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John Murdoch
May 19, 2009

I can tune a fish.

kazil posted:

A recent Terraria patch added fishing to the game.

No video game ever has benefited from having fishing in it. Fishing is a boring as gently caress chore and has no place in video games.

Animal Crossing. :colbert:

And Sonic Adventure.

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John Murdoch
May 19, 2009

I can tune a fish.
I felt ME1 and ME2 both had some notable upsides and some notable downsides and consider them roughly equal as a result. :shobon:

Though for some actual thread content: Seriously, ME2, why the gently caress would I want to follow up "Thane, tell me about your dead wife" with "I want you, Thane! :byodame:"?

John Murdoch has a new favorite as of 04:50 on May 26, 2014

John Murdoch
May 19, 2009

I can tune a fish.
I'm not sure if Valve necessarily gets it right all the time either. Portal 2 was kind of weirdly uneven and I assume it was at least partly due to their playtesting methods. (Though there were other development issues from what I recall, so who knows.)

SpookyLizard posted:

Payday 2 has similar issues with it's higher difficulties. The game becomes bland and uniteresting, despite the high amounts of cop murder, because you need the exact right built with the right weapons with the right guns to even be able to complete the mission.

Which is loving stupid.

Thankfully this only really applies to the dumb bragging rights hard highest difficulty level. You can do more or less whatever through the rest of the game. Though spergs are gonna sperg no matter what.

John Murdoch has a new favorite as of 11:19 on Jul 7, 2014

John Murdoch
May 19, 2009

I can tune a fish.
Play with goons and that problem sorts itself out. The popular HoxHud mod also has some anti-cheat systems, including letting you roll back your money totals if they suddenly jump by an obviously hacked amount.

John Murdoch
May 19, 2009

I can tune a fish.

SpookyLizard posted:

People give you free money and you get mad? Free skill points and money to actually use them? You payday people are loving weird. No you just cant have fun! You have to earn it!

SpookyLizard posted:

Wow, overkill sounds pretty lovely. How dare people not play their co-op only video game anyway but they intended. Those jerks!

Yeah, people should be able to play anyway they want! Except if they don't want hacked bonuses and just want to play the game normally, then they're being big babbies over nothing.

Also, money and XP from hacks are basically untraceable and they have no way of banning you for it unless somehow someone took a picture of your screen, sent it to Overkill, and said "hey look, this guy has so much money the amount doesn't fit on the screen". The only stuff they can address is if someone specifically reports you for doing blatantly hacky stuff like instantly drilling open vault doors (to which I ask what the point even is). Ironically, the easiest way to fix hacked money and XP is to whip up a lua script and hack it back to where you want it to be. :v:

John Murdoch
May 19, 2009

I can tune a fish.
It seems like more often than not those fiddly sliders are just used to make a character look like a horrible mutant anyway.

City of Heroes had fairly condensed and simple slider stuff, but with the downside that the facial sliders were absolutely tiny in terms of UI space, so fine tuning could get annoying.

John Murdoch
May 19, 2009

I can tune a fish.

...of SCIENCE! posted:

I can't recall a single game which showed multiple perspectives and angles of your character's face at the same time during character creation, which is a shame because it seems like the easiest fix in the world for the "oops my character looks like a mutant during actual gameplay" problem of character sliders.

On that note, games where turning your character in the creation menu has them realistically turn sideways with a full animation rather than just spinning them on an axis.

John Murdoch
May 19, 2009

I can tune a fish.
Even with the drill specialist tonic?

GIANT OUIJA BOARD posted:

To me, Bioshock 2 had two really glaring problems with its story. It felt like with Lamb they were trying to do some weird "the truth is in the middle" crap, like someone decided that since the first one made fun of Ayn Rand and libertarianism, then obviously the second one needed to try to attack communism as well. But it just didn't really seem to work. The other one is that all of the pre-release information seemed to imply that you were going to play this father whose daughter had been recently abducted and taken to rapture by "the" Big Sister, as in singular rather than having them all over the place. And instead we got a generic big daddy and a generic little sister, and the big sisters just being lovely repetitive boss fights.

