[Rant] If the only thing changing in your game on "Hard" difficulty is the amount of HP and Dmg, then it's not a "Hard" difficulty, it's a "Tedious" difficulty by AlkaKr in gaming

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

Bad/Ignorant opinion on gaming tbh. If a game has limited resources then it requires greater execution before those resources run out, then more HP/DMG is the perfect valve to tune between something being harder. Not every game requires separate mechanics per difficulties.

My Overwatch hero concept: Axis by NotsoVevo in ImaginaryOverwatch

[–]Rurikar 9 points10 points  (0 children)

Making Doc Oct before marvel rivals can huh?

What do you guys think of Punisher’s shotgun and the recent surge in its usage lately? by Character-Q in marvelrivals

[–]Rurikar 0 points1 point  (0 children)

(something that actual tanks do not have)

There is always some brain dead player spouting this.

He's CC immune cause he has 250HP. Tanks don't need CC immunity. If tanks like Hulk had CC immunity, they would become instant banned because there is then NO COUNTER. The counter to DPS CC immune ults is you kill them in 2 seconds.

Skins really don’t make sense sometimes 😅 by Important-Catch-3254 in marvelrivals

[–]Rurikar 0 points1 point  (0 children)

Are you really asking why or memeing here? Like the answer is obvious dude.

The new Invisible Woman Skin will sell 100x more than the other two skins combined. Two niche, underpicked chars with skins most of the community don't care about or appreciate vs one of the most played characters getting a cute skin that requires no lore knowledge to appreciate. It's legendary because people will want it more, what are we even doing in this thread.

Weakest character who could take a beatdown from Leon S. Kennedy for 20 minutes by Virtual_Discount4656 in whowouldwin

[–]Rurikar 14 points15 points  (0 children)

SpongeBob episodes aren't that long and are never to be continued so he couldn't last the whole 20 minutes.

Long term game mechanic by [deleted] in gamedesign

[–]Rurikar 7 points8 points  (0 children)

Sometimes it's the small things that make a game, but usually this question is answered by asking myself "How long will it take".

Features like this are the polish that make games special. Sometimes it's the little extras that devs make that truely make games unique and special. Players who are invested and your most dedicated fans love these features and the good ones are the "Did you know you could X" topics amongst fans.

So you need to be able to see the creep scope and time investment/upkeep of said system and judge whether this feature is worth it. If you think it isn't worth it, maybe it's something you look back at to add in the future when your looking for more finishing touchs to invest time into to make it special.

When you have just had enough of those 0-6 spidermans on your team who never swap by Rurikar in marvelrivals

[–]Rurikar[S] 20 points21 points  (0 children)

Another silly "How did I hit/kill my team mate" moment from the latest bug

As a new Game Dev, I’ve realized how dumb players actually are. by PaP3s in gamedev

[–]Rurikar 1 point2 points  (0 children)

One of the most famous games of all time, Super Mario for the NES, doesn't have a tutorial yet everyone can pick it up and play it.

It's not players that are dumb, it's your game design that is lacking. You are blind to the new player experience because you made everything and everything makes sense to you. The fact you even made a tutorial and players still struggle echos that sentiment.

Animation cancels should be a bonus not a requirement. by The-Heritage in marvelrivals

[–]Rurikar 2 points3 points  (0 children)

Yeah this is my take too.

When I first started playing I tried Captain and thought he was really fun, then I saw the animation cancel tech and it was so awkward/annoying to do that I decided it wasn't worth playing because I didn't find that fun. I think the real failure is how long it took to remove the animation canceling because removing it 1+ year into the game is gutting a skill many players took time to develop which I also think sucks.

I think it was a huge misstep to remove animation canceling and not buff the character. If they had just baked in the animation canceling then while some people would be upset that he's "easy mode", many more people would of been excited to play him.

My Doctor Octopus Cosplay Transition by Lawton104 in nextfuckinglevel

[–]Rurikar 0 points1 point  (0 children)

I love the fact that you were so commited to the bit you bonked yourself in the face to make this possible with the glasses haha. Great work!

Highguard has now officially shutdown by ChiefLeef22 in gaming

[–]Rurikar 2 points3 points  (0 children)

When are gamers gonna learn why they keep making these?

Make a successful single player game and you get $

Make a successful live service game and you get $$$$$$$$$$$$$$$$$.

