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#i've never played this much pvp before
kaiserouo · 9 months
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Uh remember I said I'm never gonna play pvp like 3 days ago? Funny story...
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I love Ace of Spades
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zincbot · 6 months
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the amount of call of duty i have consumed in the last week....
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paper-mario-wiki · 10 months
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Shangri-La Frontier mid-season review
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This is by far the best fake video game I've ever seen written in fiction.
Most MMO-centric isekai stories have trouble with providing accurate and realistic depictions of the complexities and minutia that give MMOs the allure they have. I've seen so much handwavey bullshit tacked onto fake-games that introduce unrealistically overlooked mechanics for reasons like giving the protag immense power just because they're the protag and the story is about them. A good example of this is another MMO Isekai airing this season, "A Playthrough of a Certain Dude's VRMMO Life", wherein the main character becomes extremely rich, powerful, and famous by episode 2 because he stumbled into a stealth archer playstyle, a build which apparently no human in that universe had ever conceived of before, and then making a fortune by selling basic potions to everyone after NPCs stopped selling them (another thing he was uniquely able to do because not a single other player had the forethought to spec into alchemy). These lesser, dime-a-dozen isekai add up to be boring fantasy strories with gaming elements clumsily put in so that the author can demonstrate how powerful the world's inhabitants are by showing their stat allocation screen instead of, say, explaining anything about what they do that's so uniquely powerful and how they figured it out. Ya know, stuff you'd hope to hear about from any competent story.
Shangri-La Frontier is a breath of fresh air for anyone who, like me, is sick of authors ignoring the things that actually make video games compelling in service of creating a stock-standard narratives in fantasy worlds because it allows them to get away with bullshit. I've always found it very convenient that many isekai narratives indulge in things like chattel slavery, because it's societally normal enough for the protag to purchase a beautiful, vulnerable girl to add to his harem (dont worry, she is always inexplicably in love with him no matter what because he's SUCH a kind master). And it never really seems to go anywhere. Because the Video Game Isekai, while an interesting premise in theory, is more often than not used exclusively as a means to simplify the structure of a world's power scaling to abide by an arbitrary set of omnipresent universal rules (e.g. what people who have never cared to look into game development think of video games). This anime, by comparison, is VERY clearly authored by someone who plays a LOT of games.
Every piece of logic used to drive the plot forward, so far, is congruent to a real-world example of video game conventions, and I'm not just talking about levelling up and selling monster parts. Story elements that I've rarely (if ever) seen explored in other isekai are ever-present and genuinely clever and amusingly introduced. My favorite example of this so far has been the way the protagonist has been able to go head to head with so many overlevelled foes in the first 9 episodes. The story of course makes note of how good of a gamer Sanraku (our hero) is, but much like in real life games, being super duper good at dodging attacks doesn't really make up for a 70 level gap in items and learned skills. For that reason, he gets his ass whooped more often than he actually outsmarts others (so far he hasn't beaten a single player in pvp). So how is he getting out of these situations without dying so frequently? Simple: he got access to a later area too early relative to his level (sequence break) and got access to a high level follower NPC that's been carrying him. This is something he acknowledges directly several times, specifically using words like "Emul has been hard-carrying me for a while." This, to me, is extraordinarily meaningful. That's something you can exploit in Skyrim, man. That's REALISTIC CHEESE STRATS. The excitement and wonder I find in this show doesn't come from watching the protag do something unexpected, but by watching him do something that I would think to do.
This knowledge the author has demonstrated regarding modern gaming culture extends further into the actual realistic nature of game design and community. The story exists in a reality where full-dive VRMMOs are the be-all-end-all of gaming, and given the prohibitively expensive nature of developing and designing expansive, immersive worlds, most games are pretty shit. It's been hinted at so far that this is due to a monopolistic megacorp which is one of the only entities rich and powerful enough to make a good game (the game in question being the one that shares the title of the anime), but so far the strife of the characters have been pretty centralized to the happenings of the game world and its politics. By the way, lets talk about the game world's player base politics, which I'm also quite pleased with. It exists in the form of guilds and clans who struggle for power not by participating in seemingly random pvp with other powerful players to see who is the most epic and badass warrior (again, like many contemporary isekai typically opt for), but by gaining actual realistic support from a fictional playerbase with realistic desires and playstyles. Some guilds are interested in lore, some gather for alliance and boss raids, some for things like animal husbandry, and (naturally) at least one is dedicated to trolling and PKing. Each of these factions, through the very little that we've seen of them so far, communicate on forums and only know as much as is reasonable for them to know. The only reason they give a shit about the protagonist at all is because he gained access to a high-level unique scenario quest that they want information on how to access, and the only reason word of that got out in the first place was because someone posted a screenshot of him with a unique NPC onto a forum, asking about it as "where can i find this pet summon, its super cute!" That's real. That's video games, baby.
I like this show a lot so far. I like that it cares about video games, but I also like its writing. I like the main character and how hes less of an ultra badass super cool guy, and more of an earnest challenge-run lets player. Like, a lot of his dialogue straight up sounds strikingly similar to Japanese youtubers. And he's naturally always quick to point out inconsistencies in the game world's logic. I ALSO really like his community of pals from a janky old fighting game, and I ADORE the girl from his school who has a crush on him and also just so happens to be an exceptionally high level player from a top clan, and how she had to spend 9 episodes working up the courage to send him a friend request. I love that so, so much, dude.
I highly recommend this show if you're into a single thing I've mentioned. The animation is great. The world is beautiful. The character design is immaculate. And I'm looking forward to watching it continue.
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yukipri · 3 months
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So I've been trying out the new Star Wars Hunters game that came out on Mobile & Switch recently!
I haven't played many brawling type games like this so I wasn't expecting much, but I've actually been really enjoying it so far! I've probably put too many hours into playing (especially since I was super sick around launch and didn't have much else I could do), and I hit max level 50 and Kyber in ranked a while ago... (yeah, playing too much, I know...)
Thought I'd share my initial thoughts though, since I've put in the time!
Note: Some folks have apparently been playing the beta version for a while, but I've only started playing since the public release.
Stuff I like about it so far:
-The really creative and fun SW universe characters is the best part. A blind Miraluka sniper? (Diago) An Ugnaught driving a Droideka? (Slingshot) Literally two Jawas in a trench coat??? (Utooni) They're fun and have great personality, you can read their blurbs here. I like how they're all voiced and also all have their own theme songs (which are honestly heckin catchy)!
-Controls are very intuitive. Again, I am not much of a gamer and have very little experience with these kinds of games, but I picked it up quick. I play on my iPhone and it's great.
-The graphics are GORGEOUS. It looks beautiful, everything moves stunningly smoothly. Honestly it's hard to believe this is a ftp game.
-So far it's very much ftp friendly! Most of the money locked stuff are just cosmetics, and even then there are tons of free ones. One of the characters, Aran Tal, is currently behind a not-too-expensive paywall, but he'll apparently be available for free soon as well.
-The skins for the characters are fun and creative! Imara Vex has one that looks like Durge, and Zaina has one that kinda gives me adult Omega vibes. The store has an active rotation of skins that you can buy with either irl money or in game currency, and apparently old event skins eventually end up in the circulation too. Here are just a couple of my favorites:
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-I love the locations! Each one is very Star Wars vibes and has lots of cool lil in-universe elements, like pod racers going through Mos Espa (they can run you over). The time period is New Republic era, so everything is relatively plausible for that time period in universe.
-There's a bunch of different game types, so you don't get bored, and they each have different challenges, and different characters who shine in them. It's unfortunately a bit addicting.