I was initially turned off of Bioshock 2 because the entire premise was fan-fiction-y as hell. "Okay, this time though you get to play as a special secret prototype Big Daddy! And there's these Big Sisters which are like Big Daddies with tits! And the bad guy is this lady who was totally absolutely there the whole time!" (I may have also been further biased because I had imagined and hoped for a completely different premise where the game had co-op and you played as the two main characters from the ARG.)

Once I actually played the game, the story still didn't really ever click with me, but the gameplay was solid. I even liked the Little Sister defense sections, which everyone else seemed to hate. Those parts absolutely sucked in the first game, but the second time around they actually gave you a substantially larger number of tools to defend a point with and it worked well enough as a core gameplay mechanic.

BS2's hacking was okay, but I also didn't hate pipe dream in and of itself. Just the random unsolvable configurations it was possible to get and the fact that a full-screen mini-game mucked with the pace of the rest of the gameplay.

John Murdoch
May 19, 2009

I can tune a fish.
Headshots ruined shooters. :colbert:

John Murdoch
May 19, 2009

I can tune a fish.
Prime 3 was actually the first Prime game I played, and it was...alright. What dragged it down for me though was the dumb as hell plot.

John Murdoch
May 19, 2009

I can tune a fish.

RBA Starblade posted:

The wiimote isn't very good, and when I aimed left or right it'd go offscreen eventually and I'd have to recalibrate. I'd rather just play it with a standard controller.

I legitimately wonder what causes the variance in Wiimote/sensor quality. I've heard opinions ranging from "works perfectly 99% of the time" all the way to "literally doesn't work ever gently caress this garbage". I'm in the former category, personally.

John Murdoch
May 19, 2009

I can tune a fish.
The best and most correct way to play games on PC is with a one-handed joystick for movement and the mouse for mouselook. :spergin:

John Murdoch
May 19, 2009

I can tune a fish.
I seem to recall hearing that the console version was actually better. Even though the premise was a touch goofier, having powers made all the bullshit in FC1 more bearable. :v:

John Murdoch
May 19, 2009

I can tune a fish.

Action Tortoise posted:

Is this the one that had drama with Penny Arcade?

IIRC, that dude was just a distributor for them or somesuch.

John Murdoch
May 19, 2009

I can tune a fish.
Even dumber, there's an upgrade you can buy that just makes the reticle move faster/more responsively. They obviously knew it was a pain in the rear end at default speed.

John Murdoch
May 19, 2009

I can tune a fish.
Thankfully most of the races in general are just for gold bricks, and the only thing they get you after a certain point is credit towards 100% completion.

From what I could tell as I struggled through the few you do need to do to unlock actual stuff, there is a kind of sense to the flight controls, but when combined with the unresponsive camera it turns into a complete clusterfuck. One or the other could've made it salvageable, maybe, but gently caress both at once.

I played through it on M+KB. I assume a controller doesn't really fix the problem. Though it might've made the goddamn go-kart race not take 30 tries...

John Murdoch
May 19, 2009

I can tune a fish.

DStecks posted:

There's a walljump in Super Metroid? poo poo, now I know why I never beat the thing. :downs:

(just on an emulator, I'm sure if I'd owned it back in the day I'd have tried for more than an hour before forgetting about it)

IIRC, it's not actually required to beat the game. In fact, the only area where you actually need it is the pit where you're forcibly taught how to walljump in the first place.

Speaking of which, I do recall getting stuck there for a while. I think frustrated button mashing eventually did the trick, though I think I also tried bomb jumping at one point too.

I uh, still don't actually know how to walljump in Super Metroid.

