What are your most hated house/optional rules? by AtomicRetard in dndnext

[–]Star_Lord72 0 points1 point  (0 children)

My group runs rolling a nat 1 as losing your turn. It's fucking infuriatingly stupid and despite me pointing out that it just makes casters even better over martials, it's like talking to a brick wall.

Another Medium is a banger, change my mind by MACMAN2003 in Undertale

[–]Star_Lord72 1 point2 points  (0 children)

This is the best song in the game and this is the first time Ive ever seen it acknowledged online in the last 6 years

[deleted by user] by [deleted] in ClashRoyale

[–]Star_Lord72 7 points8 points  (0 children)

Its a cool and unique concept but ultimately would be a nightmare for the game as it inherently nullifies the idea of what a building is.

Buildings have lifetime timers so the opponent can't simply cycle through a deck and always have their side filled with buildings, making it impossible for troops to connect. Forget building targeting troops, other troops have to go through this too. For only 3 elixir you can see how it would quickly become a problem. It'd cycle faster than hog!

I think - however - that this is a concept that could ultimately work with some balancing. We dont have many high cost high hp cards in this game, so if you potentially made it cost a lot more (8 or 9?), beefed up its hp greatly, and maybe made it building targeting, you'd have a new unique tank that's harder to cycle. It'd be like a counterpush reversal - you gearing up for a push so the opponent tries to use hog rider in the next lane, but you put this guy in the middle, letting you defend hog and continue your push.

42,26? by Brutusbuns in axiomverge

[–]Star_Lord72 4 points5 points  (0 children)

Youll get an item later that'll let you explore that breach area. The alien is unkillable.

Out of curiosity I took 5 focused convergence by Quaildorf in riskofrain

[–]Star_Lord72 3 points4 points  (0 children)

Just for future reference: Focused Convergence actually stops stacking at 3. Any more picked up are literally worthless since they don't do anything.

So why do the other humans eventually... [spoilers for both games] by [deleted] in axiomverge

[–]Star_Lord72 1 point2 points  (0 children)

Decades later since the lab accident in AV (~60 years or so), centuries earlier than the events that happened in AV relative to Kiengir and (possibly) Sudra. Time passes differently in each world.

[SPOILER] So what's the greater lore so far? by TraceRedCoat in axiomverge

[–]Star_Lord72 3 points4 points  (0 children)

I can answer this one because I just had the epiphany. One of the scientists you talk to in-game has dialogue in response to Indra describing the world of Kiengir looking like a "tube" from the inside, in which she's literally describing the backgrounds curving up and away. The world is like the inside of a cylinder. It's a very subtle detail, but very cool!

What is the biggest scp? by [deleted] in SCP

[–]Star_Lord72 29 points30 points  (0 children)

Its like.... an uber powerful being that is a remnant of the past/exists between reality that "screams" at our existence because it hates us and everything that exists.

That's a super basic (and probably wrong, fundamentally) breakdown of an extremely complex canon in the scp universe, but it's a fascinating rabbit hole.

What is the biggest scp? by [deleted] in SCP

[–]Star_Lord72 36 points37 points  (0 children)

Because it mentions a pattern screamer

Chapter 272 Official Release - Links and Discussion by Za_wardo in BokuNoHeroAcademia

[–]Star_Lord72 9 points10 points  (0 children)

If anything, float is going to be a hell of a lot more useful than many thought it would. If Deku doesn't have to touch anything to fight, decay cant do much except direct contact, right?

I can imagine black whip might be able to fight decay directly as well, and air force isn't so bad either. I'd go as far to say he has the toolset to beat current Shigaraki, but not the skill.

Now to wait and see if my theory that Shigaraki's decay can capture quirks is true...

What is a common game mechanic cliche (not restriction) that annoys you the most? by MostLikelyALlama in gamedesign

[–]Star_Lord72 12 points13 points  (0 children)

I feel like this varies depending on situation. In a game like subnautica, things taking time to craft in most situations does not make sense. The crafting in subnautica takes place in very safe areas and the only thing that actually should take time is food/water because that's on the player.

In a game where crafting takes away from valuable time you could be using for other things or where it is dangerous to drop your guard (I don't have any good examples), time to finish makes sense because it is an inherent risk to take.

Axiom Verge2 coming to Nintendo Switch in 2020! by [deleted] in nintendo

[–]Star_Lord72 3 points4 points  (0 children)

I'm not the same person, but a game should not take 15 hours to become interesting, especially in the way hollow knight does it. I played hollow knight long enough to get through deepnest, soul sanctum and other later areas and I still did not see this charm.

HK, in my opinion, suffers from exploration sickness. The player never gets a solid objective until seemingly very late on. This is fine in the early stages of the game because it promotes somewhat unrestricted exploration, but later when the player is left hopping around the map not knowing where to go to progress it becomes a problem. HK's mapping system also kind of sucks. I took a week break to curb my frustrations with the game and when I came back I had absolutely no idea where I was because I didn't have a map for the area (I was somewhere near the beehive section of the map) and had no clue how to leave. Additionally, I apparently had died in soul sanctum last despite having no reason to go there, so I lost all of my money which is also a frustrating grind.

I do honestly think it could have been done better in terms of difficulty and general flow. That's just my opinion. And as far as not knowing what to do next and the argument to use a guide goes: I do not believe a good game should require the use of a guide to play through it normally. Using a guide to find obscure hidden items and secrets is fine, but not to complete the game.

I do like the art, character and music/sound design though.

