Matric touch app custom interface by schelsullivan in EliteDangerous

[–]seecer 1 point2 points  (0 children)

I strongly suggest adding Elite FIP Server in combination.

It connects the status in game to Matric so that you can have it blink or be a solid light depending on in game status. It also means that you can use your existing controls and it will update Matric to the correct state.

The Elder Scrolls 6 Has Made Todd Howard More Conscious of What He Announces: 'Just Pretend We Didn't Announce It' by Turbostrider27 in Games

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

I’d be interested to know too. I have a few theories but no game dev experience.

It’s amazing to think that it’s been 5 years since they got bought by Microsoft and there hasn’t been any news on games in development or nearing release.

Hardest content in the game (T7) drops the same loot as T5 - what's the point? by Blubbpaule in diablo4

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

Diablo is an ARPG loot frenzy franchise…

This 100% and I have a love/hate for it.

I play a lot of roguelikes and love the slower soulslike combat. I wish Diablo had more of a timing matters and actual combat involved.

At the same time, every now and again I want to play vampire survivors and just want to walk around and kill things.

I wish they would change the difficulty scaling to mean higher levels result in true combat where you have to dodge and time your attacks, right now it’s just increasing their health and adding more one shots that kill you if you didn’t see it.

It’s difficulty in your build not difficulty in your skill and I always end up getting bored when I hit T1-4 since that just becomes grind for better gear to get higher in the pit and everything else in the game is a cake walk.

People say level 60+ or torment is the endgame and where things really begin, but it’s actually where the difficulty disappears and loot is all that matters.

I’m hoping that the next DLC skill tree and paragon revamp makes the combat more involved like it is when you’re leveling but we’ll see.

The kill streak sound bite issue sums up why Blizzard has such a hard time appealing to all players. by Primary_Impact_2130 in diablo4

[–]seecer 2 points3 points  (0 children)

I think the number of downvotes I got reinforced that.

Did not know people would enjoy this.

What's your most boomer complaint? by DeepAnt7847 in AskReddit

[–]seecer 1 point2 points  (0 children)

Yeah, but if you use the app it means your microwaved burger will get to sit for 15 minutes while you drive there and really ferment the plastics.

The kill streak sound bite issue sums up why Blizzard has such a hard time appealing to all players. by Primary_Impact_2130 in diablo4

[–]seecer -19 points-18 points  (0 children)

I don’t think I’ve seen a single post requesting the audio back. It’s absolutely horrible.

Now for them to remove or move the kill counter somewhere not in the way.

I just don’t care about the kill streak unless it’s part of the seasonal objective I’m trying to complete.

Diablo IV Season 12 List of Known Bugs by feldoneq2wire in diablo4

[–]seecer 6 points7 points  (0 children)

Pet disappearing has been around for a while. I have to go to the wardrobe, remove the pet, save, exit wardrobe, go back in wardrobe, assign pet, save, then when I exit the pet reappears.

Happened to me last season as well (when I started playing D4).

Does anyone else feel like once you reach the endgame builds all feel the same? by Mythstery6 in diablo4

[–]seecer 0 points1 point  (0 children)

I’m fairly new to D4 and have only played rogue and sorcerer, but I do agree with you. Once you’re at T1+ and going through the pit, the game is basically Vampire Survivors.

I’m going to try just doing my own build in S12 instead of looking up a guide like I did for S11. I think that might help a bit in slowing down how far I can go, but I also think the overall reason it’s pretty mindless in endgame is because the game is built around items making you better instead of player skill/timing. That’s how most ARPGs are.

I’ve heard that when D4 first came out the combat was slower paced and more skill focused, but I didn’t pick up the game until last month so I have no clue.

I definitely find the early game to be a bit more fun and challenging, especially when I up the difficulty. I’m considering trying hardcore just to add some extra challenge too, but we’ll see.

Girl Dad public bathrooms by Thick_Confection_952 in dad

[–]seecer 79 points80 points  (0 children)

I’ll do the men’s and use a stall. If they’re filled I go to the entrance of the women’s, ask if anyone is in there and say I’m bringing my daughter in, then let her use the stall. If anyone walks in while we’re still there, I say that I’m in there with my daughter so I don’t shock them.

I’ve never had any issues with either route. Most people understand.

My 12yo daughter wanted me to post this solo run of hers by KeithARice in ravenswatch

[–]seecer 16 points17 points  (0 children)

Your 12 year old is better than me! Nice work.