Edit: I decided I had nothing better to do at 2AM so I looked it up on Youtube and after some messing around I think I've gotten the hang of it. The timing on it is fairly precise, and the visual cues and general logic of it aren't all that intuitive. From what I can tell, Samus doesn't go into "wall jump mode" unless you hold away from the wall while your momentum carries you into it, which leaves you with only a split second to hit the jump button before you switch directions and promptly fall away from the wall. Holding the run button isn't necessary, but doing so helps your momentum a whole hell of a lot.

John Murdoch has a new favorite as of 07:34 on Sep 30, 2014

John Murdoch
May 19, 2009

I can tune a fish.

Rick_Hunter posted:

It's really hard to progress the story chronologically with different PCs and still make the game interesting. AC2 innovated by adding the double hidden blades and the gun for when you absolutely needed to kill someone and didn't care about the sound. Still, is the crossbow that different from the multitude of daggers that you got in AC1?

My biggest gripe with most of the AssCreed series is the lack of QC that went into the later titles. NPCs disappear, your character gets stuck in the ground, wonky geometry. And for the love of Christ, why do they constantly insist on inserting tailing missions with a razor thin margin of error???

I never really got what the purpose of the daggers was supposed to be in the Ezio trilogy. Theoretically they're a stealthy ranged KO, but not only was it difficult to actually find a spot where I felt like I needed them (in part due to their short-ish range), when I did come to those spots throwing a knife would just alert the guard and gently caress everything up instead of murdering him. I never figured out what I was doing wrong. In comparison, the crossbow has at least double if not triple the range and also can kill pretty much anything in one hit. If the hidden gun is a magnum the crossbow is a silenced sniper rifle. It's really par for the course for Brotherhood though; they really mucked around with the combat and overall balance for better or worse.

The problem with tailing missions is that I believe they use line of sight rather than just raw distance to determine whether or not you're falling behind, which is obnoxious because even when following them on the ground it's easy to not have them perfectly in sight, let alone when you're locked into climbing animations.

John Murdoch
May 19, 2009

I can tune a fish.

Kimmalah posted:

Kingdoms of Amalur is a loving nightmare if you're really completionist about your quest log. First there's just a ton of menial poo poo to do and a lot of the minor collection quests never actually have an end.

KoA is at least nice enough to categorize the pointless, repeatable fetch quests in their own section of the quest log.

Though from how people talk, apparently every quest in that game counts as a fetch quest.

John Murdoch
May 19, 2009

I can tune a fish.
There was also that time they were going to make STALKER work like that except it turns out having NPCs beat the game ahead of you isn't very exciting. :v:

John Murdoch
May 19, 2009

I can tune a fish.
The VR missions in Metal Gear Rising Revengeance are already not that great to begin with (being a perfect intersection of the kind of gameplay I hate), but the Sam and Wolf DLCs make them even worse:

- Instead of being accessed through a separate menu, you can only enter VR missions as Sam or Wolf at the terminal within a level. I'm guessing this was for technical reasons, but it's just annoying and messes with the pacing the first time through and forces you to go find them inside the chapters if you want to do them again.

- Some of the VR missions reward you with health or stamina upgrades, but there's no real indication of this until you actually beat the corresponding mission. On the plus side, they didn't attach upgrades to...

- Wolf's third (I think) VR mission and Sam's fourth VR mission. The former is a painfully tedious stealth section (that also seems to have bullshit cloaked or unloaded? enemies that suddenly appear and instantly spot you if you try to take shortcuts) and the latter is a ridiculously lengthy enemy gauntlet containing some of the hardest enemies in the game. It's probably not that bad if you're really good with Sam (problem: I am not), but it's compounded by Sam's story being really stingy with repair pastes in general. That said, I'm also left wondering if the easily-respawnable repair paste box just down the hall from this particular VR mission was intentional.

