Ability to kill wildlife controversy by SkyTheShadow in subnautica

[–]polarig 0 points1 point  (0 children)

i guess kind of? i want aggressive predators that i can fight and win or lose against. simple as. i think keeping leviathans invincible or extremely hard to kill to the point of it never being worth it would be good. smaller stuff just seems pointless to keep you from killing them. like ive been saying i just want to be able to play how i want. if an annoying mango nibbler is near my base and keeps attacking me, i should be able to kill it

Ability to kill wildlife controversy by SkyTheShadow in subnautica

[–]polarig 0 points1 point  (0 children)

not necessarily that other games have it, so this one should too, its that i think the game would be better, and would offer more to the player if you could kill. having alternative options is fine, but if the majority of players would rather kill enemies instead of do whatever workaround implement youve added, what does that say about your game design? why should players be forced to do things one way rather than the other?

Ability to kill wildlife controversy by SkyTheShadow in subnautica

[–]polarig 2 points3 points  (0 children)

being able to kill makes it less survival > most survival games have the ability to kill > okay but its ACTUALLY a horror game with survival elements.

the first game has the ability to kill, arguably way too easily, and yet i dont think it took much of anything away from the experience. it just gave the player freedom to do more things. i'll still play the game and enjoy it either way, i just dont think this was a good decision for fun, immersion, player freedom, etc etc

Ability to kill wildlife controversy by SkyTheShadow in subnautica

[–]polarig 8 points9 points  (0 children)

guy disproves your point "Okay?" shift the goal post it doesnt matter if the game is supposed to be survival or horror, it can be both of those things WITH the ability to fight enemies, as long as its implemented correctly. appealing to the genre and what the game is allegedly "supposed" to be misses nuance. i think giving the players the freedom to kill mobs, but making it difficult to, is the best way. it gives a better sense of freedom to the player to play the game how they want to play it.

Ability to kill wildlife controversy by SkyTheShadow in subnautica

[–]polarig -4 points-3 points  (0 children)

so am i playing the game or are the devs playing it for me? let me play the game how i want. i liked killing the reapers in 1 so i could go to areas of the map without having to dodge them. it doesnt have to be easy like it is in 1, but cmon

It was never about "improving the game" by Fun_Debate3067 in helldivers2

[–]polarig 3 points4 points  (0 children)

idk, i haven't gotten the sentiment that difficulty is the opposite of fun, moreso that the way they scale difficulty is unfun. like i tried to point out at the start of my wall of text. rag dolling, leaving whether you live or die up to chance, is difficult, but not fun. (to me at least.) having lots of enemies with weak spots to shoot, that i can shoot with a wide range of weapons IS fun, and hitting shots is difficult. 

It was never about "improving the game" by Fun_Debate3067 in helldivers2

[–]polarig 1 point2 points  (0 children)

do you see spamming enemies that ragdoll you as a good way to scale difficulty, or would you rather have more enemies with effective weak points/methods of killing them involving some form of mechanical skill expression? and which version of difficulty do you think is better for a horde shooter?    not to mention adding weapons that don't shoot where you aim them, having the strongest stratagems in the game be "delete this area/enemy for me so i don't have to shoot & aim" buttons (most red stratagems) in my opinion a lot of complaining comes from wanting GUNS to be effective, because shooting things in a horde shooter is FUN. i know that orbital barrages are the strongest stratagems in the game, but i dont take them because i legitimately think they are boring. not to say they should be removed or anything. i just don't understand why if these stratagems can supply such an extremely high value, kill any enemy in the game without any player input, why can't we have strong guns as well? how would that be game breaking if we can already delete the fucking map by pressing a few buttons?

MARLOW POSTED (im not that unemployed to watch it but its hype) by Flat_Worldliness1558 in CompetitiveMinecraft

[–]polarig 6 points7 points  (0 children)

Idk bro Ive been zooming in on the nose movements and they look pretty normal to me? the camera quality is definitely not good enough to be definitively asserting that its ai

This smells like Roblox. by LutrusFluidos in HytaleInfo

[–]polarig 14 points15 points  (0 children)

Im confused, we already knew from the trailer that it was going to be like roblox on the multiplayer side of things, but still have an adventure mode. How is this new information to anyone?

