#other-games
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lol
and gift some games i personally think are garbage and give them away for free.
because i'll never touch those games again
but someone else might enjoy those games
i should be able to resell the game even, and get like $2
and the developer gets the rest
for whatever the game is currently selling for
basically like selling my license away or whatever
i could use that $1 to buy steam cards and raise my account level or something
would be more useful than that game sitting in my library
would bring a whole bunch of already exisitng problems into even muddyer territory. its simply not that easy. even though i support your basic idea there. its a bit more complicated than that
yeah i understand, but if these were hardcopies
we could gift them to friends, or sell them to friends - developer would make nothing on it, (sell used copies). i think steam should think about possibilities that existed when things were hardcopies, and then provide a market for those transactions where they and developers can still make money
this would increase customer loyalty imo
it would probably put a dent in pirating too
or make pirating more menacing in a different way.
i did contact customer support once, and told them to outright remove a game from my library
even though i spent $20 on it
and they did it
rofl
i forget what game it was
but i was like NAH i dont even want to see this game
LOL
Can't you do that manually by right clicking it?
yes you can ๐
you can hide games
not remove them from your account usually
unless they are free games, free games i think you can remove from the account
like DOTA
or whatever
i have. its.... okay.
I'd maybe think about regifting my copy of Bad Rats xD
(old Steam meme, really terrible game you gift to people for the lulz)
What's the difference between hiding and removing if you just don't want to see them?
i don't want the game, i'd rather give it away for free to someone else
in one case i know i have a bunch of hidden games? in the other they are gone.
So zero difference
Gone and hidden is the same exact thing if you just don't want to see them
if the police hide a criminal in your house, you still a burgalar in your home, compared to removing them from your house entirely. it's not zero difference.
Two different things
one is literally hiding, the other is gone
If you had an invisible fridge that didn't take up space
It really doesnt
and therefore it's not hidden
you aren't me though, i don't want to hide the game, i want it gone
but i want it gone in a way where someone else can enjoy it for free
rather than just deleting it
I don't think gifting will ever happen, unless you also haven't played the game at all (or to a certain point like the refund point), as a business I can't imagine Steam ever being like "yeah you can freely trade games"
You can remove it from your library with steam support
Game sellers classically don't like aftermarket game sales ๐
i want to be fully aware of everything on my account, hiding games doesn't enable me to see everything, and like what i see.
Mentally it shouldn't even exist that you own it
Just a license to it
It wouldn't even be hiding at that point
You can create folders and minimize them when you don't want to see the things in them
there are ways to do it. people resell cd keys online, they could just allow us to resell the game at the current price the developer sells it for, and give us $1.
also alot of these games i have 1-2 hours in
or zero
In his mind he will still see it
folders? you mean tags?
i dont want to just delete the game
Well too bad
why y'all not understanding that i want something specific
Categories that you can customize with your steam library
This is how I have mine set up
i have categories, but steam often mislabels games into them
I don't think steam automatically assigns categories to the games
and i dont have time to sort 350 games individually lol
they do, it might be a checkmark option
Lol you could do it in half an hour and never think about it again
all of these were auto sorted by steam
It doesnt
Just make a manual category for gams you don't want to see and add the games you don't want to see into it
yeah but they might appear
in the other categories i have
because steam actually doesn't provide enough customization
they could have done this part of their features better imo
You can't have what you want so I'm giving you options so you don't have to see your unwanted games bc it bothers you for some reason
Yeah it could be better, but I mean, comparing steam to basically every other library (epic, microsoft, etc), it's MILES ahead, heh
they are the only ones that actualy.give you anything in that regard
yeah but i already looked into it
i even contacted support and had them delete 1 game already
Why not just hide the game? There is an option for that
because it doesn't jive with my organization system which automatically categorizes games
It takes up mental brain space
i like to see everything on my account
steam built their platform on the idea that you can customize every part of your account
so i want to curate my account to have only certain games, not pretend about it
I need to make some categories for my games. I don't have a huge list but organizing beyond alphabetically is probably a good call
I'm holding out for player reviews. Afaik the pvp wasnt included in the closed betas, and that's the part I want a full practical grasp on
Specifically if it's like Albion etc where you literally hit a ceiling if you don't want to pvp
It was
Maybe that was the content creator version then. Force did a review and he said they didn't have the PVP yet
Maybe he just didn't do it but that would be weird to remove it
I don't know if they just gave them a small slice to play but that would be an interesting choice to not let CC play that part of the game
Yeah. You can just YT it and there are recent videos on it
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Yeah TBH I haven't sought out any either, guess I'll need to research a bit
Though from the sounds of things PVP doesn't enter the equation until the very late game anyhow
I'm not sure whats under NDA or not talk about so I won't give my opinion on it XD
Fair enough, I just want to know if you can more or less ignore the PVP and still be viable in the late game, or if you reach a point where it's either PVP or play something else
I'm not completely opposed to PVP I just don't like when it's tied to progression in games like these, multiplayer survivals/mmos
Which I fully admit is entirely a me issue, I just know I'm no competition for a sweaty 17 year old with a squad when I work a full time job xD
Like, since it's tied to spice harvesting I'm completely cool with the idea that "if you want to run a mega-guild and have the resources to build it up you need a PVP crew", but not "OK solo player, get out there on the battlefield and get your end game ore"
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Yeah. Like I know it's just a mock-up for an FCC filing but like, would it have killed you guys to hit it with a microfiber? xD
IDK, I'm kinda interested in the D-Pad. If it's done well with a good pivot like a Genesis or Saturn controller it could be solid
You don't see a lot of "disc" D-Pads on modern consoles
i despise disc d-pads.
a dpad should be 4 solid directions
every since i had to deal with the GTA5 menus, I will forever be annoyed with a d-pad that does a different direction if I give the button a slight tilt.
I wish I had stockpiled a few xbone controllers but maybe those ones you like are worth it for that.
More like xbox handled, am I right?
huh?
That's why the pivot is so important. Done right it's easy to hit the cardinal directions, but it also lends to fluid diagonals. Done bad yeah you get constant unintended diagonals
Both Genesis and Saturn had great disc style pads
ya but analog sticks werent a thing back then.
Handled, hand-held, play on words xD
okay.
I didn't say it wasn't groan-worthy xD
indeed. XD
The 8-bitdo ones? Yeah, they have excellent D pads
A big part of their market is retro gamers, so good D pads is a big part of what made them successful
that and nice triggers or L/R2s
Yeah, they have more Playstation style ones, where they're analog with a range from 0% - 100%
Or you can switch them to hair trigger mode
And the shoulder bumpers are nice and clicky
i like xbones triggers, and the GC ones where it's more like an actual trigger. that curve is nice.
ah those arent bad
They have a good size and feel to them
They make me want to play a racing game. I think the only one in my library right now is Sonic & All Stars Racing Transformed
I used to play regularly in a Guns of Icarus squad and one of the guys got it for everyone to play online because he really loved kart racers xD
Maybe I'll get Tokyo XTR when it drops
Oh wait, it is out xD
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Disc Dpads for fighters over that dumb plus sign
I think it's still EA right?
Yeah
Bc I swore I told you about it before bc I've been playing since it went into EA haha
The only thing I don't like about it is they kind of force you into buying new cars
Like, in game or MTX?
In game for progression
Ah, ok. Yeah, the original was like that too IIRC. Buying new, better cars was the main progression path
No car fantasy like Initial D haha
It'd be cool for an endgame kinda thing if you could just soup up any car you want to max stats
Like OG TXR you could definitely keep up regardless of car class but it would be much harder
Now it's like legit impossible
Still a fantastic game
I'm really looking forward to JDM as well
Ana-Log. Sticks.
No thanks. Analog sticks for fighters is the worst. A dedicated arcade stick is fine and even then most have gone leverless.
Yeah, 2d fighters really demand a good quality d-pad or maybe one of those fighting game controllers
These:
I use a hori pad when I want to use a controller
Yeah. Leverless
I have 3 levered sticks
And a leverless
On top of my horipad
then they can use a special controller and not force me to have a shitty d-pad that thinks left is down!
User error
bruh the xbox 360 controller sucks.
Legit my favorite controller XD
it's a D pad. FOUR directions!
I wish mine still worked
xbone > 360
My halo 360 controller lasted until a few years ago
alpha 3 max on the PSP the little analog stick was so much better to use than the d-pad.
I loved the PSP but I always found that little analog nubbin kind of annoying
Pretty much
I liked it!
I mean like, it was done about as well as you can do one of those but it always made me want to use the D-pad or wish I was using a proper analog stick
i loved my PSP...
