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SubNat
Nov 27, 2008

Per Aspera is a logistics game where you slap down on Mars to terraform it.
But already the moment you touch down there's a dotted pattern on terrain to highlight which regions will be flooded once you start terraforming.

But that also extends to craters and stuff.
Sealevel only makes sense when there's 1 continuous body of water/ocean. The oceans going up won't mean that craters hundreds of kilometers inland will just instantly and spontaneously fill to the exact level of the sea.

It's something that just sticks out as a sore thumb in a game about terraforming. It's not a directly easy problem to solve in a game, but atleast they could have tried -something-.
Water evaporation scales with the surface, so in practice craters should be filling up with water long before the ocean does.

(Also the start of the game is really slow because you just have to wait around for the appropriate resources to get found before you can start scaling up production of stuff like aluminium or electronics. It takes a while of waiting even at x16 speed.)

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Alhazred
Feb 16, 2011




In AssCreed: Odyssey you have to wait until level 50 before you can mess with your stats.

Bogmonster
Oct 17, 2007

The Bogey is a philosopher who knows

Alhazred posted:

In AssCreed: Odyssey you have to wait until level 50 before you can mess with your stats.

You mean like respec? Pretty sure that's available throughout. I can't recall anything locked by level except no fall damage

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


You can respec at any time but you can't start dumping points into mastery levels i.e. raw stat boosts until level 50. Once you reach level 50 you can put as many of your prior skills into Mastery points as you want though. I recommend getting the damage -> health from the Warrior tree ASAP.

Convex
Aug 19, 2010

Manager Hoyden posted:

I get unreasonably irritated when linear action games put hidden collectibles in missions. Most of the game is going to be spent in a narrative emergency so sticking a hidden doodad in that you have to stop the action to wander around and find is dumb.

I'm playing the Titanfall 2 campaign and these stupid helmets are killing me.

I don't think the helmets do anything, save them for replays.

DrBouvenstein
Feb 28, 2007

I think I'm a doctor, but that doesn't make me a doctor. This fancy avatar does.
In Hollow Knight, a few of the bosses, after being defeated, can be hit with the Dream Nail to fight stronger/faster/more powerful version of them in the Dream World.

What I like about these fights is that, because it's the dream world, any health you "lose" doesn't carry over when you re-spawn back in the main world. So if you beat a boss with just one health left, when you come back, you're at whatever health you were when you Dream Nailed the boss. In addition, you don't have to fight your shade to get back geo, and the "Fragile" charms that normally break upon death do not break.

In theory, this means re-trying the fight should be quick and easy...but it's not, because you do NOT get back any soul. Any soul you used in the dream for spells or to heal is lost, so you now have to waste several minutes going back and forth in the area around the boss room to re-gain soul.

Nothing but a time cost.

DrBouvenstein has a new favorite as of 14:50 on Dec 4, 2020

Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


My love for Hollow Knight soured when they kept adding bullshit hard bosses to the endgame to appeal to the masochist 5% of players. The same way I got tired of Dark Souls 3 constantly upping the ante with boss and enemy designs. "You killed the boss. Psyche! They got another health-bar and are now twice as fast."

Morpheus
Apr 18, 2008

My favourite little monsters

Inspector Gesicht posted:

My love for Hollow Knight soured when they kept adding bullshit hard bosses to the endgame to appeal to the masochist 5% of players. The same way I got tired of Dark Souls 3 constantly upping the ante with boss and enemy designs. "You killed the boss. Psyche! They got another health-bar and are now twice as fast."

Yeah but in HK those bullshit hard bosses are in a completely separate area of the game that's, like, designed as a sort of 'HARD MODE AREA HERE', not even having boss runs or anything for them. I beat the game, saw all the endings, checked that area out and said 'gently caress it' and feel like I got a great experience regardless.

Contrast to DS3 which had that bullshit hard design philosophy with their bosses and enemies in general all throughout the game.

