Results 22,881 to 22,900 of 28579
10-08-2014, 08:28 AM #22881
I can certainly understand if it's not exactly the way you want information presented, but functionally I just can't see it as a flaw even worth mention. Your swing damage is such a wide ranging number (especially if you factor in armour, resists and critical strikes) that it's of questionable use even for comparing with other skills, unless it's a life-or-death decision between killing something or trying to CC something else. Even then your chance of success depends more on chance to hit, and that is shown on mouse-over.
Unlocking the camera is fine, by the way. The worst thing that might assault your eyes is the edges of the maps, slightly more often than you see them anyway.
10-08-2014, 08:45 AM #22882
You're taking this rather precisely. I compared to King's Bounty and Frozen Synapse which give you, in their own very different ways and with their very different mechanics, as complete an information suite and as unmeddlesome an information suite as their various mechanical conceits allow for. There are many ways to do it and/or to make it less important. Clearly this game manages that second one for you; it doesn't for me so I want it to provide as complete and unmeddlesome an information suite as the various mechanical conceits allow for and it likewise does not do that for me. This shouldn't be mysterious no matter how much not-a-problem for you it is. O.o
It's annoying because the way I think about combat makes me want to think about comparing the numbers even as I look at the tactical space on the map and plan out maneuvers.
I really don't understand how you can say with any seriousness that the fact that the amount of damage you do varies makes it less of an essential piece of information in combat! Health mechanics are a huge part of the game. That's why they make the health bars so evident--in two places on the UI for each character (including enemies) mind! Questionable use indeed.
I don't see how feeling the need to look at the amount of damage various things do all the time could possibly be baffling. I can see why you wouldn't need to do it (storing efficient combos and actions in a narrative-style queue, working off of intuition, working off of intuition based on subtle memorization, working off of explicit memorization, and so on). But surely you can figure out why someone would want to know all those numbers pretty much every time they attacked but wouldn't necessarily do one of the former things? Like ... that doesn't seem like a great mysterious weirdness on my part. Maybe finding the character screen visually messy and poorly organized is weird, maybe finding it annoying even after I've got muscle memory in my eyes trained on where to look for things is weird, maybe caring so much about visualizing the battlefield as I look at numbers is weird.
But wanting the damge statistics over and over in combat is definitely not weird. That's crazy talk. O.o
You've already solved the next mystery for yourself: I want to look at it a lot, and you get why I would find it annoying that something I want to look at a lot is buried even a small ways into an interface I don't like to begin with.
Besides, as already mentioned, it was an example of one of many little interface quirks I find enervating. I'll give some other examples now, too, if that will give me some breathing room on the darn damage notifications like how selecting a target is such a fiddly, twitchy clusterfcukboggle that I frequently (but not routinely, thank lord [glares at Xcom:EU's Rocket Launcher]) can't target things that are in range or end up moving instead of attacking. Or how the range indication for targeting is not the same as the behind-the-scenes range indication for targeting: siddling just-close-enough to charge the enemy has on numerous occasions led me to read "15.0 meters" on targetting the enemy (even targeting by their portrait which should say the "correct" range the game sees them at, surely, even if mouse-over is funky because they're fully physical and in a range of ranges so to speak?) but be unable to charge because they're out of range (so much for exploity thinking, there). These sorts of things pile up. I don't like them. The UI needs polish. You don't think one of the various problems I have with the UI is a problem. Cool.
Last edited by gwathdring; 10-08-2014 at 08:58 AM.I think of [the Internet] as a grisly raw steak laid out on a porcelain benchtop in the sun, covered in chocolate hazelnut sauce. In the background plays Stardust’s Music Sounds Better With You. There’s lots of fog. --tomeoftom
You ruined his point by putting it in context that’s cheating -bull0
10-08-2014, 09:04 AM #22883
Orbital Gear. Fun but poor.
10-08-2014, 10:41 AM #22884
I finished Foul Play yesterday and since then I've delved into a few hours of State Of Decay. I really like this game, even in it's crudeness. I wish some of the mechanics were a bit better to handle and the backpacks were a bit bigger, but all in all I am having fun with it. Is there an HD unofficial patch by any chance? :D
10-08-2014, 11:38 AM #22885
No unit is ever irrelevant and you need to get into the fights to get access to higher tier spells and summons but dividing your forces can reap benefits too. More people should play it, it embarrasses so many modern games.
10-08-2014, 12:34 PM #22886
Whilst playing System Shock 2 I turned a corner in Hydroponics and ran into three Midwives. Of course I mercilessly slaughtered those bitches but I think that's enough for tonight.
10-08-2014, 12:44 PM #22887
10-08-2014, 01:36 PM #22888
On a less evangelistic note I played the beta of Orcs Must Die: Unchained. The skill are transferable from the earlier games, have no doubt. But also skills from Natural Selection. Ambushing opponents, setting up the environment to your favour. It should be great... But then unlocks and cards throw balance and enjoyment into question, we'll see how the the complete game is. I've not given up on it, and the presence of a Coop mode is reassuring (although I couldn't get a party to play it in matchmaking).
I went back to Orcs Must Die 2 and started getting all the 5 skulls I'd missed. Now I have all but one of the main campaigns skulls. The 5th skull on twisted halls, I'm 2 minutes too slow to get all the stars but I have a good idea what I need to do. I truly hope we get Orcs Must Die 3 one day with new and unforseen ways to show boundless cruelty to to Orcs and a Plants vs Zombies style inversion (maybe like dungeonland, or my personal favourite inversion from Ecco the Dolphin 2 where you became a school of fish and evaded dolphins who ate you) where you played as a small band of Orcs and tried to lead them to the humans world. Orcs Must Live?