-The events aren't too grindy or tedious (so far).
-I really appreciate the different modes you can play on! The main two modes are casual and ranked, so it's possible to play low stakes and just level up your characters in casual, or try to challenge yourself more in ranked. I appreciate how the limited time events that sometimes throw you into random characters you might not be experienced with are never ranked, so it's okay to suck. Character leveling is the same in both casual and ranked. And I appreciate the Training mode too, where you can try out all of the characters so you're never in a "wtf does this do" in a PVP environment. I get so anxious during PVP if I don't know what I'm doing.
Stuff I hope they improve on:
-Playing with people + party invites are kind of a pain. The invites disappear really quickly, so it's really hard to time it so you can actually play with your friends. It's also hard to know whether the party is going to be playing ranked or casual, and if ranked you can't see the ranks of the folks in your party before agreeing to join, which is a little nerve wracking.
-This is less a complaint, and more just general frustration, but ranking up is pretty tedious near the top, which is to be expected I suppose. Through Aurodium, it was generous because you earn so many more points when you win than when you lose, but in Kyber, you win/lose the same amount. You are judged by your team score, so losses bring down everyone's rank, and it feels like you have to take three steps back for every one. Kyber players are comparatively more competent, but I've been in some...unfortunate matchups before. (As of writing this, I'm in Kyber III, but I've been bouncing between Beskar II~Kyber II for the past two weeks...will I ever make it to Kyber I cries)
-I think they started with a decent batch of characters, and I know this game just came out of beta and the team said they'll be expanding on them! So this isn't really a complaint either. But in the future, I hope they add more female characters (currently only 4 female characters out of 13 total, which feels a little skewed), as well as more support characters, who always feel lacking.
I'd love a few more "popular" iconic Star Wars species to have characters in support. Maybe a Togruta apothecary? A Nautolan water medic? A Pantoran doctor? And personally, I'd love a super buff Twi'lek lady as a tank! Either way, lots of possibilities to look forward to, especially given how much I love the characters so far!
So far, I've been playing on my iPhone and it works pretty smoothly, though I've heard of some Switch users having trouble with lagging/connecting. I think I've only been booted out once, and even when I'm forced to pop out of the app for a moment (last night, I got an Amber alert that paused my screen), I was able to continue playing with barely any pause, which is honesty impressive. I've heard controls are easier on Switch, but I think I've been doing okay on mobile.
Have you tried this game out??
Here's the launch trailer if you're interested, it's Pretty:
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And a self plug!
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Feel free to add me, I'm Akaz!
I main Skora (Rodian support) and prefer to play her in ranked, but also have Aran Tal (Mando, he's my baby boi), Sentinel (Stormtrooper tank), and Diago (Miraluka sniper) also at max level. Working on leveling up the others in casual mode!
I'm very happy to play casual mode with anyone! (and I play casual mode a lot to level up my less-used characters, and recommend spending some time there for new folks before diving into ranked)
I'm also happy to play ranked!
(but be warned, you'll kinda want to know what you're doing, or they will slaughter you in Kyber)
I might type up a follow up review giving my thoughts on each individual character and maybe some general tips idk
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box-architecture · 6 months
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Important Silly College AU: Dream is a cheerleader, and Sam is in the bleachers playing instrument. Dream and Sam are both athletic enough that they could have been football players but Dream likes Zooming and gymnastics and Sam likes maintaining an instrument and music more.
This is all purely for Sam glaring at people staring a little too much at the cheerleaders, and also getting to be very puppycat smug when Dream immediately beelines to the bleachers to kiss the top of his head and tell him he sounded really good, his practice has been paying off<3
Punz is the college's local esports champion. He has one arm around the head cheerleader and one arm around the head of the bleachers. All without knowing anything about football. Literally all the footballers hate him. Imagine that you're this big shot who's trying to get the head cheerleader to notice you, and when practice is over, in comes a little guy, a foot shorter than the cheer captain, wearing This
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And Dream looks charmed as shit
Listen I think it's important that Punz looks nerdy af, and he's all short, but they're stout. Like, under it, they're kind of muscular and everyone is like so jealous and wants Punz to join the football team or to go die bc wtf why is this guy Like This
Punz feels like he'd get an academic scholarship and then not study until a week before finals and then ace it. i have this image of him lounging on the stands while they practice and they're chatting about scholarship and punz brings up "oh yeah i have an academic scholarship" and then the others all shriek at him like "I'VE NEVER SEEN YOU STUDY THIS WHOLE SEMESTER WHAT THE FUCK"
Also it's very important that you know that Sam is really popular in his engineering classes because he's so much fun to hang out with and so earnest and Punz shows up at the end of every week when Sam is getting out of classes because Punz doesn't have class on Friday, and every week everyone is forcibly reminded that Punz is Sam's boyfriend and they Hate Them
Silly thought: Dream and Sam were together in senior year of high school. Very normal very ordinary. They went to the same college freshmen year.
And Punz sat next Sam in Chem class. So Sam ended up getting a crush and taking Punz to meet Dream, who was wooed by Punz's Minecraft skills and cringefail loserisms. Because cDream is a minecrafter first person second. And also because Punz got laid through being the most ridiculous man alive
Punz: yeah so I am in this Minecraft Tournament, I am pretty good at pvp- Dream: Oh I can't not fuck them
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thefirstknife · 1 year
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Sorry to dump this rant in your inbox but the community’s attitude this entire season has legit got me tilted to the point I ignore pretty much the entire community outside of tumblr and a few irl friends. A lot of it has been frustrations I’ve had since Lightfall dropped wrt acting like the story was dogshit bc it didn’t give all the answers.
I legit got so fed up with Byf’s whole “oh all this season of the deep lore should have been in Lightfall” stuff bc like. My guy. You were one of the biggest complainers about the seasons having zero lore or story relevance. Fucking pick one or the other. Either seasons are all filled bullshit or you’re gonna get cliffhangered and expected to have some damn patience for storylines to get picked back up over time in the seasons after the main campaign of an expansion is done.
Especially bc like. IMO anyone expecting anything not a cliffhanger from the end of Lightfall when we KNEW The Final Shape was coming after it was just setting themselves up for disappointment, you need big tension and shit like that before the final act and this way getting dripfed answers in the lead up feels less like we’re dicking around doing nothing useful for the entire year as we wait for TFS to drop. It legit felt like being a KH fan back when KH3 dropped who had payed attention and played all the games and knew wasn’t the end of the series, just the conclusion of an arc and anyone mad about the stuff left unfinished was being unreasonable when it was made pretty explicitly clear it would either be answered in the future bc this wasn’t the ending or had been answered ages ago and people just hadn’t bothered to pay attention to it. Lightfall was never going to have all the answers bc it wasn’t the ending, and Bungie has proven they’ll circle back around and answer questions and pick up story beats if you’d just have a little patience! I’ll agree it wasn’t done perfectly and could do with more focus on the Veil and less on Strand but come ON my guy!
Combine that with the general toxicity of non-story focused Destiny YouTubers, especially PvP only typesc about Destiny and the way their fans have behaved and I’m full on not watching Destiny content creators anymore. Genuinely never seen content creators who need to touch grass and maybe just. Take a break. I’m not saying Lightfall was perfect or that Bungie hasn’t fucked up but I’m honestly just. Extremely fucking tired of how the community outside of tumblr has reacted to everything. And I’m especially sick of crybaby crucibros being obnoxious. Much as I don’t actually think it’d be at all good for the game there’s a part of me that thinks the idea of them splitting PvP stuff and PvE stuff into separate Destiny games in the future might have some merit to it purely so those of us who just want to explore and enjoy the story in peace can never bother with them again
Go off, honestly. So true. I've felt the same and I've pretty much not watched any Destiny youtube content in months. I started a few of them, but then stopped because of how utterly annoying and just plain wrong they were. The Lightfall situation is such a shitshow, not because of Bungie or the expansion itself, but because I genuinely believe that Destiny is above the reading level of most gamers.