I gave mine away
Oh same 1000%. For what it was at the time it was some amazing tech
I had one game
Patapon
And my friend enjoyed it so much I gave it to her XD
It was a cool handheld for sure
But I personally don't hand held often
Like the last thing I think about on the move is playing a game
I had MHFU, imported portable 3rd, God of War chains of Olympus, and the Final Fantasy remake
Yeah honestly I mostly played it in bed/on the couch, I never actually took it anywhere xD
I almost bought the ps5 thing
PSP is why I got into Monster Hunter xD
Just so I could game while the gf wants to watch a show XD
So I totally understand the couch/bed thing lmao
Good call on not, I hear it's getting better but by all accounts the experience hasen't been great
The most common complaints I see are spotty connection and input lag
I guess it's gotten a lot better recently with some firmware updates
I'm hoping it just fails so I can get one hella cheap XD
Sadly it's probably only going to get more expensive -.-
Like that steam portable thing before the Steamdeck came out
Honestly I think Valve should have continued with that and had it as a parallel product to Steam Deck. A cheaper streaming handheld with less options for people who just want to take their PC games from the desk to the couch, then a more robust full on handheld console
Could make it both cheaper and more lightweight than a full deck
Cause the Steam Deck is a chonker
BAAAA-A-A-A-A
Poe1 whoa
I can literally hear those freaking goats xD
Oh wait, looking again that's the spot before the goats with all the skeletons and that plague archer guy
i barely handheld anymore but
bounty hounds was awesome
i bought a new psp battery to play it again. i want another stab at the final boss.
i hated that one. giant sword useless
They lowered the learning curve a ton since the PSP games
Part of me kind of misses the skill wall you had to climb but I admit it feels better overall than it used to
Still managed to clear the content in Monster Hunter Freedom Unite all the way through G rank with it though xD
I've thought about getting a PSP again since they're relatively cheap and easy to mod
They make great emulation handhelds
true true
i never jalbroke mine but I did use it as a minilaptop and as a MP3player.
the way it sat in my pocket i could keep it locked it or swiftly unlock it, tap the shoulder button to the next song, and then lock it again while walking.
it was great. and was better than my actual MP3 sony walkman
but what i wouldnt give for a proper zune that could play my MP4s and MP3s with no software fuss.
Blast from the past.
Great remake btw!
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Loved the original on Dreamcast. Debating getting the remake in EA or waiting for a full release
I have a controller with analog triggers, seems like a waste that I don't have any racers xD
lol
https://www.gamesradar.com/games/action-rpg/stats-in-souls-dont-matter-ori-studio-founder-and-no-rest-for-the-wicked-lead-says-the-attribute-system-has-to-die-in-the-arpg-inspired-by-dark-souls-since-players-dont-get-it/ -not sure what's so complicated about attributes
They must've grown up on some type of damage absorption simulator of later inception (Skyrim)
Yeah, I dont know. I think it might be that that sort of stat system is very binary for players. Like "I'm doing a strength build, so I will completely ignore dex, int, and faith."
And a lot of players will dump ALL their stats into their one or two damage stats, ignoring the support ones like health, stamina, or equipment load. Then the game becomes insanely hard for them because it expects you to have put some points into those stats but the player hasnt.
I mean, that's a rite of passage for games with stats though. You screw up your first build, learn from mistakes, and reroll
it works in DND because you eventually max a stat
so you need to put points elsewhere
and also as the stat rises, it costs more points to invest into it, sometimes you dont get enough points, so you're forced to put it elsewhere when you level.
if you play de-levelled, game gets too hard
plus each class requires 2-3 stats guarunteed, with maybe another 2 optional ones, and 1-2 stats that are not needed at all.
and most players know this
but if souls is skill based, you should be able to win naked with zero stats.
that's the very basis of a skill based game.
its just your movement and aim that matters in skill based
You can. People are just bad
I haven't put a single point in some stats and focused on equipment load
I have like 6 points (2 levels in stam ) another 2 levels in agility and the rest is equipment load so I can wear armor and be fast
It's a messy system but it actually makes sense they want to change it bc no one should have to dump so many points in equipment load to be able to wear a full set of armor
The problem is that they tiered armor into light medium and heavy and you basically have to be naked to stay fast unless you do it this way
I forgot what interview or forum post it was but one of the devs responded about this gear issues with "people said they don't like wearing pants"
Which is basically the equivalent to "Do you guys not have phones"
At the very least.. you should be able to be "fast" in a full set of light armor without having to dump stat points into equipment and make them do it if they want to wear medium and heavy
Yeah, default stats should let you fast roll with the lightest sets of armor, it's 100% a balancing issue if not. If there's an ultra-fast roll that requires you to basically wear no armor that's a different thing, heh
I agree with this as well, experimentation drives engagement. And the stat system restricting what gear you can use (including equipment load), makes sense from that angle. If the system didn't work in theory it probably wouldn't have survived all the iterations of the Souls games.
The only thing I could see maybe altering would be getting rid of the core stats like "health" and make them progress naturally as you level up. It never feels good to invest in health/stamina/etc, so either making it so they never level up, or always level up would free up the player from needing to invest in those stats. You could even tie minor upgrades to them to other stats (like strength for health), but make it so the game doesn't feel like it's necessary to upgrade those things.
One thing I noticed about the devs is that they really don't seem to know what they are doing or explain their intended system in any meaningful way and can't focus on what they want their game to be
They seem to want to fuse looter with souls gameplay but don't even tell people what weapons scale off what stat immediately
They also put time gates into the game for some reason or another which really don't help the game in any meaningful way
Since i play casually it doesn't matter to me much but if i was going to no life a game and had to wait 2 or more hours for a building to upgrade i would be super annoyed.
Yeah for sure. I think the build timers are lile 1/2 or 1/4 what they were on release too
I remember it being a real slog
Yeah and you can reduce that timer by upgrading another thing
But it really shouldn't even be a thing
Probably to excuse that abysmal resource respawn rate XD
The whole building upgrade thing seems kind of tacked on so far. Like, maybe upgrading storage and house interior makes sense but not upgrading every shop front - just make the upper tier stuff expensive or require rare materials
I dont mind it from a conceptual level, I like the idea of rebuilding the town during the game so that it looks cooler as you get further and further. And it also manages progression, new items as you upgrade with crafting materials from new zones, etc
The implementation/balance doesnt hit quite right currently, but its a solid core
It would be totally okay if it wasnt timed
Idk, like I get it on a basic conceptual level and done differently it could be cool, but it just seems a little strange. Like why are you, an outsider and a cerim, who half the town doesn't seem to want there anyhow, responsible for rebuilding?
Like nobody can grab an axe and cut 10 wood logs for the staircase?
I feel like Cerim are just the sort of "get shit done" people, and it's demonstrated via quests that only a few people are willing/capable of leaving the walls, what with all the monsters and stuff about
Also the staircase specifically is in a spot where no one goes, I'm pretty sure you're told that no one uses that room so why would they bother repairing it?
