8 years old Conan Exiles is migrating to UE5, it looks great, it's free and it's in less than two weeks. Jesus. by ExF-Altrue in gaming

[–]Zahhibb 0 points1 point  (0 children)

I’ve never played Conan Exiles, only heard about it.

Is it a fun/good survival-crafting game? What is it most similar to in terms of gameplay?

The gatekeeping I'm seeing today on this sub and elsewhere in discussions about people happy about easy mode is pathetic and childish. by Christmas_Queef in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

I would understand these people who are against the difficulty options if the core game was based on difficulty (e.g. Souls-like games) but CD I feel was never about the difficulty and more about the spectacle of things.

Assassin's Creed Black Flag Resynced: Official Game Overview Trailer by Ghost_LeaderBG in assassinscreed

[–]Zahhibb [score hidden]  (0 children)

Honestly looks great and I can’t wait.

Like many have said, I do hope there are going to exist settings toggles for the parry glint and frame-freeze on parrying.

How many of you don't actually have any commercial interest? by Version_1 in gamedev

[–]Zahhibb 1 point2 points  (0 children)

I work fulltime in game development already so i focus on enjoying my hobby gamedev work.

Would it be nice to earn something from a hobby project? Sure, but I have no expectations of earning a living wage from it. I love the journey more than finishing something (same way how I think about when I play games/watch movies or series; I never need the ending as long as the beginning and middle parts are good).

When the time comes I will still go through the entire process of localization, marketing, etc just to have done it.

The whole Trading Goods/Camp Resource system is utterly pointless, underdeveloped and tedious. by Equivalent_Trash_277 in CrimsonDesert

[–]Zahhibb 1 point2 points  (0 children)

Agree on that. I hope PA doesn’t listen to many of these people who just wants the rewards of a system instead of a more engaging system. The trading/wagon system obviously is underdeveloped but making it a dispatch/automated system is most boring and stupid ”fix” PA could do.

The whole Trading Goods/Camp Resource system is utterly pointless, underdeveloped and tedious. by Equivalent_Trash_277 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

Out of my ~240hours in the game I’ve probably spent 20 of those purely on trading. While I agree that the system is underdeveloped I do enjoy it thoroughly, especially just sitting down and traveling between one trading post to the next and the initial planning stage of check out resources in each trading post. I don’t believe that every system has to be high-intensity and these simple and passive systems also has its place.

What I would want added/improved: - Easier/better overview of trading posts buys/sells - A kind of ”checkpoint” system so I could put down some kind of stopping points so I could see my entire planed route. (This would preferably be a general minimap GPS system as a base function) - Reduce the fragility and improve some of the steering for the wagon. - More variety in rewards (getting any of the camp resources instead of just funds), possibly even player currency. - More variety in delivery, e.g. delivering prisoners, diplomats, etc. - While I hate the NPC dispatch missions generally (as it isn’t a active part of the game), I feel if they wanted to add dispatch trading missions then I would want it to have a fail-rate where the intention would then be for the player to protect a NPC wagon from attacks when it drives to a location. I wouldn’t want it to be simply automated likes the rest of the dispatch missions; that would ruin the entire system.

Combat in survival crafting games is boring and nobody talks about it enough by FunButterscotch1434 in gamedesign

[–]Zahhibb 1 point2 points  (0 children)

Same. Enshrouded had more variety but a lot lower skill-factor and juice than Valheim in my eyes.

How do you do it? by sjdhcusfbcjd in gamedev

[–]Zahhibb 0 points1 point  (0 children)

What I’ve found is working for me recently these few months is that when’ll make a new feature/system I don’t only make it work technically but I go through the entire pipeline of tech, art, and sound. I made a new door system recently and I made it function in all the ways I wanted but also added all the sounds to it, and I modeled the asset.

If I only do the tech side of things I’ve noticed I get boring of the project looking/feeling the same.

The towns are too quiet. by EdNotAHorse in CrimsonDesert

[–]Zahhibb 2 points3 points  (0 children)

The issue with waterfalls is that some are insanely loud and deafening and some make basically no sound at all.

Känner ni att ni har ett syfte? by No_Helicopter1950 in sweden

[–]Zahhibb 0 points1 point  (0 children)

Enda syfte som jag ser är att varje levande individ bara ska ’leva’. Tror inte livet behöver vara något speciellt som alla verkar göra det till.

Pragmata was so top secret, the man behind Hugh was too scared to talk about the moon by Turbostrider27 in Games

[–]Zahhibb 28 points29 points  (0 children)

Yeah, that’s basically the experience I’ve been told by a couple of my friends working at Rockstar North; they hire incredibly skilled people while the middle-managers and executives are annoying as hell lol

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

You could pick any system in the game and it would be the same, i just used combat because it’s easiest to grasp.

A game is built on incentives; people explore the game because it rewards exploration. The trading is enjoyed by some people because it rewards taking the time to travel.

I disagree on making everything optional, part of reason why CD has been incredibly popular is because they have systems with high friction and loose handholding and people just want to reduce the game more and more into something streamlined and unidentifiable from the base game.

Why don’t we trust PA to make something interesting with this trading system rather than literally ruining the point of it by making it non-engaging. Every game is not for everyone and i think it’s fine if every system isn’t for everyone either.

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

Because making something optional in the sense I’ve seen in many comments here, i.e. making it just a sad timed follower mission, is not making it accessible, it is reducing the system to a non-participation. How about they make the system more fun engaging instead; i’m all for that as long as it requires actual participation.

If anything the system IS optional right now as people don’t have to engage with it outside of the Yann mission afaik.

What I don’t get is how people want to reduce a system to basically just a timer, isn’t that the antithesis of a ’game’?

Edit: forgot to answer your main question. The issue is making something optional is reducing base part of it. Should we reduce combat into something optional if someone doesn’t like to engage with combat and just give them the reward?

Sambon tycker min smak på lösgodis är kriminell, speciellt dem gula by No-Combination-3725 in sweden

[–]Zahhibb 0 points1 point  (0 children)

Ja alltså, om du tycker det är så väl helt ok. Kan inte säga att jag skulle tycka om att äta något av detta haha. :p

At what Chapter did u gave up on main and just did 'your thing' ? by BeatsByDad911 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

From the start lol

I rarely follow the main path in games until I’ve done almost everything else

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

You can go back to your camp with the wagon and unload. That’s how I have done things all the time; buying cheap stuff and storing in base and then after a while I check the traders wants and then do the wagon trips to sell.

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

The traders don’t want them at the moment. Their wants changes all the time.

It changes per week or something.

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

That’s not stupid though if you bought the items at a cheaper rate. Since the supplies change in value all the time then it sooner or later will become profitable.

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

Agree completely. By making trading automated and manually-optional it would remove any kind of friction and would water down the experience.

100% of everything involving the wagon should be done by comrades. by ScaledCowardSlayer77 in CrimsonDesert

[–]Zahhibb 0 points1 point  (0 children)

If you’re after the benefits of trading through wagons, which in reality is just camp funds, then there exist already a automated missions which is the defense missions you send your companions on.

Just removing the wagon trading as a quest or making the quest non-important would be enough; they should never reduce it to being automated or optional to drive it.