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Caesar Saladin posted:jeez this is why melee combat is lovely in nearly every major game, because of schmucks like you
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# ? Apr 22, 2018 05:01 |
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# ? May 27, 2024 20:55 |
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Caesar Saladin posted:jeez this is why melee combat is lovely in nearly every major game, because of schmucks like you That's why the original Ys and Hylide were the best games. You didn't even need to press a button to attack.
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# ? Apr 22, 2018 05:14 |
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Having to play with randoms was one of the best things about the Souls games and they should have never pussed out and let you play with friends. If anything they should have made it harder to cheese into finding your buddies.
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# ? Apr 22, 2018 09:04 |
Thats dumb
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# ? Apr 22, 2018 10:18 |
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Nah. It was a cool choice in direction that caused all sorts of interesting and unpredictable player interaction without breaking the immersion of a single player game. Developers caving to gamers whims is largely why video games are mostly homogenized artless crap.
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# ? Apr 22, 2018 10:30 |
Nah foisting strangers on someone for pve is dumb. The invasion mechanic is great but having no option to play with friends isnt a fuckin feature lol
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# ? Apr 22, 2018 10:46 |
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Early Dark Souls Co-op was fine, if you wanted to play with a particular friend you just had to drop your summon sign in an unorthodox location and tell them where. 99% of summon signs were consistently either right next to a bonfire or before a boss fog wall, anything outside of that would almost certainly never be touched.
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# ? Apr 22, 2018 11:06 |
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Why would you play video games with people you know when you could play with each other's genitals instead?
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# ? Apr 22, 2018 11:28 |
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Valve need to pull their heads out of their asses and formally declare themselves digital games merchants. No more Steam Boxes or SteamOS. No more E-Sports garbage. No more pretending they will ever be serious about making new games or game engines. No more trying to live up to their own reputation. "We do Steam and that is it." It's stupid and to give a gently caress about a Tech company like this, but their total pretension about "branching out" with hardware and otherwise resting on their laurels from Portal 2 seven goddamn years ago is really *really* irritating. I'm not a fan of UbiSoft at all, but do you know why I respect them? They're loving honest about who they are and what they're doing.
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# ? Apr 22, 2018 11:34 |
steam box/os was to prove to microsoft they could and would wound the viability of the PC market. Microsoft was toying with the idea of making Windows 10 their forray into a closed ecosystem, to push steam/valve and other competitors out of the software sales market on their home turf. so, it was necessary, as merchants, to basically waste a fuckload of money to demonstrate how easy it would be for Valve to sunder the PC market over night. Even though nobody bought steam boxes, as a proof of concept it works, and people would probably go for it if the other choice was buying apps from some lovely broken microsoft store. At first it would be no big deal but microsoft would make windows a lovely poisonous ecosystem probably not unlike their xbox. Nobody loving needs or wants that and keeping microsoft on their toes was a good idea.
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# ? Apr 22, 2018 11:39 |
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That is very interesting and something I did not know. I feel most of my points stand, but that does add context to those overpriced garbage boxes they 'sold.'
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# ? Apr 22, 2018 11:54 |
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mind the walrus posted:That is very interesting and something I did not know. I feel most of my points stand, but that does add context to those overpriced garbage boxes they 'sold.' I don't really care what valve calls itself. There's more games than ever and who cares about whether valve is adding to that?
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# ? Apr 22, 2018 13:08 |
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I like keycard puzzles and switch hunts in FPS games. They allow for more non-linear, but still focussed level design. Because you have to search for a key and then return to the locked door, the layout can provide multiple paths between areas. Without key or switch objectives every level boils down to "walk forward until you reach the exit", which is boring.
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# ? Apr 22, 2018 13:20 |
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basic hitler posted:Even though nobody bought steam boxes, as a proof of concept it works, and people would probably go for it if the other choice was buying apps from some lovely broken microsoft store. Have you ever used Steam OS? It doesn't work, and won't ever work if devs never make their games work on it.
