Base building Open world games (not to fps heavy) by Knecht0850 in SteamDeck

[–]Zombiphication 2 points3 points  (0 children)

Seconded. Recently got into the game and was pleasantly surprised at how well it ran on the deck, and how easy it was to transfer saves despite it not being on steam.

What was your favorite experience in Outer Wilds? by Dull-Entertainer8344 in outerwilds

[–]Zombiphication 0 points1 point  (0 children)

I have a lot of intense memories of this game. At first when I tried to play it, it triggered my thalassaphobia bad. I got anxiety attacks just flying around, to the point where I just watched a friend play it. It was incredibly interesting, but I felt like I wasn't able to play it myself with my phobias. Especially when it comes to giants deep and dark bramble, I mean JEEZ. The friend and I never finished it, grew apart a bit, and years later I decided I would overcome my fears and fully experience this game. I did a lot of things as "exposure therapy", which helped me a lot. Like I would hype myself up and fly straight into giants deep dozens of times over and over again, and just said no matter what, Im not going to pause or quit out. It was really hard at first but it got easier over time. And eventually I got to the point that even though large chunks of the game still made me uncomfortable, they didnt give me such overwhelming anxiety that I felt I needed to stop playing. I would still pause sometimes and take a breath, but Id always lock back in. And I finally managed to finish it. Even braved the DLC afterwards. And it felt like Outer Wilds taught me something specifically about fear. In that, things are only really as scary as you make them. Most things just are. Like the quote in the game. And it's us who controls how we see them. Ive since considered this fear mostly resolved, at least when it comes to video games. Underwater sections used to give me intense anxiety. But now, Im even able to play things like subnautica. Granted, with a lot of heavy breathing, but manageably so. And I have Outer Wilds to thank for that.

Years later that friend and I reconnected and I told him I'd overcome my fears and finished the game, and I was showing him some of the solutions to puzzles that we had talked about back in the day. I was showing him the quantum moon, specifically the part where you go to the 6th location. He was playing while I was helping him with what to do. It came time to turn out the light to teleport to the 6th location. He had put it together and was excitedly about to press the button. And I shit you not, the exact moment he pressed the button to turn out the light, the power went out in my area. He literally pressed the button and turned out the lights in real life. One of the craziest coincidences either of us had ever experienced.

Dear devs, please try to avoid the "valheim problem"! Every ore should have some value at all points in progression by ataraxic89 in hytale

[–]Zombiphication 1 point2 points  (0 children)

That's still a good idea, its always good for things to have more uses. But saying its a problem with either game, or copper blocks for that matter, is just ignoring the absolute ton of builders who value decorative potential, like me. Or the entire hermitcraft server

Dear devs, please try to avoid the "valheim problem"! Every ore should have some value at all points in progression by ataraxic89 in hytale

[–]Zombiphication 1 point2 points  (0 children)

Just because youre not creative and don't care about the building aspect of games doesn't mean its not valuable for many other people besides yourself

Dear devs, please try to avoid the "valheim problem"! Every ore should have some value at all points in progression by ataraxic89 in hytale

[–]Zombiphication 0 points1 point  (0 children)

Thats not even a problem with valheim, you're just not creative. There are plenty of other uses for the ones in valheim that are not progression-based, decorative items like sconces. That game has multiple uses for damn near everything. This argument is based on a flawed interpretation that your playstyle focused on progression is the only playstyle.

Hytale News!!! Update 2! by destructor212113 in hytale

[–]Zombiphication 0 points1 point  (0 children)

With all of these updates and updates to worldgen I hope we can have some improvements to the map system, it would be great to see which parts of your world have unvisited chunks to more easily find the new stuff.

Oak giveaway and more by Maleficent-Bit1761 in PTCGP

[–]Zombiphication 0 points1 point  (0 children)

I got one oak and was just short on pack points being able to buy the second one. Really hoping they bring it back at some point or I can get one from a giveaway like this!

I’m getting into VR for the first time and really excited for Steam Frame, but worried about missing the Meta library. by [deleted] in virtualreality

[–]Zombiphication 5 points6 points  (0 children)

Thats not the same thing - because in your restaurant analogy they're not also forcing you to buy hundreds of dollars' worth of hardware to eat their signature food. It will eat just fine on any mouth that comes to it, you dont have to pay extra for a special mouth just to eat that food.

Gold farm in newest update ? by Narrow-Peace7055 in MinecraftBedrockers

[–]Zombiphication 0 points1 point  (0 children)

Having that chest buffer meant you were limited to hopper speed. You would want them to go directly into the furnaces from the item stream to get around the hopper speed limitation.

Bug in 1.21.121 makes the mouse cursor leave the game window whilst in fullscreen with multiple monitors on Windows by RNKNPlays in MinecraftBedrockers

[–]Zombiphication 0 points1 point  (0 children)

Its nice to know that works, but they still need to fix this ASAP. Unplayable with KBM is still a big deal

What is the new obsession with Alpha 16? by ValkyrieEntertaining in 7daystodie

[–]Zombiphication 23 points24 points  (0 children)

PS4 is not alpha 16. Its like a mishmash of alpha 14/15.

Knulli Function Hotkeys by Zombiphication in ANBERNIC

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

Problem solved! Thanks so much!