They clearly can't because they can't even take care of lvl 1 bandits
๐
Tbf neither can most players going by the negative reviews xD
Ahh, balance problem or skill issue, a tale as old as gaming
they call not rest for the wicked a souls like yet it looks more like a diablo like to me
It's the perspective of a diablo game (isometric) but the gameplay style of a souls game (weaon style based combat, dying revives you at a 'bonfire', etc)
IDK, perspective-wise the whole rebuilding/material cost thing seems a little odd to me, but I don't really find it that offputting. Maybe I just haven't hit the worst of it but given how much I'm willing to grind (and wait) in other games I doubt it will bother me that much overall
i don't follow what the dev is on I've never played dark souls but this looks relatively straight forward
I don't think that's No Rest for the Wicked's menu is it? That looks like dark souls or something
I think part of the difficulty controversy from that game comes from the studio that made it, their previous games were the Ori and the Blind Forest series, which were significantly more casual
I imagine there's a fair bit of overlap that isn't into the more hardcore elements of NRFTW
ori games where AWESOME
Yeah but I also feel like it's fair to say that they've been extremely clear about what this experience is meant to be. I can't fault the studio for making their intent ambiguous
I just don't get what people are going in expecting. Like I haven't personally found anything nearly so abrasive that it deserves a mostly negative on Steam
Seems like most of the reviews were about "QOL" concerns when I checked, so maybe they don't like old school styled games/clunkiness
I know there's a lot of games I love that get similar kinda reviews. Unfortunately when modern games don't hold your hand or give you lots of shortcuts that upsets a fair chunk of players out there
IDK, like the outrage over the timers I kind of get. V Rising only had one big timer for sending your minions out to get resources, and a lot of people complained about that one. I get the argument, the timers might not seem bad if you're putting down 8 hour sessions, but if you're a busy adult and you only get an hour or two for gaming a night, an 8 hour timer is basically a week
I find for the most part "wait timers" like that have a way of making people feel like the game isn't respecting their time, especially when it's a progress gate
Oh does NRFTW have real time wait timers? Yeah that does seem odd for a singleplayer game
At least V Rising is like... MMO-esc, or at least tries to be lol
V Rising always felt like it couldn't decide whether it wanted to be a co-op survival game or open world PVP game to me
Yeah, when you upgrade town facilities like say the blacksmith, you contribute resources then you have a real time wait for upwards of hours
Yeah that does seem a little odd for a game that is singleplayer, I could see that being annoying
That's because it couldn't at first xD Stunlock's previous game was entirely PVP and I think they set out with that mindset, but as the game has evolved they've leaned much more into the solo/co-op experience
Yeah I bought the game day 1 of early access and I went into it thinking it was a PVP game haha
and I think it's better as a coop survival game, but it was funny to see the identity crisis it kinda had
Yeah xD Though it's worked out well because they came out of the gate with a solid framework both for the PVP and PVE crowds, and they've been able to focus on just adding and refining
I understand the complaints
No one wants time gates in a single player game
Or useless bonfires to cook while making resource gathering painful
Or terrible weapon balance
I love grindy games but that's because I'm mentally ill
Unless resource gathering is a primary focus and point of progression. A survival game can get away with having resources be difficult because they're the goal. In a game like NRFTW, it's just prep for the actual progression and that makes it much more abrasive
It's having to do your chores before you can go out to play
People tend to like souls like bc you can just refill pots by resting
Having to force people to cook food with finite materials is bad
You get punished for failing a boss fight and gotta spend an hour making healing food
Or grind resources to rebuild the smithy to craft better weapons, etc etc. It feels like a questionable choice when most Souls games just make it cost later game drop materials or put the good vendors in harder areas
Fail a boss enough times and you can't even farm the material until it's super long respawn happens
the grind has to be worth it
I mean, it has to be towards accomplishing an end goal. If grind is the focus of your game, again like a survival, it's fine and part of reaching your goals. If it's in an action game like this, it's a distraction from the goal which is to fight higher level/tougher things
And again, in a game nobody wants to have to vacuum the floor and wash the dishes before they can go do the fun part
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At least V Rising's time-gated stuff kinda fits thematically, you're refining materials and crafting stuff, and the longest wait is like... a couple minutes. Plus you can use servants to auto-farm stuff too
The servant timer was the big issue, but if you play on a server (majority) it ticks even when you're offline, and someone actually made a mod for people who play solo/locally to do the same thing
If NRFTW had a system like that I think it would be less objectionable, but when you're talking 8 real time hours only when the game is running, for some people that's an entire week's game time if you only play an hour or two after work
Like it'd be another thing entirely if you could start a project, log off and go to bed, pick up tomorrow and it's done and waiting for the next one
Like, it's inherently a system that respects your time less the less time you have to give it in a way. It's more punishing for someone who only plays a couple hours at a time vs someone who plays for 6 - 8 in a shot
And working adult gamers are some of the primary audience of primarily single player games
I mean personally I'm still digging in so I haven't seen the worst of it to say if I find it abrasive or not, but I get why people have the complaint
Fun random side fact I just picked up, GTA 6 has officially taken longer to develop (so far) than it took to build the worlds tallest building from excavation to grand opening
games are getting too.... ah whats the word.
Bloated?
Corporatized?
I think part of it is that games are also literally reinventing the wheel a lot of times because they use different engines to build games.
over the top?
AAA gaming definitely has a problem where they have to build the biggest and best games in the history of all gaming. And they have to be the biggest and best sellers ever as well.
like, i mean the detail is impressive and i'm happier with booty physics than horse physics but like,
man. some of us are still happy to play PS2 era games.
They can't seem to understand that they'd probably make more money if they only did a giant game once a decade, and also made some small and mid-sized games
I mean, can we really call companies like Bethesda or Rockstar relevant when they only release a game twice a decade?
I think it's like typecasting for actors. They've pigeonholed themselves into only releasing genre defining games and will work on one until they feel like they've made one. They just can't release anything else
And it's... not actually good for the company
I mean, I get it, it's kowtowing to the investors and the board, but it consistently puts them at odds with the end consumer
Like, stock values will fall if a game release isn't a 10/10 and top 5 on the sales charts
Then you look at a game like Expedition 33 that only took 2 years to develop and has a bigger concurrent player number than Oblivion Remastered
Hit a million sales in a week
Not dollars, copies
Maybe not every game needs to be on the absolute bleeding edge of graphics fidelity and boast 1,000 hours of gameplay in a custom engine xD
you mean release the same game 5 times in a decade.
Also that. Could point to EA and their sports games while we're at it
i mean, that's to be expected
Basically a roster update with a new minigame added
ya
Not sure if it was patched but supposedly it's not online only. People were changing system clock to cheat the timers.
2 million in 12 days!
shield blast is based
is this that new one?
Nah, the OG
https://www.nintendolife.com/news/2025/05/nintendo-updates-its-user-agreement-to-crack-down-on-emulation - also apparently GameChat is set up to record audio and video and send it to Nintendo
ew
Gotta train those AI systems that no one wants somehow!
if you have Dune Awakening on pre-order they just annoucned this
Good news!
Everyone who has a Dune: Awakening pre-order can now also access the Beta Weekend!
That's cool of them
Tried playing Valheim for the sorta first time (had it in my library for a few years and faffed about for 10 minutes but never really did anything else) because it's "the greatest game of all time" or whatever and man, I really hate the resource management and base building taking more wood than I can actually carry
Some of the mods that makes valheim significantly comfier are mods 'crafting/building from chests', that's for sure.
you know i have come to the conclusion that i don't like base building as much as i thought in games
I love base building, but it has to either be done very well or have a purpose, like defense etc. Too many survivals throw in meaningless build systems because they're "supposed" to have them
But either the build mechanics aren't fleshed out enough to really be creative with mostly boring Ikea pieces, or it serves no functional purpose
Winds up feeling like tacked on busywork
For the wood issue carts are a thing for a reason xD
Also in the early goings don't bother building up a huge megastructure. Think like an exploring viking, you only need enough to build your ship and sail to the next land, until about the 3rd or 4th biome there's no need to have a megabase really
Mostly in that game, at least in vanilla, it's far more effective to have a series of outposts and save your big base for when you can find a good centralized area in close proximity to your most used resources
Only do the megabuild if you grab the "teleport with resources" mod
But also, I'd stop well short of calling Valheim "greatest of all time". It does a lot of things very well but falls short in several others
I usually find it fine to do larger buildings once you get to the iron age. The longship has enough storage that you can fill it with a ton of metal and only need to take occasional trips back to the main base, and you can use portals to get most other resources home.
imo i would rather have a blank slate i can tailor to my desire or multiple options for a base.
I have fundamental problems with progression-based survival games. Like, I want to build a cool base but you dont unlock cool building materials until most of the way through a playthrough and by then I'm established enough that I dont want to rebuild.
Yeah. I've been saying for years that survivals need to adopt a system where you can mass-change one material to another. Like, you built your starter base out of wood but now you have stone, you should be able to easily swap those materials without doing a full tear-down/rebuild
After a few it just makes you not want to build extensively until endgame, but then the game forces you to in order to have more production
Yeah, like my last Enshrouded playthrough, I didn't want to do any real buidling until I got to the desert because I wanted to build a desert-themed base, but by the time I got there, I needed a really well functioning base at home so I didn't want to rebuild from scratch at that point and move everything over.
It's not just visual, but very much progression based. Like in Valheim you go wood -> stone -> tar -> marble -> grausten, and if you want to build a cool grausten base, you HAVE to go through almost the entire game before you can. And at that point it doesn't feel worth investing in a new base.
It's quite the conundrum. Because you don't want to just... unlock all the building materials at the beginning, but there's no reason to build a neat base once you've already basically completed the game.
That's what made me start taking over Peaceful Acres. Like knowing POIs are an issue, but like it gives solid comfort out of the box with some farmland and early goings on multiple playthroughs I just can't be bothered xD
Stick all the NPC beds in the attic and just drop crafting stations wherever xD
Honestly for NPCs, I just do what I do similarly to Terraria but instead of individual wooden prisons I just stuff a bunch of beds in "the crate" and call it good.
Terraria: NPC prisons
Enshrouded: NPC hostels
I primarily put my main crafters down around their associated crafting stations, and the rest I stick in the attic. I want to make a proper town but I likely won't do it until after 1.0
But therein lies the problem and the design flaw. If I'm having to wait until endgame to really feel like I want to build because of how the build system is structured, how good is the building system?