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# ? Apr 22, 2018 14:35 |
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Caufman posted:Why would you play video games with people you know when you could play with each other's genitals instead? Why can't you do both
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# ? Apr 22, 2018 15:14 |
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controls for modern video games are super weird dark souls games feel like you're controlling a character, even through the animation locks uncharted and asscreed games feel like you're controlling a mid budget action film
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# ? Apr 22, 2018 15:19 |
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Caufman posted:Why would you play video games with people you know when you could play with each other's genitals instead? Finally, somebody starts making sense in this damned thread. THANK YOU.
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# ? Apr 22, 2018 15:23 |
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It wouldn't be all that wrong to slaughter all gamers
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# ? Apr 22, 2018 15:23 |
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Fartbox posted:It wouldn't be all that wrong to slaughter all gamers How is this an unpopular opinion?
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# ? Apr 22, 2018 15:25 |
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Only half an hour in but god of war seems REALLY loving generic and boring. Gorgeous visually, though.
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# ? Apr 22, 2018 15:52 |
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Fartbox posted:It wouldn't be all that wrong to slaughter all gamers I'll admit, I was gonna disagree but I checked gamefaqs about this and you're right
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# ? Apr 22, 2018 15:52 |
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food court bailiff posted:controls for modern video games are super weird I've always looked at it as automatic vs manual controls. Modern games look flashy and have all sorts of failsafes in place so you don't do stupid poo poo and die in ways you would in old games. In dark Souls one step in the wrong direction near a cliff and you are gonna fall to your death. Most games you'll just hit and invisible wall if you try to run off a cliff. That philosophy transfers into stuff like combat and exploration in both styles of games too. I think that's part of why older games/souls feel more engaging in some ways. You always had to think about had you were doing a little bit even if it was just making sure you weren't gonna fall. You can play most modern games in a state of total lethargy, which isn't bad, but costs player investment.
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# ? Apr 22, 2018 17:48 |
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Caufman posted:Why would you play video games with people you know when you could play with each other's genitals instead? Because premature ejection from videogames means i dont have to talk to you anymore.
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# ? Apr 22, 2018 18:11 |
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veni veni veni posted:I've always looked at it as automatic vs manual controls. Modern games look flashy and have all sorts of failsafes in place so you don't do stupid poo poo and die in ways you would in old games. In dark Souls one step in the wrong direction near a cliff and you are gonna fall to your death. Most games you'll just hit and invisible wall if you try to run off a cliff. That philosophy transfers into stuff like combat and exploration in both styles of games too. In any game there's a level of "automatic" because close to full manual control is in stuff like QWOP, and that is terrible. The goal for controls should be to provide desirable options for the player with a control scheme that easily translates the player's intentions into the player character's actions. Alongside that, there's an easy way to reconcile the "invisible wall" problem and it's to use level design that intentionally does not visually include options that the player will not be allowed to pursue.
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# ? Apr 22, 2018 18:32 |
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signalnoise posted:In any game there's a level of "automatic" because close to full manual control is in stuff like QWOP, and that is terrible. The goal for controls should be to provide desirable options for the player with a control scheme that easily translates the player's intentions into the player character's actions. Alongside that, there's an easy way to reconcile the "invisible wall" problem and it's to use level design that intentionally does not visually include options that the player will not be allowed to pursue. Kotaku had an interwsting article about invisible ways designers help players. I think in Bioshock the first shot at you always missed, or something like that so you have an audio cue to start hustling. I noticed that Titanfall 2 has a ton of aim assist on normal difficulty with no messing of the settings. It's almost too much hand holding versus the invisible hand.
