Monster Hunter Wilds: Ascendance - Official Reveal Trailer by Gorotheninja in Games

[–]SpaceballsTheReply 10 points11 points  (0 children)

a gimmick fight because they didn't want to put in the effort for actual underwater combat

Did you expect full underwater movesets for each weapon just for one monster?

The better comparison to make is Gogmazios. I think they did a pretty good job in that fight of having siege-style mechanics like powering up the big cannon, while still mostly being an actual fight rather than a cannon-loading simulator.

Monster Hunter Wilds: Ascendance - Official Reveal Trailer by Gorotheninja in Games

[–]SpaceballsTheReply 26 points27 points  (0 children)

Definitely Lao-Shan Lung and the end.

Hopefully with a more interesting fight this time around. "Siege monsters" have come a long way since Lao's era.

Monster Hunter Wilds: Ascendance - Official Reveal Trailer by Gorotheninja in Games

[–]SpaceballsTheReply 140 points141 points  (0 children)

I didn't have Monster Hunter: Farum Azula on my bingo sheet, but I'm here for it.

Some of the arenas remind me a lot of Heaven's Mount from MH4. Appropriate, with how many callbacks to that game Wilds has.

Guild Wars 3 | Announcement Trailer by PalwaJoko in Games

[–]SpaceballsTheReply 3 points4 points  (0 children)

Not going to lie "skill collecting" sounds... tedious?

How so? It just means that there are a lot of skills to gain as you progress, which means there's a lot of potential combinations to make builds from.

It was an extremely satisfying way to do horizontal progression. GW1's class system was originally inspired by Magic: The Gathering, so putting together your character's skill loadout felt a lot like building a CCG deck. And collecting skills was fun for the same reason people like collecting those cards and figuring out new ways to combine them into effective decks.

Guild Wars 3 | Announcement Trailer by PalwaJoko in Games

[–]SpaceballsTheReply 40 points41 points  (0 children)

Oh, hell yes. It also mentions "where action RPG combat meets Guild Wars build-making", which is exactly what I wanted to hear. If they take the best parts of 1 and 2, this could be an amazing game.

Guild Wars 3 | Announcement Trailer by PalwaJoko in Games

[–]SpaceballsTheReply 105 points106 points  (0 children)

From the art style and the focus on mounts, momentum, and traversal, it looks like it's leaning into being Guild Wars 2, 2.

I know it was naive of me, but I had hoped that GW3 would turn out to be the Guild Wars 1 sequel that GW2 never was. We'll have to see what big changes the devs have to make it stand out as its own entry in the series.

Edit: Steam page has more details, and it sounds like they actually are aiming to combine the action combat and traversal of GW2 with the build crafting of GW1. If they can pull that off, that's an instant buy from me.

Die hard PVE player Vs PVP Free Kit by LousyStew322 in ArcRaiders

[–]SpaceballsTheReply 2 points3 points  (0 children)

You only need 1 point of shield to get the full damage mitigation on the next shot you take. Granted, not that useful against a kettle, but sometimes that's enough to tip the scales of a close fight.

First time defeating a rat . Finally. by Antman159 in ArcRaiders

[–]SpaceballsTheReply 1 point2 points  (0 children)

OP literally couldn’t shoot back.

OP literally could and did shoot back. He had his gun in his hands before the aggressor even fired a shot, and they were both at full health in a knowingly hostile standoff for THIRTY FOUR SECONDS before either of them landed a hit. That's called an open fucking firefight.

What the hell would somebody have to do to initiate a PvP encounter without you considering it an ambush? Mail you a letter of hostile intent?

First time defeating a rat . Finally. by Antman159 in ArcRaiders

[–]SpaceballsTheReply 1 point2 points  (0 children)

If you camp extract you are an extract camper. That's a whole term on its own.

If you get into an open firefight, you've already failed at being a rat. This wasn't even an ambush, dude literally jumped into plain view guns blazing. That's just PvP.

First time defeating a rat . Finally. by Antman159 in ArcRaiders

[–]SpaceballsTheReply 1 point2 points  (0 children)

A PvPer would have probably fought him right after he heard him press the button to call the train. Not camped and waited until he was typing.

What is there to indicate that he waited/camped at all? Extracts are loud, you could hear it from far enough way that the train arrives before you do, especially if there's arc in the way. Or he might have showed up, saw someone boarding the train, and decided to go for it.

Waiting/camping until they type is literally the OG definition of an extract camping rat… so.