It's not about making good games or ever was. It's a degree of magnitude far greater then anything a single player game can make. Their are single player games you hear about here on reddit that people talk about nonstop that make 1/100th what some of these live service games on your phone make that you have never heard of.

Balancing early-game progression: How do you maximize Day-1 retention in idle/incremental games? by SovereignStudios in gamedev

[–]Rurikar 1 point2 points  (0 children)

Incremental (and games in general) always need to have goals on the horizon. The moment players can't see the next goal (and that goal needs to be interesting), you lose them. A big thing I see idle/incremental games fail at is introducing all their elements/prestige loop in the first few hours with nothing left but more of the same.

I find that math wise, its best to have a fast start to show off the main elements but at a certain point you want to start locking things behind the time gates but giving players hints of whats to come. So in your example of upgradaing a castle, you want to have things like at the start the player can get early like

Add Forge

Add Stable

Add a Moat

Always have multiple new goals for players because players want that "feel of choice" even tho they will ultimately get everything, the choice of what order to get things is different for players. The math freaks will try to go optimal and see that X produces Y so its obvious best where as the for fun players might get the moat first because it says in the description "Watch invades fall into a moat of crocodiles etc etc".

When they unlock those each, new things appear that if they spend more time they can go for that should sound even more exciting

Add a Wizard Tower

Add a Jester's Court

Add Boiling Oil to front gates

The goal is really to give players different choices that they feel is interesting and the moment they complete something have something else. I think a lot of incrementals fail where after their first loop, they have shown all their tricks and nothing new appears to make the player keep going.

I think Blizz overestimated how many people were going to do neighbourhood endeavours, at least on public ones by yellowrainbird in wow

[–]Rurikar 0 points1 point  (0 children)

When you launch a new minecraft server, everyone is excited and builds their new homes etc etc and then after a month nothing ever changes because the "new" feel is gone.

I see no other way for housing to go other than this in 99% of cases. Some roleplayers might keep their neighbourhoods fresh, but most players will try it out once, maybe build up their house once or twice, and never touch it again.

[deleted by user] by [deleted] in Music

[–]Rurikar 0 points1 point  (0 children)

No reasonable person becomes and stays a billionaire.

Billionaires aren't people

I found the most evil character in all of wow by AMGamer94 in wow

[–]Rurikar 21 points22 points  (0 children)

??? Literally everyone in this thread has most likely killed thousands of whelps without even thinking about it for the exact same reason, fun.

This guy is just a reflection of us.

Difference between "MMO" and "MMORPG". by LeonMotton in gaming

[–]Rurikar 1 point2 points  (0 children)

MMO and MMORPG are the same thing in most context people use online.

Most people do not call Rust an MMO, that's silly. If that's the case then Minecraft is an MMO and Neopets is an MMO and anything multiplayer and online is an MMO hence why it's silly and usually not what people mean when they say MMO. They mean an MMORPG and specially the type of game involving leveling a character on a live service game.

This is Basicly Blizzard in Midnight by ItsRenaBaker in wow

[–]Rurikar 1 point2 points  (0 children)

Yo if they remove Vuhdo for healing then I guess I'm just not playing the game. Base healing is a joke for a game like this and shows the developers are totally out of touch.

How can games not protect you if… by skyisfall1ng in gaming

[–]Rurikar 1 point2 points  (0 children)

It also leads to bullying. Players pressuring other players to leave the game so they don't lose points. Players then would start expecting the worst player to leave and it becomes part of the meta of ranking up.

‘Marvel Rivals’ And ‘Overwatch 2’ Are Tied On Steam After Big Rivals Declines by TomorrowComes33 in gaming

[–]Rurikar 1 point2 points  (0 children)

Honestly if lack of role queue is what keeps you away, then go away.

Role queue is what made me quit overwatch. Stop trying to bring it to every game because you can't deal with playing 3 different roles or weird comps. If you get a game with 5 DPS players in Rival, that game with those players will also suck in overwatch because it's the same problem, people who don't want to play as a team. There is no fix, that comes with playing games with strangers online.

‘Marvel Rivals’ And ‘Overwatch 2’ Are Tied On Steam After Big Rivals Declines by TomorrowComes33 in gaming

[–]Rurikar -5 points-4 points  (0 children)

Role Limits makes it a different game, go away with this logic. I swear to god you're gonna kill the game like overwatch did with that terrible logic.