And not to pick on Enshrouded, we were just talking about Valheim and it's a great example with it's structural integrity system. The game literally punishes you for trying to build too big too early
I actually hate Valheim's system for building. I hate how short you build without tricks and whatnot even in endgame. I love the free build of Enshrouded.
I have mixed feelings on it. Part of me wholeheartedly agrees with you but another part actually enjoys the challenge and "puzzle" it presents. At least until my roof keeps collapsing and I can't figure out why because EVERYTHING AROUND IT IS YELLOW WHAT'S YOUR PROBLEM GAME?
xD
Yes, or the one spot that is green, then the next one drops to red and you just can't figure out why. I hate you system, why you no work, why is 1mm to the left such a horrible horrible placement that you break it??!
totally ya
Don't get me wrong, I love to play Valheim, but sometimes the building system makes me wish I had a physical disc of it to throw out the window O.O
i would happily play valheim with 2+ friends.
it's funny when falling trees try really hard to kill me.
It's even more fun when your tree falls on one of your friends...
i bet!
YA THATS THE ONE
My favorite Valheim gif xD
sadly my only gaming buddy isnt into these games.
One of my buddies died to a tree ONCE and we wont let him forget it.
The trees are the real killers O.O
What if trees hire other killers.
I think that's what happened with the greydwarfs or?
i think so
greydwarfs related to the forest possibly. i remember some lore like that. or maybe just fallen vikings?
I think Greydwarves are the children of Elder, because they spawn from the vines that are seed holders.
This was our form of pvp
TreevP
i dont really die in valheim anymore
but when i did, trees or 2 star wolves
2 star wolves during a snow storm
hard to defend against
perhaps ticks were tough, at the start too, but you can mostly roll them off of you.
I die all the time. I like to run in and blow things up....I really must remember mages are ranged O.O
the queen got easy after battling her for hours.
i didn't play ashlands very long, so no comment
Ashlands is like one long raid of things that murder you over and over again.
Just when you think you got through all the little mobs, the big ones show up with more little ones
i forget was there some flying thing that was dangerous
and everything else was okay
Yes, the Valkyrie
nothing in plains really kills me anymore, not even the wasps, id say 2 star wolves more dangerous
No, none of the stuff was okay, they swarm in groups, there was Valkyries that fly and shoot lasers at you, then the Morgans that are bone monsters that can roll right over you and squish!
next to like 2 star draugr maybe
yeah i didn't play ashlands very long
i spent a lot of the game in swamps, plains and mistlands
need to do another playthrough when deep north releases, and explore ashlands and north more
Ashlands is not as fun. The building materials are nice, but the actual play is subpar
Yeah, its a little too hectic to be fun, I agree
Exactly. There's no resting at all and that makes it just a bit too much for it to be a fun game experience to me
Yeah, it's not BAD from a concept point, but the rest of Valheim is so relaxing with brief moments of hecticness that it feels out of place.
I'm glad that Valheim has mod support (I'm using mods from this massive guide) and also world customization tho Idk if dying still drops every item because I have it on the chillest game mode that isn't the Creative Mode but dying still drops everything
Still hoping there's mods that help fill out the map or add better "biome colors" because early game, it's hard to distinguish the borders of the Meadows and Black Forest besides hovering over the mouse
IDK, I played it vanilla may times and had a great time with it. While I'd stop well short of calling it "best evarr" I will say that it's a very solid experience for what it's trying to do and if that doesn't grab you, it might not be either the game's fault nor your fault. It just might not be a fit
i struggled with the dear boss and only beat it with the help of a friend so i quit playing it solo
its pretty easy solo, but maybe you didn't look up what to do to guaruntee boss fight wins etc. or there was no info at the time because the game was newer.
the deer fight is pretty doable solo
best thing about valheim is really the building
i made a lot of beautiful structures, docks, towns etc.
it's rather fun because of the support system, the building rules... i find that more enjoyable than just a free build system like enshrouded. i also was never really a big fan of enshroudeds bubble that you're restricted to building within, obviously because without it you could just build a bridge across the entire map.
I mean, every game has that though. Instead of flame altars Valheim had workbenches
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yeah but i didn't see a bubble across the sky, and also workbenches are infinite in valheim.
and the purpose wasnt to limit building, but rather to provide a lack of enemy/mob respawn in the base boundaries.
in enshrouded it's clearly meant to limit building additionally to respawn since they don't have a support system like valheim to do that.
in valheim i can make a structure that spans the entire world. in enshrouded i can't do this.
the thing that enshrouded has over valheim, is the terraforming.
it has always been the terraforming, and possibly water included when enshrouded adds water.
enshrouded has smaller units of blocks, allowing for some slightly more detail, but it's not a big improvement necessarily - as i've made beautiful structures in both games.
the big improvement over valheim is the terraforming
it could have been the roof tiles, if they did my idea - where i wanted to easily swap out roof tiles without needing to dismantle and then re-place the tile.
a swap out block function would have been cool/fill this block, with a whole different block etc. would have been cool.
the grapple/hook systems are nice too
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sue is my wife, how can nintendo do this to me?!
I have a feeling that its more for performance and save size reasons than anything else. They dont want to limit the building, they want to make it so you get more than one frame per second and your game doesnt take 30 minutes to load ๐
Wouldnt surprise me if we saw altar limits get raised or removed eventually as the engine + performance improves
Yeah, and honestly I'm hoping that will be a big part of coming updates. Performance is starting to become a sore spot for a lot of people and with a bunch of revamped environmental and lighting effects being added I can't imagine that getting better
Yeah, its one of the challenges that comes with building the engine while they build the game.
But players are notoriously unforgiving with performance.
this guys monster form was somehow easier to fight than his human form lol
i feel like we really should get 2 per level so 16 and not 10 but right now they're still optimizng.
bigger areas would be cool too but I dont 4expect that.
Yeah, I'd love if we could opt into high areas or free build or no resets or whatever, and they'd just warn us that we might impact performance or load times.
would be nice, maybe when we get creative mode.
just hope creative mode is toggable and not one or the other.
touche
I mean, the way I see it, either they do it, or itll be one of the first mods that people make. ๐
the power of mods!
god the chat of path of exile is pure cancer. came to my senses and disabled that crap
Lol, yeah its not great
i can't believe you tried to read it XD
Didn't they once said we wouldn't get free build due to limiting the save file size?
Though surprisingly no slurs or barley disguised attempts at that them
Yeah, but if players go in knowing that it would eventually cause problems, I don't see any problem with it. Like don't make it the default obviously, but allow players to make their own (potentially bad) decisions.
I know I wouldn't be upset if someone made a massive world that took a while to load, but they built like... all of Middle Earth or something crazy.
There is most likely more to the issue then just a huge save file
Yeah, that's what I mean about warning them. The huge save file is why it would take forever to load
you cant make it right either way. as we know from plenty of experience in here. even if you bash peoples heads with a warnin neon sign the size of the fell dragon. they still wouldnt read
and then go on a rant about how bad the games optimized despite the fact they try to run a world sized build in 4 k on a hamsterwheel powered toaster because "they can run other more visualy demanding games"
I mean they do that anyway when they try and run it on a potato machine from 1995 ๐คทโโ๏ธ
Not like it would change that much
exactly. so why put more stress on urself knowing itll happen already without ๐
Well, it'd be more about giving people who have nasa space teams who want to make crazy things the option to do so
fair enough i guess
Definitely shouldn't be a default option in any case. I'd put it in a second, more hidden 'special options' where you can do things like:
-Increase altar size/count to crazy numbers
-Increase draw distance to super far (for video capture without pop-in)
-Want persistent worlds that don't reset even on log out
i mean yeah. would be cool to experiment with that for sure
It would be interesting to see ai being used to make game worlds more immersive
you dont want to start this convo here ๐
Just look up what the devs said about that
I shall take this topic no further
But I can run TF2 on 4k max, this is inexcusable
huge save files are a problem now with steam sync if you have slow internet too. it can hold up your steam, and make it impossible for you to launch another a game while steam is trying to sync the save file.
Yeah thats a good point too
https://www.videogameschronicle.com/news/ori-developer-moon-studios-head-warns-it-may-have-to-shut-down-following-review-bombing/ -is kinda what I'm talking about with weaponizing review bombing
Like, it'd be one thing if they abandoned the project or pivoted to a live service model or something, but people are review bombing to gripe about things that are in progress and the team has said they plan to work on, to the point that the studio might not be around long enough to try
Which would be unfortunate because Moon generally does good things
what? Gamers are entitled a..h..es too? its not always only the greedy big corpo publishers? Nooooooo!
the review bombing trend got out of hand just like everything else does these days, and is weaponized by people who for the most part dont even know what they are talking about.