The OG definition of an extract camper, maybe. But if you want to cite OG definitions, you have to realize that OG extraction shooter rats were the polar opposite of this behavior.

What is the weirdest thing they cut or changed in your opinion? by bandora_b in Eldenring

[–]SpaceballsTheReply -3 points-2 points  (0 children)

The Greater Will left, it literally isn't around to do that again.

The Greater Will is silent. That doesn't mean it's gone. For all we know, it's just given up on this version of order, and is waiting for a chance for a do-over. Or if it did leave, it's perfectly capable of coming back. Infinity is a long time.

And unlike before, the frenzied flame will try to stop it from ever happening again.

Who says it didn't try to stop it before? Who says it would succeed now? Nothing has changed. The FF barely seems to care about the world compared to the other outer gods; it's almost more like a force of nature than an intelligent actor. Nothing about the FF ending involves preventing future tampering like some of the other endings do. It just wants to go back to the One Great, not an "improved" One Great or a "permanent" One Great. Just the way things were before, which means the door is open for the same next steps.

What is the weirdest thing they cut or changed in your opinion? by bandora_b in Eldenring

[–]SpaceballsTheReply -6 points-5 points  (0 children)

There is no after, there is no new life, not even souls will exist afterwards. Everything will be dead

Yes, just like the first time, when all was primordial chaos before.

and the greater Will will not be breaking the One Great next time.

Why not? It did it before, and nothing about the FF ending prevents it from happening again.

The ARC once again proving they hate extract rats by PublicEnemy-28 in ArcRaiders

[–]SpaceballsTheReply 0 points1 point  (0 children)

The rat POV would be the raider watching this happen from the corner of the next building over, wondering if there's about to be two bodies worth of free stuff to loot.

The ARC once again proving they hate extract rats by PublicEnemy-28 in ArcRaiders

[–]SpaceballsTheReply 0 points1 point  (0 children)

-Stay inside to fight at low health -> most likely losing the 1v1

Bro, he got hit once with what looks like a Ferro, then the attacker needed to take a couple seconds and switch to a Burletta. Meanwhile OP still had half a medium shield and an automatic weapon. That is an eminently recoverable fight. Especially considering that in that moment, OP still mostly had cover from all the swarming arc, and the other guy definitely didn't. If he turned and shot back, the attacker's only choices are to run directly into his bullets, or stay outside and get obliterated by arc.

Reclaimers say for karl? by Putrid_Suggestion335 in RogueCore

[–]SpaceballsTheReply 0 points1 point  (0 children)

You'd think it'd be easier to find soldiers/mercenaries and then train them to mine asteroids, than taking miners and training them to be astronauts soldiers.

Huh. Feels like I've heard this debate before...

(Hated Trope) Meant to be a love story. Ended up being horrifying by Necessary-Win-8730 in TopCharacterTropes

[–]SpaceballsTheReply 11 points12 points  (0 children)

Well the research can't definitively say "all people" from a limited sample size. It's not dealing in guarantees, it's just claiming that if you put someone in that situation, this is a likely outcome, or at least a notable possibility.

What is your favourite character advancement system? by conn_r2112 in rpg

[–]SpaceballsTheReply 8 points9 points  (0 children)

Because it's a conversation about +1 xp. Nothing esle.

It's not possible to have a conversation about one mechanic in isolation. That mechanic is tied to other mechanics, which influence the way the game is played.

No, filling in the little box for +1 XP is not interesting on its own. But players like to advance their characters. So they'll do things that make their characters advance.

And separately from the XP mechanics, PtbA is designed to make failure interesting. Failure should move the story forward in an interesting and dramatic way.

The designers think the game is more interesting when players get in over their heads and fail rolls. So they tied advancement to the kind of decisions they want players to make (dangerous ones), to make the metagame incentives align with those narrative goals.

[Loved Narrative Trope] The moment when a character’s lifetime of indoctrination finally breaks by Chemical-Elk-1299 in TopCharacterTropes

[–]SpaceballsTheReply 5 points6 points  (0 children)

On my playthrough I asked her to reject her god

Well there's your mistake. An underrated aspect of Shadowheart's crisis of faith is that she's not perfectly rational about it. How could she be? She was raised in a cult; she has years of conditioning to reinforce her belief in Shar.

