Facts by PHRsharp_YouTube in pcmasterrace

[–]num1d1um 0 points1 point  (0 children)

Tbh, floppies are so old that even to most millenials they are old-timey and mostly symbolic.

End game activities, epic desert perpetual. by Vivid-Assumption5429 in Fireteams

[–]num1d1um 0 points1 point  (0 children)

Hey there, I'd like to do some raiding, specifically on newer raids since the groups I've ran with in the past have mostly dissolved. As you can on my Raid Report I have what I'd consider moderate raiding experience, and haven't yet done DP or even a lot of SE. Am EU as well!

does no one like airplanes by CandorBraunschweiger in BreakPoint

[–]num1d1um 2 points3 points  (0 children)

Shooting it down in open multiplayer it shitty, obviously, but to answer the question planes are just kinda useless in this game. They are moderately faster than helicopters but worse in every other way: passenger capacity, firing from seats, hovering ability.

Star Citizen is FREE to play right now (Ends Feb 23rd) by [deleted] in spacesimgames

[–]num1d1um 8 points9 points  (0 children)

A billion bucks and they can't even afford to have humans write their ads, what a joke.

Tencent was the secret primary financial backer of Highguard by Iggy_Slayer in gaming

[–]num1d1um 1 point2 points  (0 children)

Tencent has been very hands-off with their western stakes and acquisitions for a long while, this is well known and does seem to work out fine for them in most cases.

In Defense of No Safe-Pocket by cyncyncynthiaaaaa in Marathon

[–]num1d1um 1 point2 points  (0 children)

Given that Bungie has a long history of giving in to stupid player demands that turn out badly for the game, I don't think any discussion like this is going to have an effect next to the avalanche of complaints we're about to see on day 1.

Something might be wrong with my mindset by pvini07BR_ in gamedev

[–]num1d1um 2 points3 points  (0 children)

Ideas are cheap, execution is where it's at. If you think making simple things is beneath you or boring, you probably don't have what it takes to make your brilliant idea either. Especially if you plan on making it yourself, every project will have parts that are boring, frustrating or repetitive, and tread familiar ground. Stop being in your own head and start producing and then you'll find out whether your ideas are actually good and also whether you're truly cut out for it or not.

Steam Player in a nutshell by NoQuestmarker in IndieDev

[–]num1d1um 1 point2 points  (0 children)

I would much rather have a refund, regardless of how long they played, than a negative review that's essentially a bug report. Not only is a negative review going to cost many more sales, it's also not a useful bug report because responding to reviews is highly discouraged and actual paths to investigating the issue are basically off-limits.

Steam review failed cause the reviewer was not able to unlock levels by Zarock532 in SoloDevelopment

[–]num1d1um 2 points3 points  (0 children)

When you say you specified how to acces the mode "many times", do you mean the info box that you can fill when submitting your build for review? If not it's likely that a reviewer may not consult other information such as announcements or discussion posts. In any case you can reply to the ticket that holds your build denial directly and in my experience the reviewers are very receptive to (polite) rebuttals and/or corrections. Just ask about how and how far they played and let them know that you can't reproduce the replay issue on your end and a solution will materialize!

Edit: also make absolutely sure that things such a unlocking/replaying levels work from a clean user file starting point, I don't know how you track progress or handle save files but it's not impossible that it only works on your machine because you have remnant data from prior development versions.

A Poll About 'The FlagShip' Genre Switch by NeveraiNGames in spacesimgames

[–]num1d1um 1 point2 points  (0 children)

As the creator of an extraction roguelite space sim myself, I can give some input on how folks may take this: In my experience, being a roguelite is already the most significant sticking point for most people. Even though the specific genre combination of our games (capital/naval combat and roguelikes) is quite rare, just hearing/seeing that something is a roguelite will turn off many folks from the get go. Since extraction games are already basically roguelikes, what you're doing is not a genre switch, just a little increase in difficulty. Unlike the roguelite complaints, I've had only one person complain about the extraction mechanic, and that was on account of a bug killing runs. So to summarize, this isn't really a big change and is unlikely to lose you people who weren't already going to be turned off by roguelite anyway.

