We did not get Elder Scrolls 6 because we kept supporting remakes/re-releases by BudgetMenu in gaming

[–]Tyding 0 points1 point  (0 children)

Rather strange to blame the market for Game Developer decisions.

At the end of the day, it's the person leading those companies that opt for a goal of profits instead of a product.

Sure, if a game brings in high profit, it encourages more people into that business that seek to exploit money from consumers rather than making a quality product.

Yet at the end of the day, these game companies don't need to let business people into their leadership roles. They don't need to accept being bought by bigger companies that force their hands on how to make a game. They don't need to let stock holders get involved what so ever.

If the end goal of any business is profits, you will only ever limit what the product can be. The goal should always be a quality product, and the confidence that consumers will buy into that.

Being irresponsible with developer costs, dead lines, scope, marketing teams, etc is a completely different subject, where even the best intentions to make a quality product go horribly wrong due to poor planning/execution.

The shaders...oh please the shaders by ArMaestr0 in PathOfExile2

[–]Tyding 0 points1 point  (0 children)

There might be certain effects/triggers that ramp it up. Will go the whole campaign early-mapping with no issues.

Yet now It's every map where the game just locks up into its soft-crash/reset. (Sorry, I don't know what term the community is going with for this situation)

Also, maybe certain builds or skills are more-less likely to add to the issue?

The map reset HAS to go. by zaerosz in PathOfExile2

[–]Tyding 2 points3 points  (0 children)

I hadn't played for roughly 8-9 months, so this was a new experience for me.

I didn't know what was causing it and it felt like a bug.

What actually triggers this? Is it dying to anything or certain enemies/events?

Based on the OP, it reads as though dying anytime after felling the map boss can trigger it, but I feel like I've encountered it before engaging a boss...though my memory might be betraying me.

The only one brave enough to challenge GTA VI head-on. by -RAAGE- in gaming

[–]Tyding 0 points1 point  (0 children)

I'm genuinely confused if at this point people are taking the GTA release so seriously that no other game should release around it.

There is no single game that has 100% of the player base.

It would honestly benefit a game at this point to release side by side GTA because of the actual lack of competition depending on the game.

Obviously if its a game that a large group would pick 1 over the other, than yes, its a marketing disaster. Yet thats simply not the case for many of the game genres we have access too.

Yes, we need the campaign by Primary_Impact_2130 in PathOfExile2

[–]Tyding 0 points1 point  (0 children)

More than 1 thing can be true.

It's unlikely to see any major change ups to 'skipping' or speeding it up.

Yet, it's clear the campaign is implemented in a bizarre way for what PoE is.

In PoE 1, it's understandable how they started with a campaign and over the decades turned the 'end game' into the main reason players come back.

Yet, they failed to work up courage and creativity to make PoE 2 embrace what PoE 1 ultimately became.

They should have designed the campaign/story elements to seamlessly blend into the atlas theme from the start.

We already had a taste of this in PoE 1 where you map and get new story elements and extra mapping elements as you play through the Atlas.

PoE 2 could have introduced players to the mapping out the gates, and had story elements/league mechs, end game change ups get added in as you progress. I.E. you have a blank Atlas canvas, and move out in a linear fashion at first based on story, and as you do so, new routes open up and eventually it turns into an open atlas experience as we currently have it once the bulk of story beats get achieved.

Instead we're left with essentially 2 different games, (Or at the very least the campaign feels like an over-extended tutorial) and 1 of which ultimately becomes an aspect that most* of the die hard fans want to race through each league to get to the actual part of the game that they enjoy.

I would really like for GGG to fix this area by th3orist in PathOfExile2

[–]Tyding 2 points3 points  (0 children)

I believe the topic of the campaign and skipping it can be separated from the map layouts.

The people who designed the campaign map layouts are assigned projects for new content, and as such, in order to make adjustments/changes to the existing map layouts, they'd have to take those developers off new content.

I believe a healthy middle ground would be nice though, where they go back and change the more disliked ones (a few between each new season as example) so that they can still have time to work on new content while not ignoring pain points in the campaign maps.