Exactly that in this case. Like the article points out most of the reviews are about difficulty (I mean, it's a souls like) or the fact it doesn't have multiplayer yet, which they said was coming in a near future update
Like, you're harming their revenue to complain that there's no multiplayer to the point that you might never see it now
The Steam algorithm buries negative games, and buried games don't sell
as they should. well at least in theory, if it hits the right spots. but it more often nowadays doesnt.#
I mean, it works for the things it needs to but in cases like this it also causes collateral damage
It's more the behavior of the people review bombing at issue than the algorithm itself
ofc it is. thats why i said the idea behind it is a good one, the execution by those who wield that power isnt - and thats entitled gamers
even dumber to review bomb a game thats mid development early access. like you said, if the project was simply abandoned and leaves people empty handed, sure deserved, but under active development? join the discord and make your concerns heard there, and not this bs
i was pissed at an early access game sequel that was nothing like the first game and was done badly but i still left them a positive review lol
because its early access
i just expressed the million things they need to fix in discord suggestions
lol
whats also funny is this guy on my friend list says he's an indie game dev
shouldnt he understand game making better than anyone ? and also the dangers of leaving negative reviews. rofl
though i see other reviews that make sense
enjoy hitting trees, have time, and hate yourself? this game is for you lol
they do make fair points in these reviews, compared to the first guy who was just telling them to change the genre of their game and make it arcade.
I'm not saying some complaints aren't valid, but I'm sure if it was possible to go through all of them it wouldnt deserve more than half, amd frankly for how good the game is overall, it doesnt
And that's where I take issue, people leaving an entire negative review for one aspect they didn't like vs the 5 that they did, or for features that are still being tweaked and added because guess what, EA
It also begs the question of why was the game mostly positive for a year and suddenly dropped to mostly negative after the patch. Is it more realistic that they screwed things up so thoroughly, or that people are just being frustrated that the thing they want isn't in yet or the thing they like got changed without giving a chance for it to possibly be changed back?
For example, and this is why I'm against public roadmaps in general, a lot of people are mad because they thought multiplayer was coming in this latest patch. It wasn't, and they were clear that it would be a future patch, but people still got it in their heads then left negative reviews when it wasn't there, even though they said it wouldn't be
IMO roadmaps should be internal design documents and patch details should be drip fed until they go live
Because they create false expectations and things like these happen
Just like how tomorrow there will be a flood of people in #the-tavern and #enshrouded-chat complaining that there isn't water yet
Their points are fair, but they're also a bit exaggerated. Do I think monsters could use a bit more stagger? Sure. Is it a major problem I have with the game? No. Do I love that your gear has durability? No. Does it interrupt my core gameplay? Also no, you don't lose THAT much durability unless you're dying over and over.
The backtracking is part of the core design of the game, areas level with you and new events are added and stuff. It makes the world more interesting when you go back through an area multiple times.
It's exactly that. People taking minor quibbles as a reason to tank the game as a whole when if you take everything into consideration, it's really not bad overall. Part too I think is unfair expectations, people going in without fully understanding what the game is trying to be
But also, people grading the game on those quibbles rather than taking it to their discord or steam forums, voicing those opinions, and giving the devs a fair chance to respond, whether that means a change, a fix, or simply saying "that's our vision". Basically going straight to dropping negative reviews without giving the EA process a chance
Makes me wonder how many Enshrouded reviews are basically "no water, 0/10 game"
And by fair chance, I mean like give them a few patches to either address them or not before firing off a thumbs down
i think a game requiring grinding for healing items might be a bigger concern than those points. likewise inventory management. and loot that mostly has a negative trait. and issues with repairing easily in a none grindy way. still if i liked a game i would positive review and leave these as concerns in my positive review.
the issue is players think their positive review amounts to trash that devs will never read, and they think the negative review brings about change in how the game is developed.
again it's a steam issue
steam should make a more nuanced system, perhaps even a feedback system for EA games.
their "forums" don't cut it really
because if the forums were consider valuable people wouldn't be leaving so many negative reviews. most of these people never used the forums once.
The healing is kind of a tricky self-fullfilling problem. Personally I had no problem having enough healing, but the worse a player is at the game the more problems they'll have because they run out of resources. Then that makes other things feel worse because you have to go on gathering runs to get more healing items... etc etc etc.
i remember titan quest, just buy health pots, repair didn't exist, and every item had positive traits. inventory management still an issue, but i would say the game approached inventory in a "normal" or above average way. it wasn't limited like these reviews are making no rest out to be.
They also have a problem where they're genre blending. Durability/repair in an ARPG is bad, but in a heavy RPG it's fine. People are going into the game with a lot of ARPG-type expectations and they aren't getting that because of the way NRFTW is working in other genre stuff
the game i wanted to design would have armor breaking entirely. but you could repair it easily.
and my game would be expedition based slightly
meaning you could bring supplies to repair your armor, but they would be heavy and take up space in your pack.
otherwise you need to make it to town
Yeah, I don't mind repair as a concept, but it has to be worked into the game in an appropriate way.
My big game design thing is "meaningful choices". Making players make choices that matter and that give them good feedback for making good or bad choices so they can learn how to prepare for situations, things like that.
like my game, i wanted armor to basically break in 3 hits to a location on your body, and then that specific limb area would have no armor after.
and armor would have limited magical properties
it might 40% protect against fire once, but then decrease each time
and would need to be magically recharged
i was thinking to design inventory into supply space, and then expedition loot space
if you have a horse, the horse would have more supply and loot space
Sounds like Monster Hunter, basically
yeah they copied my idea i never played monster hunter
is their game open world?
or is it linear/instanced?
lol, they've had that concept for like... 5+ years
ive had my idea longer ๐
It's sort of pseudo-open world. Large zones that are open to exploration, but not a whole "world" really
also they probably don't do chivlary combat
or exanima based combat
which is what my game would be
specific limb damage
you die in 6-8 hits depending where you are hit
no arcade game, with arcade damages
monsters are deadly, a zombie can wreck you
ideal to team up with other players
Well, mosnter hunter does actually do that. That's been one of the hallmarks forever. You can break specific monster parts, which changes their attacks and things like that.
monster parts
not human parts on your own body
i would have done both
my idea was both
Sure
It wouldn't really work with the scale of monster hunter, but definitely more "personal" type combat like chivalry
like i said lots of games did my ideas, just not fully or compeletly
Like how your limbs can get cut off and such
like empire at war stole my whole idea for a starwars game that i had when i was 12 years old
i did it all on grid paper
didnt we have that already pal?
no one stole shit from you, at all. period
except empire at war did full ships shields
and my idea was aft and stern, starboard and port shields
I mean yeah, you don't own an idea until it's in a published game ๐ And even then you only own it if you patent it like Nintendo and WB, and everyone hates them for that.
and you could redirect power from aft to stern shields etc.
thats not your idea, thats basicly every oldschool sci fi ever
doesn't change the fact that i thought of it before the game developers made a game.
A new game "wildgate" has that. They've had a community preview this week and it's been really cool. Your ship shields are hexes and they get knocked down by individual hexes, so piloting your ship to keep people hitting your shield instead of the ship is a big deal
stop basing your existence in this chat on challenging everything i write
and thus they couldnt have had that idea before? they came to you in your sleep and drilled into your brain with sensor drones?
15 years before? not likely
stop basing your existance then on writing absolute dumb stuff
why did it take them 15 years to make the game if they had the idea
Because actually making games is really hard ๐
I have ideas that I've had for that long that I haven't made into games yet
ill have to ignore you if you want to talk about me, just talk about my cool ideas
sure lore ideas might rarely, if ever make it into a game, qol or game mechanics, not likely.
i have lots of ideas that didn't make it into games yet, like i said monster hunter only implemented parts of my vision of a game.
ehhh. I've been screaming into the void about skill based crafting in MMOs for at least 10 years. I've even worked on MMOs and haven't been able to drive the implementation.
go ahead, its simply painfull to read it, because we already had ths before - multiple times in fact. you are NOT the saviour of it all, and not the inventer of everything. calm down, you are absolutely welcome to talk about ideas u have, but stop typing dumb shit like "they stole from me" because thats factualy totaly untrue
i can give you 50 differences between monster hunter and my vision for my game
sorry cross i am not here to defend myself or talk about this, so i wont be responding, you are mentally ignored now.
poor me^^
skill based crafting? like 100 blacksmithing to make a grand master sword? or do you mean for crafting a sword specifically?
you would raise skill for each item you craft?
rather than treating it as a group of items?
No, I mean like the crafting system in itself is skill-based. Like how combat in a game like chivalry requires a certain amount of skill to execute.