Taeke
Feb 2, 2010


I'm at the point now where I have nothing left to do except go for bosses and some of them have a really annoying path to travel between the bench and the actual boss. Like the Traitor Lord in Queen's Garden has this super annoying platforming bit before you get to him. This is especially annoying considering because I'm not good enough to figure out most fights quickly. I have to grind them a bit to learn their moves, how to counter them, then get good enough to actually beat them. Every attempt having a couple of minutes downtime just to get back to the fight, sometimes at like half health because I messed up the platforming, gets tedious real fast.

Still love that game though. I've been hooked since I got it for free on my playstation.

lord funk
Feb 16, 2004

Taeke posted:

I'm at the point now where I have nothing left to do except go for bosses and some of them have a really annoying path to travel between the bench and the actual boss. Like the Traitor Lord in Queen's Garden

Drop your teleport thing right outside his door.

ilmucche
Mar 16, 2016

Morpheus posted:

Contrast to DS3 which had that bullshit hard design philosophy with their bosses and enemies in general all throughout the game.

Yeah ds3 went over the top with every boss having a heat up mode

Taeke
Feb 2, 2010


lord funk posted:

Drop your teleport thing right outside his door.

I've been playing mostly blind, only looking up something if something started getting in the way of me having fun, and I had no idea this was a possibility. Thanks!

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer
Even the normal boss fights in Hollow Knight are a bit much for me honestly- they all have so much drat health and second phases and why are Metroidvanias always like this nowadays? Super Metroid had some hard bosses but they weren't like this.

Zoig
Oct 31, 2010

Morpheus posted:

Yeah but in HK those bullshit hard bosses are in a completely separate area of the game that's, like, designed as a sort of 'HARD MODE AREA HERE', not even having boss runs or anything for them. I beat the game, saw all the endings, checked that area out and said 'gently caress it' and feel like I got a great experience regardless.

Contrast to DS3 which had that bullshit hard design philosophy with their bosses and enemies in general all throughout the game.

See what makes those extra bullshit extra hard bosses bad is that they actually added another one or two super duper secret gooder ending behind killing every single boss in the game in the harder form in a gauntlet all in a row. Honestly I hate anytime a game hides a super secret ending that actually has a significant meaning in the context of the game behind something that can only be described as grueling. And by that I mean stuff like trying to do said gauntlet or collect every korok seed in breath of the wild, not difficult but interesting/fun challenges.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
When I see a game lock a new ending behind something hard as hell I generally look it up on YouTube and it almost is never worth the effort, sometimes it’s like 3 extra lines of dialogue.

Only one I really cared for is the Legendary ending for Halo 1 just to see that Elite get a handful of Johnson’s rear end before they explode.

Owl Inspector
Sep 14, 2011

Zoig posted:

See what makes those extra bullshit extra hard bosses bad is that they actually added another one or two super duper secret gooder ending behind killing every single boss in the game in the harder form in a gauntlet all in a row. Honestly I hate anytime a game hides a super secret ending that actually has a significant meaning in the context of the game behind something that can only be described as grueling. And by that I mean stuff like trying to do said gauntlet or collect every korok seed in breath of the wild, not difficult but interesting/fun challenges.

dead cells added a really cool and distinct Astrolab level with entirely unique art, music, enemies, unlockable weapons, and a new boss at the end of it which ties up a lot of the game’s narrative/lore.

They chose to place all of this content after the (otherwise) final boss of the game so you have to do extremely well not to be on your last legs by the time you go in, and you can only enter the door to the area if you’re on the hardest difficulty. Said difficulty is absolutely painful and due to a lot of factors I won’t get into here, it incentivizes playing the game in the most slow boring way imaginable.

Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


Outside of Star Citizen what game had a high budget but was mismanaged so that you never see the dollars onscreen? Like they expend a poo poo-ton of resources towards cutscenes and one-off areas you only visit for ten minutes, but a good chunk of experience is on low-rent grindiness? Naturally there's the original FFXIV which had excellent mocap in the cutscenes but pitiful nothing in the gameplay.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Didn’t FF XI have such mismanaged money/focus goals to the point where some random barrels had a higher poly count than characters.

Ugly In The Morning
Jul 1, 2010
Pillbug
Basically every FF game from IX-7R was a badly mismanaged mess that had to be scrapped and restarted at least twice.

