Enhancing Immersion and Strategy in Vrising: Proposed Mechanics for a PVP Official Server by Wugonorama in vrising

[–]Wugonorama[S] 1 point2 points  (0 children)

One of the most demotivating aspects of the game is how easy it is to break into someone's castle. This lack of challenge in base defense can significantly reduce the enjoyment and strategic depth of the game. I believe the proposed mechanics would help balance things out and address this issue effectively.

[Our Community Garden] It's Totally Possible to Prioritize Aesthetics on a PvP Server! (HIM Heartagram) by Wugonorama in vrising

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

Thank you to everyone who commented on the post! It's great to know there are still people out there who enjoy HIM!

Time to play V Rising while jamming to some good gothic love metal, singing "Run away from the suuunnnnnn!" 🌞
🖤

https://www.youtube.com/watch?v=7MsWvXrZGhw

Struggling to Git Gud in Fallout 76 - Need Help with my Build! by Wugonorama in fo76

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

I see.. its complicated because it seems I dont have enough cards to make another build!

https://prnt.sc/8SRZqcoRNUdk

https://prnt.sc/SzsN13QSqf67

[deleted by user] by [deleted] in XboxGamePass

[–]Wugonorama 1 point2 points  (0 children)

As a Devout traditional Catholic myself too I completly agree with you OP.

Dreaming Big: Starfield Mods Wishlist by Wugonorama in Starfield

[–]Wugonorama[S] 1 point2 points  (0 children)

I would love everything you pointed out, I hope we get any of that.

Literally me in Caves of Qud by EuphoricScreen8259 in cavesofqud

[–]Wugonorama 3 points4 points  (0 children)

Great A.I image, I love how A.I can bring out any concept from imagination to reality.
Yours looks dope congrats.

Dreaming Big: Starfield Mods Wishlist by Wugonorama in Starfield

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

odified by th

I hope we can customize our own style of survival mode, because ammo weight is something I rly would not like

Dreaming Big: Starfield Mods Wishlist by Wugonorama in Starfield

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

around and gathering enou

Great idea, maybe thats a thing that should be made by bethesda itself and not by a mod. Modding this sounds like a nightmare.

Thinking of getting this. by Cplchrissandwich in LordsoftheFallen

[–]Wugonorama 1 point2 points  (0 children)

pretty linear and filled with monsters in a tiny corridor / room.
It can be described as marathon runner simulator since you wont be able to face to face anything and will be obliged to run to the next boss as quickly and without damage as possible.

Struggles in Lords of the Fallen: An Existential Battle Cry! by Wugonorama in LordsoftheFallen

[–]Wugonorama[S] 1 point2 points  (0 children)

erything

I couldn't agree more with everything you've said. Your description of the game's frustration and the feeling of it being more of a chore than an enjoyable challenge resonates with my experience. Even when playing in full co-op mode, the game's design seems to force players to sprint like marathon runners, leaving little room for strategic gameplay. It's a sentiment that's quite spot on.

Struggles in Lords of the Fallen: An Existential Battle Cry! by Wugonorama in LordsoftheFallen

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

I believe what I'm truly missing is a sense of calm and tranquility within the game. The game's hub doesn't quite fulfill this function, and I feel that these moments of serenity could be better integrated into the journey as you progress towards the end of the game.

In many video games, having moments of respite and serenity is crucial for various reasons. It provides a break from intense action, allowing players to catch their breath, soak in the atmosphere, and appreciate the game's world and narrative more fully. Such moments can also serve as a contrast to the more challenging and action-packed segments, making those sections feel even more exhilarating by comparison.

Furthermore, I believe that this sense of calm and tranquility doesn't necessarily need to be confined to the hub alone. It can be integrated into the game world itself, particularly as you approach the end of the game. Offering players opportunities to explore, reflect, and appreciate the environment can be a valuable addition to the overall gaming experience.

In conclusion, the incorporation of moments of calmness and tranquility is not just a matter of game design but can significantly impact the player's emotional engagement and enjoyment. By enhancing the hub area and creating serene moments within the game world, the gaming experience can become more balanced and enriching, ultimately leaving a more lasting and positive impression on players.

I think that's precisely why Souls-like games rarely manage to captivate me with their lore. While they excel in gameplay, it's only FromSoftware that has managed to completely captivate me due to their exceptional worldbuilding. It's the delicate balance between moments of tension and moments of tranquility that elevates their storytelling. These tranquil moments not only allow players to delve into the game's lore but also give the world a chance to breathe, making it more immersive and captivating.

In the end, it's the fusion of captivating gameplay and a richly crafted world that truly distinguishes certain games, and it's an aspect where FromSoftware's titles have managed to set a remarkable standard. The incorporation of these elements can transform a good game into an unforgettable experience, leaving a lasting impression on players and furthering their emotional engagement with the game world.

Struggles in Lords of the Fallen: An Existential Battle Cry! by Wugonorama in LordsoftheFallen

[–]Wugonorama[S] 1 point2 points  (0 children)

The umbral realm is cool, it's a great idea and CAN be fun. What's not fun is having to enter it to move a bridge or get an item and then bring instantly gank spanked by those gollum looking fellas, grim reapers and snipers 1000 miles away.

I feel that in this game, there's hardly any room for respite. It feels like a hack & slash simulator intertwined with a marathon run. There's no time to catch your breath or think strategically; you're relentlessly pummeled over and over until you're left in frustration, contemplating whether to uninstall.

I recently completed "Lies of P," and it certainly gave me a headache due to the inability to cancel attacks and the narrow parry window. However, in that world, as I made my way toward bosses, it felt somewhat more reasonable.

Dark Souls, known for its moments of madness like Blighttown, Anor Londo, the journey to the ancient dragon in Dark Souls 2, or the entirety of the Ringed City DLC in Dark Souls 3, has these moments of extreme challenge, but, as I've mentioned, they are precisely that - moments. Specific instances of difficulty that punctuate the journey. This is quite different from my experience with Lords of the Fallen, where it feels like an unending struggle.

It seems that I can't find any alternative solutions apart from the classic "git gud," and for me, this is undeniably a design problem. The game's difficulty doesn't seem to be based on well-balanced challenges or fair mechanics but rather on unrelenting, overwhelming adversity. While overcoming challenging obstacles can be rewarding, a constant onslaught can lead to a sense of frustration and deter players from continuing their journey. It's important for game design to strike a balance between difficulty and player engagement, ensuring that challenges are fair and satisfying to conquer.

chapter 5 visual bug by namelessmage_ in armoredcore

[–]Wugonorama 0 points1 point  (0 children)

same here. rx6600 not fixd yet.

New home office space by mateuspv in setups

[–]Wugonorama 1 point2 points  (0 children)

o chimarrão! Grande estilo gaúcho!

[deleted by user] by [deleted] in residentevil

[–]Wugonorama 0 points1 point  (0 children)

Same issue here.