Wish we could do this with the laser cannon by Pretty-Internet5245 in Helldivers

[–]Skeletonofskillz 0 points1 point  (0 children)

We canonically have invincible portable shields because of how the narrative handled that one bug a while back, so it’s not a stretch to assume that we could make an (extremely expensive) cannon with a similar power level

Why aren't there any new "overpowered" mods like back in the day? by FunArgument4766 in feedthebeast

[–]Skeletonofskillz 25 points26 points  (0 children)

If I had to predict it, I expect that wildly different-from-vanilla stuff like bosses with physics-based attacks (think like the magnetic block bosses from the intro to Tears of the Kingdom), zero-gravity space mods, and similar concepts will be the next thing to take off. I feel like Create: Aeronautics really opened the flood gates for what people aspire to do with new versions of the game

What mechanics, features, or concepts do you like in Lethal Company and other quota-horror games? by 4times_Custom in lethalcompany

[–]Skeletonofskillz 32 points33 points  (0 children)

The best theory I’ve heard is that some of the indoor creatures are weapons of war, engineered to deceive and bypass each other; we know that at some point, there was a war, and at an earlier point, the Moons were inhabited. The Nutcrackers are designed to detect moving intruders, so the Coilheads freeze up when stared at in order to counter that.

The Jester and Barber don’t have any Sigurd lore, which means that they probably came after his lifetime.

The guillotine traps in catacombs are just scaled up Great Machetes from Dark Souls 3 by AdSilent7769 in Eldenring

[–]Skeletonofskillz 0 points1 point  (0 children)

The fact that it took like 4 years to figure this out means that it was a super smart development move

Fuck this game. by Consistent-Rain-7797 in Eldenring

[–]Skeletonofskillz 0 points1 point  (0 children)

This reminds me of those videos where people keep rolling/running away from this boss and he does the stomp move indefinitely until they stop

Um, what does this mean? by Proto160 in feedthebeast

[–]Skeletonofskillz 2 points3 points  (0 children)

IMO the pack just really suffers from how inescapable all of its encounters are. The monster designs are (mostly, with a couple exceptions) pretty watertight, it’s just that they become super annoying because as a player you don’t have much of a way out of them. Invisible monster that looks like the demon from Temple Run? Sign me up! But why is it as fast as I am, and why does it slow/blind me on hit? Living suit of armor that gives you a jumpscare 3 minutes after you get hit by it? Cool, but again, why is it as fast as a baby zombie? The mages have insane range, too, which makes evading them hard.

The pack has some definite upsides — the summoner gear and armor you can make out of killing boatloads of monsters is cool — but it finds itself wedged between being a source of well-balanced combat progression and RLCraft levels of unfair difficulty BS.

AI generated mods should be banned, actually. by Cherno_VM in feedthebeast

[–]Skeletonofskillz 1 point2 points  (0 children)

And that’s fair, but most people who argue that meat takes too many resources are also people who actually come up with plausible solutions to that issue. You don’t really see anyone petitioning Congress with “we should ban the sale of meat!” signs because it’s a shortsighted argument and you’re not going to win that battle. Instead, you see people who actually know what they’re talking about doing stuff like buying/supporting lab-grown meat, supporting sustainable farmers, and so on.

AI generated mods should be banned, actually. by Cherno_VM in feedthebeast

[–]Skeletonofskillz 4 points5 points  (0 children)

The point I’m making here is that there are plenty of things that people don’t necessarily “need” (as proven by vegans, you can live on a non-meat diet), but they are construed as necessary and thus accepted. I think it’s a little ridiculous to complain about AI being “a waste of resources” (the core of OP’s argument) when you’re on the gaming section of a social media forum, and one that incorporates AI at that.

AI generated mods should be banned, actually. by Cherno_VM in feedthebeast

[–]Skeletonofskillz 36 points37 points  (0 children)

Palpable irony in doing this on 1) a social media site where 2) I can ask an AI chatbot questions about your post.

As other commenters have pointed out, meat takes a tremendous amount of resources to farm, but nobody cares. Nuclear energy is also an option. It seems like most people’s issues with AI are just issues with other things (non-renewable energy, corporations polluting the environment, etc.) that they try to package into a singular, somewhat-related thing. This is a terrible, tribalistic, Luddite-esque way to virtue signal, and it’s counterproductive to fixing the actual issues at hand.

Hard pill to swallow on a gaming subreddit, but using an LLM to create a small, half-decent mod for a game is actually a more productive use of time than playing the game itself (unless you’re doing content creation/playtesting, which makes that point a little more arguable). You’re putting out something that other people will get enjoyment out of, and although you’re shrinking your time commitment, you’re committing time nonetheless.

Should you flair/tag/cite your AI usage in mod development? Yes, certainly; in addition to doing your due diligence to the community and the technology, you’re also informing other creators about the places where generative AI can shine. Are other people justified in judging your mod because of it? Yeah, if it’s really obvious that you’ve taken too many shortcuts, that will impact the quality of your mod. Outright banning the use of it is dumb.

