zifnab25

joined 4 years ago
[–] [email protected] 74 points 10 months ago (24 children)

Hey, how did Putin come to power agan?

Communism. He's always been a Communist. Everything about Russia is Communist. We have been at war with the Communists since the start of Russia in 1914 as a Communist dictatorship. He's trying to take over the world and only we can stop him. The man's ambition knows no bounds.

So anyway, we're sending $40B in military aid to Pakistan in order to open up a border war with Iran to weaken Yemen and reclaim the Red Sea so we can retake West Africa from the Chinese and bring the Sub Saharan states to heel in order to cut off trade to Latin America and completely crush the anti-colonialist resistance that will free up lithium for our factories in Indonesian sweatshops.

And Russia could ruin all of that! They're out of control! They're megalomaniacs!

[–] [email protected] 24 points 10 months ago

Me: "Finally, a game that isn't just a reskinned version of Pokemon"

The Mod Community:

[–] [email protected] 6 points 10 months ago

Genuinely enjoy beating a level in Super Meat Boy and then seeing all of my failed attempts play out at once.

[–] [email protected] 10 points 10 months ago

Me, a Gamer: "I demand perfect realism in my space simulation game! No ladies. Nobody darker than an Italian is allowed to be in charge. And we take all our measurements in imperial units."

Bioware Designer: "Okay, here you go. The inky void of space where it takes you six weeks to travel between large barren rocks, and you spend 90% of your day just trying to scavenge enough oxygen to keep from asphyxiating."

Me: "This game sucks! Bioware has gone WOKE!"

[–] [email protected] 37 points 10 months ago

soypoint-1 The Second Derivative of Slaughter is Negative soypoint-2

[–] [email protected] 3 points 10 months ago

Might need to be fairly varied with mmr to create added challenge and competition in this element of the game. The downside though is balancing this against what players probably want to be doing which is running dungeons...

I think part of the problem with modern gaming is that you've got two very different cohorts of people. One group wants to escape reality entirely and play the game as much as possible. They're going to be the ones doing all your high level content and maxing out all your builds as fast as possible. Also the ones who will be doing a bunch of online discourse and YouTube reviews, etc, which is essential for promotion. But then you've got the other group that wants to log on for an hour or two a week and do something exciting in the limited time they have.

MMOs are wildly biased towards the first group. But the second group is where folks with jobs and incomes and shit actually live.

I sort of think running dungeon dailies is a hyper repetitive task that people only "enjoy" because they're gaining progress points towards greater character strength.

Some of the most fun I had in WoW was in doing a dungeon for the first or second time. Because its new and the challenges are fresh and unexpected, it feels like I'm getting a new slice of content, even if the dungeon is five years old for everyone else. Grinding my level until I could do the next dungeon was a pain in the ass. But the allure of the next new adventure kept me going along... until my friends outpaced me and I had nobody except randoms to play with.

I think a game that takes advantage of transferable skills, rather than a discrete in-game numeric level, might be a good way to get around some of this. Something where you interact and play through adventures and learn about the Lore, then have to solve a Captcha tied to information in the game or solve a puzzle based on things you've already seen and done up till this point, could let people adventure at their own difficulty so to speak.

You see a bit of this in Counterstrike, where the hand-eye coordination you developed in other shooters transfers fairly neatly to this shooter. And playing this game refines your skills until you pick up the next shooter. Same with DOTA-style games, where the knowledge of the character class is the underpinning of the quality of the player more than the number of mobs you smashed over your career in the game.

For example let's say you go to the marketplace and you're there looking at the market boards, your character will indepently engage in conversation/actions while idle. Or just in passing out and about characters might greet one another, as you do in real life when you say good morning to a stranger in passing. These could affect social stats between characters, and could be influenced by the players in a roleplay kind of way. At the very least it could highly increase social interaction.

I like the idea of characters becoming active NPCs while players are logged out. Having a home in game and establishing some passively interactive activity creates a certain digital community without having people be online constantly. But I think it runs the risk of implementing features that keep drawing people back into the game, which some folks will find too obsessive and others too annoying.

Idk. I think there's a fundamental appeal to MMOs that's just not... great. Anything that's such a huge time sink, but whose benefits just kinda evaporate as soon as you log out, just feels fundamentally wrong to me now. Maybe its a silly feeling. All games are ultimately like that. But it just feels like a giant tease.

[–] [email protected] 10 points 10 months ago (1 children)

disgruntled Pokémon fans who are just happy for anything that isn’t the game freak formula

I gotta say, some of the most fun I've had with Pokemon has been with the Romhacks that Nintendo is constantly trying to quash and sue out of existence. Everything outside of that has been trash, practically since Red/Blue.

like virtually ever other ark/rust kind of game out there but idk maybe it’s kinda fun?

Its more cutesy, which I guess counts for something in a landscape full of "naked guy runs down a squirrel and guts it with his teeth for +1 food points" terminally gritty survival horror games.

[–] [email protected] 15 points 10 months ago

people are saying

Sounds like a bunch of sales and marketing bots to me. I'm not in a rush to jump on this bandwagon, given the current state of gaming.

[–] [email protected] 5 points 10 months ago* (last edited 10 months ago) (2 children)

It has made me wonder recently what an mmo might look like if you removed the "gain exp from killing monsters in order to gain more power" mechanic.

A bit like a very population dense version of Journey, I imagine.

I think Ultima Online tried to do a system in which you gained ability through practice and it decayed over time. But because of the mechanics of gameplay, all this really amounted to was lots of bot-activity to boost abilities into the stratosphere.

Another approach I've seen is mini-games with variable difficulty based on the task you're attempting. So, opening a lock is a kind-of increasingly complex rubix cube exercise while casting a spell might require solving a Captcha or chemistry problem of varying difficulty. I like this better in theory, but I can see why it never got the traction of more traditional stat-based games in practice.

I think you do run into the fundamental problem of answering "What kind of game do you really want to play?" I've heard the Halo FPS combat system described as six-seconds-of-fun on a loop, for instance. Very engaging, lots of permutations on a theme as you change maps and available equipment. But not conducive to a particularly deep or story driven game.

On the flip side, you've got a very story-driven game like BG3 which still ultimately involves a lot of rat-smashing, but lets you advance at pace entirely by advancing the story. Bleed off even more of the combat and add more opportunities for social interaction, you might approach what's being described here. But there's also a certain "main character syndrome" in all of these animes that make them antithetical to an MMO. You can't have every player be Frieren, after all. They can't all be thousand-year-old mages on a 10 year pilgrimage with a big mystery origin story.

Frieren as an NPC set piece and guide stone could be very cool. But I think you can kinda get that already from Genshin Impact, if you just avoid the dungeons and stick to the plot.

[–] [email protected] 21 points 10 months ago (2 children)

Increasingly of the opinion that ground troops only exist to give enemy artillery something to shoot at

[–] [email protected] 6 points 10 months ago (1 children)

It was just a very long build up to reveal "ancient Elven mage trained by legendary wizard kinda powerful actually"

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