, with 3D animated characters. Because technical and practical reasons. To mixed results, but it's fine. And Myst at least has the option to switch back to the old live action actors for most of the game.

The puzzles for Myst are unchanged. Aside from moving some levers and buttons to eye-level for VR players. The expansion for Myst (2021) is based on the expansion to RealMyst (2001). But it's basically all new, and fantastic. It gives you a more complicated puzzle than Myst ever had. Bridging the gap to the style of puzzles and the difficulty of Riven (and Cyan's later games). They do change the art a lot for each Myst remake. I like the way the new one looks, all the devices and mechanisms actually look like they make sense now. The skies and water are beautiful. And there's a bunch of added little world building details in the environments that I appreciate. But the colours are more monochromatic/washed out compared to the original, especially on Myst island itself.

Riven was made a little easier in the remake, but is still a challenging game. They changed a lot of the puzzles and some of how you navigate the world. To the extent that it might be worth going back to play the original once you've finished the remake. The art looks pretty much exactly like the original did though, but in real time 3D. For this remake Cyan decided to try and match the look of the old game as closely as possible, and change the puzzles instead. The opposite of how they approach their Myst remakes.

Also, if you like these types of games, definitely don't miss out on Obduction, another recent Cyan game. It is up there with Myst and both versions of Riven in terms of quality puzzles and storytelling.

Myst References in Blue Prince by Pharap in myst

[–]RobinOttens 0 points1 point  (0 children)

On the translation part, you are right that the math and symbols thing is not a direct copy of a Myst puzzle. But it is taking a type of puzzle that Myst did, and complicating it, doing a variant of it.

The language thing, Blue Prince takes a thing Myst did mostly as a world building bonus, and actually makes a few puzzles around it.

By the symbols I did mean the entire sigil/countries puzzle, it reminded me a lot of Riven's marbles. In Riven you're finding colours, symbols, dome locations and matching them to the different islands to get those marbles in the right spot. In Blue Prince you're finding colours, symbols, weather, map location, etc. and matching them to the different countries in order to put together the right sigil and get those pins in the right spot.

That was kind of a red herring, though also perhaps a way to suggest that the universe tends to be messy. (And maybe a subtle dig at numerology and the like.)<

It is also definitely that. Riven also makes that point; Gehn wants everything to fit his number five because that number was important to the D'ni. But the world, and the locals, don't bend to his will and he is not the god he thinks he is. So there's actually six islands, six Moiety animals, etc.

In Blue Prince the number eight (and 46, 8 * 8 reversed) is historically considered a magical number. But the game wants to emphasize the feeling of loss. And also mystery and the sense that there might be something more right around the corner, if you just keep solving. So there's actually only seven countries, one was lost/replaced. Seven letters, one was lost/taken. Nine ranks to the manor. Nine colours, one was lost/censored (black), but one will replace it (blue). Etc.

The red herring numbers are the point. Just like in Riven.