Obviously, I still have some issues with how some stuff was handled, just as you do. Literally nobody is saying that everything in Lightfall was perfect. And I extend that to all expansions btw. Every expansion had faults. None of them are perfect. I think Lightfall's mysterious storytelling could've been a little bit clearer. And make no mistake, Lightfall WAS clear that nobody knows about the Veil, it just wasn't as clear as it could've been. Nothing would've really changed about the mystery if this was made more obvious earlier on in the campaign.
But dear lord, the bullshit around it is so tiring. I get it. I was confused at first too. I even posted here that I found certain things not as good and that they made me a little annoyed! And like that's fine! Your first impressions are your first impressions. But please move on. Are you seriously deciding everything based on first impressions? Do you never look into things and see if maybe there were things you missed or were wrong about? Like, it's okay to be confused at first and then realise later that you missed things. That's how learning works.
And yeah, the whole "everything should've been in Lightfall's campaign right away" is not only annoying because of the stuff you said, it's also annoying because it ignores that there's too much content to fit inside of a single campaign and also that this content has a theme. The campaign is a self-contained story with a theme and a plot (and the plot is NOT "learn what the Veil is." The plot of Lightfall is "stop Calus and the Witness from destroying Neomuna" which has concluded perfectly well in the campaign). Post-campaign stuff, the Witness cutscene and the Veil Logs are all things that don't fit thematically with the high action 80s movie story about protecting a city from destruction. These things were deliberately spread out through the year to give us multiple stories to follow while we wait for TFS. It's a live service game. You're here for the whole year. And it's fine if that's not the storytelling type you like. It's fine! That doesn't mean the story is objectively bad.
But yeah, agreed with what you said. It helps to vent! There's definitely people out there who are in the same situation and who just want to enjoy the game as usual and not having to deal with crybabies who make the whole experience absolutely miserable and make it impossible to engage with anything. Luckily, there's also always people who are still engaging with the game normally. We like the game and we like engaging with the game. And when I stop liking it, I'll just stop engaging with it. I wish other people could do the same.
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dragon-snoots-a-boopin · 11 months
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I am not 100% if I have done this before so I am going to call this my updated Destiny 2 vs Warframe post. However, before I get into thing, please note that EVERYTHING I SAY IS BASED ON MY OWN EXPERIENCES IN BOTH GAMES and that my experiences may differ from yours and if you can't accept that then just stop reading now and go somewhere else. Now I shall get into my thoughts and opinions on both of these games.
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I am going to start with Destiny 2 here and the things that I like about it because, contrary to what one may think, there are things about Destiny 2 that I do like. While doing that I will also make comparisons to those same things in Warframe too.
If there is one thing I can definitely give Bungie credit for is just how good everything looks in Destiny 2. The environments, characters, weapons etc all look really, really good. They definitely have some extremely talented artists over at Bungie and it really shows. Of course, Warframe is also a very good looking game too and is also one reason why I like Warframe but, I think Destiny 2 has a little more going for it in the looks department.
Another thing, and this is something I really enjoy from Destiny, another thing that I really love is the music in Destiny 2. I can sit and listen to all of the soundtracks for Destiny 2 anytime and all day long too. Hell, sometimes I listen to Destiny 2 music when I am playing Warframe. But, on the same note, I recently listened to and downloaded the Warframe soundtracks and they're very good also! Sure, I'm not a fan of the lyrical tracks on the second soundtrack but the rest it and all of the first one are really nice to listen to anytime.
Yes, that is pretty much where things that I like about Destiny 2 ends so, let's get into what I don't like.
First up to bat here is that calling Destiny 2 a free to play game is an utter joke. What can one do as a free to play player in Destiny 2 anyway? Well, there is no base game campaign anymore which was the major reason I even tried Destiny 2 in the first place. You get a tutorial mission in place of that and the first mission of each expansion and that's really all the story content you get. You have a limited number of strikes, I think only three or four of them. You have Gambit which, honestly, I have no idea what this mode is as I've never done it. You have Crucible which is PVP which I imagine is a small amount of maps for F2P players. There's the Dares Of Eternity activity from the 30th Anniversary and then there are two raids and one dungeon. Yeah, as a F2P game, Destiny 2 lacks so much. Once you do these things beyond the first time, you'll see just how boring this game really is. Comparatively, Warframe absolutely EXCELS at being a F2P game, especially with the vast amount of content at ones disposal. You have like seven to eight planets to do all the nodes on, you have Duviri which also has The Circuit and Steel Path, you have the stuff associated with Railjack missions and so on! Best thing too is that a good amount Warframes and weapons can just be obtained from farming assassination missions and don't have to be bought from a store. Warframe has a terrific F2P structure that definitely sets it far above Destiny 2.
Of course, if you don't want to be a F2P player and don't want to sit in an empty well of content, you could always fork over somewhere between $160 and $200 to get all the DLC for the game. Oh yeah, you could also spend additional money on the season pass and in game shop too. What? You don't want to fork over more money for a game that you already paid money for? Yeah, no one wants to do that. This is the area where Warframe excels because it has an actual, sound F2P structure. Now, I've heard some people say that one doesn't have to spend a dime on Warframe and I am sorry, but that isn't true. The difference with Warframe is that one doesn't have to spend much on the game. To me, Warframe having a limited number of inventory slots is a major thing. Initially when starting the game, you have a whopping two Warframe slots and if you get more Warframes, it'll cost you 20 platinum per slot and platinum is something that has to be bought with real money. I myself have spent around $7 on platinum because of this, because I have 11 Warframes with a 12th on the way soon. I find it to be a little but looser when it comes to inventory slots for primary, secondary and melee weapons. But here's the thing, you can EARN more inventory slots by doing the Nightweave dailies so if you want to get more slots slowly, that's the way to do it. Also, yes, of course, like Destiny 2, Warframe has a store where you can buy stuff with you platinum. But, ultimately, Warframe is such a better F2P game that Destiny 2 will ever be. Clarification: It has been brought to my attention that it is actually possible to not spend a dime on Warframe, even on inventory slots for Warframes and weapons. This is possible because one is able to trade their leftover Prime parts for platinum. I myself have been showed this by a friend and I myself find it to be complicated. I just plainly forgot about this method until it was brought to my attention and I thank those who did for reminding me about this.
The next thing is that you basically can't play this game single player. Not only because the matchmaking system will match you with random players regardless of if you want to or not, but also because I found that a lot of things that are NOT those opening story missions for each DLC is just way too hard for a single player to handle. I find that Warframe is only a little bit better in this regard. Early on when doing planet nodes, you can do them my yourself no problem. I found though that once you hit Saturn, Uranus & Neptune, that pretty much goes out the window. But, those early planets are also not completely possible to do single player because the boss fights will require other players, otherwise they're way too difficult.
Kind of coinciding with missions is that I really with they would do away with parts of the mission where they don't allow one to respawn. I mean, even in a group this can be trouble and I don't think it's fair to the players to have be worry about dying and having to restart an entire leg of a mission over again. I am so, so glad that Warframe doesn't do this. However, Warframe only lets one respawn four times but, after that, you can rely upon other player reviving you. But, if you're doing something alone and go through your four respawns, then your fucked. But, Warframe definitely does this better in my opinion.