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# ? Apr 22, 2018 18:38 |
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signalnoise posted:In any game there's a level of "automatic" because close to full manual control is in stuff like QWOP, and that is terrible. The goal for controls should be to provide desirable options for the player with a control scheme that easily translates the player's intentions into the player character's actions. Alongside that, there's an easy way to reconcile the "invisible wall" problem and it's to use level design that intentionally does not visually include options that the player will not be allowed to pursue. That's not really what I meant. In game type A you can press a button and predict the outcome 100%. Pressing buttons wrong means you lose. Hitting an attack button means you will do a specific attack, walking off a cliff means walking off a cliff. Game type B has an entire system that is beyond the players control to keep the game moving and looking stylish. They are both fine approaches to games design but YMMV depending on what you like. Oscar Wild posted:Kotaku had an interwsting article about invisible ways designers help players. I think in Bioshock the first shot at you always missed, or something like that so you have an audio cue to start hustling. I noticed that Titanfall 2 has a ton of aim assist on normal difficulty with no messing of the settings. It's almost too much hand holding versus the invisible hand. Titanfall 2 is a weird one because they turn off the incredibly generous aim assist for multiplayer. So, while the SP is great, it sort of does a bad job of preparing you for MP. veni veni veni fucked around with this message at 18:45 on Apr 22, 2018 |
# ? Apr 22, 2018 18:42 |
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veni veni veni posted:That's not really what I meant. In game type A you can press a button and predict the outcome 100%. Pressing buttons wrong means you lose. Hitting an attack button means you will do a specific attack, walking off a cliff means walking off a cliff. Game type B has an entire system that is beyond the players control to keep the game moving and looking stylish. They are both fine approaches to games design but YMMV depending on what you like. I think both extremes can be okay depending on the game but generally speaking I'd get a balance, because stylish animation doesn't require a lack of control.
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# ? Apr 23, 2018 00:26 |
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the steam link and steam controller both fuckin own
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# ? Apr 24, 2018 22:15 |
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Steam controller is the best poo poo ever.
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# ? Apr 24, 2018 22:19 |
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I have yet to hit a stride in calibrating the drat right circle well-enough to compensate for a mouse/second analog stick. If I can get it to that level the controller will be close to perfect.
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# ? Apr 24, 2018 22:25 |
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The steam controller owned for the level of per game customization it could do but as soon as steam allowed the same kind of customization for xbox controllers I had no use for it anymore.
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# ? Apr 24, 2018 22:42 |
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I think the steam controller sucks. Maybe not as like a universal principle but I tried it once and it just wasn’t doing it for me.
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# ? Apr 24, 2018 22:47 |
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The steam controller let me play Medieval 2 Total War on a couch on a 70 inch screen without an awkward mouse+kb setup, so yeah I agree, it's good
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# ? Apr 24, 2018 22:49 |
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veni veni veni posted:That's not really what I meant. In game type A you can press a button and predict the outcome 100%. Pressing buttons wrong means you lose. Hitting an attack button means you will do a specific attack, walking off a cliff means walking off a cliff. Game type B has an entire system that is beyond the players control to keep the game moving and looking stylish. They are both fine approaches to games design but YMMV depending on what you like. tf2 does other poo poo in multiplayer though, like one volley from most groups of enemy minions won't kill you outright - even reapers usually leave you dazed at almost zero health. they're more to provide dynamic targets and force players to keep engaging with the game rather than just camp around and they're the best idea ever and i wish more games had them
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# ? Apr 24, 2018 22:51 |
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Against other players. The aim assist is like 4x as strong in the campaign than it is against other people. Although even against other players it's pretty strong. Which is fine because the shooting feels so drat good in that game.
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# ? Apr 24, 2018 23:04 |
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Perfect Dark is superior to Goldeneye in EVERY single way, including swag
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# ? Apr 25, 2018 05:02 |
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What’s so good about the steam controller
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# ? Apr 25, 2018 05:02 |
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Vegetable posted:What’s so good about the steam controller I would get one if I wasn't poor
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# ? Apr 25, 2018 05:02 |
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Vegetable posted:What’s so good about the steam controller If you take the time to customize it till it feels right it can do just about anything. Using the gyro (motion controls) to fine tune your aim is great for couch shooters. I even use the gyro as a steering wheel for racing sims in a bean bag chair. The thing is really easy to configure, even for old keyboard only games. It's awkward at first but if you take the time to get used to it and set up sensitivity and stuff to your liking it's amazing. I can't video games without it anymore.
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# ? Apr 25, 2018 05:10 |
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# ? May 27, 2024 20:55 |
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Alan 00X posted:Perfect Dark is superior to Goldeneye in EVERY single way, including swag TImesplitters is superior to Perfect Dark in EVERY single way, especially this guy:
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# ? Apr 25, 2018 05:15 |