Convex
Aug 19, 2010

Inspector Gesicht posted:

Outside of Star Citizen what game had a high budget but was mismanaged so that you never see the dollars onscreen? Like they expend a poo poo-ton of resources towards cutscenes and one-off areas you only visit for ten minutes, but a good chunk of experience is on low-rent grindiness? Naturally there's the original FFXIV which had excellent mocap in the cutscenes but pitiful nothing in the gameplay.

Does Duke Nukem Forever count?

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

moosecow333 posted:

Didn’t FF XI have such mismanaged money/focus goals to the point where some random barrels had a higher poly count than characters.

FF14, not 11.

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan
Dishonored 2 sucks sometimes with the AI. I'm doing a clean hands run and was going through the fourth chapter. I ran away from two guards and I guess they got caught on some geometry (the top of the assessment center in the clockwork mansion) and died? So I have two kills now. That loving chapter took hours and now my clean hands run is ruined. I'm so frustrated. i guess I'm just gonna kill everyone now. gently caress.

MadDogMike
Apr 9, 2008

Cute but fanged

Inspector Gesicht posted:

Outside of Star Citizen what game had a high budget but was mismanaged so that you never see the dollars onscreen? Like they expend a poo poo-ton of resources towards cutscenes and one-off areas you only visit for ten minutes, but a good chunk of experience is on low-rent grindiness? Naturally there's the original FFXIV which had excellent mocap in the cutscenes but pitiful nothing in the gameplay.

Kingdoms of Amalur: Reckoning I know had some major budget/design issues (including the state of Rhode Island thanks to Curt Schilling), seem to recall it had a decent RPG idea under a lot of crap. Certainly the chaos/financial mismanagement of that one brings a Star Citizen comparison to mind.

Hel
Oct 9, 2012

Jokatgulm is tedium.
Jokatgulm is pain.
Jokatgulm is suffering.

MadDogMike posted:

Kingdoms of Amalur: Reckoning I know had some major budget/design issues (including the state of Rhode Island thanks to Curt Schilling), seem to recall it had a decent RPG idea under a lot of crap. Certainly the chaos/financial mismanagement of that one brings a Star Citizen comparison to mind.

Way less than you think, the actual Amalur with budget issues was the unfinished MMO, Reckoning was actually a different game but they got bought out and added the Amalur lore so that they could put out a game and try to get some income of the whole project.

Cleretic
Feb 3, 2010
Probation
Can't post for 3 hours!

Maxwell Lord posted:

Even the normal boss fights in Hollow Knight are a bit much for me honestly- they all have so much drat health and second phases and why are Metroidvanias always like this nowadays? Super Metroid had some hard bosses but they weren't like this.

I don't mind buckling in for a harder boss in Hollow Knight, or really any game, but Hollow Knight's all feel just a little bit too long for how simple the game is. Your entire kit is 'attack, run, dash, jump, shoot, heal', and while it's remarkable how versatile they can make that kit, it does mean the fights outstay their welcome.

I think an ideal length for a boss fight should be 'long enough for you to get what they're going for and do it consistently enough to prove it's not a fluke'. That's a hard length to hit, but almost all of Hollow Knight's bosses land on the 'too long' side of that, where you're just repeating what you know has worked and trying not to screw up the steps.

CitizenKain
May 27, 2001

That was Gary Cooper, asshole.

Nap Ghost

Inspector Gesicht posted:

Outside of Star Citizen what game had a high budget but was mismanaged so that you never see the dollars onscreen? Like they expend a poo poo-ton of resources towards cutscenes and one-off areas you only visit for ten minutes, but a good chunk of experience is on low-rent grindiness? Naturally there's the original FFXIV which had excellent mocap in the cutscenes but pitiful nothing in the gameplay.

Daikatana pretty much invented this. Tons of money shotgunned into the sky, all to end up with a real grimy looking Quake 2 mod.
On one of the write ups of the game, it was mentioned that one of the artists working on a arrow spent more polygons on it then a character.

