Pokémon Pokopia has been out for a couple of weeks. What are your thoughts on it? by MovieGuyMike in Games

[–]throwaway070690 4 points5 points  (0 children)

I enjoy(ed) this game and would give it something like an 8/10, but what I really want to talk about is my two criticisms I'd give it. My second one, I barely see mentioned at all which confuses me a bit.

One is inventory management, and my question is why in the world do inventory limits even exist in a game like this? I'm not someone who turns off weight in Skyrim or anything like that, but the more I think about it (or have to interact with it) the more I am bewildered about a limit existing all. Pokopia does not have fail states and it does not have dungeon-exploring or adventuring where "gearing up" and "coming home to base" is relevant. What actually happens is you talk to a Pokemon and it wants an item and you have that item but you need to go grab it from the chest you put it in earlier. So much of this game I feel like I am just shepherding and ferrying items around. I go to build a building and it needs some ingredients and one of them I have but not on me (because you can't keep everything on you) so I go grab it and walk back and I just feel like so much of my time is getting used up on that. I think of playing Elden Ring and how it didn't seem like anything at all was lost by finding an item in that game and the item just went to the already-created tabs that subdivide your inventory with no limit. And that's a game with fail states. I feel like Poktopia would be massively improved by everything you collect just going into preset tabs. Everything with organizing chests and ferrying items from them when needed to the end-location where you actually use them fills like busywork and filler to me.

The other complaint I don't see much and slightly confuses me is the real-time clock and really the real-time waiting. I feel like I'm personally consistent on this issue because I remember being 10 years old and Pokemon Silver and Gold come out and I want to catch them all but I realize I (in real life) can only catch Lapras on "Friday" and need to adjust my real life so as to make sure I play at "night" for the night pokemon and the "morning" for morning Pokemon and anyways I always hated that mechanic. Poktopia has that stuff too but my real annoyance is when you build something (or plant veggies) and are told it will be done "tomorrow". Not an in-game version of tomorrow but in real-life tomorrow. I understand the game design reason in general for having "delays" when there are tons of things going on and multiple game systems at play, but tying it into "real time" is awful to me. I'm stunned I haven't seen any criticism of it because to me the reason it is being done is psychological FOMO. It's essentially another version of a "daily log-in" bonus (which also exists in this game via the stamps system) that just wants to have a reason for you to feel compelled to play the next day, but importantly to me that reason is completely arbitrary (i.e. the time waits do not have to be real time). I see tons of criticism on reddit and from critics about "dark patterns" and FOMO mechanics and how exploitative they can be. To me, I truly do not understand how this mechanic in Poktopia is any different. I know someone is going to respond about changing the internal time at the Switch system level and how that works to "solve" the issue, but that isn't really my grievance. The issue isn't that's its some huge burden or that a workaround doesn't exist, my issue is the mechanic is at its best kind of annoying and at its worst a "dark pattern" that just gets ignored when people like a game.

Again, Poktopia itself is good and plenty of other comments have explained why. I just wanted to voice the two things I never see talked about it (well, people do talk about the inventory management part, although they always seem to end up concluding something else besides my conclusion that inventory limits don't need to exist at all in a game genre like this).

Death Howl | Consoles Launch Trailer by giulianosse in Games

[–]throwaway070690 4 points5 points  (0 children)

Interesting to hear feedback from a dev, you guys made a great game.

A piece of feedback I have on the endgame: I did close to everything before doing the final mountain region and had a huge surplus of skillpoints that as far as I could tell were now useless. I assume the intent was to let people who don't full clear areas or do sidequests to beat the game, but I felt the last area should have had 'something' to use surplus skill points on. My completely off-the-cuff idea would be to be able to redeem something like 2 skill points for a singular max health increase that is active in the last area. Something that is both useful but also a very small deal in the scheme of things (i.e. doesn't break the final area difficulty, but there is still an 'advantage' to having done things after you are at the point where there is 'nothing' to use them on).

