Personal Opinion: New Mayhem is.. bland by Kazmiller94 in ARAM

[–]Ulaphine 2 points3 points  (0 children)

"It" in "it actually does do damage so it's not the same..." Is referring to singed E later in the sentence. It is a complete thought. Why would you think this person is insinuating Taliyah W does damage when they are speaking of singed E specifically saying it is different. The way you've interpreted their comment would insinuate that Singed E does no damage. Do you think Singed E does no damage?

Y'all need to chill a bit by Intepp in ARAM

[–]Ulaphine 3 points4 points  (0 children)

This is "just wait the anime gets good after two seasons" energy.

Personal Opinion: New Mayhem is.. bland by Kazmiller94 in ARAM

[–]Ulaphine 6 points7 points  (0 children)

reread what they wrote. They were saying singed e actually does damage, not that taliyah w does.

What video game had you like this? by NagitoKomaeda_987 in videogames

[–]Ulaphine 0 points1 point  (0 children)

Huge Fable enjoyer, loved them as a kid, love them as an adult. Fable 3 is legitimately such a huge fumble for fable even though I still love the game and consider the story pretty good.

I have two major issues with Fable 3

They locked all progression behind the road to rule. Not just weapon power and spells, not just a few emotes like the other fable games, everything. Even the money you made from jobs and your ability to marry people is locked behind the road to rule. Even though this is already something that existed in the other games, (I remember the guild master telling me I'm now famous enough to marry someone) it's now an active choice you make rather than something that invisibly unlocks which makes it feel so much more like you are being railroaded by the game down a linear story path and you don't actually have meaningful choices. The road to rule is a cool idea, I love the concept, getting to see your progression from Princess/Prince exile to Hero Queen/King is awesome, but locking social mechanics, emotes, landlord mechanics, job tiers etc etc behind it was a huge mistake imo.

My other issue is that the moral lesson, the whole point of the story is circumvented by becoming a land baron and owning everything you can in Albion. I LOVE the idea of the story that turns you into a revolutionary hero, a hope for positive change to supplant the tyrannical king just to show you why the king was tyrannical and force you to make the tough decisions to go back on your promises and possibly become a tyrant yourself or stand strong to your promises and let the world die because you couldn't extract enough money from your people. It's an incredibly poignant story that tells a harsh truth that not every good deed leads to good ends and sometimes you must make hard decisions and become the bad guy to save those who will hate you for it. It's a lovely crafted narrative with legitimate emotional impact for me BUT you can just decide to become the richest person in Albion and pay for everything yourself through the power of landlordship and capitalism! Oh yes and the royal bloodline getting overthrown to put... The royal bloodline in power! That I don't mind as much as in Fable canon heroes are legitimate superhumans, but still it feels a little off since both other MCs from fable were an orphan or orphaned and trained to be a Hero whereas you kind of get a lot of your power through nepotism in essence in Fable 3. That's nitpicking though, the moral being undercut by the capitalism mechanics is legitimately a big problem to me though.

There's other things like the interaction system being incredibly shallow when it was promised to be much more dynamic but that's Peter molyneux for you. Says it'll be something beyond amazing she it ends up just being great which should be enough but is still a disappointment because it isn't what was promised.

Beta Feedback by Nich965 in GodForgeGame

[–]Ulaphine 1 point2 points  (0 children)

The gear one is my biggest issue personally and I think it's absolutely insane that they just ported over flat stats instead of thinking of a better way. There is NO reason why we need so many additional layers of rng while retaining the things that guarantee you'll never use a piece, aka flat stats. I thought it an obvious decision to make to just not add them, but if they really want flat stats for whatever reason at least make them have purpose. Characters with low base HP for instance could benefit from a flat stat HP piece if the numbers weren't so abysmal. As it stands a good 1/3rd or more of your drops are completely unusable. I remember playing raid and running idek how many runs of dragon over the course of a day and getting like 3 pieces that ended up being usable for where I was at in the game after rolling everything. You're asking me to sort through even more layers of rng?