Another thing that applies to all of the VR missions: A lot of them are easily prone to failure either by default (stealth or ludicrously difficult combat sections) or by choice (trying to get the best time). Every single time you restart you have to go through an unskippable animation. Maybe it's masking load times as it resets the map, but it's an obnoxious cherry on top when you're gunning for a perfect run or just got blitzed by some cheap enemy spawn combinations.

John Murdoch
May 19, 2009

I can tune a fish.

Morpheus posted:

I don't like the constant recommendations to go stealth/pistols on a first playthrough of AP. It's not awful to go with any other combination, and I feel like that recommendation takes away a lot of the agency that you have to go other routes to see other playthroughs, especially given how it breaks much of the combat of the game. I went through with assault rifles and did just fine on my first playthrough on hard difficulty, just like any other cover shooter (through Brayko was a bit of a pain in the rear end). As long as you don't go SMGs, you're fine.

I can at least understand it if it's recommended for the express purpose of skipping through the janky combat in AP (though honestly it'd probably be more fun to embrace it and go shotguns :getin:). But otherwise I get annoyed by people who are really insistent that blindly using the most efficient method is the best way to play. See also: Wrench build in Bioshock.

John Murdoch
May 19, 2009

I can tune a fish.

Ugly In The Morning posted:

Yeah, even with some decent luck with drops I'm lucky if I make it to the second boss. poo poo is insanely hard. If it would save while you play on the easy difficulty I'd enjoy it a lot more.

I'm not sure if they've since fixed this, but last time I played RoR, you could do a run on Easy, then launch + quit out of a Normal game and it would properly unlock all of the stuff you grabbed on Easy.

Making Easy not save anything by default is really lovely though. Why bother to even have it as an option if you can't participate in the core gameplay loop with it? I'm guessing they don't want you easily unlocking stuff on one difficulty and carrying it into another, but there are far better ways of preventing that.

John Murdoch has a new favorite as of 21:01 on Nov 4, 2014

John Murdoch
May 19, 2009

I can tune a fish.

kazil posted:

La Mulana is annoying as poo poo because often the only way to advance is to break a random wall with your whip but the game teaches you early on that randomly hitting walls with your whip can lead to you getting zapped and then killed.

Also the entire game is designed with having a guide. Otherwise poo poo is impossible.

There actually is a logic to what you can and can't safely strike in La-Mulana. You're not supposed to whip things willy-nilly in rooms with the Eye of Retribution present, otherwise you're free to whip everything. There's definitely an early tablet that explains that.

On the other hand, there are puzzle rooms where you have to break something with an Eye present. In those cases, it usually tries to be fair in that what gets you zapped is either attempting to brute force something, or simply for making the wrong choice when solving a puzzle.

Some of the puzzles (and "puzzles") can still be a real doozy though. Most if not all of them do have a logical solution, but I can't deny that the game is sometimes too cryptic or abstract when giving clues or in the puzzle mechanics themselves (bend on one knee, the loving warp jar, and defeating the infinite drop in the Chamber of Birth all spring to mind).

John Murdoch
May 19, 2009

I can tune a fish.

Supeerme posted:

I must be the only one who doesn't go on a killing spree in any GTA game because it's just not fun.When you start having fun, the game just send a gently caress-ton of cops and it just makes it unfunny. No I don't want to fight a literal army of cops! :argh:

I'll do you one better: I don't get up to any kind of open world shenanigans at all if I can help it. I got my fill of torturing helpless NPCs when I was 12 playing GTA3 for the first time ever. Even the Saints Row games do nothing for me in that regard, or the oft-touted hilarity of stuffing people into trunks in Sleeping Dogs. It's also no big surprise then that I found Just Cause 2 to be wildly overrated.

John Murdoch
May 19, 2009

I can tune a fish.

Febreeze posted:

I like some aspects to open worlds over others. I never wandered around in Saints Row or GTA blowing people up for fun because it didn't feel that fun to me, however it was a blast to just grab a fast car, blast the radio and drive around at top speed until you ran into things.