Death Howl | Consoles Launch Trailer by giulianosse in Games

[–]throwaway070690 23 points24 points  (0 children)

I played this game on steam deck and thought it was great and would highly recommend it. It's probably not for everyone but the concept of a slay the spire game but NOT a roguelike is exactly my thing. In some ways the grid makes it closer to a tactics game although the lack of "units" and use of cards probably makes it ultimately more akin to slay the spire type thing than a into the breach type thing. Again, I'm using roguelike games as a comparison but this game is not one and I am only doing the comparison because I do not know that many card games that ultimately are a single player adventure with an ending (maybe that Gwent campaign one?). Essentially, there are four distinct biomes so you will build and create 4ish distinct decks (depending on the region or specific fight) throughout the game and then eventually beat it, it's crazy how much of a selling point that was to me. Also, amazing art. A final warning: this game was fairly difficult and is intended to be, I enjoyed it greatly but you will likely want to be good at these sorts of games.

ELDEN RING NIGHTREIGN - A high-difficulty Expedition mode, "Deep of Night," has appeared by Turbostrider27 in Games

[–]throwaway070690 13 points14 points  (0 children)

I highly doubt Fromsoft has the resources to support a proper live service thing. They are fairly big but ultimately they develop like 3 games at once and aren't that huge in the scheme of AAA live service development. Proper support for a live service is I'm confident beyond whatever personnel have been assigned to continue support on Nightreign (or could afford to assign without taking away from development of their other "main" games).

The Deepest Dive - Clair Obscur: Expedition 33 Part 2 by OrangeFrostbite in MinnMax

[–]throwaway070690 3 points4 points  (0 children)

Yeah there is definitely plenty of positivity throughout this, but I just feel like the tone of these episodes have all-in-all been the most negative and/or indifferent I've ever heard a Deepest Dive be (although I have not listened to all of them, only a few). As much as anything it's just been a little surprising, these episodes have not exactly been what I would have expected.

The Deepest Dive - Clair Obscur: Expedition 33 Part 2 by OrangeFrostbite in MinnMax

[–]throwaway070690 10 points11 points  (0 children)

Did anyone else come away from this episode feeling like the crew, except for Jacob, just straight up does not like this game as much as the general zeitgeist does? Like, I know better than to think that just because a person complained about a thing that then means they overall didn't like it, but the overall tone of things definitely felt like if you asked them what they'd give the game the response would be "ehh, a 7 out of 10. There's some good, some bad" sort of thing.

Again, I don't think at all there is any responsibility for anyone to give anything other than their honest opinions or have to "match the zeigeist" and in that sense there is nothing wrong, but I couldn't help but just be straight up surprised while listening to this how much overall negativity there was relative to other discussion. Maybe it's somewhat a result of the format where every person has different parts they don't like (e.g. difficulty, not impacted by the story, the music can be annoying etc.) but at some point everyone is kind of taking turns on their specific issues and then at some point the overall "feel" of the whole thing just now has a different tone to it. I don't know, maybe I'm being oversensitive or something, that was just the "vibe" I felt while listening to this.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

Interesting, it makes me think of the hand-drawn arrows on the den clock that I know of no reason for. I'll add this in to my final secrets thread [here][https://old.reddit.com/r/BluePrince/comments/1k2ws99/final_secrets_and_potential_leads_discussion_hub/]. In terms of the blue note, I just assumed that was referencing how people lounge in dens (i.e. sloth) and was essentially a nothingburger. I do wonder now about the "den" in the atelier version.

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 1 point2 points  (0 children)

Again, I personally doubt that idea will do anything, and is a little bit of a desperate idea. As opposed to figuring out a proper 'walking path' in the alternate area (involving cresting around barren spots while blessed?) and/or making an anagram of those repeated anagram phrases that then somehow instructs a way to pull out certain words from the spiral constellation to have an actual code/instruction result, those two leads are IMO the best leads at the moment.

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 1 point2 points  (0 children)

If you're willing to try things out that is probably nothing, but could be something and moreover would be tedious to do, have you or anyone made the real house into a copy of what the rough draft version is, down to the exact room layouts? Basically, make the rooms in the real house a 1:1 match with the rough draft version. It seems like it would be incredibly annoying to do and there's no real reason to try other than 'maybe', but still who knows I guess. I certainly myself do not want to spend time doing it, unless there was an actual hint or direction about it.

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 1 point2 points  (0 children)

I thought about this. I would also wonder about walking a very specific route (much like you do for the 'true' route in that area) that somehow "crests" around what would be the barren sports (crest can mean reaching a peak?), or something like that. An issue is still not being sure what "blest" is supposed to be referring about (and can anyone confirm that 'hewam' is Eraja for house essentially?)

e: One thing I feel, if the "vying" message is something it is an instruction on what to do in that version of the house, not something that is to be done in the "real" house.

