Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
There's a significant difference between "game gets harder as you advance through it" and "difficulty scales with player power", and Oblivion is a particularly egregious example of doing level scaling wrong but that doesn't mean scaling difficulty to player power is bad, it just means it can be implemented poorly (the simplest way to implement it well, of course, is to let the player toggle the difficulty level(s) themselves to find an amount of scaling thay best matches their power)

Adbot
ADBOT LOVES YOU

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
I will say that one thing I think Mooncrash did that was really fun was adding a mid-air dodge, but they kind of dropped in the ball in regards to requiring you to actually get good at it - meaning if you do get halfway good at it a lot of stuff that I am assuming was supposed to difficult just becomes a question of "do I have enough ammo?" in a game that lets you bring along effectively infinite ammo, but if you don't use it then a lot of fights get a lot slower and more boring because it's fun to use the mid-air dodge.

A Wizard of Goatse posted:

that's the simplest and you'd think would be the best way but otoh every game with easily accessible difficulty settings gets a million dorks swamping every review or comments section with demands the idiot devs fix the egregious balance issue where the hardest mode is hard

I guess same kinda problem as seen ITT where a bunch of folks are ruining their ability to enjoy the game because bizarro gimmick achievements meant for some obsessive's 50th playthrough are available at all. People just can't help themselves

Some games who implement the "simple" solution also manage to do so in a way that is so bad there are actually egregious balance issues at pretty much every level, especially the hard ones, because lots of devs somehow either make the higher difficulties result in things being easier somehow past the first ten minutes, or confuse "hard" with "tedious" and the harder difficulties just make things more boring instead of harder.

Both of those are also a problem in skyrim-style RPGs, and the general lesson I take away from those games consistently loving every conceivable way to implement adjustable difficulty is that most RPG developers are actually exceptionally bad at designing good gameplay and have a very poor understanding of what makes things difficult or easy (which might well be part of why they are choosing a genre where being exceptionally bad at that particular thing isn't usually all that big a deal on account of genre conventions being "make skill and difficulty irrelevant and replace it instead with time investment")

Although you're right that there are also a lot of folks who whine about "I picked the hardest difficulty and it was hard", and there's a reason why "only offer harder difficulties to players who demonstrate they can handle harder difficulties and otherwise don't point out its adjustable" is a pretty common addition to the formula.

Basic Chunnel posted:

No mule operator

I do this one every run anyway because every time I see him I freak out and blow him up. Which ironically enough doesn't happen with the mimic companion, just... the mule thing is always getting the loving jump on me and scaring me out of my wits and then he gets blown up. Fucker always acting like a damned corrupted operator and menacingly approaching me...

Thanks for this, though, I do think I'm gonna try that out, or at least self-impose some of these restrictions as a permanent thing on a second play through (like time delays can't be crafted and must be used immediately if found, at least)

GlyphGryph fucked around with this message at 20:00 on Sep 23, 2021

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

WebDO posted:

Working through my first playthrough and trying to save everyone I can before I do a Typhon murder run; in my current save I've got mind controlled people that, no matter what I do, run into pipe flames and suicide before I can unlock the rec area and stun them. Does that count against you?

It prevents you from getting the 'save everyone' achievement, but does NOT prevent you from getting the 'saved everyone' ending.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
The achievements for prey are bad though. Scraping every single inch in a game like this is like... reading all the logs and finding all the secrets, not refusing to use 2/3rds of the abilities, most of which are quality of life abilities that make the game more enjoyable to play.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
I really do like games that do the "everyone and everything came from somewhere" thing, and Prey does that surprisingly well, with out of place items often connected to someone talking in an e-mail about how they're going to do a thing or took a thing or so on.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Phigs posted:

Dishonored could maybe have worked with better execution by making players empathize with the guards and encourage non-lethal that way. Instead of having this metagame chaos counter that increments on death. But I think Prey's dichotomy was straight up a bad decision. I don't see any way it gains by separating out the typhon and human trees so explicitly and drawing attention to it with the whole turrets will see you as a baddie mechanic. It just makes people more likely to ignore a section of the game.

I think Prey's problem is just that it made what was essentially a warning about turrets seem a lot more meaningful than it really was.

Rev. Melchisedech Howler posted:

Are there actually any mods that adjust the skill-trees etc? Typhon only may actually be fun if I could mod in a bigger inventory and increase psi amount.

Personally I wouldn't bother with the achievement, doing a typhon-focused build where you take no human combat abilities can be quite fun (especially if do the water quest ASAP, otherwise resources can become a bit scarce in a way that isn't fun), maybe even just limiting it to suit upgrades and psi upgrades. The achievement variant is sort of a masochistic experience and not nearly as fun as just going Typhon heavy.

kneelbeforezog posted:

2. How come Wolfenstein 2 won GOTY over this game? What does it do better?
3. On a new game+ , any interesting ideas for playthroughs?
4. Does the Epic free version come with the typhoid multiplayer content?
5. How does Moonbase compare to a 1st or 2nd playthrough?

