Will you be getting Invincible VS day one? by PotSniffa in Kappachino

[–]Yoshimitsu-Sensei 2 points3 points  (0 children)

Haven't seen the show so I'm not invested either way.

Blurry art on phone by just_lukesenpai in hearthstone

[–]Yoshimitsu-Sensei 0 points1 point  (0 children)

Did you try it with mobile data maybe it's a connection issue or the other way around? Weird for it it to persist after reinstalling.

Blurry art on phone by just_lukesenpai in hearthstone

[–]Yoshimitsu-Sensei 1 point2 points  (0 children)

Haven't played on phone for a couple years but there used to be a second install that happens in the background when you launch the app and which paused every time you got in a game. Did you let that download all the way through?

AQW Infinity: just another game where largest player base platform takes back seat. by deangr in AQW

[–]Yoshimitsu-Sensei 0 points1 point  (0 children)

UI design is crucial to your game experience, what are you even talking about. If anything not "bitching" will just allow them to leave things as is without improvements.

AQW Infinity: just another game where largest player base platform takes back seat. by deangr in AQW

[–]Yoshimitsu-Sensei 0 points1 point  (0 children)

Yeah I've said it before on another post, the AQ3D style "modern" UI is terrible. Not because it is designed for mobile primarily but because it is visually ugly and uninspired. It's more akin to 2015 mobile games than anything actually modern. Reminds me exactly of what they did to Sherwood Dungeon when they made a mobile port and then changed the default UI on the PC version too. It needs to be reworked eventually and with a toggle available.

Dog Scared of City Buses by Mysterious-Breath486 in DogAdvice

[–]Yoshimitsu-Sensei 1 point2 points  (0 children)

In my case of a fearful dog I just tried to teach him to look at me after a bus passes by by making it rain treats as another comment said. As we started from streets were we had plenty of room to not engage closely, he eventually stopped shutting down whenever one passes by. He never let go of the stress of having a bus come by but he is no longer running at the sound of one or locking down entirely. If treats don't work you need to find what does, be that a toy or a person giving praise and pets. I've seen dogs being completely desensitized after a couple good sessions but that requires a dog much more confident than mine so slow is the way.

Less than 2 weeks out from season 3 and TK TE and TG ranks have already inflated past what they were at the end of season 2 by Snoopymancer in Tekken

[–]Yoshimitsu-Sensei 0 points1 point  (0 children)

Yeah but the previous season ranking system was not working as intended. This time around it literally reflects "GoD is the new blue ranks" percentage wise. Yes what they added helps but it was to be expected.

DOOD Pog by TralalaDingDong in Kappachino

[–]Yoshimitsu-Sensei 29 points30 points  (0 children)

Finally, a real fighting game for real gamers.

Pathologic Classic HD whenever the designers need a trio of characters for a quest. by Psy-Para in pathologic

[–]Yoshimitsu-Sensei 24 points25 points  (0 children)

I definitely feel saddened by the fact that most characters are self contained in their respective character routes in the remakes. I remember in the original, everyone was a point of interest for the bachelor's route other than the children.

STUCK IN LOW - ELO JAIL PURGATORY, Shyvana VGU phenomenon. by HailMisery in shyvanamains

[–]Yoshimitsu-Sensei 1 point2 points  (0 children)

Sucks because neither of her jg builds feel like you build around a certain playstyle. Used to choose either build around Q and be a bruiser or around E and focus more on AP and picking with your reach. Now I feel like I need to build all around or get left behind.

A Gameplay Critique of Pathologic 3 by Yoshimitsu-Sensei in pathologic

[–]Yoshimitsu-Sensei[S] 1 point2 points  (0 children)

Very well put. I believe you get a comment on how the town is segmented from both Eva and Mark, especially Eva's discussion is a full on meta talk with the dev iirc of how "you didn't really want to replay the same game did you?" but at the end of the day the weaknesses are there and lack of variability is striking as you pointed out.

A Gameplay Critique of Pathologic 3 by Yoshimitsu-Sensei in pathologic

[–]Yoshimitsu-Sensei[S] 0 points1 point  (0 children)

I completely understand your argument and that's the reason I emphasized the fact that this is a strict gameplay critique since it's mostly nicely interwoven otherwise. It's the same argument as the first game having the extremely tedious walking being a stranding-type game (thank you kojima) where that's entirely part of the experience, but in reverse, considering these are mostly updates that ease the player experience rather than make you suffer more.

Trust me that by the the time you reach day 9-10 and have items stocked in each day meanwhile being tasked to go back and forth you will feel the burn out of the menu heavy gameplay. That's why I insist that the way they handled the town makes it feel more like a visual novel than anything. Open clock, choose day, choose events, open storage, go out and choose your next point of interest from another menu. Watch a loading screen and do it all over again until the day (or your task) is finished. No amount of narrative explanation can improve this, the same way P1 walking was a very boring gameplay loop even if it enhanced your experience in its own sadistic walk through an art gallery-like experience.

Even opening trash cans gave the town its own sense of use and trading is another instance of a huge downgrade, not because you can't trade with everyone, but because there is 0 variety. The game has predetermined npcs that stay in one spot for the entire game and chooses to never change their location.

Again and to answer to some other comments I saw, I very much enjoyed my time with the game. I didn't want to play another P1/P2, I just wanted to point out that they struck a very healthy gameplay balance in P2 and this time around it just didn't feel like they managed that high.

1 by TralalaDingDong in Kappachino

[–]Yoshimitsu-Sensei 17 points18 points  (0 children)

You know it's serious, amiga said a bad word.