Events are kind of boring. At the time of making this, it is their Halloween event, The Festival Of The Lost, and the event is kind of boring. The event playlist consists of killing an amount of Headless Ones in an amount of time and then doing a boss. There are like three maps for this playlist and the boss that spawns at the end is always the same too. Yeah, I do it for getting gear and weapons and because I don't have much else to do but yeah, playing the same mode on the same three maps over and over is boring. I've honestly not taken part in any of the events in Warframe so I have no idea how they compare.
The lack of unique weapons is a small thing that bothers me. You could get a super awesome legendary weapon and yeah, it looks like 20 previous weapons that you have already used and the only reason it's even special is because of damage numbers or whatever. You have all these talented artists, surely you can make more cool looking weapons for this game. Warframe definitely excels here as they have completely different and unique weapons that looks very different from each other.
Now, I am going to make this a Part 1 post and am going to do the same thing as I've done here for Warframe in another post.
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shuttershocky · 1 year
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As an avid (?) Dota player, what's your opinion on other games in the genre such as HoTs, LoL, HoN etc?
I'm an avid Dota fan, but only a casual player as evidenced by my playtime
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Anyway to answer your question, I've tried quite a few in my time!
Heroes of Newerth - This was Dota 2 before Dota 2. Had many old heroes from Dota but with a ridiculously fast turn rate and overall game speed. I didn't get to play it much, but a ton of the current pros in Dota 2 came from the HoN scene. I'm still hoping Icefrog ports some HoN heroes over (though some abilities like Puppet Master's Crazy Puppet have already made their way into Dota through skills like Winter's Curse) now that HoN is, you know, dead.
League of Legends - I had a lot of fun with it as a more action based take on the genre, but i disliked the general streamlining of strategy. Replacing trees and high ground for vision breaking with tall grass that just makes you invis while inside didn't really sit right with me, as well as how tame skills and items were compared to Dota (an ultimate stun in League is about the length of a regular stun in Dota, as League does not have an equivalent to BKB. Something like Flash moved you only a tiny hop compared to Blink Dagger's screen wide teleport, because of how busted introducing Dota-style mobility would be in League of Legends). Loved certain members of the cast though. My faves were Leona, Orianna, Lux, and Ezreal. The last time I played, they had just newly introduced Yasuo (I think this was in 2013?) so I'm sure a lot has changed since then.
Heroes of the Storm - It was a party game. I don't know how else to describe it. Way too gimmicky and casual for my taste, though I thought its talent tree was really cool (and Icefrog did as well apparently, patch 7.00 brought HotS talent tree into Dota). They also had some ridiculously cool ideas for character skillsets, Abathur was completely insane, and the Lost Vikings were a very unique take on one hero who is many (such as Meepo).
Smite - I played Smite in the beta and didn't play it anymore after it actually released. the 3D angle felt novel, but I really didn't see the point of switching to a 3rd person action control scheme vs isometric point and click when the map was just as flat with no verticality whatsoever. You can't make a classic MOBA map and then make someone run around it in 3D, without verticality it feels very boring and stale. I'm sure they improved it post launch though. It was also really fun to have main menu animations in the beta where the gods of various pantheons would be palling around. If I remember correctly, the Play button was a Norse deity (i forgot who) giving Ra a bearhug and ruffling his head while they smile at the player. So cute.
Battleborn - Every day I have to contend with the knowledge that Overwatch lived and Battleborn died. I liked Battleborn. i will never get to play Marquis or Phoebe again because the servers are deactivated. Fuck.
Super Monday Night Combat - Yes it was flawed. Yes making your level act as a multiplier of your stats (meaning being just 1 level above the enemy gave you an insane advantage) was really bad for game pacing and made games stompy. Yes every character having a grab attack meant that every character in the game had a channeled stun. I don't care. It had Captain Spark, a weird Rocketeer- Shark Boy fusion, and the most fun blink in the history of PVP games. This dude could teleport through walls and floors, letting knowledgeable players potentially get the drop on people from ANYWHERE (if they dont teleport to their deaths anyway) and that 360 degrees of possible angles was so fun I still daydream about getting to play Spark again. I can't. They deactivated the servers. I loved this game so dearly I wrote up character guides and posted on the forums every day. SMNC is where i got the name of this blog; my username used to be Camerashy, then it became Shuttershy, then people playing against me in SMNC thought this was a my little pony reference, so Shuttershocky it was.
Gigantic - They killed the perfect video game. I was there since Alpha testing. I have a shirt from the developers. Gigantic had some of the best character art in the history of video games. Playing it felt amazing, like someone finally figured out how to do a 3D MOBA, and it was to flip the whole concept on its head. Rather than defend a base, you had a massive kaiju on your team that kicked ass, and your objective was taking down the enemy kaiju while yours literally tore the battlefield apart. God. It was everything. I loved it so much. It had so much life left to live, but nobody played it, another victim of being a cartoon 3D team game that dared to be around when Overwatch arrived. Players who came in during beta or release never even got to play my favorite character of the Alpha test: Roland, because they took Roland away for some reworking and promised he'd come back, only for Gigantic to die before Roland ever returned. Tyto. Tripp. Mozi. Especially Beckett and Imani. I miss all of you every day. This was as close a PVP game could get to perfection in my eyes and it's gone. I will forever grieve what could have been
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waheelawhisperer · 11 months
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regarding my last ask, you mention RWBY: Amity Arena as being particularly bad. i have never heard of this game before
if you have time, and are willing to humor me yet again, i would love to hear your wisdom
First of all, I'm sorry it took me a week to answer this. Work has been absolutely brutal (I've regularly been leaving the office between 8:00 and 9:00 PM for like 2 weeks now) and I really haven't had time for anything that takes actual effort. Please bear in mind that A) I'm tired as hell, and B) this game shut down in early 2021 so everything I'm telling you is based on memory that would potentially be spotty even if I was at my best.
To start with, I'll give you a brief explanation of what Amity Arena was before getting into the reasons why it sucked ass. RWBY: Amity Arena was a PVP mobile game where the goal was to destroy your opponent's base (which consisted of a central tower and two turrets to defend it) located at the other end of the map using a collection of units derived from the show. Each player had a deck of eight units, which they could deploy into one of two lanes corresponding to the two turrets. The units in question would advance toward the opposing tower, eventually converging on the base structure, and could potentially wander between them via the use of skills or by targeting enemies that stood close enough to the border for them to lock onto and follow.
The player deployed their characters by expending a resource called Aura. The player had a maximum of eight Aura, which regenerated at a set rate over time. Each unit cost a fixed amount of Aura, ranging from 1 to 8. The order of the cards (representing the units) in the player's prebuilt deck was shuffled at the start of the match and then cycled in order as the player deployed units. The player could hold four (I think?) cards in their hand at a time, and as they played a card, the next card in the deck would appear in their hand.
There was a great deal of unit variety: units were broken up into melee and range, grounded and aerial, and some cards could deploy singular strong units and others deployed swarms of weaker units (for example, Scythe Ruby deployed one powerful fighter, while White Fang Gunners deployed three relatively weak ranged fighters), and some cards had special skills they could activate to gain an advantage (Shadow Blake, for example, could dash a short distance and leave behind a targetable clone, making her very good at drawing aggro and switching rapidly between lanes, while Shield Pyrrha could throw her shield, dealing damage to all units in its path).