A typhon-heavy run is especially fun for a new-game plus experience, imo, since your psi hypos aren't competing with your neuromods really, and you can be an alien wizard flying around shaped like an operator right off the bat from the office instead of having to wait until later. Also, something many people don't realize: Yeah, the mimic ability lets you fly at later levels. If you haven't experimented with that, do it!

Also Typhon Hunter is garbage, Wolfenstein 2 got so boring I only made it halfway through so who knows, and Moon Crash is awesome and worth playing if you liked the base game, although it's better with a few self-imposed restrictions because by default it starts out quite hard and then gets super easy, when ideally you'd want the inverse of that and a few tweaks will give you a superior experience (namely, don't make or limit how much you make of anything that slows down the difficulty progression). Also Mooncrash basically forces you to try out a lot of the fun character builds you could have made in the first game but probably didn't, like the typhon-heavy one, since every character has a much more limited skill tree.

It's a very different kind of game experience though.

GlyphGryph fucked around with this message at 17:02 on Jan 14, 2022

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
I believe the bits are full brain scans, a la the same process we see in Moon Crash perfected by Morgans cousin Riley in Mooncrash.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Mike the TV posted:

They are operators because they died in the real history of events and they were only “saved” in the simulation. The reality is that Morgan was not a super soldier and lost a lot of people. But in the sim you can do whatever. It ends up being very similar to Mooncrash in that sense.

Even if they were saved from Talos, based on how things are going on earth they could have easily died later.

I think it's more reasonable they were saved from Talos, though, and that's how they got the scans and built the simulation to begin with, since the full personality and memory upload tech was barely available when things went to poo poo. If they died, they probably died earthside.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

aniviron posted:

The operator talk makes me wonder, because I too assumed that they're not Strong AI as we think of it, but then, when they get corrupted they seem to come up with novel phrases. Maybe that's an optimistic reading of things, but to me the fact that they come up with unique dialogue for being taken over as well as the fact that the typhon colonize them in the first place suggests some kind of intelligence.

They are definitely Strong AI, but they are Strong AI of... varying sub-human complexity and and capabilities. The most advanced operators, like the ones on the Moon Research Lab (and presumably the ones in the ending), are basically real people, while the normal medical operators are significantly more basic.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Mazerunner posted:

also there's still a bunch of locked doors in the neuromod division- are those something I can open up/get around now if I'm thorough, or is that plot related?

How far have you actually gotten?

You have access to an awful lot an awful lot sooner than you might expect, and it's worth poking around, but I think its generally worth following the story until you get the item it wants you to get from Psychotronics. From that point on you should have basically every tool at your disposal that you need to get everywhere (with some places taking a minimal skill investment) and can go back and scour everywhere from top to bottom pretty confident that any barrier can be overcome with some smart thinking and good observation.

The plot itself will eventually make access to some of these areas more straightforward, but for many of them (especially the ones in neuromod division, if I'm remembering right) I'm not sure that happens.

GlyphGryph fucked around with this message at 15:01 on Jun 28, 2023

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Mr E posted:

I think there's only one door in Neuromods that you won't be able to eventually open without doing a very specific deliberate thing.

Genuinely curious as to what door you mean.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
There's a couple other ways to get in there pretty early too, so I doubt its that room - although that way doesn't take any skills which is nice. (It isn't how I got in, though)

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Basic Chunnel posted:

At the risk of making ppl mad I’d say that Duke Nukem 3D is as much of a modern immersive sim as SS1, if you don’t care about audio logs. The first porno theater level feels more like a realized locale than basically any SSR level

Honestly, I'd agree with this. Duke Nukem 3d was a surprisingly excellent game in regards to having alternate pathways, a variety of tools for solving problems, and combining them with levels it tried to make feel lived in to some extent.

I saw a lot of folks putting Cruelty Squad in the immersive sim bucket recently and it has a more modern take on the same level-based approach to things, too.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Lt. Danger posted:

this guy really didn't like the would you kindly twist

That was the best part of the game and if it had ended shortly after that I would have had much better feelings about it personally. There's still, like... a third of the game left after that, though.

It's not Alien:Isolation bad in terms of seriously overstaying its welcome, but it had an uneven buildup, a wonderful climax and then an extended wet far for quite a while longer imo

Hey speaking of which does Alien Isolation count as Immersive Sim? Obviously its cross genre, but it DOES have "4510" as an important doorcode so it probably considers itself at least adjacent.

GlyphGryph fucked around with this message at 22:44 on Jul 11, 2023

Adbot
ADBOT LOVES YOU

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
The final level of mimic is the best Typhon ability because it unlocks the ability to literally fly around the map, imo. Everyone should get it eventually just to play with it for a bit even if they already beat the game or whatever

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply