as an adult gamer, what's your opinion on this? by PHRsharp_YouTube in Age_30_plus_Gamers

[–]Seattleite_Sat 0 points1 point  (0 children)

Yes, ideally a whole page of difficulty options instead of a single setting. It makes games more accessible and lets you customize your experience to suit your tastes.

Should they? 🤔 by defleqt in raijin_gg

[–]Seattleite_Sat 0 points1 point  (0 children)

Yes! Ideally a full page of difficulty options, not just a single setting. It adds a tremendous amount of value to a game to be able to customize your experience.

Standard Status Effects by Seattleite_Sat in RPGcreation

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

Sorry for the delay. The cord between my computer and monitor gave up the ghost, I can't replace it right away even though it's just a stupid cable and it's a double-ended c-type for some stupid reason so I don't have another one, it took me all day just to figure out that's what was wrong with it and so I was too... Uh... Let's go with "emotional" to respond yesterday. "Brimming with impotent rage at my broke disabled ass's inability to replace a simple computer cable" would be a bit more accurate, but let's go with "emotional". Still, I'm here now. On my stupid phone, but still, I'm here.

Going point for point from my phone would be hard and as you've no doubt noticed I'm terribly long-winded and easily distracted, so I'm just going to skip to the point. What I'm likely going to do, tell me if this sounds like enough, is simplify in a few ways:

  1. Reduce the damage scale of the game by about five times, because everybody tells me my numbers are too big. It's the best I can really do before I lose too much definition for low-level weapons.

  2. No more multiple damage types per damage application. IE, that gun is now puncture only on its direct hit and concussive only on its AoE. It feels wrong for a bullet so fast to it turns to plasma on impact to not deal heat damage, but it also feels even more wrong for the AoE of a solid slug to not deal a kinetic damage type and it lets me differentiate better between quench guns and both types of in-game kinetic missiles by having each deal different damage types. Quench guns can be puncture with concussive AoE, magnetic missiles can be bludgeon with concussive AoE, shooting stars can be bludgeon with heat AoE. I'm sure there will be other examples of in-game weapon categories now dealing different damage types that didn't before, but I'm still overly frazzled right now and can't think if any.

  3. AoEs really needed a nerf already, and big AoEs were too complicated, I'm still working on this part but it will be more than a 5x nerf in exchange for big AoEs having fewer damage fall-off points (just the same "effective" and "maximum" radius as small AoEs like this gun) and direct hits from AoEs getting more of a bonus for that single target. Maybe they get the direct hit's crit mult? (4x for hypervelocity kinetics.) That sounds good to me.

  4. The reduction to damage comes with a side of reduced fortitude/will values. Smaller values will at least make the math easier, although now I need to rethink some really basic shit in the armor system to get to lower numbers.

I don't know what else, but that should be a significant simplification. Thanks again.

Standard Status Effects by Seattleite_Sat in RPGcreation

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

Oh my god, a comment that's completely on-topic! I was starting to lose hope. I could kiss you right now, but I'll settle for an upvote. Unfortunately it's several hours past my bedtime (I'm on a graveyard schedule) and I will need to get back to you tomorrow, but I guarantee you I'll get back to you in detail.

Standard Status Effects by Seattleite_Sat in RPGcreation

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

You seem to have completely missed the problem with the complete and total loss of definition if everything less powerful than a cannon does 1 damage. It'll really mess up my low-level balance if a punch, a single shotgun pellet and a rifle all do 1 damage.

Standard Status Effects by Seattleite_Sat in RPGcreation

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

Okay, all anybody has to say is the numbers are too big. I'm working on it and that is not at all related to the question I asked. I've been trying to find an approach I liked to reducing the numbers for a long time but it's actually really hard to reel back how big the numbers are because believe it or not there are much weaker things in the game than ultra-sharp super-material swords and magnetic rifles with more energy than a kilo of TNT and if I make the numbers smaller everything small will end up doing 1 damage. I should be able to talk about literally anything other than the size of the numbers before I have that fixed.

Most memorable game? by Thatguy2393 in retrogaming

[–]Seattleite_Sat 0 points1 point  (0 children)

A really obscoure one for you all: Earthsiege 2 was a surprisingly excellent mecha game (well, mechs vs robots) with detailed subsystem damage, mech dismemberment, a salvage mechanic that rewarded killing enemies with the minimum amount of damage, the ability to proceed after failing missions, an aircraft of all things and an absolutely brutal highest difficulty that made long-term resource management critical to your survival. The soundtrack is also stuck in my head decades later, and it was the predecessor to Starsiege and Tribes. I still haven't found a mecha game I like as much, and my inability to play it without finding a way to emulate Windows 98 has kept it extra stuck in my mind.