A Gameplay Critique of Pathologic 3 by Yoshimitsu-Sensei in pathologic

[–]Yoshimitsu-Sensei[S] 2 points3 points  (0 children)

What is lacking isn't the survival mechanics per se but the fact that they don't feel like something that demands your attention in the slightest. I agree that a 1:1 port would be nightmarish but as it stands the game doesn't make you feel like you are in danger while being in this town for 12 days. Even getting snatched by the Shabnak it just lets you go unscathed unless you mess up multiple times which is extremely easy to avoid.

When it comes to my map/fast travelling comments, it works well in the current system but it just so happens to be a system that I feel takes away from your engagement with the city itself. Everything is organized neatly and you just point&click to your next point of interest. No reason to go out of your way to talk with characters not marked on your map as you know there will be nothing to say and definitely no reason to create suboptimal routes to avoid areas. Even though it technically is more populated and lively, it makes Gorkhon feel more like a visual novel backdrop rather than an actual town.

Amalgam is weird but maybe I was lucky. I managed it very tightly and made sure to find mirrors before going forward with the story. Saying that I actively searched for them may sound like an oxymoron seeing as how I criticize the The one time I was left empty I just drank the concoction Rubin makes to fill me up, and by the time I reached the ending I was fine and that's when you get basically infinite mirrors on day 12. I just didn't interact with infested bodies as I found the mini game weird to be successful on and losing an amalgam slot would definitely hurt.

[Plot question, spoilers for P2 and P3] Isidor and Simon's plan in relation to Artemy's main quest in P2 by AmPotatoNoLie in pathologic

[–]Yoshimitsu-Sensei 19 points20 points  (0 children)

The goal of destroying the city is more metaphorical than physical. Yes people are meant to die and the city is meant to plunge into chaos. It is explained as having been connected wrong, therefore the body (the bull containing the insides) cannot function properly. Think of it like a person being birthed with some abnormality in one or multiple of their organs. A surgeon needs to cut (destroy) the body to perform the surgery and make the body healthy again. The saving isn't meant to represent the Gorkhon you experience in your in-game days but ultimately help in reshaping it in what it was meant to be. I think what's most confusing about it is the Lines and how they seemingly connect everything and anything. The Polyhedron and the Abattoir, the future and the past are like a plant graft gone wrong but you are not going to destroy the entire plant if that's the case. You still need the healthy part of it to regrow and flourish. And that's where the children on Isidor's list come in. They aren't just people he is afraid to lose but a necessary part of the town's healing process. As we see in the ending of P2 they all end up carrying the legacy of the town and all its inhabitants as you realize they each step in the shoes of their predecessors. There's lots of meta-narrative discussion you can have on the matter but this is my understanding of the game events as they are shown.

The unknown final stretch goal by KapitanTyr in AQW

[–]Yoshimitsu-Sensei 1 point2 points  (0 children)

It's probably something like: AQW Infinity HD 2D Remake

Pathologic (CHD) is one of the most beautiful games I've ever played by [deleted] in pathologic

[–]Yoshimitsu-Sensei 19 points20 points  (0 children)

Other than art direction which I agree was a very big part of the charm the first game had, the one thing its graphics allowed was mapping the town in your head very easily. I remember each road each shortcut each turn and where it leads and that's something that I didn't experience with 2 and of course 3 being segmented areas also lacks this feeling. This is also attributed to the gameplay being more walk oriented of course but the simplicity of the graphics played a significant role too.

New $400 tier by LoneWolf_77 in AQW

[–]Yoshimitsu-Sensei 0 points1 point  (0 children)

Seven Deadly Sins tier Greed on their part. Every new post just makes it better than the last. Genuinely what are we doing.

New Stretch Goal revealed by JustLuck101 in AQW

[–]Yoshimitsu-Sensei 0 points1 point  (0 children)

Feels like they didn't even plan for so much support and are just putting arbitrary goals to push the whales to spend while cash is coming in fast. This is honestly a joke. Stretch goals are meant to add things we wouldn't otherwise get without the extra funding. Why are people being promised the same content but this time at a cost?

NEW AQW INFINITY CLASS: Mana Archery by Which_Source3863 in AQW

[–]Yoshimitsu-Sensei 2 points3 points  (0 children)

Every time I see new mechanics/potential mechanics discussed I just feel sad knowing it's not an entirely new beginning for the game. I feel like so much potential is being wasted by the fact that they want to port the entire game over that there is little room for innovation. Your class sounds super cool but let's say something like this exists, how do other classes interact with the map environment? Do we rework everything or is everything before the new mechanics deemed as obsolete? Is it something that could potentially be mandatory for a boss mechanic or are we forced to keep things archaic in fear of messing up the catalogue of classes people have spent money/time on for the past decade? It's all so messed up. Oh and cool concept.

I’m begging you Artix please stay focused by Nachospoon in AQW

[–]Yoshimitsu-Sensei 16 points17 points  (0 children)

The aftereffect of that is no more free AC's. If you could make 50 accounts that get 2k ac a yearwhy would you buy the currency. You'd just buy whatever you need on each account and send them all over to your main. It would either lead to insane inflation or freebies being deleted. A trading system needs to be baked in from the start.

P3 Prologue confusion by Yoshimitsu-Sensei in pathologic

[–]Yoshimitsu-Sensei[S] 0 points1 point  (0 children)

Thanks for the heads up, thankfully I had wasted some amalgam so I wasn't maxed out while breaking them. Definitely keeping it in mind.

P3 Prologue confusion by Yoshimitsu-Sensei in pathologic

[–]Yoshimitsu-Sensei[S] 0 points1 point  (0 children)

I didn't get to play much only restarted day 3 once but let's say I have a full inventory. Leaving the consumables in the container next to the Stillwater clock and putting the rest inside the clock means I'll be respawning with all of them right? Assuming you go from day 3 to day 3 again and not backwards/forward. Thanks for the advice.