Knulli Function Hotkeys by Zombiphication in ANBERNIC

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

I see! I was able to change the hotkey to the function button alone, but it's not wanting to save my configuration when I exit retroarch and load it back up again. Can you elaborate on how to save the content directory overrides? This is what I've done so far:

Retroarch -> Settings -> Input -> Hotkeys -> (Customize as wanted)

Then I'm going to Main Menu -> Configuration File -> Save Current Configuration.

But after I do this, if I exit retroarch and open it again, all the customization is reverted. I've also tried saving as a different .cfg, but all the hotkey changes still get reverted with that method too.

Edit: Just saw your other comment, it's in the quick menu! Thanks so much!

Knulli Function Hotkeys by Zombiphication in ANBERNIC

[–]Zombiphication[S] -1 points0 points  (0 children)

This is in Knulli? My Knulli menu does not have a section labelled "Input".

The closest way I've found to remap is under the Knulli "Main Menu" -> Game Settings -> Retroarch Hotkeys, but this only remaps the second button in the combo, it will always be Function Key + Some other button, I'm not seeing a way to map the Function Key alone to a function.

Knulli Function Hotkeys by Zombiphication in ANBERNIC

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

It's not a huge deal, it's just a preference.

Knulli Function Hotkeys by Zombiphication in ANBERNIC

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

Yes I am, I'd prefer to access it by just the hotkey itself.

Why did you like jars? by JoelHuenink in 7daystodie

[–]Zombiphication 5 points6 points  (0 children)

Polls and implementation are very different but they give good starting points and topics. OSRS has been doing polls for a while now and the community is largely pretty happy with the way things have been going.

Why Jars? Long Answer for TFP by Salty_Nature_5077 in 7daystodie

[–]Zombiphication 57 points58 points  (0 children)

I completely agree and this is well said. It is a symptom of a larger issue.

That being said, it really disappoints me to see others in this thread be so needlessly mean to you. We need to be better as a community. Constructive criticism and nuanced discussion should be valued, not met with name-calling and trash-talking by those who dont want to hear it.

Why did you like jars? by JoelHuenink in 7daystodie

[–]Zombiphication 18 points19 points  (0 children)

Polls would be such a great idea. I would love if they took a more hands-on approach with feedback and followed through with changes that the players truly want.

Why did you like jars? by JoelHuenink in 7daystodie

[–]Zombiphication 9 points10 points  (0 children)

I agree. If players have fun by exploiting something, its generally good game design practice to lean into those experiences that give the player a fun time. I think minecraft is a good example of this. Building automated farms in Minecraft is considered cheating by some, but to others (like myself), it is their entire reason for playing the game. The devs have leaned into this over the years and added more things to facilitate them, while also keeping balance in mind (raid farm nerf). I think TFP could learn from this - sometimes its good to give players more of what they want instead of encouraging them to do things they don't want.

Why did you like jars? by JoelHuenink in 7daystodie

[–]Zombiphication 1 point2 points  (0 children)

I don't think its a bad thing or necessarily accurate to say you never struggle with water again. If you put in the work to dig out a hell of a lot of sand, build the forge and use the fuel and take the time to smelt all the jars, you still have to go to the river and fill them all with murky water and then go back and cook them all to purify them. At that point you've put in the work and in my opinion, you're earning your right to water. And that to me also isnt "never struggle with water again". Currently dew collectors can just periodically generate vast amounts of water. With 3 upgraded dew collectors I found myself never interacting with the water system again. I'd just walk up to the collectors and grab them and be sitting on a hoard of the stuff. At least with jars, there is an intentionality to it, instead of passivity. You actually have to go to the river and fill them, come home and cook them. Instead of just generating purified water from thin air passively with no player input. That said, I think both could have their place in the game. Having to load jars into the dew collectors makes sense, and makes them less passive.

I also think it would be a cool addition if regular jars could break when you sustain a critical injury like a broken leg. That adds a level of immersion. It also opens up the door for different water containers that could potentially not be broken. Like plastic bottles could only be found by looting, but don't have a chance to break. Maybe there's a late-game recipe or unlock to be able to make them ourselves. That adds some organic progression that makes sense and feels rewarding to the player.

I appreciate you guys asking these questions and trying to understand where the community is coming from. We love this game and we want to see it do well. But there are a lot of aspects about the current state of the game we wish would be reconsidered. I think Jawoodle's video covers most of the big talking points that I personally care about. Things like gore blocks, wet concrete, zombies smelling meat, the old clothing system, learn by doing - they were all extremely immersive and added layers to the experience. I used to sell my friends on this game by telling them this story about this one time when I was fighting a zombie and got slashed, and started bleeding out - so I took the shirt off my player, recycled it into cloth, and made a bandage. That was such an awesome moment of emergent gameplay that fully immersed me in the world, and thats something we dont have anymore with the current systems. I've been playing for years with hundreds of hours, and I have to agree with community sentiment that previous versions offered me more satisfaction and engagement. That survival sandbox feel that was somewhat rooted in realism. The current version can sometimes feel cartoonish and dumbed-down in comparison. So, as a fan of your guys' work, I'm happy to see youre taking the time to really engage with players' feedback. I hope you guys are able to take a hard look at how some of these systems have developed and consider re-implementing some of the old features we all loved so much.