So there is actually a player skill element to crafting. Like a master blacksmith hasn't just put in the time to raise his numbers, he's actually skillled at the crafting "Game"
you just described videogame journalism
how would you make crafting skill based, like add in gameplay to crafting? you have to hammer hit the iron by directing the shots to the iron like you would a sword to an enemys arm?
i dunno devs have a hard time implementing fishin games
Yeah, an easy example is Bejeweled. Instead of the gems just giving you points, they give you different bonuses to your craft. Then, a combination of your ingredients, the recipe you use, and how well you do at playing the timed minigame determines how good your item is.
imagine if you had to go through all the steps of real blacksmithing
even car repair simulators do a bad job of making fun gameplay out of it, or actual gameplay as opposed to mouse dragging parts.
Adding that player skill results in being a good crafter actually having meaning to the game. If you have super rare resources to make a crazy good item, you might seek out someone who is a known master blacksmith to craft your weapon instead of doing it yourself, becuase they're known to be a super good crafter.
they did that in ultima online
Yeah
but it was basically 100 blacksmithing, allows you to make GM items which are better
Ultima was good for it, but there's a few steps you can take it beyond what ultima did that would make it a really cool element of an MMO
there was no skill based mini game to raising the blacksmithing
You can use it to promote social play, give other gameplay styles to the MMO, draw other types of gamers into the game, etc
you're looking at 150 gig game or more though
I've been working with my girlfriend on building a prototype for a crochet-based crafting system for "tailoring" that brings in the concept of how crocheting and knitting work IRL into a meaningful sort of minigame
since a skill based game within crafting itself, and for every type of crafting? would be a lot of games packed into one.
like gameplay over animation
Yep, that's why it's an MMO idea. MMOs aren't "one game" they're 15 games in a trenchcoat ๐
kinda reminds me a bit of "Medieval Blacksmith" small indie one, but the system showed potential, that mech into an mmo, would actualy fit your vision @tepid wadi
And, if we're going to see a successful next-gen MMO, it's going to need a massive audience. That means it needs to attract a lot of different types of gamers. The best way to do that is have really well-formed aspects of the game that can promote different types of gamers and draw them into the game.
There have been a few indie games that have done this sort of thing
There was a "potion maker" one that I really liked
it would be cool to farm sheep as a whole game, and then sheer them, and then turn that wool into clothing
true, saw that one aswell
and shearing them is something you actually do, by guiding your hands in the game
Yeah, like you could have gamers that don't even participate in PvP or combat, but still love the game because they love the farming experience and they can play the game with their friends who DO love the combat stuff.
or someone who makes armor from leather, having to hunt the animals first. (which is usually the case)
thats what UO had
It would also add to the immersiveness, like maybe some days I don't want to do hardcore pvp activities, I just want to farm and chill. BUT having those options in an MMO means that I can still play the same game and have a good time with a totally different experience.
though it was a much simpler system in the 90s
Yeah, UO was great, but tech has come SO FAR since then that a new game doing this stuff would feel super revolutionary.
but UO had people who just did crafting, or collected wool from sheep and sold it, and thats all they did.
Exactly
yeah the trick is to not make it too complex, like inuitive and easy to follow at every step.
then it should be fine
People keep trying to make a MMOs by recreating what old games have done, or copying WoW things. But the real secret sauce is making it so that there's just tons of stuff to DO that is not directly related to power progression and one gameplay style.
But like, for crafting specifically I can count on one hand the number of MMOs that have had crafting that is actually fun to participate in.
Yeah, each minigame doesn't need to be ultra complex, but they can be skill based and complex enough that they're enjoyable to play on their own, without the rest of the game being a factor.
And if you had like... 5-8 different crafting minigames for all the major disciplines? That would be super cool because different players would be good at different types of crafting, just like real life.
and then you have the people who complain about not beein able to autobulkcraft whilst waddling through tiktok^^
thats why my game idea has armor that really guarantees you can take 1-3 hits, or defense against fire 1 time, but after that the armor is useless, so its up to the player being skilled. it's sounds souls like, but it's not going to be that hard, because it will be designed better imo. so armor is not that important, except as an extra 10% survival. monster hunter i bet puts way more emphasis on gear.
Yeah, but for each of those, there's 1000 people who love the fact that they can play the game in a way that suits them. And don't get me started on how these crafts could be integrated into a mobile app but still connected to the main game
i dont like games that are gear to win, or level based.
level based adds imbalances.
Yeah, if chivalry had level based power progression, the game would suck
for example ๐
if monster hunter has character levels? already nothing like my game idea.
It doesn't, progression is totally gear-based. But it's also a co-op game, so it's not really the same idea as yours
It's a problem in the industry as a whole (copying what already exists instead of trying to make something new), and it's a problem that stems from game budgets.
Investors don't want to give you hundreds of millions to make an MMO unless they feel confident that it will be a success, and the only way you as devs can convince them it will be a success is by pointing to other successful things and saying "look, we can do that too!"
Which creates this weird situation where there's an almost infinite supply of ideas for new games, and yet every new shooter is just cod, or every new MMO is just WoW. I'm sure you're aware Zerax that it's a problem that's just as frustrating for devs as it is for players lol
yeah they wanted you to scavange items from monsters to improve your gear i bet?
my game doesn't have that
oh i absolutely support your idea. been dreaming about all kidns of this stuff for years aswell, like an actual magic learning system and whatnot, could go on for 24 pages and days on end puttin it all in here - im just sayin sometimes it feels like the market isnt there for the "patientplayer" at least not in a very big scaled way in regards to successrate - which is an absolute shame
maybe once or twice, you can get scales and make scale armor, but not much of that will happen in my game.
since my game idea is influence by UO and DND and chivalry/exanima, and for the expedition aspect, oregon trail.
Let me pull up my 4 hour long powerpoint presentation about how I want to build an MMO, but I want to build 5ish precursor games where I start with a super small scope and build games that get progressively larger using the mechanics that I want to build for the MMO. And the talk about how I want to use those games to build and test the mechanics that I'm going to use for the MMO and prove that it's a game that players want to play and refine the idea so that it's amazing.
Rather than pitching an MMO from scratch, which is a TERRIBLE idea, I want to pitch the process to build an MMO that starts with a butterfly's wings, if you will.
you saw my ideas about endless questing, i call the quest grind? there is the quest grind, the gear grind, the level grind, all bad. even the skill grind can be bad.
but skill grind is overall better
because at least you can gain that passively just enjoying the game really
Grinding is bad in general because it implies that you have to do something over and over until it stops being fun.
You don't "grind" a game like chivalry or helldivers, because you just have fun playing the game
but you saw my idea about how id give quests, basically rarely NPCs would give quests, it would be more like players kill npcs family, and the npc tells a player that this person attacked them and asks for justice etc. NPCs would move around the world, also you could get quests like you are playing MYST, where you observe the world, and perhaps gain a quest that way, because you inspected an object, so more of a mystery type way of getting quests.
My "if I somehow got unlimited development budget" idea is a big budget roguelite MMO. The only games that have even attempted it have been extremely small/niche/old (like realm of the mad god), but even those found long term success and niche appeal despite their jank.
Roguelites are by far one of the biggest modern genres, and have insane replayability and mass appeal already. Their only real "problem" is that they're all either solo or coop.
I have no market research to point to because nobody is making them, but I strongly believe that roguelite MMOs are a subgenre with huge potential that just nobody has tapped yet. Just a gut feeling I guess, because the ones I've played have shown so much potential, and the problems they have had would be easily fixable with a bigger team (again, like realm of the mad god).
"huge potential that no one has tapped yet" is MMOs in general, these days. Investors too scared to do anything, big companies too bloated to do anything, indies too small to do anything
But all the MMO gamers have good ideas that could be rolled into a good 5-10 super distinct concepts that could co-exist
i think if quests exist at all, they need to be organic, but what forms an MMO is the freedom of player interaction, the players themselves make the game interesting, and a changing world makes the game interesting. (which is something i learned from UO)
Yeah in general it's obvious that it's a super underdeveloped genre. The success of games like Albion online is proof of that, cause frankly that game is nothing remarkable on paper, it just fills a niche that people really wanted to play
I like the idea of taking roguelike gameplay and turning it into a "plan for an adventure" aspect within an MMO. Like it's not actually roguelike, but before you leave town/your house/whatever, you need to decide how you're going to approach your adventure. Are you going to take your mining pick or your logging axe? You only have so much space, etc etc etc.
Yeah, many of them are just trying to recreate the past though.
I imagine we'll see an MMO creativity explosion in the near future, engines are getting far easier for small teams to create massive open worlds and big player number server infrastructure. It's no longer the technical hurdle it used to be.
Like Pantheon is literally just Everquest, but new.
I mean tbh if you count Roblox as a game engine we're already seeing an MMO explosion, there's a lot of them in roblox.
