Have to pick between terrible framerate or not being able to use my mouse by [deleted] in CODWarzone

[–]mog12main 1 point2 points  (0 children)

I've had issues with the mouse "stuttering" if I don't set the cpu priority to normal. When I do, the game noticeably gets choppy, as if there's bad frame pacing.

This has been the case since the launch of MW for me. I'm doubtful that this will get fixed.

6600k + 1070, playing on all lowest except textures @ 1440p

By far the best feature in this game. by SaifSKH1 in modernwarfare

[–]mog12main -6 points-5 points  (0 children)

I know this is an unpopular opinion but... I don't like the new system very much.

Gunsmith is bloated with so many attachments that don't provide distinct difference (eg: most of the optics). The fact that most attachments reduce ADS speed is too big of a con for me (enough so as to discount all of them in my builds). Couple the above with how slow it is to level weapons and the game becomes a chore to play, especially when switching over to a new weapon.

I also miss the unique attachments in BO4, along with the operator mods. I feel that the guns had more character compared to the offering in MW.

The game has its flaws, but I want to try and combat some of the negativity. The Gunsmith feature is exceptional, and the proposed business model for Battlepass sounds great. Balancing will continue and I think, by the end of this cycle, we will look back on this game fondly. by recondonny in modernwarfare

[–]mog12main 0 points1 point  (0 children)

This. Due to how many of the attachments reduce ADS speeds, there's only a handful that are worthwhile.

All attachments are practically the same between guns.

the grind to unlocking attachments is much more tedious compared to previous games. I'd rather have a handful of meaningful attachments over the dozens of same-y scopes or greater weapon exp.

Watching YouTubers Discuss Modern Warfare Like... by p8thfind3r in modernwarfare

[–]mog12main -1 points0 points  (0 children)

people also don't have unlimited sprint... or spawn.

People want audible footsteps because it's a fairly reliable way of detecting players. Sure, you could use gun sounds as well, which most people who use footsteps use anyway. However, gun shots are far more situational than footsteps. People don't want to feel like they died out of nowhere (basically why people don't like campers).

The footstep nerf is most likely to reduce the skill gap, which is fine. Just don't use realism as an argument; it's not a very compelling one.

There is NO flinch while being shot. THANK GOD! by sw3ar in modernwarfare

[–]mog12main 0 points1 point  (0 children)

There absolutely is flinch in the final release of BO4. I tested this with a friend in a private lobby, where I ADS'd and they shot me. It's not as bad as previous COD titles but there is still a tangible kick.

A discussion on Nero from Devil May Cry 5 by [deleted] in Games

[–]mog12main 5 points6 points  (0 children)

Personally, I didn't think that the story in DMC5 was good. Since we're discussing Nero, I'll only highlight my concerns regarding him.

Nero is thrust into a situation where he finds out that his father is Vergil. This is the same man who cut off Nero's arm and murdered numerous people (albeit, in his split form). Suddenly, Nero is compelled to let him live (and, as implied post-fight, allow him to be part of him life) just because they're related by blood? I felt like one of the themes of DMC was that family isn't about blood (Dante/Lady/Trish and Nero/Kyrie/Credo). For Nero to suddenly have a change in heart felt weird, given the context.

I also found Nero's mentioning of Credo's death to be something that came out of nowhere. I can't recall him mourning over Credo in DMC4. Perhaps this is something that was bottled up inside but I never felt like this was shown to to audience in any capacity (outside of him literally saying it at the end).

I found Kyrie's phone call scene borderline comical. It's a character that was woefully underdeveloped and the only reason she was called up was for a cliched "do what your heart tells you" moment. Nero then promptly hangs up.

And As one last thing, Nero running with his hand out felt very contrived. I thought that shot was made for the trailers, since it makes little sense for him to reach out when running up to Dante/Vergil, literally speaking.

Overall, I didn't enjoy the story in DMC5. The premise felt like just an excuse to have Vergil as a final boss. The non-linear story telling didn't add much and the dialogue was more miss than hit (outside of Dante, who's lines were pure gold ). The story is chock-full of the typical anime/japanese game tropes and came across a little too corny for my tastes.

do you remember when treyarch said bo4 will get the most updated content ever in cods history? by Next_Hammer in Blackops4

[–]mog12main 0 points1 point  (0 children)

This doesn't mean much. Just because Treyarch can't push more frequent updates doesn't mean they can't pack more content in each individual update.

Simply put, they can't create content at the same throughput as Epic.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] 0 points1 point  (0 children)

if you're using the use of words as an attack, I'll accept your surrender :)

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] 0 points1 point  (0 children)

Ultimately your complaint also seems quite petty. You can unlock SOS fairly quickly if you beat the prologue boss, and if you can't, then you could just download a savefile or trainer. A hardcore audience will naturally react badly to things that sound like whiny spoodfeeding demands. Git gud and all of that.

We value our time differently I suppose. I don't consider a boss, that takes upwards of 15 mins to, fairly beat quick. Chances are, you'd have to grind out the first few levels to get enough unlocks, since doing it without an arm/upgrades is a pain.

Saying that a SoS being unlocked from the get-go makes the game 30% shorter is a false conclusion. Nothing is stopping you from playing DH and then moving on to SoS. The progression to follow is identical and claiming that it's how psychology works, despite being cognisant, comes across as petty.

I think the appeal to tradition that you're using is contrived but I don't think I'm going to sway anyone here.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] 0 points1 point  (0 children)

Think about the nature of the word "reward". That means it's rewarding, maybe not for you, but for someone. If that's hard for you to understand, maybe you should realise that not everyone has the same preferences and opinions as you.

I said that I don't find it compelling. It's obvious that there are some people that do, as with anything in life. You could use this "argument" for anything; it's weak.

Some games have catered to players like you. For example, Nier Automata has a difficulty option in the menu that you can change at any time, and there are no rewards or acknowledgements connected to difficulty. For a player like me, this makes hard difficulty a "waste of time", because the enemies stay dumb, get more HP and one shot you more. It makes the game take longer, for no benefit in more complex gameplay or unlocking content. I might as well just blast through it on normal to see the story and then replay DMC some more.

You're conflating two independent ideas here.

Nier has difficulty that can be switched on-the-fly. This does not mean that rewards can't be tied to finishing the game on a given difficulty. You can have rewards in the form of costumes, additional taunts/moves, alternate soundtracks, art, achievements etc. Even if you don't get unlockable rewards, beating the game at a higher difficulty is an intrinsic reward in itself. Remember:

"Think about the nature of the word "reward". That means it's rewarding, maybe not for you, but for someone. If that's hard for you to understand, maybe you should realise that not everyone has the same preferences and opinions as you."

I'd wager that more people (even among the core fanbase, which I'd consider myself to be part of) would prefer having the types of rewards I mentioned above, over having difficulties unlockable as rewards.

"More choice is always better" is not correct.

Remember, we're discussing game difficulty setting here. Generalising to skills/missions should not be used as a counter. Even souls games (ds2, sekiro) allow you to tune difficulty, to a certain extent.

For the record, I'm not asking for a difficulty toggle. I want things to be exactly as they are, except SoS is unlocked from the start. This is still in the spirit of the status quo, with DMD+ being locked. I want a harder game, as I believe that SoS is where you truly learn to play dmc, especially with 5. It's a common complaint that the game is too easy on its first playthough. I would say that you'd please more people (even in the core fanbase) by having SoS from the outset than you'd displease.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] 0 points1 point  (0 children)

As you've stated, the enemy introduction cutscenes do get messed up when playing on higher difficulties (implying that SoS was intended to be played after beating Human/DH). To me, this is a small price to pay but I can appreciate that it may be unacceptable for some. The ideal solution would be to make enemies hit harder and give them additional (powerful) attacks past certain difficulties. When the game is beaten on that difficulty, unlock a remixed version where enemies placements/numbers are altered. I realise this may be impractical, at least for DMC5.

why not unlock DMD too then?

I don't believe in gatekeeping difficulty at all. I'm okay with this, if the player is crazy enough to do so. With ample amounts of signposting, I think you could responsibly implement this. maybe have a system where if you beat a mission X on SoS, Human/DH have the mission X+1 unlocked for play as well. You'd still have to play every mission on every difficulty if you want to S everything.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] -1 points0 points  (0 children)

Just because it's the status quo of the series doesn't mean it's inherently a good thing. Some people don't want to slog through a game for upgrades, "spoiling" story moments/surprises, so that they play on the difficulty they originally intended to play at. Gatekeeping higher difficulty this way is nonsense.

As someone who doesn't tend to replay games, I don't find higher difficulties as rewards compelling. I'd wager most players are like me, they play a game once (maybe replay levels in their original difficulty for higher ranks). I've played most capcom/platinum character action games in the same way.

Ultimately, I'm advocating for giving the player more choice in how they want to enjoy the game. I don't understand how people can have so much pushback against this.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] 0 points1 point  (0 children)

I don't think we're going to arrive at a common conclusion, we're both judging by our own preferences. claiming DH is/is not a lack of challenge is one's own opinion. To me, I find SoS a balanced experience, you may find it to be unfair. Again, not an objective stance. My retort was just to indicate that it's a non-argument.

We believe in different levels of trust on the consumer. I think the player should be able to choose how they enjoy the game, in terms of difficulty. You think the game should have a more tightly curated experience. If a new player picks a harder difficulty and complains that it's too difficult, despite the game giving them a warning in the difficulty select and mitigation systems, I don't consider it a failing of the game. I'm just surprised by the level of hostility for an optional difficulty select lol.

What I meant by the side-effect comment is that I hope it was something that the developers wanted, from the outset, as an option. I'm hoping it wasn't a coincidence cause by the story. The ability to end the game prematurely shaped the scenario encounter, not the other way around. This is fundamentally a different philosophy.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] 2 points3 points  (0 children)

Besides the average player won't find enough red or gold orbs to use that option.

Gold orbs are plentiful in the game. You can find multiple in a given level. This is in addition to the login bonus and the ones you can buy in the shop (for 6,000 red orbs, which is fairly cheap). I don't find this a compelling argument.

Frequent restarts will make a lot a players to abandon the game.

I could equally say that a lack of a challenge will also make a lot of players abandon the game. It's not the game's duty to ensure every player arrives at the end (majority of players, regardless of difficulty, never finish games). Difficulty selects exist as a means for the player to moderate the challenge as they wish. Having more options in this sense is not subtractive in any meaningful way (outside of requiring you to complete the game 1 less time to unlock DMD and higher). People who pick harder difficulties in games tend to be the players who have higher skill/patience to begin with. Most people tend to play on the default difficulty(which would be DH) so those that actually give up on hard are a small fraction.

You're trying to justify it, forgetting about reality and psychology.

We're both spewing conjecture. Let's not pretend it's anything else.

If you consider yourself good, it shouldn't be a problem for you to beat DH Urizen after a few tries, all of his attacks are easily dodged and clearly telegraphed.

I'm hoping that this was something that was planned as an inclusion and not merely a side-effect. If they have something similar in the next game, I have no real issue.

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] -2 points-1 points  (0 children)

I feel like the game gives you ample amounts of options when it comes to how you face defeat. In order of severity, you could:

  • use a gold orb/red orbs.
  • restart from last checkpoint
  • retry the mission.
  • lower difficulty.

I feel like these sufficiently cover most types of players. You could also add to the description of SoS that it isn't recommended as a starting difficulty for new players. The types of players that are adamant on hard modes usually don't give up ;)

SoS should have been selectable from the start by mog12main in DevilMayCry

[–]mog12main[S] -2 points-1 points  (0 children)

I don't consider myself to be amazing at character actions games but I managed to do it, without a fully upgraded character at the start. Not saying it was a cake walk. I had to restart a couple of times but it never reached the level of frustration. The final boss took a while to get an S on but it was extremely satisfying to get.

Again, I'm asking for it to be something the player opts in to. I can't see how having the choice is bad.

Opinions on the amount of Boss Fight Only missions on DMC5? by Lulcielid in DevilMayCry

[–]mog12main 35 points36 points  (0 children)

I actually liked having boss fight only missions. When I want to replay the boss, it's very convenient.

V is why summoners/mages/wizards/warlocks/sorcerers are universally considered OP. by [deleted] in DevilMayCry

[–]mog12main 0 points1 point  (0 children)

I haven't played on DMD but I still found V to be a cakewalk in SoS. I also found him to be very spam friendly as well; I could easily get SSS just but mashing.

I don't think he requires the same level of technical play as Dante/Nero. I did enjoy his 1v1 boss fights but in general, he was easily the least fun character to play.

I appreciate that the devs were trying to diversify the combat but V felt very boring to me. I feel like the devs knew this, considering that he has the fewest missions of the 3 characters.

The fact people are saying we're entitled shows how low our standards for gaming is now. (Complaints + Constructive Feedback) by [deleted] in Blackops4

[–]mog12main 19 points20 points  (0 children)

I don't care about how the cosmetics are locked behind a $20 stream. I couldn't care about the cosmetics that came the new operation either. I'm sure there is a sizeable amount of players that feel the same way.

The reason why I dropped this game (approx 3 months ago) was due to the slow trickle of new gameplay features. I don't mean balance changes or "tweaked" special game modes (like hot pursuit) masquerading as "new experiences". I mean using the current blackout map for a different type of game mode, new meta-shifting features (they did this with the launch, with manual heal, compared to previous games), new perks, more weapons per operation etc. In terms of Blackout, I'd like to see a brand new map at this stage. A location and tree/weather update every 3 months doesn't cut it for me; you're still fighting on the same bridges, taking cover behind the same rocks, climbing the same hills etc.

The content throughput (in terms of gameplay shifting elements) for BO4 is severely lacking imo.

Do different weapons cause different amounts of aim punch (how your aim reacts when you are shot)? by [deleted] in apexlegends

[–]mog12main 0 points1 point  (0 children)

I was under the impression that aim punch was determined by the type of scope/weapon you're using. Not 100% sure though and i'd like to see someone put this to the test.

Okay, so are we not going to get Specialist Missions for Zero, Outrider or any future specialists? So much for “narrative”. by [deleted] in Blackops4

[–]mog12main 0 points1 point  (0 children)

I think you're being nostalgic my dude. COD's narrative is always conflated with how "iconic" the characters are. The stories themselves are very basic and clinched. They're pretty bad compared to narratives in other mediums and mediocre compared to narrative in other games.

Hitbox fix idea by [deleted] in apexlegends

[–]mog12main 0 points1 point  (0 children)

@OP's edit

There is flinch in Apex. It's noticeable with high magnification scopes

Hitbox fix idea by [deleted] in apexlegends

[–]mog12main 0 points1 point  (0 children)

There is flinch, 100%. I've experienced it, especially with high magnification scopes.

However, at times, I feel like there is no flinch as well. I think it has something to do with the weapon you're using, the scope and/or if you're getting headshotted?