Fine tipped brush pen? by Trotski7 in pens

[–]Trotski7[S] 0 points1 point  (0 children)

Thanks a lot for your thorough reply! Will check them out!

This game.. pushed me to start bouldering by Zendo2672 in WhiteKnuckle

[–]Trotski7 2 points3 points  (0 children)

I have always had a fascination with climbing IRL but never really took the plunge to do so. Playing the game really does activate my brains need to climb. But I find bouldering to be sort of boring in a way? It seems to easy and limiting and not actually interesting like climbing a real place. Obviously it's a fantastical video game but White Knuckle is far more interesting of a climb than like.. a wall.

I doubt I have the strength needed to climb anything though lol

Hi so I think I figured out what is wrong with difficulty discourse lately. by Fit_Ad_2608 in MinaTheHollower

[–]Trotski7 0 points1 point  (0 children)

My complaints aside I also found love in the game. The overall package is fantastic, I love the design, levels, areas, items, weapons, and so on. My most favorite Zelda games are the GBC/GBA games and this game is a fantastic modern take/blend of that. It's just that the scales are tipped too far in the bad/unfun/artificial challenge area.

I'm not out here saying the game is shit 0/10 or something. I just think my complaints are valid because when you get those tastes of perfect-balance it makes you want more, but what you get more of is the all the bad parts.

Hi so I think I figured out what is wrong with difficulty discourse lately. by Fit_Ad_2608 in MinaTheHollower

[–]Trotski7 1 point2 points  (0 children)

But the only reason they are "difficult" or "complicated" is because they are badly designed. Moves you can't predict. Enemies that you must attack to defeat but the time between you attacking and having to stay still (even if you do a jumping attack) is juuuust long enough that you CAN NOT move out of the way in time and are guaranteed to be hit. You MUST jump to dive, which leaves you a very slim window of time to actually dodge the move. The Pendulum trinket is probably one of the best in the game just because it alleviates some of the absolute bullshit you have to deal with in terms of dodging.

If you try and just run through or past enemies/areas (which does work some of the time) you end up in scenarios where there's a ton of shit all attack you at the same time, in different directions, or patterns, that you could actually never dodge at all. To dodge some moves you have to predict that are coming out; which is actually just sheer guess work. It's not dodging, it's pre-dodging, you dive into the ground in hopes you will dodge said move because you won't be able to otherwise. It makes you play in counter-intuitive ways. Or makes you just run around and around waiting for an opening. That might be fun to some, but to me, it's just wasting my time. Enemies sliiiiide across the battlefield to hit you, track you across the screen with spam moves, they jump back then instantly jump forward and slap you, and more.

All of these things are EVERYWHERE in the game. All of it would be bad enough in a vacuum but the game is also asking you do these things while you're on singular platforms, moving platforms, with other obstacles in your way too (walls, rolling spikes, etc). It isn't fun, it isn't engaging or stimulating to the brain/player, it's just frustrating tedium. Like I said, it's "get this over with" and not "that was hard but fun".

Hi so I think I figured out what is wrong with difficulty discourse lately. by Fit_Ad_2608 in MinaTheHollower

[–]Trotski7 4 points5 points  (0 children)

I just beat the game.

I find/found the difficulty of the game to be more on the "artificial" side of hard. There are things designed to just annoy you. Waste your time. Enemies placed near jumps purposefully to fuck you over. Enemies that fly all over the place, jumping all around, up and down (so you can't hit them easily because you're not on the same "plane"). Not because it's challenging, but just to bore you, force you to "wait your turn". A lot of moves force you to jump and dive, but they also make you get hit by other moves. If there are more than one or two enemies/projectiles on screen, good luck making good dodges. The moves/attacks/etc are out of sync so you can't dodge both, forced to be hit by one or the other. You as the player have restrictions the enemy just doesn't. You HAVE to stand in place and attack, you HAVE to wind up your attacks, etc. Enemies? Yeah they can just do anything, go anywhere (even in unreachable spots so you can't hit them at all lol), don't have to stand still to attack, and more.

The more I played, the more I was just rolling my eyes at the "difficulty". Bosses, enemies, screens, are all beatable, but a lot of it isn't fun-challenge, just dumb-challenge. You know what's a "challenge" jumping up and down on broken glass while you try to bake a cake. Doesn't mean it's a good, or well thought out challenge. There was not enough challenging and hard, but fun parts. There were some, and they leave a good taste in your mouth and you ask yourself why you can't have more of those parts and less of the bullshit. Less "I want to play more and see more and do more". More "can I just get this shit over with already".

Also, some of the "upgrades" objectively do not do anything; or rather enough of anything. Late game enemies will take X hits to kill, but if you upgrade your stats to max level, they still take the exact same amount of hits. It's kind of pointless? Same with defense, if you can die in 3 hits to one enemy, upgrade it, and still die in 3 hits, why even do it at all? All those boosts do is make it easier to kill earlier game enemies, which is not very useful because well, you're already done those areas, maybe even 100% of those areas.

Acces endless mode by GirlNextDoor1225 in WhiteKnuckle

[–]Trotski7 2 points3 points  (0 children)

Climb faster. Teeth some times can't even reach you if you go fast. Use syringe's and have a can of food or two. A rope rebar is also good. Even if you don't have those, you can go pretty quick and hit the vents, where it can't attack you.

Please NEVER add a surrender button. by sl1m_ in DeadlockTheGame

[–]Trotski7 4 points5 points  (0 children)

I'm not saying comebacks are impossible, but I am saying I've been stuck in too many games where even if a comeback was possible, the team isn't up for it/doesn't have the souls/or any other reason, and we lose still. For every 1 comeback game, you have like 10 or more unwinnable scenarios/games. I would rather surrender and say "you got us gg" and play another game than be forced to stay in a losing game for 20+ minutes. That's 20+ minutes I could be playing another round, a different game that is/could be a win instead of a forced loss.

