LinyosT

joined 1 year ago
[–] [email protected] 7 points 1 day ago* (last edited 1 day ago) (1 children)
[–] [email protected] 2 points 1 week ago* (last edited 1 week ago)

It wouldn’t surprise me if this was a way to avoid typical launch day server issues either.

Rather than have everyone dumped into their servers as once, they let things ramp up.

Though that could be giving too much credit considering it’s in alpha. Aloha would suggest its still far from release, probably too early to bother stress test the servers or w/e.

[–] [email protected] 4 points 1 week ago

You don't know me!

[–] [email protected] 3 points 2 weeks ago

It kind of depends on the story being told.

Some stories may set up some interesting ideas/concepts that could become good stories in their own right.

However there are things that are better left just being suggested and left to the consumer’s imagination, rather than outright explained.

For example, Yakuza 0 was a fantastic way of handling extra backstory stuff, especially for Majima’s side of things. It gave players insight as to why the wacky batshit character is the way he is through the rest of the series. It also gives insight into Kiryu and Nishki’s relationship, adding more weight to what happens in the first game.

I think a poor example would be the way that Metal Gear Solid V expanded on the Cobra Unit from 3. It explained that their previously unexplained supernatural abilities were actually just due to one of V’s plot devices. It took away from the mystique of leaving the cobra units abilities and replaced it with something pretty mundane.

[–] [email protected] 3 points 2 weeks ago

DO

NOT

REDEEEEEEEEEEEEEEEEEEEEEEEEEEEM

[–] [email protected] 1 points 1 month ago

Give her bond extreme narcissism so that shes both Bond and the Bond Girl.

[–] [email protected] 9 points 1 month ago* (last edited 1 month ago)

Except we have a few ACs that work with proton. battleye and EAC being the notable examples.

https://areweanticheatyet.com/

The issue isn’t that the ACs can’t work. It’s that they don’t run at the kernel level under linux and so some developers have concerns that the ACs wont be as secure.

Though given how things have been lately with MP games. You have to wonder if theyre even secure to begin with.

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago)

Under KDE, discover will send a system notification for updates.

Pretty sure other DEs do the same. But I can’t confirm since I only bother with KDE.

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago)

That sounds more like their issue if they struggle to switch software.

Let’s be honest, most of the time it’s a lack of willingness to learn how to use something or just ignorance. As opposed to anything else.

It’s not difficult to learn, most people just refuse to do so.

[–] [email protected] 9 points 2 months ago (14 children)

obnoxiously long animation, and that animation being set in stone once you trigger it. There is no aborting a sword-swing midway through to dodge or block.

The whole point of the animations being set in stone is to force the player to be mindful of their actions. Don’t commit to an attack unless you’re sure it’s safe to do so. Otherwise you’re going to get caught out.

The slow animations are a deliberate drawback to the more powerful weapons. Being able to swing an UGS around like it’s nothing would make for a fairly unbalanced weapon. If you want a weapon with quicker animations you probably want something more DEX focused. Just look at the Falcion’s animations compared to the Zweihander’s animations in Dark Souls for example. Zweihander puts out bigger damage numbers and thus attacks slower. Pretty basic balancing concept to have thing that does big damage be slower.

The lack of being able to abort moves is simply a way for the game to punish poor decisions. If you get caught out by a slow animation then you probably need to work on picking when to attack. A big part of the game is that it teaches the player through punishing mistakes. That’s why it forces you to commit to actions.

These only come across as clunky if you’re not learning from your mistakes and working around these deliberate limitations. Pick different weapons or pick better moments to attack/use an item so you don’t commit to something at the wrong moment.

The input queue is another thing that lines up with this. I believe the whole point is to, again, push the user into being careful. Dark Souls isn’t a hack and slash like DMC. You don’t want to go into fights button mashing. The game wants you to take your time. The button queue kind of reinforces that by punishing button mashing and being too hasty. I do also find it useful in queuing certain actions like attacking straight out of a roll or following item usage.

All the things you describe as clunky each have a purpose. The game expects you to work with those limitations and when you do you get a better experience. Going against them is when you run into issues. Since youre attempting to doing things the game is trying to discourage. Like button mashing (input queue) and getting too greedy with attacks (Being locked to actions/Longer animations).

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

It doesn't take that much to go and find out about games like AC:Unity and Arkham Knight that predate NMS. In fact I'm pretty sure Ubisoft and EA are the two companies most notorious for "Release broken fix later" to give you a head start on looking into things.

Discourse surrounding broken game launches/Release Broken Fix Later has been around a bit longer than NMS.

view more: next ›