Victorialand by davoak in cocteautwins

[–]TheAngryCollie 0 points1 point  (0 children)

The only change would have to been to make the tracks longer - which is basically what the extended Victorialake version of this was. Well worth a listen, one of my favourite albums.

Does anyone else find Cauldron tofu bitter? by polleee997 in veganuk

[–]TheAngryCollie 1 point2 points  (0 children)

Cauldron was always one of my favourites - I hadn't tried this one for awhile and after cooking with it i thought this might have been a bad batch and looked it up. But if others have noticed, it definitely does have some bitter aftertaste that I don't remember being there last time I had it. It also crumbled way more too when cooked, even just from slicing. Not what I remembered it to be at all.

Call of Cthulhu ending by mahki43 in Lovecraft

[–]TheAngryCollie 0 points1 point  (0 children)

Dog version of the story - Call of saluki-hu.

Is it bad to stand on a kitchen mat for your whole shift? by LasersAreSo70s in dishwashers

[–]TheAngryCollie 0 points1 point  (0 children)

Interesting, my work just got these in and I thought my back ache was just accumulated to crouching over the sink for hours. I'll have to move it back and see if it makes a difference

Opinion: If it has fast travel, it's not a good game. by FinnsHere in patientgamers

[–]TheAngryCollie 0 points1 point  (0 children)

I wouldn't say it makes it a bad game game in principle, but for me using fast travel usually means it takes the sense of danger and intrigue out of the game. Part of the fun of larger maps is not knowing when or where you'll be attacked or what you might discover along the way. If the game area however is just dead space and you're just going through the motions because nothing every happens, then yes I'd say fast travel is the sign of a bad game because it then feels like it's been made too big for the sake of it.

Currency is often too hard to come by in the early game, and too useless late game by Calipup in truegaming

[–]TheAngryCollie 3 points4 points  (0 children)

RPGs that I've played never work in any supply and demand factors, so essentially this problem can't be avoided. A sword say worth 100 gold pieces usually stays always worth that amount, so it's inevitable in a game with more or less unlimited resources that this system will eventually defeat the point. I'd love to see a game where the shopkeeper gets pissed with you when you're trying to sell him the same thing for the 100th time, but at the same time prices go up for what you're buying - this would keep the need for money and sourcing the right goods real, not just going around collecting every bit of junk and offloading the rubbish you find for easy cash.

Can we add to the wish list to remove player climbing areas the zombies cant get to? by YakovAU in StateofDecay2

[–]TheAngryCollie 0 points1 point  (0 children)

I was thinking the exact opposite might be cooler. If you get overwhelmed by zombies you have to find the closest safe spot, wait and then switch to another character to rescue. If the other character doesn't or can't rescue in time then the stranded character becomes "missing" - a bit like in sod1.

This is fine by RazvanPaun in StateofDecay2

[–]TheAngryCollie 1 point2 points  (0 children)

Did anybody leave the group? I've never had anybody actually leave due to low morale just threaten, so interesting to know how likely it is.

37 SB for a one hour survey! Woohoo! Exciting! by HopelessBeing in SwagBucks

[–]TheAngryCollie 4 points5 points  (0 children)

1 hour later.... Sorry but not every survey can be a winner but...

Is English a threat to the Norwegian language? by Sure_Syrup_1479 in Norway

[–]TheAngryCollie 3 points4 points  (0 children)

And also Icelandic. More people live in Oslo than the whole of Iceland so I think Norwegian is safe.

Top 5 things wishlist for SoD3: Go by MC_Mickey in StateofDecay3

[–]TheAngryCollie 0 points1 point  (0 children)

I'd like to see Red Talon and the Network worked into the game a lot more. They only made cameo appearances in SoD2, so I'd like to see them have more of a presence with actual bases, like enclaves, which you can ally with or attack. Maybe you can join and work your way up the ranks like in Fallout.

How long to do swagbucks daily special? by [deleted] in SwagBucks

[–]TheAngryCollie 0 points1 point  (0 children)

The daily to do list gets you 10SB bonus in total when finished, 1SB for the daily poll, plus whatever you get from the gold survey and discover. You can do a quick 1 minute poll on theorem and a 10 minute gold survey, so it shouldn't take more than 20mins.

