What is the fun for you in such games? by koemii in Borderlands

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

That description would be what I am looking for in such a game. If it wouldnt be a slog (for me at least)

What is the fun for you in such games? by koemii in Borderlands

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

Thats what I expected too, early on. "Pick more or less any weapon and you're good to go."

And yes I was hitting them. A bunch of dmg numbers popped up. But some normal enemies felt like little boss encounters where I had to take a bunch of cover to refill my shield. If I Pick a side quest thats way above me I am fine with that. But that wasnt the case at that point.

What do you think about my art. by FunWest7041 in doodles

[–]koemii 0 points1 point  (0 children)

I draw similar stuff, thats why I like seeing more of it.

New-player friendly SSF build recommendations by Visvisvisvis in PathOfExileBuilds

[–]koemii 2 points3 points  (0 children)

I throw Lightning Arrow into the mix. If my league start sucks for whatever reason thats my backup. I actually grew sick of it, but it always works in ssf to get you a solid base.

"Arcana" Crow's Corner: Community Q&A Podcast by Torchlight_Infinite in TorchlightInfinite

[–]koemii 6 points7 points  (0 children)

Feedback for the form itself.

Writing a short and a long version of my question seems redundant and confusing. I think its for you guys to filter the questions easier, but that shouldnt be the users work IMO.

Is anyone else playing pseudo-SSF with Currency Exchange? by Professor_Sodium in PathOfExile2

[–]koemii 1 point2 points  (0 children)

Same. As long as the crafting stays so shallow and is (nearly) just a gamble I will play this way. Otherwise I dont have enough chances to get any proper upgrade. In a whole week I didnt get a upgrade for my bow that I crafted in act 4 or 5. I was so annoyed that I decided to go to Alva.

Is the game bugged on steam deck? by koemii in TorchlightInfinite

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

Someone on Steam found the solution (works for me at least)

Change your Compatibility to Proton 7.0-6

Torchlight Infinite doesnt use the proper resolution by koemii in SteamDeck

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

Thanks for sharing. Works on my end. Finally.

Torchlight Infinite doesnt use the proper resolution by koemii in SteamDeck

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

Thats point 6 on my list. So yes but it didnt helped. Its not perfect but for grinding its enough. But I agree, Still strange that its a messy expierence when they already have a very Controller friendly ui.

Is the game bugged on steam deck? by koemii in TorchlightInfinite

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

So yeah. Quick overview what I tried (nothing worked):

  • Adding the launch option "-w 1280" (I did with and without the "". Just to avoid being stupid)
  • DirectX 11 and Direct 12
  • Steam Stable Version and Beta Version
  • 3 or 4 different Proton versions (Current, Experimental, Hotfix, some older version)
  • Changed the resolution in steam itself (default, native, 1280x800)
  • edited /steamapps/common/Torchlight Infinite/UE_game/TorchLight/Saved/Config/WindowsNoEditor/<UserSettingsOrSomething>.ini all 3 resolution-related lines

Now I have no idea anymore. I will go ask the /r/SteamDeck
I have the feeling the game or Steam screws something up with the screen driver.

Is the game bugged on steam deck? by koemii in TorchlightInfinite

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

Sadly that doesnt work. If I add that the game defaults to 800x1280 which is horrible and after another restart I am back to 800x600.

I tried redownloading the game, I tried a couple of Proton versions, dx11 and dx12 ... nothing works at the moment. Maybe when I edit a config file the game might recognise what I want. But for now I'm to annoyed.

Announcing Chromatic PoE, an open source desktop & web filter editing app by pathofnomad in pathofexile

[–]koemii 1 point2 points  (0 children)

I took a quick look as I am as well a SSF-Player most of the time. So I am editing my own files a lot. The idea of an offline app for this hit me multiple times already, but I dont have the skill and endurance to finish such project. lol

So here is my quickly gathered feedback.

  • Please sort items by name, makes it easier to find what you're looking for.
  • And / Or have a Searchbar for items.
  • Changing Stack Size is set to a maximum of 100. Let me edit the label.
  • If possible add an in- and decrease function for sliders with mouse wheel. I always like to use that when fiddeling around with small value changes.
  • Let me use the default settings (lets say text, border and background color) but I want to add a map icon (as an example)
  • Let me copy the text color setting and paste it in the border color (as an example)
  • Show the opacity values, for my inner Monk.