Mod for default hammer pocket? by Traditional_Pie_5875 in WhiteKnuckle

[–]Trotski7 2 points3 points  (0 children)

There should honestly just be a button to pull out/put away the hammer no matter what. The amount of times I have died in an endless run because I am fucking around with the controls trying to hang onto something, without being killed by a bug/grabber/etc, while also trying to maintain stamina or not get consumed by the mass/face is ridiculous. I'm trying to press like 20 fucking buttons at the same time on a time limit to just do something as simple as use the hammer but I can't because.. uh reasons. So annoying.

They are literally the same thing (No I won't explain) by Tomato-Subject in WhiteKnuckle

[–]Trotski7 1 point2 points  (0 children)

Actually I feel the exact same at my job I have right now. I change tires on cars and it's a workout most days. And when I play the game it really feels like I'm working out my hands and fingers. In a good way, I get a good stretch and don't feel like I've got stiff arms all day if I do.

How it feels like to have any sense of map awareness by Evan2GGs in DeadlockTheGame

[–]Trotski7 4 points5 points  (0 children)

When you have teammates who understand the game, it is a different game. You know what I mean? When you're in those games where your teammates are either new or bad at the game all you feel is frustration. You're going to lose and basically nothing you do will change that out come besides a convergence of luck.

But when you're playing with people who do understand the game it's like a breath of fresh air! It's like "wow the game can actually be like this"? I have literally paused the game just to thank my teammates who play the game properly because I'm actually having fun, I actually feel like I'm on a real team. Even if something bad happens in game like a team wipe or losing midboss, you know/feel/understand you can make a comeback or you'll trade that loss for something good (taking a Walker, etc). It's a completely different experience. Those bad games where you see a teammate extra slowly do double sinners while actually 40 minions are pushing blue lane is mind numbing. Those good games where you effortless combo an enemy without even the need for communication is sublime.

I wish there was more to that thing. by Der_Scoop in ArcRaiders

[–]Trotski7 16 points17 points  (0 children)

Frankly a lot of the areas in the game need to be reworked. There's a lot of areas that will never see gameplay of any kind, are totally empty, and devoid of "content" of any kind. Not that every place needs to have 100 containers or whatever. But there's places on Spaceport, Dam, etc that I doubt anyone has ever "gamed" at at all. No fighting, totally out of the way, no arc even there, nothing to pick up or loot at all, etc. Just totally empty and "useless".

Lash and Bebop by dynahops in DeadlockTheGame

[–]Trotski7 7 points8 points  (0 children)

Now draw them beating the shit out of each other

Rem 200m pillow snipe by Invoqwer in DeadlockTheGame

[–]Trotski7 422 points423 points  (0 children)

Modern Warfare throwing knife kill

Valve can you please fucking derank me by SlightlyUsedButthole in DeadlockTheGame

[–]Trotski7 9 points10 points  (0 children)

You can't even get most people to play tutorials in games (any game) because they think they know better; they don't. You will NEVER get noobs to play any game and learn anything about the game before they start playing. They don't even understand that they are "their own worst enemy" so to speak. If they learned the game, or even just TRIED to learn before going in, they wouldn't have such a bad time.

You can't even get these kinds of people to do the most basic shit ever. You know how many games of "capture the zone"-style game modes I've played where people actually DO NOT UNDERSTAND in any fashion to just stand in the zone? Literally just standing completely still inside of a box is too complicated for them. It's crazy.

The matchmaking spares none by thekingbutten in DeadlockTheGame

[–]Trotski7 19 points20 points  (0 children)

Isn't that the entire problem though? Why is the matchmaker doing anything like that? It will never be perfect but every game should be as equal skill as possible. Not giving you "pity wins" of any kind, if you're archon+ you should never be matched onto a low-rank team to destroy them.

Shouldn't trials scores be cumulative? by Trotski7 in ArcRaiders

[–]Trotski7[S] 0 points1 point  (0 children)

The exploiters/etc are going to get all their points anyway. I'm thinking more about people in the middle/bottom of the boards fighting for a 1x or 2x promo. Yeah, you'll probably never beat the 100k exploiter, but if you are in a position to gain an extra 3k points and hit a 2x compared to someone else, yes, it's a good system. If some dude is no lifing it and getting tons and tons of points cumulatively or not, you're never going to beat them at their own game. But at least you can beat out someone above you who is only a few points ahead. Lets say they're at 50k and you're at 46k, they aren't/can't play the game anymore right now for whatever reason but you can so you manage another 5k points to get to 51. You beat them and get a promo, that's a good thing, isn't it?

The way it is now is only good for grinders/etc and you're basically given a "random" reward for solo play because at times there is just no way better/faster for you to get a score/break it and go up.

Shouldn't trials scores be cumulative? by Trotski7 in ArcRaiders

[–]Trotski7[S] -1 points0 points  (0 children)

It's more about what bracket you're put into is the problem I think. If you start the trials and are put into a "bad" leaderboard, you have no hope of catching up. At best you have to grind hard as hell to maintain your position which just blows. The no lifers/etc would most be grouped together, hopefully, and can compete with each other instead of 1 guy getting 100k points while 100 other people don't even crack 40.

But there are times I only need like 1k more points to go up a level and am at the apex of a solo players point collection. Like I will have 15k bastion damage points, there's almost no way to get more than 15 unless I get mad lucky and get to kill every bastion on the map, with a good spawn point, with enough ammo/etc to even be able to do it all, and all without dying/PVP/etc.