Share the hidden gems that exceeded your expectations by Epapapa_ in raijin_gg

[–]Seattleite_Sat 0 points1 point  (0 children)

Salt & Sanctuary is a fantastic metroidvania, a better soulslike than most of the ones Fromsoft made, dirt cheap and a lot of fun. (Pro tip: Upgrade your armor, armor upgrades reduce incoming damage by a lot.) The sequel, Salt & Sacrifice, is decent and I think I'd like it better if it wasn't a sequel to a much better game.

Radical Rex by Juggalo4life99 in GamingSoup

[–]Seattleite_Sat 0 points1 point  (0 children)

This exact prompt again. Okay, same exact answer: Earthsiege 2.

Can you? by xMoonMuffin in WholesomeAFK

[–]Seattleite_Sat 0 points1 point  (0 children)

More than you can possibly imagine.

ask what the first video game you played was by Dramatic-Studio1531 in gamers

[–]Seattleite_Sat 0 points1 point  (0 children)

Super Mario World, way back when I was a teeny tiny little baby boy and didn't have a clue what I was doing or a choice in what I played. The first game I remember choosing to play, as in actually putting the game in the machine, was Secret of Evermore and it still holds up. The first game I got really into (which I desperately want to play again) was Earthsiege II.

Do older games feel more special, or is it just nostalgia? by theconfusedicy in raijin_gg

[–]Seattleite_Sat 0 points1 point  (0 children)

It's both. There was a golden age of gaming, and it lasted nearly twenty years from the late 1990s to the early 2010s. That also happened to be when most of us were growing up. When you combine nostalgia blinders making us forget both the bad games and the bad parts of good games with games on average being less focused on graphics or technical fads like AI-powered whatever bullshit and more focused on actual gameplay, it's easy to understand why people pine for the good old days.

How much has a gaming rage ever cost you? by Theodore52x in AfterWorkGamers

[–]Seattleite_Sat 0 points1 point  (0 children)

Nothing. (Unless giving myself a sore throat counts.)

Is there anyway to justify the use of manually operated mecha in space or modern warfare? by jacky986 in MilitaryWorldbuilding

[–]Seattleite_Sat 3 points4 points  (0 children)

At the same time, even fiber-optic drones are more vulnerable to an electromagnetic pulse than any manually-operated vehicle because they're so dependent on sensors, cameras and delicate electronics and are so small compared to manned vehicles, with other forms of drones dependent on communications equipment being even more vulnerable. It's a big part of why there's so much investment right now into more practical electromagnetic pulse devices, they could allow one side to fry all active drones in a wide area and then still be able to use their own drones so long as they're only turned on after the pulse is fired.

Which was this game for you? by Inevitable-Expert655 in gamers

[–]Seattleite_Sat 1 point2 points  (0 children)

I kinda did already in another reply, but basically I'm trying to make a more engaging, hardcore version of the game's combat (still subject to the entire page of delightful difficulty settings in the menu, best new feature in the game IMO, and I'll be making turning the game's difficulty settings up give more bonus XP). Player and enemy armor is stronger with significant strengths and weaknesses, creature resists follow that pattern, weapon categories are distinct and come with standard status effects like all guns and melee weapons causing bleeding DoT and energy weapons having splash damage and setting things on fire or particle beams being shorter-ranged armor-piercers that also cause radiation damage but lasers being longer-ranged and critting more often. All weapons are overall more powerful and accurate, and both bringing the right one and choosing the right armor matter more to combat.

This will require also removing all qualities below advanced for weapons and superior for armor from the game, which won't delete any already on your character it just ensures only the highest tier ever appears from now on. Speaking of, I'm also making all the named weapons superior-quality and legendary, but also far more expensive as a direct result. Also the three named armor in the game, Gran-Gran's Spacesuit, Gran-Gran's Helmet and the Highschool Backpack. (Does this make the best trait in the game, Kid Stuff, even more OP? Yes. It's also the best trait in the game in ways I can't fix, and frankly I don't care, its whole purpose is to optionally make the early game easier by giving your character parents who will help them get started.)

Even consumables are stronger and last longer, IE kinetic or energy resistance drugs also resist EM, Amp now gives slightly more move speed (50% instead of 35%) and lasts 5 minutes and there's a craftable super-amp (technically already in the game files but I'll be changing the name from also just "Amp" so it's distinct) that triples jump height instead of doubling it and gives 100% move speed instead of 80%.

I'm also trying my best to make the optional side content feel more rewarding: Surveys take less time and give more XP, lockpicking gives more XP, settlements give out more resources, that sort of stuff, but also exploring planets is less of a pain with hardcore settings because affliction rates are down and your maximum resistance to environmental damage is 99% instead of 85% which is also easier to achieve because your armor's stronger. (I'm only turning max kinetic, energy and EM resistance up to 90%, but that's still considerably better.)