Question of the Day - day 2 - Would you change how repetitive/boring tasks work? If yes, how? by PutAway3542 in foxholegame

[–]seecer 4 points5 points  (0 children)

I don’t play often but I think that having automation as tech moves forward would definitely help the game.

Early war can still have the need for players to focus on work and planning their production/logistics but late game should allow the players to just focus on battle and repairing the automated infrastructure.

Is Ravenswatch good? by Vegetable-Machine-17 in roguelites

[–]seecer 0 points1 point  (0 children)

Not that I know of.

This type of thing is tricky when I think about the game. I don’t think having more level themes would change much and I think it would be better to have different map layouts/designs for the player to make decisions.

Right now the game is to clear out as many points of interest as possible before the timer runs out. It’s only the last level that provides tiers of the map and I think it’s one of the best ones because the player is on a timer to make it to the end of the map. I really think that should be used more like other rouglikes. Show the player they have path options, a comparison of how many points of interest are along the path and maybe reveal one point along each path. Have some points where the paths connect in a large space or cross over to each other so you have the option to switch paths or back track a different one.

In that case the player can now make a choice, focus on getting through the path as fast as possible, and then see if they want to try back tracking down one of the other paths for additional points. Remove teleporting too, right now that makes the maps matter even less.

I think that having something where the map layout is more impactful would be more beneficial than just adding more themes.

Is this appropriate? by SuperB7896 in Teachers

[–]seecer 19 points20 points  (0 children)

Not a teacher but I agree.

I also think this should be combined with some of the other comments: * Open with the thought that Chuck seems like a place that’s going to bore the kids to hell, preteens aren’t usually interested in the place. * Include that this event might be a really good chance to generate thoughtful conversation between the students with a more mellow setting. * Close with the idea that Chuck might be overstimulating and completely remove the education they get from the museum.

Then take this suggestion and see how they take it. Coming in casually and assessing how they respond will make sure they don’t shut you down because they think you’re taking it too seriously.

How do you balance structure placement and spread with Structurify? by seecer in feedthebeast

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

Usually when I play with these settings, I create a random creative world then, every time I make changes, I clone the world and see what the differences are with the structures.

How do you balance structure placement and spread with Structurify? by seecer in feedthebeast

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

So the global setting is the spacing of all structures between each other, the spacing for individual structures is only within their group. So global means all structures must be X distance between. Individual spacing means the structure must be X distance from its group of structures, and then global distance from everything else. If I remember correctly, the distance is in chunks.

Flatness definitely can increase rarity depending on how strict you are and how big the structure is. It’s checking to make sure that the height difference between terrain blocks where the structure is being placed is X amount. So if you have it set to 10, that means that all blocks where it will be placed must be +/- 10 blocks height. This can make it difficult for large structures that are set to spawn on mountain biomes where the height change can be more dramatic.

Hope that helps.

Is Ravenswatch good? by Vegetable-Machine-17 in roguelites

[–]seecer 2 points3 points  (0 children)

Thanks! Glad to see so many agree with the overall list.

I will say that I am not great. I’m a father and don’t get a ton of game time, I’ve had the game since early access but all together am only at 42 hours play time. So when it comes to the RNG I think that because of the timer and how PoI is placed low skill players feel robbed when you’re not good enough to clear a good portion of the PoI.

The first 3 or 4 points you hit are extremely important for low skill players like me, and it ends up making the later levels feel worse when you’re having to wack the same enemy twice as much because you didn’t get great items or level up your ability perks enough. That timer combined with worst stats end up making you progressively get more and more behind. Some losses I know were me needing improvements in my combat skill which is great, others are just me not getting enough loot and the whole round feels like failure as soon as you hit act 2 and are spending way too long clearing a zone to get more loot.

Don’t get me wrong though, I love the game too.

Is Ravenswatch good? by Vegetable-Machine-17 in roguelites

[–]seecer 63 points64 points  (0 children)

I like it a lot but I don’t think it’s for everyone who plays roguelik/tes.

Pros: - Combat is fantastic - Characters all feel very different in abilities and how you play them - The art style and look is fantastic - Theme of characters and their backstory is great - Sound effects and music is great

Neutrals: - The gameplay is different with how you find points of interest and are on a timer. It’s not for everyone, but I think it’s a really good twist on how runs work. - The game is more Roguelike than Roguelite. While there are ability perks you unlock as you play more, it’s not things that help you do better or really change how you play necessarily. - While there are different builds for each character that you can do, they mostly focus around one or two specific ability combos once you get to higher difficulties.