(If you've noticed something about the naming convention for the units above, you're on the right track: I'm about to talk about the gacha system)
So, there were a few ways to actually acquire units to add to your deck: first, you had to progress far enough up the ranks to actually unlock them. There were specified tiers that you moved up through by winning enough, and each tier gave you access to a broader selection of units. After every game, you'd get a randomly generated crate that you could open to get currency and copies of cards. Once you had a card, you could upgrade it with additional copies, and you could use the currency you got to buy stuff in the shop (new units, cosmetics, crates, premium currency, etc). I'm not going to go into exactly how the different currencies worked, mostly because I don't remember, so suffice it to say that like a lot of other mobile games, you could buy shit with real money and it fucking sucked.
Like every gacha game (or game with gacha elements), the rates were awful. Units were divided into four rarities: Normal, Rare, Epic, and Legendary. The unit distribution in each rarity was reasonably balanced early on, but as the developers added more units, it started to skew toward the Legendary category because adding new basic units didn't make money and adding rarer units did.
To give you an example of how much money, consider this: I remember one of the relatively big-name players (inasmuch as a RWBY mobile game has big-name players) would regularly roll for units on release so he could stream himself using them and give the playerbase an idea of what they did. When Sienna Khan released, this man spent 800 fucking dollars trying to get her. He wasn't even going for duplicates. He just wanted the character.
(IIRC this guy spent low 5 digits total on this game, it was insane)
This was an egregiously bad incident that didn't represent the average player experience, but I'm including it to point out that trying to even acquire new units, much less stay competitive by enhancing your cards with duplicate copies, could get real tough real fast.
(You also had to go for duplicate copies of your core units, because matchups could swing significantly if the opposing units had enough of a level advantage - say, by allowing them to survive burst from a unit that would counter them at equivalent levels)
This is before we get into the way the game balance was consistently and completely fucked. I won't bother listing every single instance, but I will go over some of the more egregious mistakes in terms of unit design. Let's start with...
Neon Katt: Probably the single most hated character throughout all of Amity Arena's run, Neon Katt somehow managed to be more annoying in the game than she was in the show. Upon deployment, Neon skates toward the opposing tower and taunts all units that enter her range. Sounds like an okay unit idea, right? Well, you're not wrong, but they fucked up the concept. First, Neon is cheap as hell (costs 2 Aura). Second, she was initially invincible until she hit a turret, so she could run down a lane and get chip damage for free while also providing utility in the form of her taunt (Neon was a major contributor to the godawful chip meta where you just spammed long-range skills that could hit structures and avoided interacting with your opponent as much as possible until the game was over). Third, her weight value was Heavy at launch, meaning she could actually push other units, which lead to the hilarious and annoying Disco Bear strat (deploying Neon behind an Ursa Major, an extremely strong, slow, and durable tank) and pushing it at top speed into the turret while preventing it from taking damage along the way.
Nobody liked this. The playerbase begged for nerfs. The devs eventually patched out Disco Bear by making her weight Light and decreased the range of her taunt or some shit idr, but it took seven fucking months to get an actual nerf, which they did by changing her from being invincible to having an HP value of 20. Normally, that would mean she dies in one hit, but they set it up so that she only takes one damage per hit, meaning you had to hit her 20 fucking times before she'd finally die. They eventually nerfed it down to 14 or 15 or something, but then they buffed it back to 20, so fuck them and fuck Neon lol
Baby Death Stalkers: Not as obviously obnoxious as the rest of this list, but they warped the meta in insidious ways by invalidating a shitton of single-target melee units. Baby Death Stalkers dropped five relatively fragile melee units with high damage and attack speed for the low, low cost of 1 Aura, allowing players to both hold a cost-effective counter to a large number of units in reserve and cycle their deck at minimal cost when necessary. Baby Death Stalkers hard countered most single-target melee units without an AoE skill or high attack speed because you could drop them around the target and force them to land five attacks to clear them, during which time the Baby Death Stalkers could attack uninterrupted with their high damage and attack speed as the target killed one, turned, reacquired a target, and repeated the process. This was how you got the comical and frustrating sight of in-universe badasses like Ren and Winter getting their asses kicked by five baby scorpions.
Using Baby Death Stalkers to counter a higher-value card often gave the player a 2+ Aura advantage, something that could rapidly snowball, and even if there wasn't a target in the field to hard counter, you could just drop them in front of one of your own higher-value units as a cheap meatshield or toss them out to cycle your deck by drawing a new card for minimal cost.
Jinn: Jinn is what happens when you think Neon isn't obnoxious enough and decide to make a unit that's actively worse for the game. She's also what happens when you look at the issues with both the playable meta and the game experience as a whole and think "that's not a bug, it's a feature!".
To start with, Jinn was a Legendary card, which meant that not only was the game continuing to release a disproportionate amount of higher-rarity cards (that made money), actually getting her was a pain in the ass. Yay, gacha.
Jinn was capable of stopping time around any unit for 7 seconds (i.e. everything caught in the blast was essentially frozen as it was. It couldn't take action, but nor could it be harmed). This meant she could be used to protect vital units by freezing them so that they didn't take damage from active effects or weren't prioritized by enemy units or to counteract enemy threats by freezing them until the player could deploy a counter or bring a skill off cooldown, and she could do it for two Aura. This is already insanely strong, but Jinn was a structure, meaning she'd just sit out on the field without moving into range of the enemy and could be used multiple times if she survived until her skill cooldown refreshed, and her incredibly low cost meant she could both provide enormous amounts of utility insanely cheaply and help cycle the deck as needed.
To make matters worse, Jinn was very obviously not playtested, both because she was broken as shit and because she initially stayed on the field long enough that if you could cycle the deck quickly enough, you could deploy two copies of her and make your towers permanently invincible, forcing a draw at worst. You could literally just say "fuck it" and prevent your opponent from even having a win condition.
(and also some of her early interactions were bugged as shit - if she used her ability on certain units during their skill animations, she could make them invincible and jump structures to the top of their priority list, so if this happened you had an unstoppable juggernaut hell-bent on destroying your towers to the exclusion of all else)
Finally, Jinn enabled a shitton of other cards that would've otherwise been okay without a get-out-of-jail-free card vs. their counters. Some of the cards I talk about later just got... so much fucking worse with Jinn. Holy shit.
White Fang Gunner Barracks: This was honestly the card that gave rise to the worst meta I've ever played. White Fang Gunner Barracks was a structure that would periodically spawn a White Fang Gunner (relatively weak ranged unit), which was pretty forgettable initially because it took a while and only spawned one at a time for a cost of 5 Aura, but then they fucking buffed it so that it spawned two at a time. It also spawned three Gunners upon expiring or being destroyed. Three White Fang Gunners is a 2-Aura value as it is. That means it only has to spawn enough Gunners to grant 3 Aura in value to pay for itself. It spawns 2 Gunners per wave. Each Gunner is worth two thirds of an Aura unit. One wave is worth 1 1/3 of an Aura unit. If the structure survives to spawn 3 waves (which it almost always did unless you had one of its small number of counters on hand to deploy immediately and the opponent couldn't protect it from those counters with Jinn), it's not just paying for itself, it's giving you more value than its cost (6 Aura vs. 5)... and it could just keep spawning Gunners. This thing stayed on the field for 45 seconds. It spawned a wave of Gunners every 7 seconds. That's 6 waves of Gunners if not stopped - 12 total Gunners from the waves, 3 Gunners from the destruction/expiration effect, for a cumulative 15 Gunners and 9 Aura of value. Admittedly, it took time for the Gunners to build up, but once they did, they could mow down a tower in seconds and you had to constantly dedicate a response to them, while the Barracks was a set-and-forget card that let the player using it focus on other parts of the battle while it did its thing.