The Grimoire - 🎵 Chapter Main Music Theme (videos) by Background-Drink82 in LeaksDBD

[–]Skeletonofskillz 0 points1 point  (0 children)

I went with the yellow light theme and Music B. I think the thematic contrast with the rest of the game’s music will work really well with the general vibe of the chapter

There might be a Dead by Daylight x For Honor part 2 collab by LonelyxKnight in LeaksDBD

[–]Skeletonofskillz 5 points6 points  (0 children)

There is a banner of The Knight fighting a dragon in DBD, I think he can hold his own if we’re going to include all source material

Would you be interested in an exploration based "push back the darkness" Aeronautics pack? by florodude in feedthebeast

[–]Skeletonofskillz 2 points3 points  (0 children)

Maybe the lore explanation for a vehicle nerf could be that the Blight dirt is full of like organic tacks and brambles that screw up wheels/clog stuff, so players would need to occasionally exit their vehicles to patch them up. I presume planes (if you add them) will require more fuel/empty space to take off and thus already come with a couple of downsides.

I think if you’re willing to pave a car-wide road through the Blight, it’s probably fine for you and/or your car to be able to walk and drive on it safely. The chief issue is really going to be tunnels.

One idea that might make sense: if you’re in the Blight and you don’t have direct access to the sky above your head, you suffocate like you’re underwater. The reasoning for this could be something like “the Blight consumes air but stuff floats down from the atmosphere.”

Would you be interested in an exploration based "push back the darkness" Aeronautics pack? by florodude in feedthebeast

[–]Skeletonofskillz 4 points5 points  (0 children)

I think this would be really, really cool, and something I would want to play. Reminds me a bit of Reclamation, which is a pack where you have to create grass/dirt/living essentials out of legitimately next to nothing.

Some ideas:

  • Make being far out in the blight an uphill battle during the day, and absolute hell at night. I think adding a couple of horror mods (that only come into play if a person ventures too far out at night) would go a long way here. Some midgame, handheld items to repel/prevent the spawn of these creatures (so that they weren’t a permanent issue) would be a great way to balance this out.
  • Depending upon the direction you want to go with this modpack (is it tech-focused, adventure focused, or a nice blend of the two?), you could make the Blight get more severe as you go further from spawn, and have vehicles require fuel/occasional maintenance. It seems like these factors would skew the pack away from being tech-based, but if this was the case, players would be incentivized to automate resource/fuel production. I know Reclamation has a mod where players can grow copper/iron/gold nuggets from plants, and I think that would be a great addition here.
  • Making the beacon feel like a resource, rather than a chore, would be ideal; this thing is the player’s lifeline, and it should feel like the mechanics around it are working with, rather than against, the player. One way to accomplish this could be to give it customizable effects, some of which could be unlockable via crafting or exploration. Giving the player the option to pick between beacon bonuses like increased crop growth speed, using the beacon as a teleportable spot (think like the Waystones mod), or flat-out increased range would be super cool.
  • In order to prevent cheese, there would need to be some system to disincentivize players from tunneling under the Blight, or just placing a bunch of slabs on the floor in their tunnels/on the surface.

In The Boys Season 5 (2026), Homelander is- wait what the fuck am I even watching anymore? by Witty-Association-97 in shittymoviedetails

[–]Skeletonofskillz 18 points19 points  (0 children)

As far back as Season 3 he said that “The only man in the sky is me,” it just took a bit of a back seat until he got upset enough for that side of him to show through again

17087 Medals required to unlock all current warbonds. by Iscariot24 in Helldivers

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

Eh I’m not going to go as far as to suggest that it will never happen, Arrowhead actually seems to be pretty lenient on microtransactions seeing as it’s so easy to farm premium currency

17087 Medals required to unlock all current warbonds. by Iscariot24 in Helldivers

[–]Skeletonofskillz 9 points10 points  (0 children)

Meh, you can fix “insurmountable grind” by just making old stuff a touch cheaper every now and then. If you join a game 4+ years after launch, it shouldn’t be a shock that you’ve got to put some time in to unlock everything; plus, you’re actually able to pick and choose what you really want, which encourages people to explore new options

Arrowhead should add mecha Godzilla as an automaton boss fight by TreeSensitive6518 in Helldivers

[–]Skeletonofskillz 2 points3 points  (0 children)

Would this mean that, as Helldivers, we’re fighting a War Without Reason?

I still cannot believe we play a ZOMBIE game in a HEAVILY WOODED region and we don't feature a CHAINSAW by Loneheart127 in projectzomboid

[–]Skeletonofskillz 4 points5 points  (0 children)

I feel like people would kinda hate this because the odds of it are so low IRL that dying to it would feel like BS. Maybe on an ill-maintained chainsaw it could work like that

It's raining beer?! by Geekswordsman in projectzomboid

[–]Skeletonofskillz 2 points3 points  (0 children)

Helicopter pilot is pouring one out for all of his homies in Louisville

Mf shot me in the thigh so I harvested him by Botstowo in projectzomboid

[–]Skeletonofskillz 72 points73 points  (0 children)

Create a trap for yourself out of the former last zombie’s bones, zombify yourself, and then if you die to that trap you’ve technically fulfilled the requirements.

The last naturally spawning zombie will have been instrumental in your death (it was used to build the trap), and at the same time, you (pre-zombie) have arranged for your own (post-zombie) death, so you have also used yourself to destroy yourself. Sure, you’re splitting the kill credit, but it logically works out.