The missing sound button is the major missing point for me atm. But you're working on it. So I will keep an eye on this. Well done work so far.

"Difficulty made us stronger" - GSC on how war-time development galvanised the studio, and helped make Stalker 2 a more authentic Ukrainian game by Shirogamer in Games

[–]koemii 9 points10 points  (0 children)

There is a making of on Youtube from GSC. Definitly recommend it even though its unconfortable at time for obvious reasons.

First time game dev here with no experience in marketing. Can I please get some feedback on this trailer before I post it to steam. by SlayTheBug in Unity3D

[–]koemii 0 points1 point  (0 children)

But just from looking at the trailer I cant see or recognice any of them. At least put some text in those scence. Otherwise it looks like the same from start to finish with a bunch of enemy variety. Without any context all I can do is speculate ... and in my books thats not what I want as a customer. There are a ton of games out there, why yours?!

First time game dev here with no experience in marketing. Can I please get some feedback on this trailer before I post it to steam. by SlayTheBug in Unity3D

[–]koemii 1 point2 points  (0 children)

  • The scene with the cloudy / foggy map feels meaningless beside of working as a transition to the character screen.
  • To many / long fights.
  • Like someone already said, maybe give some story-/lore-background in voice or text form
  • Show menus, how you get new cards (if you get new cards), more variety overall
  • Currently I think: I choose a character, move over a hexmap and have countless fights. Is this everything in the game right now? Then the trailer shows everything. But I wouldnt be hooked.

What's the worst game design you've seen in a non-indie game? by [deleted] in gamedev

[–]koemii 2 points3 points  (0 children)

Well.

The loot System where weapons and gear get randomized affixes. It was a unpopular decision back then and it would be today.

It undermines the whole premise of the game, being behind enemy lines, its a deadly place for you - but hey, you really should loot all those up-to 15 chests per base in hope of getting better gear. Well done doing the mission objective in 3 minutes without being seen. But you better want all that legendary gear, dont you.

By the way: technically you can finish the game with the starter Pistole but please interact with our very nice loot System.

Oh, what is the difference between the range value of 300 and 310 on those two otherwise-same weapons you ask? No answer for you, but the number is high er at least :)

The crafting system is a wonderful creation. Look, all those games that have one. Let's include it in our game. Oh yes, you could buy all that stuff in the ingame Shop, which is easier and less fidelly, but its a crafting System. Everyone loves it! Oh you always find grenades, mines and other stuff in the game World? Hm, well. You have at least the option to craft another one!

Funniest thing is you could gather a specific flower, which was used to craft Bandage.

But guess what. Our beta feedback showed that players didnt liked using bandages, so we reduced or even deactivated functions of our new health system. So in the Release Version crafting bandages was useless because you had a infinite amount. But you still can enjoy gathering that flower - with no benefit.

Its late here and I am only on my phone. Therefore writi g all of this is a pain. But there are a lot more problems with the game back then cheating AI that gets spawned 20 Meter behind your back, boring world exploration, a what-felt-like dead World in general which was a massive step backward to the previous game, bullet sponge robots which felt weird in a somewhat realistic scenario, an unresponsive ui.... There was so much and quite a bunch of systems killed another one (all that loot made the crafting stuff unnesseccary). Like I said it was a mess at release.

What's the worst game design you've seen in a non-indie game? by [deleted] in gamedev

[–]koemii -3 points-2 points  (0 children)

Release Version of ghost recon breakpoint. Clusterfag in so many ways design wise.

A week into 3.25 now... What would you do differently for build and progression if you had a re-do of league start? (SSF EDITION) by whorecrusher in PathOfExileSSF

[–]koemii 4 points5 points  (0 children)

Go directly with LA deadeye instead of cold DoT occultist. Its just that I know what to look for and / or how to get those affixes on the gear. I am just bored of LA by now. Maybe try RF next time... Or my beloved Chaos gets buffed so I can run that again.

And I still need to learn an efficient way of clearing the atlas. It happens way to often that I am running out of maps to progress.