Gaius Marius
Oct 9, 2012

I can't find the old article but there was one on deus ex development about what was going on at the studio romero was working on at the time and it sounds loving nuts. Millions wasted on giant offices and parties every night and nearly no actual development going on.

Dropbear
Jul 26, 2007
Bombs away!
I heard a lot of good things about Shiren the Wanderer so I bought the Switch version that just popped. Seemed like a pretty good light roguelike!

I finally made it to the final floor of the Destiny Tower, something that unlocks after you beat 3 smaller dungeons. The last levels were getting really tough & I lost all of my warp back to town-stuff, but I figured the last room is just a story-dump that warps you back to the town afterwards like the previous 3 were.

Nope! The last level is actually a boss that summons difficult monsters almost every turn and seems 100% absolutely impossible without grinding broken items by going to the dungeon, clearing the easy levels & upgrading your gear, warping back, and repeating. I even hit him with the "rarely hits, but does gigantic damage & can instakill when it does" arrows, no dice. Mandatory grinding in a roguelike, oh joy, masterful design. I honestly thought this was a boss you're intended to lose, but nope! gently caress you for making it this far, have fun losing everything you have on you! Get back to the town and start mindless, challengeless grinding!

Uggh

Dropbear has a new favorite as of 21:20 on Dec 5, 2020

muscles like this!
Jan 17, 2005


AC: Valhalla has a thing called "treasure hordes" where you find a map and then follow either written or visual directions to find a secret treasure. The problem is that the rewards are not commensurate to the effort required to get them, usually just a piece of a cosmetic set.

Snake Maze
Jul 13, 2016

3.85 Billion years ago
  • Having seen the explosion on the moon, the Devil comes to Venus

Dropbear posted:

Nope! The last level is actually a boss that summons difficult monsters almost every turn and seems 100% absolutely impossible without grinding

Uggh

You don’t need to grind, just have and use items. Scrolls can lock down the summons, the boss has no resistance to repositioning (knockback staves, warp grass), and you can use herbs to buff yourself with extra attack, defense, and double speed.

Morpheus
Apr 18, 2008

My favourite little monsters

sephiRoth IRA posted:

Dishonored 2 sucks sometimes with the AI. I'm doing a clean hands run and was going through the fourth chapter. I ran away from two guards and I guess they got caught on some geometry (the top of the assessment center in the clockwork mansion) and died? So I have two kills now. That loving chapter took hours and now my clean hands run is ruined. I'm so frustrated. i guess I'm just gonna kill everyone now. gently caress.

This is why, when I was doing my no kill/ghost run, I was checking the stats page every 10 minutes, and before I saved.

sephiRoth IRA
Jun 13, 2007

"Science is not only compatible with spirituality; it is a profound source of spirituality."

-Carl Sagan

Morpheus posted:

This is why, when I was doing my no kill/ghost run, I was checking the stats page every 10 minutes, and before I saved.

for some stupid reason I didn't know you could access stats in-game, thought you could only see after a mission. I'm going to give it a few months and start over. :(

Cleretic
Feb 3, 2010
Probation
Can't post for 3 hours!
I know stating problems about a game that isn't out yet isn't exactly the most useful thing in this thread, but I really feel the need to highlight something that came out in Cyberpunk 2077 once people actually started to play it:

Naturally, they can't decide if your character is male or female by body type or genitals. So instead, they decided your character's pronouns based on voice, which... holy poo poo.

That's the sort of choice that's so bad I never even considered it before now, because I thought nobody would be that stupid. It kinda proves that they never actually talked to a trans person about how to include trans people, because if they talked to one at all (not even about trans inclusiveness, even; you'd learn it if you asked them about their weekend) they'd know it was a bad choice.

Pancho Jueves
Aug 20, 2007

BEST FRIENDS!!
Watch Dogs: Legion

We’ve had, what, 30 years to perfect escort missions and AI pathfinding? So why am I stuck with a hostage who, instead of following me though one of two open doors, climbs up on boxes and runs into the wall non-stop as if he expects to find a secret passage?