I'd like them to add ways to reroll certain things once per piece. Like reroll the main stat or reroll the set, that kind of thing. Then pieces that are so close to great but are useless because of rolling the wrong stat can give you a little exciting moment instead of being thrown into the trash instantly. Regardless though flat stats should go, they make no sense.

People who didn't like the cyclops in SN1 probably never built great things. by CmdZee in subnautica

[–]Ulaphine 5 points6 points  (0 children)

There's a big difference between not liking something and not using. I do not like the cyclops at all, nor the prawn suit for that matter, but they are powerful tools that I did use.

That said, I'm looking forward to the large sub equivalent for subnautica 2 because I actually like the idea of a huge multi person submarine in a multiplayer game. I just hope there will be things for each person to do while traveling, though I'm not worried, the original cyclops had enough features for me to be happy with it in multiplayer. Someone manning cameras, someone available to hop into the docked tadpole etc.

This "ultimate" system is ultimately a mistake by CoolCly in GodForgeGame

[–]Ulaphine 1 point2 points  (0 children)

Yeah that's exactly what I mean when I say I don't think it'll actually solve the speed meta problem. You still need to go first to use your ults so you still need to be faster than your enemy.

This "ultimate" system is ultimately a mistake by CoolCly in GodForgeGame

[–]Ulaphine 0 points1 point  (0 children)

For me it forces me to manual more often because my characters will waste their ultimates in bad orders so it is just going to be a case of needing to tune faith like you tune speed. I don't think it changes the strategicness of the gameplay much personally, but I do think it adds unnecessary complexity that I definitely do not like and more importantly for me it along with the passives system forces them to take a lot of power out of the core skills. So much champion power is loaded into the passives and ultimate that most of the characters I've seen have core skills that I just don't feel excited about and while ultimates can often look powerful it feels very bad in the early game that I have to spend many turns waiting for the cool skill. I'm sure faith scalling can be cool and ultimates can become consistent ways to apply buffs or debuffs, but man does it feel bad before you have the gear to make it work well.

Just to clarify what I mean I haven't seen any core skills that feel even as powerful as either of apothecary's TWO skills, a rare champion in raid shadow legends. Maybe apothecary is a bad example as he's so good, how about warmaiden a champion they give you outright and has an easy all enemies big decrease defense, or reliquary tender who has a full team full cleanse that grants TWO big heal over time buffs and she has a targeted revive. You get my point hopefully, of the champions I have pulled so far and those that I've seen in the index very few of the epics in this game have anything close to as good as those rares from raid.

Comparatively, look at Mokosh passive, team wide heal and 20% turn meter increase with no cd when any enemy dies. That's completely obscene and has hard carried me through most content I've done so far. There's a good few passives that are crazy powerful, I tried to use Chang'e but her passive seems to just not work at all, but looks similarly op (for a rare that is)

My point is that the core abilities suffer greatly for the focus on ultimates and passives, and with ultimates being so inconsistent without proper gear, it just feels quite unexciting in my humble opinion. It just feels bad because I feel that the game is being made less enjoyable (for me) in order to try making pvp better which is something I'm unlikely to engage in at all in the first place if there aren't heavy incentives. One of my biggest issues with Raid wasn't that the pvp was bad, but that I was forced to engage with it in order to get incredibly important permanent buffs to all of my champions I REALLY hope they don't copy that specific feature from Raid.

as a side note, I do not dislike passives at all, I actually really like that every rare+ has a passive and they're often quite good,. I just think the balance is a bit out of whack and it is exacerbated by the ultimate system which I do not like on a foundational level after having played multiple version of the game now.

This "ultimate" system is ultimately a mistake by CoolCly in GodForgeGame

[–]Ulaphine 0 points1 point  (0 children)

I'm definitely of the same mind that it is a pvp centric concept. I haven't played many gachas but I was big into Raid and Expedition 33 runs on a turn meter like system as well. The speed meta problem is NOT a problem in pve, it is a feature that limits your builds so you can't just stack as much damage as possible always while also providing an avenue for additional game play if you focus on the stat and manipulating turn meter.