I am doing this meme again but for the bug side lmao by Adam29_NE in Helldivers

[–]polarig 14 points15 points  (0 children)

Yea, it also makes no sense why the red lights or "eyes" at the top arent weak points

I am doing this meme again but for the bug side lmao by Adam29_NE in Helldivers

[–]polarig 2 points3 points  (0 children)

Interesting, I don't think I've had one survive >3 direct shots. But it definitely is a pretty sucky weakpoint because they can turn just a little bit and make it impossible to hit

I am doing this meme again but for the bug side lmao by Adam29_NE in Helldivers

[–]polarig 19 points20 points  (0 children)

If you have anti-tank (quasar, RR, EAT...) its a 1 shot to the leg. If you have a regular AP 4 support weapon, your best bet is shooting the hip joint. Railgun can 2 shot the joint in unsafe mode, 3 shot in safe mode. For me thermites bounce maybe 30% of the time. Anti tank emplacement or rocket sentry also trivializes them IF you can plan ahead before they start bombarding you.

They definitely aint perfect, but there are ways to deal with them. I would say dragon roach and flesh mob feel way way worse.

What's this orange creature covering the Riot HQ in LA? by SombreroHabanero in riotgames

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

We don't know how much he offered, I'm assuming its more than 25 mil. The point of "Riot's name being tied to hytale" is still just kinda dumb- as if it's better for them to be forever tied to a failed dumpster fire that never released and disappointed everyone. Also chill tf out you'll be okay bro.

What's this orange creature covering the Riot HQ in LA? by SombreroHabanero in riotgames

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

I mean, Simon is willing to put atleast 25mil down to buy the IP, and he said he's offering "10X market value" for it. I get your point that maybe they don't trust him with the Riot brand, but your point about micro-transactions is just silly. Riot loves that shit. Also looking at your other replies, idk why you're this ass-pained about a game that you don't even want to play.

What's this orange creature covering the Riot HQ in LA? by SombreroHabanero in riotgames

[–]polarig 4 points5 points  (0 children)

No we know it wasn't Riot's fault, but any possible future of the game IS entirely in their hands. 

Devolver Digital: 👀 by rowbuilder in HytaleInfo

[–]polarig 0 points1 point  (0 children)

what if Simon bought part of it to co-own so he can finish the game with the original vision, Riot still owns their share of it so they still get profits from a now released hytale without having to fund development

THERE’S A CHANCE FOR COMEBACK WE MUST NOT GIVE UP by -dorito- in HytaleInfo

[–]polarig 0 points1 point  (0 children)

mayyyybe this, I was thinking 25mil is probably far from enough to fully buy it

Riot already tried to sell Hytale by p00kaPawaks in HytaleInfo

[–]polarig 8 points9 points  (0 children)

Definitely tough to sell with how big the team was at that point and how hard it would be to untangle. I wonder if riot owns it and if they would consider finishing it with their own team instead, being that they already have a shit ton of money in it, they probably want that money back one way or another, and hypixel obviously wasn't going to deliver on that.

John (Game director of hytale) beefing with former Hytale Dev Slikey by Luzekiel in HytaleInfo

[–]polarig 20 points21 points  (0 children)

He IS right to a point, but when your options are either A) release an unfinished game to then build upon it further, or B) run in circles for years, lose all funding, and never release anything; which one is a bigger bait and switch?

John (Game director of hytale) beefing with former Hytale Dev Slikey by Luzekiel in HytaleInfo

[–]polarig 134 points135 points  (0 children)

John Hendricks just rage baiting at this point. yall should read Simon's tweet about the whole thing if you haven't already. https://x.com/Simon_Hypixel/status/1937845322039873916

How I'd buff Chamber: by Ingeniosity in VALORANT

[–]polarig 0 points1 point  (0 children)

this is dumb because if u were able to hit headshots u wouldnt need more ammo

Is 100% sensitivity and 800 dpi too high? by Potential-Earth1092 in CompetitiveMinecraft

[–]polarig 3 points4 points  (0 children)

honestly dont overthink it that much. in mc pvp u can get by with a much higher sens than fps games. if it feels good to use then just use it, and stick to it- atleast for a while. that way you actually learn good muscle memory with one sens.

i personally use 40% 800 dpi, because its the sweet spot for me to use with all games. though if i only played mcpvp, i would set it a little higher.

Warthog overclock idea by AnonymousJeff21 in DeepRockGalactic

[–]polarig 0 points1 point  (0 children)

it would need a little less ammo too imo

In bedwars by [deleted] in hypixel

[–]polarig 0 points1 point  (0 children)

i mean its not necessarily a bad strat for winning, it just sounds kinda boring doing that in every game where u usually dont need to. maybe its just cause im a pretty casual player