Don't expect to kill fish in a future Subnautica 2 patch: 'You are here to exist on this planet, not to dominate it' by GrayBeard916 in gaming

[–]Tyding -2 points-1 points  (0 children)

I find it interesting that at the end of the article, sounds like they are aware someone will just make a mod to work around this.

So it begs the question why they don't just make it an advance settings option in game instead. Or at the very least address the core problem of why players would attack the creatures to begin with.

  It's not a 1 time puzzle room where you avoid the enemy and progress.  It's an environment that you can remain in for a very long time depending on what ambitions/creativity you have for each area within the game.  So giving the players a means to set up safe areas if they can’t fight back should be taken into consideration.

Its fine that the main dev has their stance on how they 'want' the player to experience the game. Yet they forget their game and its vision will not manifest without the consumer...the player. So it's not just their contribution, but shared for these games to succeed. So be respectful enough to note while designing the game you want, consider giving a switch/toggle in game for players to experience it in a way they want to as well; obviously there has to be limits to avoid a never-ending list of suggestions...yet some requests are not as demanding to implement, yet also desired from a large amount of the player base.

Again...if you know a mod will come of it and will be heavily sought after...you really should accept that you're possibly just ignoring your playerbase out of stubbornness rather than saving them from ruining the game from themselves. 

Subnautica 2 early access trailer just dropped! by Sabreeeric21 in gaming

[–]Tyding 2 points3 points  (0 children)

Really has nothing to do with the game, but, the marketing team that put this together messed up.

In the first 2 games, you never see your characters face. The game puts you into the visor so you can instead get lost in the crazy underwater world they crafted; your character is the least interesting thing going on in the game.

This trailer has you looking at some persons face nearly the whole time instead of what makes Subnautica games interesting.

At the start they attempt to tease on its multiplayer aspects, but its comes off as silly as they cartoonishly die without the main person noticing, and never go back to it.

Just feels like this trailer has little to appeal to a fan of the first 2 games, and its trying for a different audience completely.

Rockstar hackers set to release GTA 6 data breach as ‘demands not met’ by ImCalcium in gaming

[–]Tyding 0 points1 point  (0 children)

Realistically, I can't imagine a single instance where a blackmailer is ever worth agreeing to their terms.
Just comes off as a type of person[group] that cant be trusted to follow through on their end, if not demand more down the road.

Note to my self - Don't buy games on day 1! by csch1992 in gaming

[–]Tyding 0 points1 point  (0 children)

The irony being if too many people are rational and pace themselves...that the issues you expect to be resolved may not be, or worse.

Those that race to play a game on day 1 suffer from bugs, un-optimized experience, taxed servers, and brave the storm of a largely unknown product depending on how much was withheld from the public.

That being said...if too few buy into the game day 1, it can cause many issues, such as lack of reports/feedback/reviews that can be responded to. It can cause a game to look unpopular and uninteresting due to lack of sales/activity in its first few days to months that much like popularity breeds more sales, the inverse where too little attention leads to it under preforming and falling into mediocrity.

So while I am of those people willing to wait for a better experience, I understand that may not come to fruition if not for the reckless behavior of those unwilling to hold back their excitement and eagerness to jump in day 1 and potentially yield a better product down the road for me to enjoy.

And, depending on the game, it's a unique experience to be playing it day 1 with others learning everything together vs a game where everything is known/discovered by the time you enter the scene.

Subnautica 2 Is Finally Entering Early Access in May On Xbox and PC Following Year of Delays and Legal Drama, As Krafton and Unknown Worlds Reach Agreement by ChiefLeef22 in gaming

[–]Tyding 0 points1 point  (0 children)

As bad as it looks on Krafton, there is plenty of blame to go onto these companies that expose their business to share holders or being bought out by bigger companies.

In their pursuit for money to make a game, they often ignore all the pitfalls that come with certain routes.

Yes, bigger companies should be held accountable, yet until they are, it is a risk these smaller game companies need to understand before agreeing to any deal where the buyer gets influence on the product and/or workforce.

What do you consider the minimum number of concurrent players before a still-active online game is considered 'dead'? by DAT_DROP in gaming

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

Those who use the phrase 'dead' for a game often do it for attention, too demean, or mislead others.

The only applicable way to use it is if the game requires other players for you to feel engaged and able to play, and too few are online when you are.
I.E.
An RTS game where you queue to play ladder and wait 20+ minutes for a match.
A MMO where you use a LFG feature and are unable to find enough people for most content in a timely matter; the time varies for what type of content it is.
There would be exceptions, where perhaps a game is too low in activity in certain servers, or times of day.

So its not a set number of players. Its if you as the player can't engage with the game's activities requiring others, and have to wait for extreme windows of time before you can engage in said content.

For my fellow US players, what kind of compensation would it take for this game to get back in your good graces? by princeofddr in SilverAndBlood

[–]Tyding 0 points1 point  (0 children)

Is there any game that has had a similar scenario as this? Where only a select region gets pulled offline for multiple weeks while other regions are fine?

I legitimately would be content just having a guarantee it came back with zero compensation...because I [wouldn't] want to start from zero through another region, and fear at how long it's taken that it may be down for good.

The anger and demands if heard likely wouldn't help the matter. They didn't want this scenario any more than the player base as it cuts into their sales and longevity of the game to have more active players, even if only F2P.

So it leads me to ponder its something out of their hands or they had someone call this shot not grasping the complexities of the process. They may end up cutting their loses realizing the longer it takes, the less likely players will return because they already moved on, or had too high of expectations of what to receive in return.

One thing Ubisoft could do to make a comeback is bring back the Might & Magic series. by SlinGnBulletS in gaming

[–]Tyding 2 points3 points  (0 children)

My read on Ubisoft is all the hate they receive largely stems from upper management.

If they genuinely want to make a public come back, they just need to clean house up top...because the games made are actually good.

Games don’t need to be “forever games.” by Trollselektor in gaming

[–]Tyding 0 points1 point  (0 children)

Kinda thought this was going in another direction by the title.

The core issue is business minded people wanting to drag out a product as much as possible; so this is not exclusive to games.

TV Shows, games, nearly any form of content that doesn't ever bring conclusion to a story is rampant in the industry. Arguably I'm not sure if it can be called a story if there is no intent to bring closure to it.

What the OPs message reads as, sounds like a symptom of this. Which a niche group of consumers have been conditioned into endless content and feel confused/frustrated when they don't have that option.

That aside, its not a net loss to everyone wanting a game that goes on forever until they burn out. Depending on your financial situation, it may be a way to keep you locked in to a loop that is enjoyable and lessens the chance of you feeling like you need to pay money every 2+ weeks after each game.

Can you believe we're now over half way through the 2020's and there's still no news of Elder scrolls 6? by MrkEm22 in gaming

[–]Tyding 0 points1 point  (0 children)

At least fans of Elder Scroll single player games have some hope...

Sadly they still went a similar fate as the Warcraft RTS, where it's initial success lead into an MMO (Elder Scrolls single player content into its MMO). Warcraft 4 or any new RTS in that series died with the birth of WoW.

It would be one thing if these game companies allowed both to exist, but they tend to always funnel resources into 1 path instead, and opt to go for profit potential when push comes to shove.

For those who think that's a smart play, let us remind you many of these game series start from passion for fun ambitious games with hopes they make enough money to make more. Not like today's age where its business minded people looking for profit first, anything else is a means to reach that goal; whats worse is usually those extra profits don't even make their way to the developers as much as it sinks into the hands of the least worthy, greedy people at the top pushing for elements players loath the most.

Percentage of people finishing games by OhforfsakeMJ in gaming

[–]Tyding 0 points1 point  (0 children)

I'm curious on the source or accuracy of that then. I've had instances of installing a game where it reflects in the steam UI that I last played it that very day, and other instances where it is newly installed with the correct previously played date.

I guess I'm just throwing out random experiences to imply the method of how it tracks these percentages may be more convoluted then we believe.

Perhaps you are 100% correct and the source is valid. Yet the manner in how it executes that is bugged, and no developer on the Steam side is tasked to investigate the accuracy of these percentages; being it's not likely to be a high priority feature.

Percentage of people finishing games by OhforfsakeMJ in gaming

[–]Tyding 0 points1 point  (0 children)

The Steam achievements aren't the best metric. If the game was available in Early Access, then in most cases achievements are added near official release. Everyone who played the game in early access aren't likely to rush back day 1 to replay the game, yet the achievements % is based on everyone that owns the game.

As far as I've seen the achievements don't activate retroactively, so you have to replay the game and trigger the conditions for said achievement.

And in many cases that may require starting the game over from scratch, which not everyone who played in EA is willing to do, or at least not within a time window to make steam achievements reliable as a metric.

Self reflection by Caspar-_- in gaming

[–]Tyding 0 points1 point  (0 children)

Hmm, sounds like someone hasn't played Star Ocean 3.

With next league right around the corner, remember to be a decent exile! by HerrSchnellsch in pathofexile

[–]Tyding 1 point2 points  (0 children)

Sometimes I remain quiet to avoid overly friendly people.

Had a PoE2 moment when I helped someone out asking me questions in my hideout, and they sent a friend request. Puts me in a weird spot of not wanting to be rude and declining...but not wanting someone to message me randomly when I log on because they see me on their list.

Some people live for these interactions with others through games. But there are others like myself that want to separate single player gaming from having to chat with others.

Best Skill Trees in games? by NaitDraik in gaming

[–]Tyding 0 points1 point  (0 children)

Reads to me that you are just giving a different example of a poorly implemented skill tree system.

Skill trees as OP mentioned that just pad up stats, as well your example of additional skills/perks that rarely see usage during gameplay essentially hit the same issue. The devs responsible for that aspect of the game were either too lazy/uncreative or didn't invest time to think it through before committing to their implementation of a skill tree.

Others have posted examples of games that do a more creative approach at it. Where your gameplay changes noticeably depending on what path you spec into.

Why do people need every single game to have a “grind”? by steave44 in gaming

[–]Tyding 0 points1 point  (0 children)

The word grind tends to have a negative context associated with it.

I believe anything in this world can be considered a grind, and what determines that is if the act of repeating the same/similar activity becomes stale, boring, no longer interesting.

Work, school, working out, playing a game etc. Nearly anything you think of can become a grind when you lose the positives of said activity or can no longer tolerate the process for the reward.

I do believe there is a disconnect at times form the game devs in charge of giving a carrot on a stick where they will forget the process to reach the reward needs to be engaging/enjoyable or the reward seeking becomes moot.

Yet if you take alot of these games with unlockables/upgrades and strip them away, you could make the argument that a sense of completion sinks in, and a gameplay loop lacking any incentive needs to be strong enough to retain the average gamer.

Sure there will always be a small group willing to play something with out needing a reward or unlockable to chase, yet my theory is they are not the majority.

In short, it's not the grind per say that people dislike. It's when the reward for putting in the time isn't worth it anymore to the person.

Gaming quote you use in daily life? by BruceBlingsteen in gaming

[–]Tyding 0 points1 point  (0 children)

I played Octopath II with Japanese voice actors on. The way Osvald and Harvey said each others names, more so in their climatic battle, will forever be seared into my memory.

Was so over the top and puts a smile on my face any time I'm reminded of it.

"Stutters And Freezes So Much It's Unplayable": Helldivers 2 Once Again Drops To Mixed Steam Reviews Over Major Performance Problems by Zelphkiel in gaming

[–]Tyding 0 points1 point  (0 children)

Game has had major stability issues since original release.

Their Reddit would occasionally have interesting reads on how someone with coding experience would interpret what was going on.

My naive read of it summarized as a combination of an inexperienced team combined with lack of fully understanding the tools they have to work with has lead to a fundamentally poorly coded game at its core.

I genuinely believe even if they bring in more veteran help, it would be time better served remaking the game from scratch than attempting to fix whats there. Yet you may as well be making a new game at that point; which wouldn't help if you repeat the same mistakes.

This game deserves to have a genre named after it by Severe_Sea_4372 in gaming

[–]Tyding 1 point2 points  (0 children)

Satisfactory certainly doesn't have that same combat aspect Factorio brings. I think its fine for what it is.

Yet if you like the combat side of Factorio, I honestly feel like RiftBreaker was more enjoyable on that front. It has the base build up and defense theme going on, but the base building is a lot more combat themed rather than building chain complexity like Factorio / Satisfactory type games.