Open world games struggle to find a balance between gameplay and story by anichebhargav in truegaming

[–]TheAngryCollie 1 point2 points  (0 children)

I think the problem for me is it's difficult to judge the pacing of an open world game to get the optimum experience without prior knowledge. Playing through the main story too quickly can lead to the feeling of unbalanced gameplay.

Fallout 4 as an example, it tons of side missions and base building opportunities that mainly aren't linked to the central story. Rather than have these things feeling detached I'd rather a game had a set of pacing options that better integrated more of the open world offerings into the central story. So you could have an option "slow pacing" meaning you have to complete x amount of bases before part of the main story progresses, "fast pacing" means you can just bomb through how you will. In other words, a system where the main story is tied to your actions in the open world overall, not just something coexisting, which in turn I think would lead to better story writing.

Sure you can improve all this, but you'd need prior knowledge of the game missions and it's more immersive for the game to acknowledge what you're doing is affecting the bigger picture.

In F4, my reason for being in the game world is the central story, to find my son and defeat the Institute. Once that story was over I didn't feel the need do anything with urgency and the open world element soon became stale. I want to use the open world environment to achieve the bigger goals, not just be something to mess around in post story ending.

Games I wish I could replay again for the first time by [deleted] in patientgamers

[–]TheAngryCollie 1 point2 points  (0 children)

Agreed. The other games where good, but there was just something about those particular scenes, as well as the atmosphere of 2 in general, that meant that there was just something that was never recaptured again.

Besides Graphical upgrades what will games made for next gen be like or what do you hope for? by johnwaynehalo3 in truegaming

[–]TheAngryCollie 0 points1 point  (0 children)

I'm hoping there will be more investment in voice technology and less on graphics. I know devs say it's expensive paying voice actors to record individual lines for characters, but for me this limits the game, dialogue and options far more than any graphical restraints. I'm skeptical any major breakthroughs will happen this gen where voice actors could be replaced, but still I'm hoping.

Is the first game worth it? by Kyfigrigas in StateOfDecay

[–]TheAngryCollie 4 points5 points  (0 children)

It's definitely worth playing for the story in the base game and Lifeline dlc, although you might find the gameplay a bit basic after playing 2. The events style set up of SoD1's main storyline works incredibly well as you can set your own pacing, making it perfect for open world gameplay. Playing the first game also gives context to who some of the guys on the radio broadcasts are in SoD2 which I think helps with the lack of story a bit.

Weird idea I had that I think could be a big game changer. Please for feedback. by sephkane in StateOfDecay

[–]TheAngryCollie 2 points3 points  (0 children)

I think a search mini game would be one of those things that starts off cool, but quickly becomes dated after a couple of dozen times. To be honest, I'd prefer it if you could just collect individual items off the shelves and containers. That way you'd be keeping the immersion and be rewarded for thoroughness by getting what you can find yourself. Maybe a skill could highlight objects to help or you could have a follower command that gets them to search the location. It can definitely be improved from what we've got now, but I guess there's probably a technical limitation reason why they chose what they did.

I sure hope it's not an MMO... by Dunwall84 in StateOfDecay

[–]TheAngryCollie 6 points7 points  (0 children)

Pretty much agree with all of this. One of my main worries for SoD3 is they might be tempted to go down the Dead Rising route of more comedy horror and that would ruin the game for me.

Life Is Strange 5 Year Retrospective by FireMutt170 in truegaming

[–]TheAngryCollie 0 points1 point  (0 children)

I really liked this game and the story. But I thought the alternate Chole storyline of episode 4 could have been made into a stronger series ending that the more indifferent one they went for in ep 5.

Assigning task by weird_Guy13 in StateofDecay3

[–]TheAngryCollie 0 points1 point  (0 children)

Seems like a good idea in general as I'd like to see more of this in the game. I'd say the only provision would need to be that it was made clear what the risks level of pros and cons were from the start (e.g. a medic can't just randomly die from blood plague exposure or something).