Yeah I mean that's the other thing. MMO monetization ๐ข ๐ข
still insanely hard and abstract, from code to working game world. i have a hard time coding a discord bot ๐
Well I meant for small teams, not solo devs haha
Yeah solo dev mmos are still not very realistic
Enshrouded MMO when
Never probably lol, our engine wasn't built with that in mind
and the game itself
Yeah, obviously I was joking
I can't wait for Creative tools though. Someone is gonna make a MMO world with it, I guarantee you that. Or we'll see to-scale middle earth or something.
Nah, they won't be able to cram that many people in it, but they'll make it nonetheless
The server CPU of whoever tries to host that
O.O What did you do to that poor kitty
reports toast for animal abuse
reports Toast for photoshop abuse
I wish "tibia style" mmos had caught on more, I still love the kiting based combat from the game it was very satisfying
I hate the wow style combat where you just stand there and spam buttons, but it's what every MMO is
I mostly just wish that Archeage hadn't borked itself with MTX abuse
The curse of f2p MMOs
People hate subs, but then you make it f2p and fill it with MTX and they hate that even more
It's because so many people are used to it. You give a different system to people and they 'hate' it because they don't want to try anything new
Yeah at this point MMO has almost become synonymous with "WoW-like"
Even crazier when you remember that back in the day "MMO" used to literally just mean massively multiplayer, there were plenty of non-RPG MMOs back in the day. I miss you planetside 2 </3
Yeah, ironically I think a subscription MMO with a 'free to try' mechanic and no MTX at all would probably be a big success at this point.
I don't know. Wildstar was a good f2p game. Unfortunately so many things happened with its studio
People would be like "what a breath of fresh air"
That's basically what Albion online is, it's f2p but feels almost unplayable without a subscription. Seems to work good
Yeah that doesn't really work because of bots/gold farmers though. You either have to restrict trading entirely or figure out some other way to stop them, which no one has.
Yeah, which is why 'free to try' is a fine methodology. It's better to protect your actual players from botting issues than not. Rampant botting and gold selling will kill any MMO that wants to have any sort of economy.
Sadly I dont see any publicly traded company having a successful MMO because of that. Greed is a requirement to participate in the stock market.
I mean, in keeping with most souls likes if you're burning through your healing constantly, you arent dodging enough, is also part of it. It's not Diablo and I think that's where a lot of people have the wrong expectations too
You aren't supposed to be potion chugging your way through every map
I think in part they tried to use game design to lead people that way by making crafting time consuming but it just lead people to complain about healing items
Yeah, like I said people are going in with ARPG expectations and having a bad time because of it. Its more survival rpg than arpg
Frankly if they leaned into the souls aspects more for healing and made it more of an estus situation it would have been a non issue. Maybe still have food but use it for other buffs instead of healing
Even if it was less forgiving than now, I think people would be less upset about it and would generally "get it" more
Like "oh, ok I'm not supposed to heal all the time"
Yeah. But they also dont have a bonfire system where you rest to recover right now, so theyd have to change that if you had limited potion charges. Its not a trivial design change.
Its kind of a catch 22 of mechanics honestly. With potion charges you also have to balance charge recovery and stuff, which also isnt trivial
Both systems have clear upsides and downsides.
Oh sure, I'm only speaking in hypotheticals. Like if they had done that and used campfires for refills, it would have been more of a "oh, it's that kind of game" situation where I think having items for healing is giving people more of that ARPG vibe
Yeah thats fair. I applaud them for kinda doing their own thing though. At least its unique
one game solved this problem by making the main character a vampire
so you just eat your health as you go
lol
you talking about blood omen?
i like path of exiles health system
Thing I've never liked about poe's health system is that past a certain point you only have effectively 1 health.
Either something kills you instantly or it isnt a threat. There is no in between.
Yeah but V Rising is a very different kind of experience. Much more fast paced than NRFTW
Also a lot more survival focused
Still easily in my top 5 current games though
Unless you do one of those insane spirit shield builds
But for the most part in POE you don't really have health, you deal damage to replenish your health and your actual health is determined by your damage and resistances
Like, maybe it exists and I'm just not in deep enough to find it but IDK any builds that can survive in maps without some kind of life/shield replenish on hit
And the whole time your HP orb is bouncing up and down like a yo-yo
or an excitable pug
Yeah thats part of what I mean. Either your defenses (including leech, regen, whatever) are good enough to completely outpace/ignore the incoming damage and its no threat at all... or its not and you die near-instantly
The goal of a build's defenses is to minimize the amount of times that happens.
That and how good your flasks are so the whole time you're spamming attacks you're also facerolling 1 - 5
the concept of health bars or bowls is wierd to me
and it's always some japanese inflated value, like your character has 900 health
and the monster has 100,000,000k
and you're doing 50k crits
the whole thing is arcade, i never liked it, if you get hit, you die, makes the most sense for the player, and the monster.
everyone is glass
thats why my game idea has arms, legs, torso, head, 5 hit spots, 3 strikes each, it means you could theoretically get hit 4 times and die, or 16 times.
I think Bushido Blade beat you to it
and then also the monsters the same, a few hits, it dies
Had a system where literally you could disable arms and legs, or get a critical torso or head shot and end the fight in 1 hit
Problem is while it's more realistic, it's a lot more player unfriendly and generally doesn't translate well
yeah the difference is i want this system in an RPG/MMO
depends how they implemented it
in my head it works well
Especially not for pvp, geh
It's also a lot harder from a design perspective, you can't really convey growth if your character can die at level 50 in the same number of hits as they could at level 7
Right, but that's the problem, players do xD
nah f them
Mortal Online tried a system like that
players don't want growth either
otherwise theyd go play the trashy mmos
that have low numbers today
Nah, turns out they actually do. MMOs are tanking because they haven't innovated in like 20 years
im not building an mmo model based on what i think players want or what you think they want
i'm breaking the model
and doing something new
Yeah that's what Mortal Online did xD
mortal online isnt my idea 100%
you can keep listing games saying they did what i want
but they will fall short somewhere
since they aren't me and its not my idea
it's just 1 facet of my idea
and i dont have time to research all these trashy games to prove my point
never heard of them before
I'm just saying, brutally realistic hardcore MMOs have been tried and they go over like lead balloons with the broader player base
my game isn't meant to be punishing or brutally realistic
it will be relatively easy
Ooh, another MMO design trap xD
?
there's no such thing as brutally realistic, there is realistic and not realistic, brutal comes into play with implementation
MMOs are really hard because they can't be too hard nor too easy. Otherwise you'll attract some players, but not enough to keep one of the Ms in that abbreviation
if your implementation of a mechanic is trash, then its brutally realistic.
if your implrementation is good, then beautifully realistic.
or simply realistic
Alright, give me the elevator pitch. Meaning, you have the time it takes to ride an elevator to sell me your idea
difficulty is subjective, whats easy for me, will be average for the normal user.
You auto flask now and create a loop that just keeps going
why are you investing?
Pretend I am
i don't need the time of an elevator, if i did then my idea is probably not good because im desperate to sell it in 5 minutes lol
If the idea is good, you can be short and concise and sell the idea to people
if i have confidence in my idea, i will ask for proper time to sell it, or find an investor who will give me proper listening time.
yeah but either way, 2 minutes in a elevator is not it, and at least there i can speak the idea, here typing takes forever.
That's why "elevator pitch" is a common design term, you should be able to describe your game in the time it takes to ride an elevator, or in about a paragraph
And convey what it is and what it's trying to do
To put it another way, what's the Steam description
my game is inspired from UO 6,7,8 and ultima ascension, and ultima online, chivalry/exanima, DND and oregon trail, with some MYST elements.
"its awesome - because i made it from stuff everyone else stole from me even though all i did was take inspiration from everyone else"
I mean, you can't describe your game by just listing other games xD You need a clearer vision than that
This sounds awful
Like if you get on the Seikro Steam page it doesn't say "Dark Souls but parries" xD
i wasnt describing my game, i was listing the games that have elements of some of my ideas, and how i want these elements combined.
"their ideas"
You described your game before
so scroll up and read it
i described parts of how my game will work like 5 times
But yeah for everyone else. He already posted it
okay mr. 0/10 review bomber - whatever you say as if your opinion is not biased by how you feel about me.
yeah days, weeks, even last year, i cant be asked to repeat it on demand.
you just did, to mine
because it's mine
I actually have never reviewed a game ever
Your post is not even a game. Your idea of the game is awful tho
Especially as a mmo
Go give Enshrouded a positive review nao
Cant review bomb something that doesnt even exist in theory
y'all are wasting my time, go hate on something meaningful.
nah it really isn't
No lmao
I'm not hating, I'm trying to get a better idea of what you mean
It really is but as the creator of said idea I understand why you think it would work
there is objectively nothing wrong with the concept of my game
and if implementation was done well, with good lore etc. it would be a good game
and world building
and QOL is something i am highly aware of too, so it's not like it would be a quality of life nightmare.