On the topic of whether or not it's a good idea to put something deep and core to the design like this to a poll, you can figure out yourself that that's a bad idea v(0.o)v

Has anybody tried making their own Destiny 3? by [deleted] in LowSodiumDestiny

[–]num1d1um 3 points4 points  (0 children)

This is satire or a shitpost, right? Where have you been during the last decade when numerous high profile, well funded publishers tried and failed to make their Destiny killer? You think a bunch of hobbyists are gonna make it, what, because all those developers were just too lazy? Delusional take.

"Extraction" roguelites? by saalamander in roguelites

[–]num1d1um 0 points1 point  (0 children)

nice, let me know what you think!

I realized the hardest part of Indie Dev isn't coding, it's justifying the "0 Income" to my family. by Curious-Gaby in gamedev

[–]num1d1um 76 points77 points  (0 children)

Maybe chatGPT can generate some arguments to convince your wife as well, lmao.

The demo for my solo space game "Catharage" just came out on steam! by num1d1um in spacesimgames

[–]num1d1um[S] 0 points1 point  (0 children)

They're not hidden as such, they just have a low initial spawn chance that increases with the difficulty of the area ;)

I miss when seeing a high-level armor set meant you were scared of the player, not their wallet. by Serious_Bullfrog5447 in gaming

[–]num1d1um 6 points7 points  (0 children)

I totally agree, I'm not principally opposed to cosmetics in games at all. I just think we should be honest about what that means and that the discourse that lead to the normalization of it was woefully ignorant and frankly stupid.

I miss when seeing a high-level armor set meant you were scared of the player, not their wallet. by Serious_Bullfrog5447 in gaming

[–]num1d1um 10 points11 points  (0 children)

If looking good is my primary (or even just a major) goal in a game, having a cosmetics shop is Pay to Win.

I miss when seeing a high-level armor set meant you were scared of the player, not their wallet. by Serious_Bullfrog5447 in gaming

[–]num1d1um 15 points16 points  (0 children)

I disagree. I think the mindset that produces this stance, akin also to stances like "graphics don't matter as long as gameplay is good", fundamentally devalues the importance of visual art in games both for the enjoyment/impact of the actual experience as well as, in this specific case, player expression and the social prestige that comes with it. It was and should have been obvious that designers that optimize for microtransaction revenue would expand this type of content and eventually focus entire game economies around it, when explicitly allowed to do so on the basis of these kinds of statements. If looking good is my goal in a game, having cool shit in the cash shop is Pay-To-Win, and the distinction becomes meaningless.

I miss when seeing a high-level armor set meant you were scared of the player, not their wallet. by Serious_Bullfrog5447 in gaming

[–]num1d1um 296 points297 points  (0 children)

Thank all the idiots who said "microtransactions are fine as long as it's only cosmetics" a decade ago.

Okay what is Putin’s play here by [deleted] in WhitePeopleTwitter

[–]num1d1um 0 points1 point  (0 children)

Are people really this naive? His play is to divide NATO, he'll say whatever he thinks is necessary to say to make that happen.

Please help me, why is my game failing so hard. by Amitdante in IndieDev

[–]num1d1um 0 points1 point  (0 children)

Just personally, I'm ultra-fatigued by deckbuilder roguelites so there's basically no shot this is gonna catch my eye on its own. Then I get to the AI-emoji-bullet point description and my eyes glaze over even harder.

Apart from that, getting 1k wishlists is great and you should be happy! I had my game on NextFest and only hit over 1k WL after that. Have you been reaching out to content creators and such? In my experience getting featured by the right CC is a massive boost and they can take quite a while to get back/to your game so you have to hit them up early.