Gunner Barracks defined the meta for six straight months. Every team had to have one of its small number of counters, all of which could be negated by Jinn and most of which were higher-rarity than Barracks and thus it was easy to level up Barracks to the point where it could survive the burst/DoT output of units that ostensibly dealt with it. This was genuinely the least fun I have ever had playing this game.
Chip Meta: I won't go into the Artillery Arena chip meta a ton, but there was a very obnoxious point in the game's lifespan where the primary method of winning was to use cards with long-range abilities that targeted enemy turrets directly to chip them down with minimal response. It was boring and uninteractive and most people hated it, much like they hated the way the abundance of AoE and presence of Baby Death Stalkers invalidated both large swarms of units and a number of single-target units.
Launcher Nora and Rifle Pyrrha: These two units were late additions to the game that were meant to help provide counterplay to the bullshit that was the White Fang Gunner Barracks, among other things, but they were annoyingly overtuned on launch and the game died before anyone could bother balancing them properly.
Launcher Nora was a unit with massive attack range (one of the three highest in the game, iirc, and one of the very few units that could outrange turrets with their basic attacks) and high AoE damage. Being a Rare card, she was easy to upgrade, which meant that she'd often just barely survive things meant to kill her, and her absurd range meant even getting to her without a skill with the range to either close the gap or just outright hit her could be extremely difficult. If properly protected, Launcher Nora could just sit on the field and tear your base and forces to pieces with very little counterplay.
Rifle Pyrrha wasn't as bad, but she was still an example of the devs kind of rushing stuff out and not giving a shit. Rifle Pyrrha was a cheap (3 Aura) ranged unit that had a long-ranged active skill automatically kited backwards after every basic attack, making it hard for melee units to catch up to her. She absolutely shat on things like the stream of Gunners coming out of the Barracks, but represented just... one more frustrating thing to play against in a game already full of them.
This isn't even getting into the way so many units and interactions were outright bugged and how much shit just didn't work. The Apathy were a unit that periodically duplicated and initially had no cap on the number of copies they could create, meaning that if you left them alone long enough, they'd just fucking spawn enough additional Apathies to crash your goddamn phone. Checkmate was supposed to make allied units in its AoE temporarily invincible and sometimes just didn't. Sienna Khan's skill regularly bugged out. Etc etc.
Compounding every one of the game's problems was the fact that the developers were extremely unresponsive and regularly ignored community feedback. Neon went untouched for ages despite the community crying out for changes at every level of play, units like Jinn and Barracks took far too long to be addressed for the community's satisfaction, even basic QoL changes or new features the community had been begging for for years never got implemented... Like, it was real bad. Units were extremely over- or undertuned and stayed that way for a long time, patches gradually went from addressing large numbers of units to only addressing a few, the devs stopped responding...
And eventually the game just died. The incompetent balancing drove players away (the playerbase decreased to the point where most people who still bothered with the game could identify the bots the devs seeded the lower levels of the ladder with so that newer players had someone to play). The devs went AWOL around December 2020 and just kinda stopped pushing shit and the team running the social media (official Twitter, community Discord, etc) admitted that they had no idea what the fuck was going on. The game went a month or two without any new content while the community wondered what the hell was happening and posted memes to cope, and then there was an official announcement that the game was shutting in January 2021. I don't know if the devs just sucked or if the killing blow was really Rooster Teeth's influence. I know RT had a hand in it because they were pushing the dev team very hard to ship new units in time for Volume 7 of the main show's release and that led to a lot of the problems mentioned above with the game balance, but I don't know how much responsibility each party bears.
Well, that's my half-remembered history of Amity Arena. As with almost everything else Rooster Teeth has ever touched, it remains an object lesson of what not to do.
Sorry it took so long, I've been very busy.
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kittycatblast · 9 months
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the idea of a basketball fps has been plaguing my mind the past few days
the main ideas behind it are a few things typical of team-based shooters, but the primary mode is about taking a bomb to the other team's base by utilizing the movement and weapons unique to each playable character; chart with more detail here
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i was told the idea was very similar to team fortress 2's passtime, but i have actually never played that particular gamemode before, and i don't really plan to play it unless i want a good idea of what not to do with this game (i can easily tell a massive don't is having anything like engineer given his area control is extremely cheap to use in anything derivative of a ball game)
the main idea i've got for the visual style is mainly rooted in this urban counter-culture street sports vibe, mixed in with the vibrance of a lot of japanese games and anime, easiest way i can put it is the type of thing you'd see paired with loud phonk music
it's somewhat demonstrated in this character i designed last night, whom i'm naming Jenny Death cause i listened to that album again today as i was thinking about her
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my first thought for a playable character for this game is one functionally similar to scout tf2, wielding a shotgun and offering great mobility, her shoes were fun as fuck to draw
also made this entire moodboard to gather my thoughts on its identity
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oh yeah and thought of name/logo i'm def touching it up later cause i wanna learn how to draw graffiti tags
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i don't often share this much of my gamedev ideas, but i suppose i'm just more comfortable sharing my thoughts at this level compared to Sorceress Story because the idea for this game is entirely multiplayer pvp, not really anything to spoil there
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astrarobotica · 10 months
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I've been playing a lot of MechWarrior 4/5: Mercenaries lately, and it really just makes me wish Bandai Namco would make like, an actually good, canonical Mobile Suit Gundam game.
It's really annoying that for the past decade or so, nearly all Gundam games have been PvP-focused mashup games that are basically just saying "Wouldn't it be cool if Amuro Ray could fight Domon Kasshu but also fight the guy from Gundam Seed at the same time?" Like yeah it would be cool! And honestly the Gundam Extreme Versus MaxiBoost Whatever the Fuck™ games look like the best games that have come out of the franchise recently. But then they were like "Okay what if we do that again, but rather than being a 2v2 arena fighter it's just fucking Overwatch? What if we make it so similar to Overwatch that we basically just copy the HUD almost exactly? What if we release this game TWO WEEKS before Overwatch 2 comes out?"
The thing that really bothers me about Gundam Evolution is it had a lot of potential to be a decent Just Another Hero Shooter if they had just put some thought into giving it an actual identity. The gameplay was actually pretty good, but they didn't do nearly enough to make it feel like a Gundam game. It was just Overwatch with a random assortment of mobile suits from 4-5 different universes. The fact that they went so far as to shut it down only a year after it came out is absurd. I'm not surprised that the game wasn't successful, but I'm confused at how they thought it would be, and then it was apparently so unsuccessful (meaning not enough people were buying the cosmetic shit for it to be profitable) that it wasn't even worth keeping the servers up and providing minimal support for people who did actually enjoy it.
Then there's Battle Operation 2, which feels more like what I think a Gundam game should be and is at least limited to UC content, but I just don't enjoy playing it. It's an overly-complicated free to play game that seems to reward players who play (or spend) a lot, which makes it difficult to get acclimated when you're just starting out. I haven't played it enough to feel like I can accuse it of being pay-to-win, but I've seen that argument made by other people, and it difficult not to feel that way a little bit considering how most of my matches have gone. And I'm sure a lot of that comes down to me just not playing the game enough to actually get good, but it just doesn't feel worth the frustration of trying to get there when the game seems average at best. I keep wanting to give it another chance, but I get frustrated every time I do. It certainly doesn't help that I've only been able to play on maybe three distinct maps, and specifically one of them away more than the other two.