You miss the point of fair critisism against hate. you arent important enough for hate. but its fair to be critical of someone who constantly claims people have stolen their ideas, whilst all you do is simply put OTHER games ideas up as the things you want to do.
Hitting specific body parts would work in a fighting game hence bushifo blade but having 100v100 with people swinging would be absolutely terrible
i think i just need to ignore cross and ticonz, they make everything so personal
like lighten up dudes
he said and she said
where is this personal? just because you dont like realism doesnt mean its personal^^
i think it's not an awful idea
now what?
you are vague
and personal
and its getting old
I'm not vague. I just told you specifically why that idea is awful
so chivalry is awful?
Chivalry as a massive mmo would be awful yeah
already told you multiple times whats the problem. your narcisitic approach and your constant claiming of facts that are simply proven wrong. your normal peptalks about games and stuff is fine. i simply dislike people who claim stuff that is untrue
chivalry is already 20 vs 20, why would it be aweful as a massive mmo?
stop attacking my character dude
im not reading
unless you say something normal
im not attacking your charakter, im simply holding you a mirror.
nah you are assuming things
Change that to 100v100
no. im not assuming anything, im simply stating what you yourself said^^
is that how MMOs work 100 vs 100 people in 1 area at all times?
they are just constantly fighting?
Cyrodil in ESO works that way
Archeage
GW2
yeah and? you can stack damage in literally every game
alone the entire collision maths would instantly burn your server lol
plus i never detailed the full combat system
i thought it was 2025 and we could design advanced games now?
You did. Yoy said at first armor goes then you take direct damage would be realistic so not a lot of hits
also, did you consider server lags? connection issues? paket loss?
i gave a general idea not a detailed idea of how it works in group fighting
Imagine calculating all of this... games struggle just to calculate damage in general and not parts on a full scale level
plus im not a programmer, id have to talk to a programmer first
and that programmer will tell you "no, wont work"
no, they will say the limitations and things to consider and ill adjust the idea
thats how game dev works
your criticizing a game concept like its the final form
sad you hate me this much
....
i dont give two things about you mate, im still just tryin to be realistic with you.
your dislike for me is like oozing all over, in everything you guys write
just go away
It potentially could if the game was PVE focused, but then you're losing players who want a sense of progression, because that's what drives you to keep farming mobs, unless it's very very skill based and maybe you could get some of the fighting game crowd. But IDK if that's the crowd to stick around in an MMO
except for rhoisaad who is being impartial and zerax, who are the two people i was talking to anyway
You are taking it personal
Has Valourant always been like this? I've only been part of this sever for like a year
im taking it the way it is
mate. these two are very kind and very humble and very diplomatic, i get it, but if you cant cope with backlash on this rather harmless level, you wont get ANYwhere, because the REAL buisness out there is harsh, unforgiving and brutal, so you better grow a spine or you can kiss your game dream bye bye way before it even began. just sayin
anyway, i dont think there is valid criticism here, a simulation MMO, or coop (no pvp perhaps better) would still work pretty well depending on how well it was coded, how movement is, how you block strikes, if there is dodge rolling etc. how stamina works, lots of things to consider, to just say its trash and wont be good isn't a fair assessment.
I don't think it would work for the fighter crowd. It was already attempted with Absolver
it could work perfectly well in group fighting
id have to try the absolver game and then i could tell you why it didn't work
I wouldn't necessarily say Absolver had a system like that. It had the whole martial arts system but you still had health bars
Also props to that studio for keeping Absolver going for the 17 players who are still into it xD
And made your own fighting styles
I hop on from time to time, it's just a great idea it's just somehow lacking in implementation
And yeah you had health bars bc fighting game
But I get what you mean as far as being skill based
I think the closest thing that exists to Vals idea is a fighting gsme that is the successor to bushido blade
But absolver was like a pve open world version of a fighter that tried to draw the fighter crowd in
its more like my game has health for each armor piece, which then gets broken, realistically only surviving 3 hits until it breaks. then you take 2 more hits to that body part usually and it's disabled.
So almost like a cross up of Fighting Vipers and Bushido Blade. I mean, that's honestly kind of interesting as a concept
so for a head it would kill you after 4 hits, torso 5, arms and legs 5, it just means you would limp. and be less effective at using your hands if you get injured like that.
until you heal
in 100vs 100 everyone has the same threat, no special gear, to give you an edge over anyone else, no levels.
it would work better than most level based pvp games
or gear based.
already.
but again it depends how well the swings, and defenses/movement is implemented and coded. and the hitboxes.
Still would assume this could put a whole lot of stress on systems on a larger scale, because theres a shitload of collision to compute. im NOT sayin its a dumb idea. its just technically very hard to pull of on that level of detail
it also depends what kind of magic the world has and how thats implemented into combat
i wanted my game to have limited magical armors
And you have to put things like fps differences into account, connection stability and whatnot else.
but maybe players themselves could cast more complex magic as offensive/defensive spells.
You'd also have to have multiple swing types/trajectories for each weapon so you could say, target the right leg or the left arm repeatedly
Cause with a system like that focusing on a single area would be the best strategy
i never thought of my game in pvp terms though, was usually thinking about it vs mobs, and never fleshed out any detail
would assume with a system like that people would bombard you about pvp
like do i want bleeding mechanic? armor on left arm broke, arm got cut/broken, you can still use it very inffectively, but do i want a bleeding mechanic that threatens the characters life? if they dont patch it up they become unconscious etc.
probably a quick bandage to patch bleeding, makes the arm moveable again, or something. and stops the bleeding mechanic
Even with mobs, you'd want to be able to disable certain mobs quickly depending on how they attack, how many are in a group, etc. Like, for a single heavy hitting brawler type you'd want to go for arms to reduce attacks, while for smaller enemies in groups you'd maybe want to be able to target legs for crowd control because if everyone is limping it's a lot easier to evade, etc
people bombard in pvp anyway, 5 vs 1 in a pvp game you are usually dead, unless you saw it coming and ran away already, or had a bunch of pre heals casted or health pots.
in ultima online all that happened was you got ganked by 8 players vs 1, and then they said you suck at the game, as they res killed you.
no i ment theyd bombard you like in "we want pvp"
the difference is at least its not level based. where the 8 players are level 60, and you are level 20, and have zero chance in hell.
This is why I think its awful. It would never ever work performance wise. The level of computing would be insane with just hit detection alone. Maybe a PVE co op game of like 2 people but the scale of 100v100 pvp is crazy
eh well maybe its an idea for 40 years from now lol
or maybe it fits better as an 8 player coop
Not true. Games like AOC you can skill players with iframes etc and that was in 2008
I would win 1v3-5 all the time
i dont like iframes though
I'm just talking pvp mmo in general
Not your specific system
For large scale pvp, raid calling goes a long way to win vs numbers but it would work on your game just because how more complex it is
Imagine telling people to focus x targets body part vs just hitting them XD
I also realized I said AOC.. I'm referring to Age of Conan... not Ashes of Creation XD
Fair point, Ashes isn't out yet but they've had a couple alphas so it could go either way xD
We're swiftly running out of abbreviations xD
i think the gameplay is important and mechanics, but my game ideally if i ever made it, it's main selling point would the world building and lore, so basically even pvpers who like the pvp system in the game might be divided from pvping and exploring/experiencing the world because the feeling of the game itself being magical would be there, like it was for oregon trail and Myst, and Ultima IX: Ascension. so there is more too it than just not being level or gear based or having chivalry physics based combat.
sort of like how in skyrim the point isnt combat but just exploring too, its the main draw
the combat is just something that keeps you able to explore
the game itself will be designed in a way that 100 players probably wont be fighting 100 players
they will be forming coop groups to explore
becuase its easier to survive that way
if 100 players have to fight 100 players, you have a boring ass game imo
and even that 100 vs 100 will get old fast
Guild Wars 2 WvW kind of solved this problem, actually
but you also have a game that enabled that in the community, because there is no detriment to everyone fighting, and its actually encouraged.
Big PvP battles, but lots of objectives, so it was more efficient to break your giant zerg into smaller bits to take more capture points and stuff
Yes. Everyone in my circles of mmo gaming all refer to Ashes as AOC and will forever ruin my love of that abbreviation XD
This didn't actually happen tho
that too if my game was about kingdom building, and taking over the other person castle.
Its why GW2 was known as door to door pvp
Bc it was way too small and you could hit one base from another
if i added pvp i'd probably add the notoriety system from UO in it