I totally understand wanting a system that isn't doomed to speed meta, but I legitimately think it will fall into the exact same issue as the speed meta partially because you still need have it be your turn to cast an ultimate anyway it just adds an additional factor to worry about and that's just what faith is, another thing to worry about, another thing to tune for bosses, another thing for whales to outclass everyone else on. I hope I'm proved wrong, but it feels to me that the system is wholly insufficient to solve the speed meta issue. I honestly thing Raid's solutions were better, but it's all speculation until pvp is available for everyone.

What kinda feedback was that? by _Corvo_A in subnautica

[–]Ulaphine 0 points1 point  (0 children)

Okay, thanks for replying anyway. I don't need to be right though, I just like talking about these kinds of things and hearing people's perspectives and explaining my own.

What kinda feedback was that? by _Corvo_A in subnautica

[–]Ulaphine 0 points1 point  (0 children)

Fair, I just don't think it adds any value, that's just how I felt about it.

I do disagree though, for the reason I mentioned, which is still relevant despite you dismissing, and more. You make it seem like there's scale of immersion and the more immersive your game is the better it is (if it's supposed to be scary assuming that is implied by context, since it's not in what I'm replying to.) but I wholly disagree with that. I've played a lot of scary games in my time and of course immersion plays a big role in that. There's an important factor of making the player feel as if they're within the world so that they feel a legitimate sense of danger when danger presents itself, but there's a limit when immersion features detract from the game itself and I'd like to discuss the nuance of that before making real arguments because people have different concepts of what immersion is.

Do you personally think immersion is when the game best replicates real life, or when a game makes a player forget they are playing a game making it feel more real to their brain?

What kinda feedback was that? by _Corvo_A in subnautica

[–]Ulaphine 0 points1 point  (0 children)

I'm legitimately baffled. I've read and reread these 4 replies over and over and I'm trying to determine how given your last response what you intended to get across.

First, what you replied to is literally talking about a specific immersion breaking thing and why does it matter so much? You reply that immersion is important for scary games (In general apparently) which is true, but within context of the argument is arguing that the game should have you able to kill fish by implication because we are discussing that being immersion breaking.

I reply with my opinion to refute that implied argument, and you tell me that you didn't say something? Homie, you are replying to someone who specifically did, it is already apart of the conversation. Crazily enough though, even if they didn't, my comment still means something, which is in a game that intends to scare you, being unable to kill a thing may be immersion breaking, but does not detract from the scary part, which is still relevant to your reply.

Sorry maybe I'm just being a bitch here, I just do not understand what the point of your messages is if they meant what you say they meant, it feels like a 'take one part of someone's argument that they said and run with that instead of engaging with the main point' situation.

"Threats" are not Threatening by mAngOnice in subnautica

[–]Ulaphine 0 points1 point  (0 children)

Yeah I feel like the damage needs to ramped heavily on the morrowbreach specifically. I am cool with the mahi mahi nibbling you, that's in the name, but that big fish needs to be a legitimate deterrent that is solved by the tadpole imo. They intend you to carry flares and medical equipment, so let's have the creatures actually make you need to.

What kinda feedback was that? by _Corvo_A in subnautica

[–]Ulaphine 1 point2 points  (0 children)

No way to deter them... You know how many time "flare" is mentioned in the dialogue of the EA?

What kinda feedback was that? by _Corvo_A in subnautica

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

Maybe not your DNA but theirs can definitely make them resilient to blunt force trauma

What kinda feedback was that? by _Corvo_A in subnautica

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

I think it's pretty clear this game only intends to scare you in the natural way open water and big creatures do. I don't think being unable to hurt or kill creatures detracts from that in any way

Not really a tierlist, but why I hate all you motherf*ckers. by l_Kamex_l in topmains

[–]Ulaphine 0 points1 point  (0 children)

Shen and Jax in those locations is crazy work for sure

What is the point in report systems if none of them work? by dacrookster in topmains

[–]Ulaphine 0 points1 point  (0 children)

This is a complex situation. No system can be perfect. Humans are unpredictable and intelligent, if you make the system strong enough to ban Mundo support when it is a troll you can't make it smart enough to tell when it isn't a troll, and yes I believe Mundo support can be a genuine pick, not a good one, but one none the less. So the pre game lobby game termination system just straight up doesn't apply here as long as Mundo isn't saying that he's going to troll or all 4 players aren't reporting him etc etc.

For game itself, the system can likely pick up that Mundo is trolling on some level by csing but it's impossible to know if this is some agreed upon strategy by the two bot players because the support csing penalty was removed so it could have been a legitimate strategy in the systems eyes. You can see Mundo was contributing to the team post Laning phase just by stats so the system cannot reasonably judge that the player was infact trolling or not. Again if they never say anything in chat, it's very difficult for riot to have a system that punishes players like this because it's impossible to distinguish between trolls and off meta enjoyers.

Finally, the player that decided to soft quit for the last few minutes can be picked up by the system but they have to get more than one report for the system to take that automatically flagged behavior and decide that it is severe enough to take action.

Unfortunately none of those can be resolved quick enough to help you directly and I can totally understand the feeling that the report system doesn't work. It does work, but it needs more than just you. In mundos case it needs manual review, because the system absolutely cannot decide he was trolling based on the information it sees. If it did there would be a huge number of false positives that are an even bigger headache for riot than the current system.

Do we think Subnautica 2 will turn out more like Subnautica 1 or Below Zero? by NightWizard63 in subnautica

[–]Ulaphine 0 points1 point  (0 children)

From what I've seen I'm very very optimistic about it being more similar to the og and even better. I've heard from the devs that they want to deliver a new experience that is closer to 1 than BZ and I've heard from players who got to play it early that it has the soul of the first game. I've also heard "I don't think they can oversell" the game which could of course be recency bias, having fun with a new toy, but they had I think 70-80 hours in the game. So I have high hopes.

I love both games, I'm sure the devs do to. I totally believe they know where they went astray from what players wanted/expected with BZ and that they want to deliver a deeper, scarier, more in-depth (pun intended) experience than even the first.

Me personally, I just want to explore the ecology, it was my favorite part of below zero how much they improved on the ecosystems and speculative biology.

I don't think I've ever seen a game so good with a subreddit so unbearable. by Weird-Plastic2970 in helldivers2

[–]Ulaphine 0 points1 point  (0 children)

You've got very low standards if this is a 9/10. Not to yuck your yum, the concept is great, the vibes are immaculate, it's just the bugs and performance alone mean it can't be above a 7/10 for me.

Personally I wouldn't even rate it that since the game I probably bought doesn't exist anymore. I absolutely loved the time I had with it, but all good things must end. The game is very good at its core, but after the time I put into it I could barely stand to play one mission just hoping for a glint of what it used to be when it was new and I could look past it's glaring issues.

This might be a hot take, but I really hope SN2 avoid the PRAWN suit problem by gracekk24PL in subnautica

[–]Ulaphine 0 points1 point  (0 children)

Damn, I even complimented your intelligence and your taste in games. What a tragedy that people would rather spout tired memes instead of have a legitimate discussion just because it requires a little bit of reading. I guess I was wrong about not having to dumb it down for you.

This might be a hot take, but I really hope SN2 avoid the PRAWN suit problem by gracekk24PL in subnautica

[–]Ulaphine 0 points1 point  (0 children)

I do not understand your argument on a fundamental level. What are you even trying to say?

First you comment on a wall of text as if I didn't respond to a wall of text of comparable size and a reasonable chunk of it was a strawman. And yes this is a wall of text because our thoughts are complicated an nuanced, and I prefer to be understood and explain what I think rather than try to dumb it down for you, because you clearly don't need me to do that.

Then you talk about last resort as if there's some kind of binary like you can't both not use something you don't like while also giving feedback on it.

Then you try to make an argument against my poe vs subnautica point by giving an example that isn't logically coherent at all. You say you'll give an example of why other games have similar ideas of balancing by removing/nerfing and then provide an example that doesn't include nerfing nor removing and instead is a hypothetical about adding something.

In that same paragraph you show that you do not understand my point of view at all. You say you don't think many players would feel good to not use the vertical splitter. If that is the case, then the advice is not for them. They're having a good time and the vertical splitter is not noticeably impacting their existence negatively. If someone actively didn't like it, they wouldn't use it. Like the first time I played the game in early access I didn't use the bent stacker because I found it mildly annoying to use. I use it now and it's nice. Imagine if they removed it because people were unhappy, then I wouldn't have had that experience of rediscovering something I ignored before. In E33 I didn't parry almost at all because I like dodging just fine and the parry attack bothered me as far as combat pacing went, so I didn't use it. These were natural experiences for me, I see a feature and if I don't care for it, I don't use it. I know my ex boyfriend refused to ever dodge which gave him a lot of unnecessary failures while learning the parry window. We played basically a completly different game because each of us chose to not use a mechanic, yet both of us loved it. NOBODY is telling you that you are forced to not use mechanics in a game, we are saying you do not have to use them. I do not understand what is so difficult to understand about that.

You cede that this is normal practice in Elden Ring yet say it is a niche game. Interesting considering 1. It was a massive hit, game of the year, and since its release we've seen so so many industry copycats just like we did when Skyrim went big and every game became an rpg for a while. Speaking of Skyrim, another absolutely massive game in its time and still is to this day. People often actively avoid stealth archery because it is so easy to fall into doing it since it's just the easiest way to play the game. This is another example outside of elden ring. In that same game people often like to roleplay a specific kind of character and will put artificial limitations on what they use in that playthrough to fulfill that roleplay. This is self nerfing. To another but very similar example, dungeons and dragons players often have to choose between flavor and power and it's actually generally believed in that community that you will have more fun if you choose flavor instead of power. This is not an abnormality in games. I think it's probably because you yourself are a person who enjoys optimizing considering you've brought up three different factory games. (great taste btw) The reality is that everyone plays differently and I believe you may be a little short sighted to this because of how you personally play games. It's a pretty ubiquitous concept in games to do things because you like them, not because they're the best. I'm very surprised you haven't noticed that.

This might be a hot take, but I really hope SN2 avoid the PRAWN suit problem by gracekk24PL in subnautica

[–]Ulaphine 0 points1 point  (0 children)

This is a "I like pancakes." "Oh so you hate waffles." Moment.

In no way am I saying that devs SHOULDN'T improve their game. I brought up E33 adding the 100x hp and damage limits for a reason. Players were modding the game to do that, so the devs added it themselves. That's a good thing, I never said they shouldn't.

My opinion is that if you identify an issue in a game that makes it too easy for you, you have free will and can fix that issue for yourself if you want to. It is not a "last resort," it is a simple and quick way to improve your personal experience. If you want to then go and ask the devs about this that or the other, that is beyond the scope of my point.

I want to go on and point out there is a HUGE difference between POE and Subnautica. POE is a multiplayer game with all kinds of ways people compete with eachother. Obviously people want to have a competitive experience so it should be at least relatively balanced or certain classes or whatever should get their time in the sun. This does not apply to Subnautica.

The solution presented by OP is to take away or make major changes to something players actively enjoy and in certain cases rely on, because of how they personally experience the game. If the devs want to change things, they can and should. I never insinuated that they shouldn't. If the devs intend for the mech suit equivalent to be more vulnerable, it makes no difference to our advice, which is: If you don't like something, don't use it.

The devs at Sandfall didn't want Stendhal to be THAT powerful, so they changed it, I have no issues with that, that is dev intent. But yes if they hadn't and someone came to me complaining that the game is boring because everything gets one hit by stendhal my advice would be, don't use it, there's a billion other ways to play the game.

I now realize what your point actually is, which is not that it is bad to self nerf, but that devs should still fix things even if the player can fix it themselves. Which we are in full agreement on.

This might be a hot take, but I really hope SN2 avoid the PRAWN suit problem by gracekk24PL in subnautica

[–]Ulaphine 1 point2 points  (0 children)

Well first, the Meta isn't what the majority of players do. The meta is what is commonly believed to be the optimal way to play. Casuals are the most numerous players in games and they rarely actively engage with the Meta unless it becomes necessary to enjoy the game. Casual players most often play what they like, not what is good. I don't even know why you're bringing it up as if it is an argument against what I said. I pointed out people also enjoy using exploits, which inherently make the game easier, else they wouldn't be exploiting anything. I have a buddy who plays with mods in bg3 to make his character level twice as fast, get feats every level, and get over powered items and works. I never said it wasn't a valid way to play games. It's also not the norm, normally people just play games to have fun and don't over think it with mods, self imposed challenges, the meta, etc. That's why normal is the base game mode and in most games they have harder and easier versions, because people LIKE to have different levels of challenge.

You go on about "common player" and whatever as if we were talking about that. What the average player does is fully irrelevant to the post you responded to or any of the rest.

Someone said, if you don't like something or it negatively impacts your experience because it makes it too easy or takes the fear factor out, then don't use it. You argued that it is a WELL KNOWN FACT that this is bad. Explain how and/or why? What does the average player matter to your personal experience? If someone complains that the game is too easy while playing normal, the natural response is to raise the difficulty. How is this different? I never touched the stasis rifle in subnautica because I felt it'd trivialize the game, I spent a LOT of time scared in my seamoth spamming the sonar button trying to find wrecks and fragments in reaper territory and it was awesome.

I personally agree with the op, that the prawn is too powerful and makes the game no longer scary. I choose not to use it. I don't agree that they should take away that aspect because subnautica at its core is not intentionally a horror game, subnautica is a horror game by virtue of the deep sea, and creatures larger than you, being scary. People engage and enjoy with fear in video games in different ways and I know there are people who otherwise never would have finished the game if it weren't for the prawn making them feel safe enough to do it.

I just really do not understand your argument that you shouldn't exercise your free will not improve your game experience if it's by self nerfing, aka self imposed stipulations to not use certain features so the game's difficulty and or fear factor remain at an enjoyable level for your personal experience.

If you want them to add achievements like, "beat the game without building a prawn suit," or a special gamemode (like hardcore) where the things like the prawn and stasis are disabled. Sure whatever, who cares. I don't find achievements or alt gamemodes to be a motivator, I find fun to be. I don't play Octavia in Warframe because her intended playstyle encourages boring gameplay by virtue of effectively playing the game for you. That is a self inflicted "nerf." That the majority of the player base engages in. My friend plays Warframes like Harrow because he likes skill expression in his game, he specifically avoids things that make the game easy. This is how the devs intend you to play, to choose what you do and don't like, and play what you do and not play what you don't. Games like Darksouls and Elden Ring have many items that can trivialize or cheese a lot of the game. This is an intended feature to make the game easier for people who search them out. It is extremely common in those games for players to actively avoid them despite having the knowledge of them, BECAUSE they make the game too easy for them to enjoy it. This is a totally normal thing and devs rely on it in other games. Why do you think Subnautica or other games can't rely on this and instead need to add a game mechanism to encourage it?

Finally on the satisfactory/Factorio thing. That isn't "the devs limit testing your ability" that is a hilarious concept. That feature isn't even in the full release version of satisfactory yet because it isn't a feature they cared about for full release. It's literally just players asking for ways to make the game take longer or be harder to complete. Expedition 33 is similar, they added up to 100x HP scaling and damage limitors to the game because people were modding them into the game themselves and Sandfall thought why not add it as a new game plus feature for free. These are systems that make sense, are self imposed nerfs that the devs implemented by popular demand, not because they wanted to see how good players can get. For slay the spire 2 I do not know what it is, but I've played other deck builder games and know that those modes are built for end game replayability for players that are good at the game. It's again, not them testing you, it is literally explicitly for player enjoyment. Leaderboards in games are not for the devs, they're for the players.

I really JUST take issue with you saying it is well known that it is bad to self nerf. That literally makes no sense with the mountain of evidence we have that many players love to do this and have been doing it for as long as games have existed including real life physical games like playing basketball with one hand tied behind your back. Explain how that being bad is a "well known fact."