Back to the point...
I've been playing MechWarrior 4: Mercenaries and MechWarrior 5: Mercenaries a lot over the past couple weeks. Neither of them are perfect games. They both have unique strengths and shortcomings. A lot of people would probably disagree with the things I like or dislike about them. But I think they're both a lot of fun, because they both make huge effort to make it feel like you're controlling a big bidepal machine loaded with weapons, and to make the combat engaging and satisfying.
The crazy thing about how much I enjoy these games is that I'm not even that interested in the greater BattleTech universe. I've played 20 hours or so of the turn-based video game from 2018 (although I need to go back to it because I don't really feel like I've experienced that much of it) but that's it. I know very little about the tabletop game. I've never read any of the books. I know the basic concepts in the lore and I know of the Houses and the Clans and all of that, but not much else. I know of some of the people but I don't know anyone's motives or ideals. I feel bad saying this, but I just don't care about the universe these games are set in. The plots of the games allude to much bigger events occurring in the background, but without context none of it means much to me. I don't think it's bad at all, but I think it's just not for me. It seems very dense and complicated, and I honestly think if I took the time to read some of it I would enjoy it. But I just don't have the desire to become engrossed within the world like I do with other fictional worlds. I think I'm just not that interested in the whole Feudalism, But in Space genre.
So it's just a bit of a shame that Mobile Suit Gundam games don't get that same level of treatment/production value. A game set in the UC timeline with a gameplay loop similar to MechWarrior: Mercenaries games would probably be my favorite game ever if it was actually any good. I just like good mech games. I loved Titanfall 2 even though I usually hate fast-paced multiplayer shooters. I really need to buy Armored Core 6 soon (speaking of, FromSoft made a Japan-only Gundam Unicorn game a while back, why not let them have another go?). There's so much potential to not only make good Gundam games that aren't PvP-focused, but also to make Gundam games that actually make sense canonically. Bandai Namco somehow felt confident enough to rip off Overwatch and thought that was a risk worth taking, but they don't want to make games that actually acknowledge there are stories and deep lore and a really good science fiction universe behind the big cool robots.
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azerothtravel · 29 days
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Dragonflight Post-Mortem
As this expansion comes to a close, it's once again time to ramble about the experience. And lemme tell ya, your mileage may vary, but this was a top 3 expansion for me. They did everything right. No oppressive and unpleasant system, great zones, a solid story with a satisfying ending. Anything you want to do at endgame has rarely been better, from raiding to pvp to alts. More secrets to discover, more transmogs to collect, more random fun things to do than basically ever before.
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I think this may be my most played expansion, actually. I've traditionally played Gormorash with an alt or 2 in rotation (Most often Tinzul, Tinovan or Fiazko), but spurred in part by the new crafting system, I was logging into 7 characters every week, and my usual altaholic tendencies made it more than that a lot of the time.
Dragonriding/Dynamic flight/Skyriding/whatever it's called is a welcome addition, and the customizable mounts are cool. I look forward to more of that.
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DF was fun to play alts through. Shadowlands felt like an oppressive slog after awhile, but I never got tired of these zones. Great scenery, storylines and music kept it fun over and over.
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I was surprised and impressed by this expac being full of stories about empathy and forgiveness and acceptance. There were a lot of genuinely touching moments in this. Who could have possibly imagined Kalecgos eating soup could be an emotional moment? The wrap for the night elf story begun way back in Legion was pretty cool. I liked Merithra stepping up in her Mom's place, and Ebonhorn becoming the Black Aspect. All the smaller stories, too, like Baine overcoming his prejudice against centaur, they just did some great stuff this time.
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At the same time, this expac felt fun. The endless gloom of Legion, BfA and Shadowlands replaced with the sense of adventure that characterized vanilla and Mists. Some of the funniest material they've ever done (Azmurloth alone...). I enjoyed the tone.
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The Incarnates were genuinely cool new villains, and (Especially if you read War of the Scaleborn) the storyline between Alexstrasza and Vyranoth was done really well. Blizzard has a very uneven history with retcons (Don't get me started on Legion), but these guys slotted into the history pretty easily, and drove some interesting story beats. I'm glad Iridikron escaped to keep being a problem in the next one, he's a good villain.
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I felt like they got War Mode down to a science this time. World PvP has never been more fun (or more rewarding).
My biggest complaint about Dragonflight is the new crafting system. Obviously more interesting than the old one, it still had its problems. The endless frustration of "I want to make thing C. To make thing C, you first have to make thing B, and to make that, you have to make thing A, and guess what, that recipe comes from Draconic Message In A Bottle, so you'll never get it" was maddening. Every profession seeming to desperately need a single herb was really annoying. Alchemy has felt like an afterthought for several expansions, but never more than here. The only profession without work orders? Come on.
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But there was just so much stuff, such a variety of stuff. The wide variety of public events. The Zsekara Vaults. Sniffseeking. Little Scales Daycare. Unlocking old Scholomance. The various dragon racing cups. The game has just never felt like there was more to do. It seems like War Within will only improve things, content wise. But beating the story stuff in DF will be a tall order. We'll see how it goes.
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crossroadsdimension · 2 months
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Reply from @metalmewtwo-kxb on this post Sincere question because I've never played FF games before, but is the gameplay that fun to do? Is it more item grindy, or is it like... more quests and story? Solely grinding for continued gameplay is what turned me off of recent pokemon games, so I'm actually sorta looking for other things that might be better 😅
Good questions! And I'd say that FF14 is very fun, since I've been playing it for the last two and a half years or so.
I'm going to preface the rest of this by saying Final Fantasy 14 specifically is an MMORPG, which means that occasional grinding is a given with this game. NOT for the main story (or "MSQ" for short), since that gives you enough experience to carry you through from start to finish. Some additional content requires grinding (the areas Eureka and Bozja, mainly, as well as grinding levels for additional jobs), but that additional content is not required.
FF14 as a whole is quest heavy, story heavy, and dialogue heavy, but there is a fair amount of combat. There are dungeons and boss fights you have to run for the sake of the story, but generally you only have to run them once for the sake of the plot. They can be run repeatedly for additional bonuses, like gear upgrades, music to be used in certain places, and later, little minion pets (they don't do anything, just look cute) and mounts. But again, that's all optional.
Now, the gameplay itself....I'm gonna have to put the rest of this under the cut because this is getting long.
FF14 has you start with one chosen job at the beginning of the game. You build up your number of skills over the course of leveling up, giving you the time needed to get used to each of your new skills. Like other MMOs, you have a choice between tank jobs, healer jobs, and damage-dealing jobs. The neat thing is that you can pick up all the jobs available on one character. The game is designed with this in mind, so if you don't like the job you start with, you can pick something different later.
For example, I went with Thaumaturge, which advances into Black Mage, and I've stuck with that because exploding things with fireballs is just far too much fun. Playing a job that wants to stay still while casting spells is a little difficult when boss fights require you to move frequently, but I've made it work! Maybe not to the level of efficiency as other players, but I don't really care about that too much.
The combat works this way: there are skills that are "on global cooldown" (meaning you have to wait 2.5 seconds before you can use it again,) and "off-global cooldown" (that have longer wait times). When you start the game, you don't have a lot of skills, so it feels slow when you fight, but the more you level up and the more skills you get, the more complicated fighting can become. I and other players have learned how to "weave" these two kinds of skills together in order to keep damage and/or healing moving, depending on the job type. It took me a bit to get used to, since I'm used to turn-based styles, but I think I've got a good handle on it!