10-08-2014, 02:33 PM #22889
That mister Walker had better provide a WIT of Eidolon, and it had better be positive, or, or... I'll bitch and moan like an impotent jerk, probably, but still. Really, really liking this. It's certainly flawed, and I'm sure it'll sink like a stone regardless of what RPS think, but yeah, wonderfully, hauntingly atmospheric, solid (even excellent) writing and world-building, horribly slow but nonetheless compelling gameplay, completely non-linear... gets my vote, for what little that's worth.
The survival aspect swings from "Tra la la, I am skipping carelessly through the woods" to "GOD HELP ME I'M STARVING TO DEATH" far too fast, the lo-fi visuals don't quite convey enough detail to keep the game world as interesting as it ought to be, and the way the collectibles are laid out pretty sparsely can make the whole thing feel somewhat aimless. It comes across like an Early Access game at times. But the way the storytelling comes together little by little is great, the different voices are well written, the sheer size of the world and the melancholy emptiness of it all is haunting, and even when you're trudging through the woods thinking "Yawn", there are still moments when night falls and you see the trees in just the right light and the stars overhead and you think wow, or you're sitting by a creek stocking up on fish for the umpteenth time and you catch yourself watching one of the hawks circling overhead and musing in a daze about how pretty it looks up there.
It'd be a shame if it disappeared without a trace, it really would. It's S.T.A.L.K.E.R. as re-imagined by Tale of Tales (now that's put off just about everybody reading this), and I've not played anything else quite like it.
10-08-2014, 03:03 PM #22890
- Join Date
- Aug 2012
I do admit that when i bought it 2 days ago and played it for first time in 10 years or something, it didn't feel that good to play anymore, the controlling feels pretty clunky (both combat moves and the actual movement).
I'll most likely file it under "memories are being gilded" and not play it for another 10 years, though maybe i'll try play a bit further.
EDIT: In addition, played guacamelee almost through now (positive surprise, wouldn't have thought i'd like the game as much as i do), and some rounds of hearthstone.
10-08-2014, 06:04 PM #22891
Speaking of Pirates, I'm still playing Risen 2, which although not a GREAT pirate game, has enough voodoo, swashbuckling and treasure hunting to keep it serviceable. Although i'm not sure which is worse, a game that just falls flat, or a game that falls flat but only due to not enough investment and conviction in its theme. Risen 2 has contiuned to feel like a fantasy game with a pirate skin.
I'm at the last stretch/island/level and its got to the point where most traditional RPGs get toward the end; Its very linear and my character is just an absolute monster in combat making the game no challenge at all, which is a shame as they got everything so right just a mere corner ago with the Island of the Dead. COME ON PIRANAH BYTES I KNOW YOU CAN MAKE GOOD GAME THINGS! STOP FAFFING ABOUT!
I'm gonna power through this last part just to say i've completed it. But all in all I think I was done with Risen 2 10 hours ago.
11-08-2014, 12:27 AM #22892
I really like X-Com: Enemy Unknown (2012) but there was no shortage of players who thought the campaign was a bit too railroaded and balanced. It’s missing that sense that the world goes on without you, a superior alien force performing operations you can’t always stop or see. The famed Long War mod seems to remedy this and tries to convey not every scenario is worth the insane risk.
11-08-2014, 02:36 AM #22893
11-08-2014, 04:41 AM #22894I think of [the Internet] as a grisly raw steak laid out on a porcelain benchtop in the sun, covered in chocolate hazelnut sauce. In the background plays Stardust’s Music Sounds Better With You. There’s lots of fog. --tomeoftom
You ruined his point by putting it in context that’s cheating -bull0
11-08-2014, 04:55 AM #22895
11-08-2014, 08:03 AM #22896
Problem is, if you're not succeeding regularly, you'll lose the game somewhere down the line anyway, with losses and expenses snowballing out of control. Might as well restart/save scum and save some lifetime.
11-08-2014, 08:53 AM #22897
I started playing Warhammer 40K: Space Marine, and enjoying it so far. I have run into an annoying bug though: the game often goes into a kind of "slow motion". It's not a framerate drop, the FPS is as high as ever, it's just like the game suddenly runs at 30% of the normal speed for a few seconds. I did a bit of Googling, and I found out a lot of people suffer from this problem. Did anyone here experience it, and if so: were you able to solve it? Disabling V-Sync didn't do anything for me.Want to add me on Steam? Steam name: Mr. Gert
Guild Wars 2 characters: Norgothus (Norn Necromancer), Maggrivo (Charr Warrior)
11-08-2014, 09:00 AM #22898"Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""
11-08-2014, 09:02 AM #22899
- Join Date
- Aug 2012
Is that Long War balanced with the "sometimes you lose" in mind? Would be nice to have more games where the "loss condition" isn't full loss. If in a proper stealth game your stealth is blown, you can most often flee or fight and then re-establish stealth (let's not talk about the fps games with stealth sections that auto lose and force restart on detection).
I know you can lose a mission or few in normal EU, but could be great if one could lose more often but still have a fighting chance in that mod.
11-08-2014, 09:42 AM #22900