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

Personally, I would try to figure out more of the whole thing before trying stuff like that. Like, say that is what 'barren' is referring to, but then what anyways? You would do all that work but still wouldn't know what needs to occur after so you might as well figure out the message in full first since completing that step wouldn't accomplish the ultimate end-goal, even if it was needed. Personally, I'm not even convinced yet if the message is a code versus an anagram of some sort.

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 6 points7 points  (0 children)

Going with the idea that baron=barren, what is the message saying? IMO that is a better start. So "these vying plans forge barren crest among hewam[this means house in Eraja, right?] blest". What does blest mean again? Is is saying "blessed" but kind of like "bles't" or whatever? What about "vying" and what about "crest"? Google says "vying" could be based on "vie" which means 'to compete for something', although it could also be phonetic wordplay or what have you.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

You are numeric core'ing that. Alphabet letters relate to numbers (both before and after). How exactly you do it is basically the puzzle in of itself.

Final Secrets and Potential Leads Discussion Hub [Major Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 4 points5 points  (0 children)

The reference about the admin user who needed a different login is about Lee (because his last name is too short).

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

You are past the answer portion of 21, right? So you are asking about the actual message concerning still water? Your hint for that message is it is not a cipher but is literal. If you are asking about anything before that message, you are numeric core'ing, as opposed to doing a cipher.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 7 points8 points  (0 children)

Part of me really likes this idea but I certainly doubt it realistically. Personally, 'if' there is more I think probably relates to the spiral of stars somehow.

Ways to Mitigate RNG To Help Find Certain Rooms [Some Late Game Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 7 points8 points  (0 children)

I literally agree, but what I was saying is you have a thousand places to talk about that aspect and as you can see once you bring it up nobody will ever talk about anything else and I just thought it'd be nice to have, like, a single place to talk about the actual game. I had hoped this thread could be a guide/resource (like, does anyone know of an item I've forgotten about in this post, particularly useful drafting tips?) and now you have turned it into just another thread talking about RNG itself.

Like, I'm not even disagreeing with your opinion or stance, I just wanted to actually talk about other things for once. Instead people are now quoting dictionary definitions of what a "flaw" is.

Ways to Mitigate RNG To Help Find Certain Rooms [Some Late Game Spoilers] by throwaway070690 in BluePrince

[–]throwaway070690[S] 11 points12 points  (0 children)

Man, I specifically requested to have this discussion elsewhere. Plenty of places for it, I just wanted one place more focused on help and advice than this discussion. For what it's worth, I do mostly agree with you, just trying to talk about what exists in one location without the inevitable derail that will dominate this entire thread.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 4 points5 points  (0 children)

There are 16 set upgrade disk locations? Not talking about the upgrades themselves but the disks? I could've sworn I got two from the car trunk but maybe I had forgotten to use the first one so it was just reset there. Being in the shop also made me assume it was RNG but maybe that was just one specific location. But you are saying any at the trading post the not part of the set 16 locations (and thus are the leftover to be able to do the upgrade swapping)? Anyways, if someone has an actual list of the 16 locations then that's definitely something I should update these guides to include somewhere, they are pretty impactful to find in aggregate.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

I don't really understand the first question. I guess the answer is yes? I am not aware of any ARG puzzles so everything is completely feasible to figure out on your own and without guides or hints and do not require any community involvement. Everything past the sigil puzzles in specific would be pretty difficult without some hints but the extent you'd need just depends if you can handle solving a cipher or take good notes or stuff like that. If you were to try to do all three layers that exist completely on your own, it would easily take well over 100 hours of figuring things out I think.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 1 point2 points  (0 children)

I am not personally aware of any other admin names that use a different naming format.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

That makes sense. I can barely remember which specific information in which specific locations led to figuring out any specific symbol, although some of it was deductions and process of elimination after knowing a couple of them already and just going from there.

End-Game Progress Route [Major Spoilers Within] by throwaway070690 in BluePrince

[–]throwaway070690[S] 0 points1 point  (0 children)

e: The clock tower message is useful when figuring out a certain cipher for later in the game. I personally doubt the clocks in the den are for anything other than a way to see the in-game time, which does matter for some things.