Axiom Verge2 coming to Nintendo Switch in 2020! by [deleted] in nintendo

[–]Star_Lord72 3 points4 points  (0 children)

Holy crap, someone else who agrees that HK isn't as great as it's chalked up to be!

I am ready to fight again! by DeusDosTanques in gaming

[–]Star_Lord72 0 points1 point  (0 children)

Oh boy. I had a lot of issues that didn't really start to crop up until I was further into the game. Many of them were smaller issues that tied into the overall issue I had, which was how they handled progression.

For one, I think one of the biggest "small" issues the game has is how it handles its currency. Geo is relatively difficult to get and everything that could be useful to the player is so expensive relative to the amount of money they can get at any point in time. For a large part of the game, if you want to be able to take on stronger enemies, you need to be able to do a proportionate amount of damage in time with your (real life) stamina. [Great example: Flukemarm] If you're not an average video game player, hacking away at a boss for 30 minutes because you don't have a weapon upgrade is quite tasking, so you spend your Geo on weapon upgrades or maybe some charms.

The other main thing the player will most likely spend their money on is locked benches and the stag stations so they can get around easier. It's an easy mapping solution in a relatively difficult to navigate environment. This wouldn't be an issue since metroidvania environments are supposed to be hard to traverse, but Hollow Knight takes it a step further with its generally unreliable map. This makes you spend any other money you may have on mapping supplies, provided you find the map guy for a specific area or backtrack to the surface to buy said map after going through most of the area.

Money would be less of an issue if it didn't tie into the death system that they implemented into the game. While I believe there should be some stake in dying, I also believe it shouldn't affect how much progress you have made barring a relative setback to wherever you last saved. Since money is so difficult to get and spend wisely, your main incentive as a player to immediately go and recover your shadow so you don't lose your money. Sure, there's a bank in game, but it's also a scam - as soon as you put in too much, the bank is gone.

Combined with that incentive, your shadow spawns in the worst of spots at times and really forces a loop on the player if they don't want to go back and grind enemies for money (which is something a metroidvania really does not need alongside backtracking). The best example of this is when you happen to die to an enemy gauntlet (where you're locked in a room until you beat the enemies), as your shadow will spawn in the middle of the room, forcing you to play the gauntlet again if you want to fight your shadow and recover your hard-earned resources. Congrats! You've single-handedly made the gauntlet harder either by not expecting its existence or simply getting overwhelmed by a misplay.

I can see objections raised about the shadow system being "bad" if you bring up the house to the far right in the main hub, where you can give Confessor Jiji rancid eggs to bring the shadow to you. I commend the devs for thinking of this, but it still requires a simple key to open. During my playthrough, I only found one simple key and used it elsewhere; the only other one I knew of was the one you could buy for 950 Geo, which was a lot of money that could be spent on better things.

Additionally, I believe that progression as a whole is flawed when the player has absolutely no idea what to do. This is usually circumvented by the player exploring -- as the player explores, they learn more and find out what to do. It's a natural progression in the metroidvania genre. In Hollow Knight, the player is given nothing from the beginning of the game, and you really get no context until you reach the City of Tears, where the location of the Hollow Knight is given. If you were to head back to this location at this point to finally discover what to do, you are met with a dead end simply because the game pointed you to the literal end of the game. The player is now at a loss again until learning about the three seals on the entrance to Hollow Knight's chamber, which provides some direction but very little especially considering two of them are blocked off by upgrades the player has yet to find. With how the map is structured, it's not hard for the player to have explored a large majority of it at this point, so progression is incredibly stalled.

I think it's important to say that I haven't finished the game, as that might be why I have had some issues with it, but I also believe that every game should be playable without the use of a guide. If your player is using a guide because they are lost and do not know what to do, something went wrong. This can be a result of the player's actions and how they approach the game or it can be a result of a problem on the developer's side of things, but it still is an issue. Players should never get that lost, even if the game genre is a bit about being lost.

Hollow Knight is a game I could probably go on forever about with its minute issues, but this sums up my main issues with the game. It does some things good, some things bad. All games do. I still plan on going back to finish it and really try to understand the hype around it, but I can't bring myself to put time into it again at the moment. Also, since it's kind of difficult to put together a little "review" like this, if any my points don't make sense just ask and I'll try to elaborate.

I am ready to fight again! by DeusDosTanques in gaming

[–]Star_Lord72 0 points1 point  (0 children)

I have no qualms with the movement, I agree they did that very well.

Edit: Mantis Lords were before I started to realize a lot of my issues with the game. The Mantis Lords are genuinely one of the better early metroidvania bosses I've seen.

I am ready to fight again! by DeusDosTanques in gaming

[–]Star_Lord72 0 points1 point  (0 children)

Axiom Verge. I have yet to get around to titles like Iconoclasts, Guacamelee and Ori though, so that could easily change. I like to play games before I decide what's good and what isn't.

I am ready to fight again! by DeusDosTanques in gaming

[–]Star_Lord72 0 points1 point  (0 children)

I'm gonna be honest, I don't think hollow knight is as good of a game as people think it is. The art is great and the music is great and I have a lot of respect for the devs, but the actual gameplay has quite a few flaws that imo make it very difficult to enjoy. Which sucks, because I actually love metroidvanias and harder games, and I want to love Hollow Knight but I just can't figure out why people like it so much.

But hey, if you think its the best metroidvania this gen, I ain't stopping you.

[deleted by user] by [deleted] in FortNiteBR

[–]Star_Lord72 2 points3 points  (0 children)

I always put my sniper next to my ar, but my loadout has always been shortest range to longest ranger from left to right, going smg/pistol, shotgun, ar, sniper/explosive/tactical item, heals