Just Cause 2 had the tether, which made loving with people more fun, but I still played it to rampage around in vehicles. The game world itself was way too copy/paste with all the radio towers and various bases all with the same scenery.

Driving around aimlessly in open worlds is just the best

This is entirely the appeal of Euro Truck Sim 2. Though I don't get to pull crazy handbrake turns like in Saints Row.

John Murdoch
May 19, 2009

I can tune a fish.
Forest Temple also tries to be less overtly dungeon-y.

Honestly what drags OoT down for me is drat near the entire opening young link segment. It's just a huge time sink if you've already been through it before and I'm not a big fan of any of the dungeons. Hyrule Castle can also gently caress right off.

John Murdoch
May 19, 2009

I can tune a fish.
The Batman games (or maybe just the latter two? I don't remember) have a recap whenever you start the game back up and load a save. Not just "here's your current objective" but also "this is what led up to the current objective".

I'm not sure if that style is 100% appropriate for every single game ever made, but certainly helps alleviate that feeling of being lost at very little cost.

John Murdoch
May 19, 2009

I can tune a fish.

Heavy Lobster posted:

Any singleplayer game that receives nerfs on literally anything is the dumbest poo poo I've ever heard of in my life.

Balance in singleplayer games, while not as immediately vital as it is in multiplayer ones, is still pretty fundamental to good game design. Even moreso to a game like BoI where the challenge is a part of the appeal.

John Murdoch
May 19, 2009

I can tune a fish.

Heavy Lobster posted:

This is true, but the solution isn't to make things that are fun into unfun things, it's to improve the unfun things so that they're also viable options. Admittedly this is harder to pull off in games where high difficulty is an appeal, but if games like that ship with obvious Best strategies then it doesn't sound like a solidly designed game to begin with. There's also the classic response, just don't do the too strong thing if it takes away from your enjoyment.

e: This isn't to say I disagree with you, I just think that with a few exceptions nerfing is not the best way to get a game balanced.

Whereas I would argue that more often than not nerfing is inevitably going to be the best option because the presumed alternative, buffing a much larger pool of choices to compensate, takes far more work, is more likely to introduce more problems in the process, and even if all goes well is going to add power creep which can mess things up all the same.

Ideally nerfing is just another tool in the toolbox, though.

John Murdoch
May 19, 2009

I can tune a fish.
Oddly enough the original Halo used a combination of regenerating shields and finite health + health packs, yet despite basically everything else from it being stolen or copied ad nauseam I can't recall all that many games that took that route for health, even though I think it's a great compromise between the two designs.

I actually still don't really like pure regenerating health. Triply so if it involves mucking up the screen with red poo poo so it's even easier to die once you take critical amounts of damage.

John Murdoch
May 19, 2009

I can tune a fish.

Mokinokaro posted:

Resistance had a decent system where your health bar was divided into segments and you'd only regenerate up to the last partially full segment. Restoring completely lost bits required health packs.

I give that system credit for being something beyond the usual (also for actually having a UI element showing the player's health :argh:), but it never seemed like it was meaningfully different enough. Maybe it was just an execution thing, though. FarCry 3 didn't really have much of a point to it when damage came in too quickly, the per-cell regen was too slow, and it was easier to jab yourself with endless healing syringes.

RyokoTK posted:

I kinda like how Bioshock did it, where you just brought the health kits with you and used them as you needed them. There was health all over the place, but you could only carry so many at a time (I think it was 9 in the first game and 5 in the second).
FEAR also had this, and it worked pretty well. Though you also had slow-mo and armor to augment your defenses. Remember armor pickups?? :corsair:

Who What Now posted:

Space Marine and Metal Gear Rising: Revengeance had what I believe to be a near perfect forms of regenerating health for their respective games.