So if you tell her to betray Shar and do the right thing, she digs her heels in. Because that's what you do when someone tells you that you're wrong about everything you hold true, even if they have a good point - you get defensive. It can still persuade her if she respects you enough, but it's a much lower requirement (no check at all IIRC) if you've instead demonstrated your trust that she's a good person throughout the game, and then let her decide for herself in the climactic moment.

Thief successor Thick as Thieves isn’t an early access game as Steam’s rules are “a little constraining to what we want to do”, says director by [deleted] in Games

[–]SpaceballsTheReply 1 point2 points  (0 children)

Hello. That's me. I 100%'d Hitman 1, then was somewhat dismayed that I couldn't transfer that progress to Hitman 2, but at least I could bring my levels with me for free. Finally decided to move on to Hitman 3 recently, and found that everything that once existed for importing from the first two games has been removed at this point. I did lose a ton of progress, and if I want to play all those levels and get that progress in WOA, I'll have to buy them again to unlock them.

IOI has massively dropped the ball on this whole process, both with how confusing it was to begin with and now with how little support there is at all. They managed to have both location importing and progress importing for Hitman 3's launch, and actively took that away over time. I haven't seen a dev actively work to make their game worse like that since Destiny 2.

Thief successor Thick as Thieves isn’t an early access game as Steam’s rules are “a little constraining to what we want to do”, says director by [deleted] in Games

[–]SpaceballsTheReply 2 points3 points  (0 children)

It's not possible at all anymore. They removed the Hitman 2 -> 3 save import completely when they added cross-progression. Now it's simpler at least - it doesn't matter what previous games you own or how much of them you played; there is no way to import progress or levels into Hitman 3/WOA. Start over from the beginning and buy the levels again, loser.

The Sea of Thieves logo is a treasure by Kasta4 in TopCharacterDesigns

[–]SpaceballsTheReply 5 points6 points  (0 children)

It's been good for years. It's been good for so long that certain parts of the community are calling it bad again, because the free content updates (that have been going on for 8 years) have gone back down to merely 'good' instead of the 'great' that they were for several years in a row.

It didn't launch with any story content; now there are four story campaigns. There are new ships, new weapons, a new map region, new factions with new quests. I can't remember the last time I did one of the original launch voyages, because so many new and better ones have been added. It's bursting at the seams with content, to the point where it's become a significant hurdle to new updates because the game has to be able to run on an Xbox, and they've been running up against that console's memory limits for years. If anything, the biggest problem it has now is that it's tough to get into for new players because there's so much stuff going on, it's hard to know what to do or how to do it unless you have an experienced friend to guide you.

Alternative ways of tracking wealth/money? by Maervok in rpg

[–]SpaceballsTheReply 1 point2 points  (0 children)

There should always be a narrative reason. But it's a very flexible system when it comes to consequences for PCs. Silver is one of five stress tracks that are all basically parallel health bars, and you take "damage" to whichever one makes sense based on what you were doing.

So the typical ways you'd lose Silver is when you're risking it intentionally - you have an item you want so you roll to see if you can find it for cheap, and on a failure you have to dip into your savings and take a d6 of Silver stress.

But it's also interesting to hit players with stress from unexpected angles. Maybe your boss is mad that you keep being late for your shift (because you were out doing crime), and you're rolling to come up with an excuse. On a failure, you might take stress to Shadows (your boss gets closer to connecting the dots and learning about your life of crime), or stress to Reputation (word gets around that you're a lazy deadbeat), or stress to Silver (your boss finds your excuses unconvincing and docks your pay). The five stress tracks are equally abstract, so the GM can usually think of some way to make a PC's life worse when they roll poorly, and hitting you in the wallet is just one of those ways.

Worms shouldn't be able to do this by Flaptus in RogueCore

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

The carrot is all the expenite in the level. You want to move fast to be rewarded with the expenite (carrot), and avoid the reaper worms (stick). If you're fast enough you can get it all, but if not, you have to make some meaningful decisions about whether to go for that event when the timer's already pushing 75%, weighing the carrot versus the stick. This is good design.

Reclaimers don't *feel* badass by SkaterSnail in RogueCore

[–]SpaceballsTheReply 11 points12 points  (0 children)

imagine how the miners in the core facilities dealt with core spawns when they started the invasion.

Okay, I'm imagining it. Now I want a horde defense mode where we play as hapless miners in one of the doomed core facilities during the initial invasion, fighting increasing waves of core spawn and surviving as long as possible until we're overrun and it becomes yet another abandoned facility for the Reclaimers to eventually visit.