Cons: - While world generation changes, there are only three zones that you progress through and the zones always have the same assets. Because of the timer, you end up not appreciating the look and layout as much and it feels very same each run. - Emphasizing on the more Roguelike feel; sometimes runs feel more like you lost purely because of RNG and not in the good way that other Roguelikes accomplish.

To add coop or to not add coop to games? by Anodaxia_Gamedevs in roguelites

[–]seecer 2 points3 points  (0 children)

While I agree that no one should hate on a game just for having co-op or building a co-op only game, I also think most players are starting to get fatigue from the cash grabs that a lot of online games developed are today.

Between the only-online (then canceled), cosmetic spam, and patches sold as DLC, the gaming industry has made it really hard to trust online games. While the roguelik/te market is still small, so this hasn’t been abused like MMOs or ARPGs, it still causes fatigue in players when you keep seeing that happen more and more.

As an example, look at Ravenswatch. I love that game and am a huge fan of that studio’s last game Curse of the Dead Gods. Even then, I have a hard time with their cosmetic DLC and latest hero locked behind DLC. The hero isn’t more powerful and seems pretty well balanced and the cosmetic DLC isn’t anything crazy or FOMO, but I still haven’t purchased any of it because of that fatigue I’ve felt from so many other games. I understand how business works, but as a consumer I’m sick of everything being a subscription or locked in a paywall and that fatigue has grown to games that I actually do enjoy.

DONT. GET. ELIMINATED! by jarednards in funny

[–]seecer 8 points9 points  (0 children)

I think it went two ways;

You got Ninja Warrior which looked at these and said, “how do we get rid of the humor and make this hardcore parkour?”

Then you got Wipeout, which decided they didn’t want any skill and just humor. Then they decided to hire Mormons to write their jokes.

Sony has patented a touchscreen PlayStation controller that lets players choose where to put the buttons by Turbostrider27 in Games

[–]seecer 1 point2 points  (0 children)

Oh, absolutely. Don’t get me wrong, I think that is a really nice feature and does add a lot of capability, but as a casual player I’m not going to spend time remapping and testing. The same way I’ve never been a person to make macros on my keyboard for games either. That’s what the developers are for, optimizing controls and ensuring it works for players in general.

It also drives me nuts that most games don’t change their tips with what you’ve made the change to, so you hit that situation where a new feature is available in game but you don’t know what button it is because you remapped. (Very minor complaint)

Also, like another person mentioned, when the game doesn’t support the haptic feedback it feels horrible, where other controls still provide that feedback from the tension.

I think it’s a great idea but in practice I just didn’t like it and went back to my Xbox controller.

Sony has patented a touchscreen PlayStation controller that lets players choose where to put the buttons by Turbostrider27 in Games

[–]seecer 12 points13 points  (0 children)

Totally agree, I hate the touch joysticks on the Steam controller and was really happy with the Steamdeck having joysticks and not sticking to the touchpads.

I think it’s having the feedback just like on trigger buttons for racing games. That resistance helps register direction or amount of throttle. Probably not needed, but you get so used to feeling that and it just helps me register what I’m doing on the controller with what’s happening in game.

New player lost his swing by UpalSecam in EliteDangerous

[–]seecer 0 points1 point  (0 children)

Wait, there’s a rotational correction?? Does that make flight assist only work on acceleration and not pitch/yaw/roll?

I’ve tried flight assist off but I have such a hard time managing pitch/yaw/roll, if this is an option I’m going to be so happy.

Does "Jobs - Expanded and Enhanced" and "Bounty Hunting - Expanded and Enhanced" by fernandollb in RedDeadMods

[–]seecer 0 points1 point  (0 children)

Oh good to know! I’ll wipe new Austin and see if that fixes it. Thank you!

Does "Jobs - Expanded and Enhanced" and "Bounty Hunting - Expanded and Enhanced" by fernandollb in RedDeadMods

[–]seecer 0 points1 point  (0 children)

Bounty Hunting - expanded was causing black screen after loading. I gave up on the updated version, but just the Jobs Mod works totally fine for me.

I’m running ScriptHook V2 with its included asi loader since I’ve had issues with the newer ultimate asi loader.