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



Pancho Jueves posted:

Watch Dogs: Legion

We’ve had, what, 30 years to perfect escort missions and AI pathfinding? So why am I stuck with a hostage who, instead of following me though one of two open doors, climbs up on boxes and runs into the wall non-stop as if he expects to find a secret passage?

I'm just impressed they managed to model my own skills so perfectly!

moosecow333
Mar 15, 2007

Super-Duper Supermen!

Cleretic posted:


Naturally, they can't decide if your character is male or female by body type or genitals. So instead, they decided your character's pronouns based on voice, which... holy poo poo.


I feel like they could have just given you another option that says ‘I identify as Male/Woman/Non-Binary’ and left it at that while letting you set your voice as whatever because you have robo-vocal cords. Seems like they really took a more difficult way out.

Cleretic
Feb 3, 2010
Probation
Can't post for 3 hours!

moosecow333 posted:

I feel like they could have just given you another option that says ‘I identify as Male/Woman/Non-Binary’ and left it at that while letting you set your voice as whatever because you have robo-vocal cords. Seems like they really took a more difficult way out.

Yep, they definitely could've! Other games have pronoun selection separate from any other part of creation, it's extremely easy.

My guess is it might've been supreme laziness combined with not giving a poo poo about the people they're supposedly appealing to. I bet there's a couple lines where the player character refers to themselves as a man or a woman somehow, and rather than re-record those lines so that the male voice actor can refer to themself as female or vice versa, they just set it up in a way where they won't have to. And at no part of the decision making process was a trans person actually consulted, because if they were it'd be flagged pretty fast that the voice is actually one of the hardest things to change for trans women, and in many cases it's not feasible, so basing gender on voice is actually one of the more offensive options available to them.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

moosecow333 posted:

I feel like they could have just given you another option that says ‘I identify as Male/Woman/Non-Binary’ and left it at that while letting you set your voice as whatever because you have robo-vocal cords. Seems like they really took a more difficult way out.

I thought they added this after people complained about the voice thing?

John Murdoch
May 19, 2009

I can tune a fish.

Cleretic posted:

I know stating problems about a game that isn't out yet isn't exactly the most useful thing in this thread, but I really feel the need to highlight something that came out in Cyberpunk 2077 once people actually started to play it:

Naturally, they can't decide if your character is male or female by body type or genitals. So instead, they decided your character's pronouns based on voice, which... holy poo poo.

That's the sort of choice that's so bad I never even considered it before now, because I thought nobody would be that stupid. It kinda proves that they never actually talked to a trans person about how to include trans people, because if they talked to one at all (not even about trans inclusiveness, even; you'd learn it if you asked them about their weekend) they'd know it was a bad choice.

And from the start they plainly said the reason for customizable junk at all is for sex scene reasons. It's really obvious they've used the entire concept as a salacious bit of marketing, with literally zero loving self-awareness about it.

This early impression also says:

quote:

My V has a vagina and goes by “he,” but the game doesn’t seem to acknowledge that he’s a trans man; characters occasionally make reference to his dick or balls, though this could just as easily be metaphorical. In some scenes with hireable sex workers of different genders, I appeared to penetrate them—certainly possible, but with no indication that my character doesn’t have a biological dick. At one point a character made mention of the “mess” that is my V’s hormones, but I’m not sure if this is a reference to his body or something that would be said anyway.
So it sounds like they did a great job. :thumbsup:

What really steams my beans are the people ignorantly proclaiming that :actually: the game is super progressive for the singular reason that you can play as a chick with a dick, belying that they have as much understanding of trans issues as the developers do.

John Murdoch has a new favorite as of 04:25 on Dec 8, 2020

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CJacobs
Apr 17, 2011

Reach for the moon!
The game not allowing you to assign whether people refer to your character as 'he/she' or even 'they' (edit: and identify your character as openly trans or not) with priority over any other customization option is such a short sighted and obvious flaw that I almost don't believe it's true and there must be an option for it somewhere. Unfortunately that doesn't seem to be the case. I can't believe they fumbled it that hard after pushing it as a groundbreaking feature.

CJacobs has a new favorite as of 05:28 on Dec 8, 2020

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