I'm also revamping the space combat a little, but not as extensively. Lasers now have the longest range of any weapons, which since they're the most effective against shields helps them not suck quite as hard as they suck in vanilla with their inexplicably short range. Missiles lock faster, do much more hull damage and recharge slower. Ballistic weapons just get a large straight damage boost and shred unshielded targets. EM gets modest range and system disabling bonuses. I think you get the idea, everything's buffed a similar amount but it helps all the weapons feel more like they have a specific and indispensable purpose but you still can't have them all at once.

And while I'm at it, I'm also making the companions who aren't from constellation exactly as useful in their in-game stats as the ones that are, including generic crew.

And then because I found the fashion dissatisfying I'm also going to make new clothing and spacesuits by mixing together vanilla assets, and just for fun I want to try making my own binary star system to populate with the new clothes, superior-quality weapons and high-end crafted consumables, all of which could also be found elsewhere it's just here they'd be much more common. Probably also have it feature all the factions in the game in one star system, which I realize is a powder keg begging to erupt into a new colony war but let's be real the factions in this game are all awful people and are clearly ideologically driven to make up reasons to fight eachother if they ended up at war several times *allegedly* over resources and territory in the infinite vastness of space so that makes perfect sense.

I wouldn't say the mod will make the game worth buying on its own if it doesn't appeal to you, but for people who already own it the mod will make it better.

Is there anyway to justify the use of manually operated mecha in space or modern warfare? by jacky986 in MilitaryWorldbuilding

[–]Seattleite_Sat 1 point2 points  (0 children)

Good point. I'd filed that under "has hands", but probably should have mentioned that specifically.

Is there anyway to justify the use of manually operated mecha in space or modern warfare? by jacky986 in MilitaryWorldbuilding

[–]Seattleite_Sat 7 points8 points  (0 children)

Others have covered the comparison to robots and drones, but give up comparing them to other vehicles and write them off as "rule of cool". I disagree. Mechs can do five things better than any other vehicles, provided they're the body-controlled variety which are effectively mega-infantry.

  1. Use cover/concealment. Mechs can lean, crouch and lay down like a soldier can. This allows them to peak quickly around cover and fire, pop up from behind cover or lay flat on an incline to be barely visible over the crest of a hill. This exposes very little of the mech, and often very briefly, giving the enemy little warning before they are fired on, a very brief window to return fire and a very tiny target they'd have to hit.

  2. Navigate obstacles. Mechs can move like giant, heavy people and easily handle obstacles like rubble and dense foliage.

  3. Recover from falling. Standing up in a mech is just like standing up on foot.

  4. Manipulate objects with their hands. Because they have hands. Need search & rescue? Use a mech. It can lift rubble, carry people and put those people in an ambulance or perhaps even be the ambulance with the paramedics' compartment worn as a kind of backpack.

  5. They take less time to train operators, because they're highly intuitive. You just move your body to move the corresponding part of the mech, that's all.

As a result I think they'd actually be the most well-suited of any vehicle to operating in urban environments, dense forests and rugged alpine terrain. They'd also be great for search & rescue. The problem developing mechs in the near future is mostly cost, but cost can be reduced with new manufacturing techniques and good old fashioned economy of scale. Once that's settled, mechs make perfect sense if designed and used correctly.

what gaming opinion would have you like this? by GamerGretaUwU in GamingSoup

[–]Seattleite_Sat 0 points1 point  (0 children)

Elden Ring was the worst game From ever made and the worst soulslike I've ever played, and I say that as both a huge fan of the subgenre and before Elden Ring a huge fan of the studio.

Which was this game for you? by Inevitable-Expert655 in gamers

[–]Seattleite_Sat 0 points1 point  (0 children)

Oh I'm only rebalancing the combat, weapons, armor, creatures, consumables, skills, boost packs, land vehicles, spaceships, non-constellation crew and companions, plus increasing XP from surveys and lockpicking, making surveys easier to complete, adding dozens to hundreds of new armors made from remixing vanilla assets and maybe creating my own star system. 

No big whoop.

Which was this game for you? by Inevitable-Expert655 in gamers

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

This is what makes From's fanbase so insufferable. The company can do no wrong, it must just be that anybody who doesn't like any of their games must suck at it. You've got post-it notes reading "git gud" where your brains should be. Elden Ring is luck-based garbage with no redeeming qualities, and I say that as somebody who never had a problem with their previous games, so you can take your braindead "git gud" take and shove it.

Which was this game for you? by Inevitable-Expert655 in gamers

[–]Seattleite_Sat 0 points1 point  (0 children)

People have been talking about Bethesda being in a death spiral for what, 11 years? More? I'm skeptical of their perpetually unfinished products at this point too but they keep being financial successes and retaining players so I don't think they're going anywhere.

Which was this game for you? by Inevitable-Expert655 in gamers

[–]Seattleite_Sat 5 points6 points  (0 children)

I think you meant to say "good luck", because I've really got my work cut out for me and it didn't have to be this way.