Space Marine's system would have worked better if there was some way to regain health (or shields) using more than just execution kills and super mode. Like maybe if headshot kills refilled some of your shields, so that to get the most out of the combat system you want to be switching between melee and ranged more. Honestly a huge amount of the trouble would've been fixed really easily if executions made you damage-proof for the duration, but perhaps that would've made the game too easy. Either way it made all of their "SPACE MARINES DON'T USE COVER" marketing look really dumb!

Revengeance also had nanopaste which worked pretty much identically to rations from the other Metal Gear games, which also worked fine. Though spare batteries also used the same equip slot which made them kind of cumbersome to use in turn.

John Murdoch has a new favorite as of 16:09 on Dec 15, 2014

John Murdoch
May 19, 2009

I can tune a fish.

Who What Now posted:

As for Revengeance, there's a plethora of moves that recharged your batteries so fast, plus taking spines (which you should always do) recharges it to full, that I never even used the batteries. The game has a super steep learning curve though, and unless you've played a lot of Devil May Cry, Bayonetta and the like I can understand needing to use items more often.

I never used them either and I still don't really know what they're for. A player that's really struggling is never going to unequip the repair paste and the average player has no compelling reason to switch either. So that leaves high level players that are probably going for no-hit runs...but at that point do they really need or want to be using items? Not to mention that as your skill increases the rate at which you refill your energy also increases (and you'll probably be hunting down/buying all of the capacity upgrades, plus extra absorption).

It just seems like their optimal use case is incredibly rare and there'd be little downside to letting you equip them alongside repair paste, but I guess I could be missing something.

John Murdoch
May 19, 2009

I can tune a fish.

Aphrodite posted:

Having 50 of them makes it kind of pointless though.

By making them largely modular, having 50 of the things isn't really that big of a deal, especially when you consider that a bunch are "common effect + up" for buffs and "common effect + down" for debuffs or just different grades of damage. Some of them are still pretty smart, like how Disorient/Immobilize/Hold/Sleep are represented. A scant few are just baffling and pointlessly redundant, though.

Things also started to break down a bit when it came to enemy powers (the devs would get sloppy with what icon they used) and with some of the later powers that came packed with sixteen different conditional effects and such, which no clever icon system could possibly fully represent.

John Murdoch
May 19, 2009

I can tune a fish.
Oddly, I think most Kirby games are really good about not overloading you with tutorials unless you ask for them.

I do wonder if some of the over-tutorializing stems from cultural differences, or perhaps is an attempt to kill two birds with one stone and build some anticipation while making sure every single player, young and old, is on the same page.

John Murdoch has a new favorite as of 00:51 on Feb 6, 2015

John Murdoch
May 19, 2009

I can tune a fish.
It also loses a lot of the tension in the PC version, since you can just hold down the forward key to walk at an even, unchanging pace and never have a problem whatsoever.

John Murdoch
May 19, 2009

I can tune a fish.
There is also theoretically the option of playing the campaign in co-op, which takes the pressure off you by giving two squads to your buddy.

John Murdoch
May 19, 2009

I can tune a fish.

Gestalt Intellect posted:

What difficulty are you playing on because some of these things are just flat out untrue on normal.

I sometimes wonder how many people out there have a pathological need to always play on the highest difficulty possible then get mad when it's too hard.

John Murdoch
May 19, 2009

I can tune a fish.
Zer0 was there though?
Maybe not the easiest
Melee nontheless

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John Murdoch
May 19, 2009

I can tune a fish.

My Lovely Horse posted:

At some point I didn't even do the stick waggle anymore and just eat the additional damage, because I felt like I could feel my stick become loose as the game went on.

Another crazy thing is that you can parry while stunned, which I'm pretty sure the game never mentions and is completely unintuitive.

Of course that doesn't help against grabs, which is really the more likely waggle-tastic pain point in Revengeance, at least IME.

I'll have to keep the rotate the stick bit in mind next time I play though. Horizontal waggle would work, but only about 50% of the time.

John Murdoch has a new favorite as of 20:00 on Apr 14, 2015

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