Combat isn't the only type of job available, either -- there are crafting and gathering jobs as well, to make gear and other items that players might want. Like, say, housing items. Or more of those cute minions. Or glamour items to make your armor look stylish. And there's a mini-game attached to these which is also pretty fun!
The "grinding" aspect of FF14 comes about when you want to level multiple jobs. And there are multiple options for that, since the MSQ only has enough XP for one job. The FATE system that I was talking about grinding, for example, is optional side content that is constantly available. Easy XP when you're waiting for queue to pop for dungeon roulette runs...or the PvP system, which has its own set of combat skills separate from the rest of the game.
There's a repeatable quest system too, called "leves," but those are mostly used for crafting/gathering nowadays instead of the combat jobs.
If you want to give the game a try, I can promise that the game's story and music is all fantastic, and there's a free trial that's available on PS4/5, PC, and most recently Xbox. Play up to Level 70 out of 100, get access to the base game and two following expansions (A Realm Reborn, Heavensward, and Stormblood). If you don't want to play it, there's plenty of people who have recorded playthroughs online. Playframe is an easy one to find on YouTube, for example!
I'll be honest, I'm keeping any storyline stuff to a minimum because as much as I want to get more people into the game, if I gush too long I'll give spoilers and there are some surprises that just. Need to be experienced. But needless to say, the story is fantastic and intricate and can make you think some very deep thoughts the further into the game you go. The plot starts very simple -- almost deceptively so -- with your character becoming the Warrior of Light through deeds done and big boss battles fought. And everything progresses from there....
If you don't want to play an MMO, but do want to play an FF game and don't want to worry too much about level-grinding, I've been playing through the Pixel Remasters of FF1-6. The settings for these turn-based RPGs allows you to boost your XP and gold (or gil) gain, completely cutting out any need to grind. I've played FF1-4 so far, and I've started FF5, and I've enjoyed the experience! Especially since FF14, the game that I started with, has references from every single other FF game in the series. So I'm getting the references in reverse!
If you want something more recent that has a Devil May Cry-esque play style, FF16 could be right up your alley. The game also has difficulty settings to make it easier if you're not prepared to handle that kind of play style. The experience given in that game is enough to get you to where you need to for the sake of the plot, too, so I wouldn't have to worry about grinding in FF16.
As for the other games...well, I don't have much experience in the Final Fantasy anthology as a whole, sad to say. I'd love to get more experience, but that's going to take a while.
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oh i have been tagged in a thing. ty @yugonostalgia2019. time to overshare
3 ships: Hmmmm ok I gotta list Taylor x Lisa, their dynamic makes me go absolutely feral without fail. Honestly I don't even need them as a ship I just love how horrible and amazing they are for each other. I am limiting myself to one Worm ship here, despite how much it pains me, but I shall provide brief descriptions for the other ships for the people who don't know the non-worm stuff here. Marina x Pearl from Splatoon are so damn cute and I adore them. Nepotism baby punk soundcloud rapper x runaway genius former child soldier military engineer is honestly just 10/10, and they're just so good! I swear to god if the DLC doesn't have a 20 minute cutscene of lesbian cephalopod kissing I'll riot. Splatoon is my biggest fandom besides Worm which is kind of hilarious to me considering the sharp difference in tone. Third ship... hmmm, The Doctor x River Song. I just think it's genuinely such a sweet concept and wonderfully executed, two time travelers who are in love but keep meeting each other in the wrong order so their experiences and knowledge of the other don't match up is tragic and great and I nearly cried at their final episode. Honestly just been a River Song fan forever too, she's eternally my transition goals.
First ever ship: Ohhhhh gosh this one is lame. Back when I was a wee lass in middle school browsing FF.net endlessly, my main fandoms were Pokemon and Super Smash Bros. I flat out didn't realize that you could ship anything except a man and a woman because like, no one told me, and I kinda was just not a fan of romance because I thought it was always forced in stories (I was right about that tho). But then I read a Smash Bros fanfic that had Lucina and Palutena shipped and I was just like... damn, women can kiss? That sounds so cool. Shame I can never do that. And so I read the shockingly large number of fics shipping those two because it was the only wlw ship I knew existed.
Last song: I don't actually listen to music that much. Last song is uhhh... the Monster Sanctuary PVP Theme I guess due to playing Monster Sanctuary PVP. If we're talking actual music, I think my sister forced me to listen to some Taylor Swift song recently? Idk what it was but I think the album was called 1984.
Last movie: I also don't watch movies much! Uhhhhhhhhh I think it was Sharknado 3: Oh Hell No. Might have been a different one? The Sharknado movie that ends with them crashing down to Earth inside of a shark after fighting them off from a satellite and one of the characters gives birth while coming down inside the shark and the baby cuts its way out with a chainsaw before the mom gets crushed by falling debris. Sorry for spoiling, I know everyone was really looking forward to watching Sharknado 3.
Currently reading: Making my way through the Snapshots series of Splatoon fics which are so fucking good. For published stories though, Sir Gawain and the Green Knight for a class. Thinking about rereading Worm and posting about it but I gotta beat the Lakesbian copy allegations.
Currently watching: I'm don't really watch anything when I'm on my own, I prefer to read in almost all situations. When I go home though, I watch One Piece with my sister because it is nice to spend time with her and she's very passionate about the show.
Currently consuming: Nerds Gummy Clusters. I regret every bite but I bought this shitty bag of candy so I gotta finish it. Fuck these are terrible.
Currently craving: Mini Chewy Sweettarts. They're my favorite candy and I have a massive sweet tooth so I've been craving them, but I swear every single damn store in a mile radius stopped stocking them and is now selling "Sweettart gummies" or "Sweettart chewy fusions" or "Sweettart ropes" or "Sweettart rope bites" and that is not what I desire! Where is my delicious mouth hurting candy ;-;
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the-corner-window · 4 months
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Endwalker: A Retrospective (1/2)
Final Fantasy XIV's most recent expansion "Endwalker" has been a big point of conversation within the community for some time since its release back on December 3rd, 2021. It released to high critical acclaim as the summation of a ten year long saga within one of the most popular MMORPGs available on the market today. I want to look back at the long walk to the end before we blaze a new trail unto the dawn. As someone who's logged several thousand hours over the course of my journey throughout Etheirys I've finished many quests, ran a majority of the content (excluding Ultimates, in due time...), and met a wide range of folks sinking time into one of my favorite games. First off, we dive right into the Main Scenario Questline, hereon referred to as the "MSQ". Most of anything the expansion entails requires you to have conquered the arduous journey the game lays out before you. The production quality of the MSQ is well above where it started, and the increase in quality of the cinematic direction, the voice acting, and the narrative intrigue have all played into making Endwalker truly feel like the culmination of all that came before it. The emotional beats hit hard in some spots, and there's a good mix of light-heartedness in between momentous crescendos that act as a sort of palate cleanser to keep things from becoming strenuous or overbearing for an expansion story the length of a standalone single player RPG. I want to refrain from going into much detail in consideration of those players that have yet to complete the MSQ, but there were a few scenes that actually choked me up, and I'm not typically one to get emotional consuming media. Though that can be said for the base Endwalker MSQ, or the "6.0" content, there was something lackluster about the narrative that followed the climax that felt weaker in comparison. The quality is still there, and in some ways they showcased more of what I hope we get to experience in Dawntrail, however nothing about the more isolated adventure really had me buzzing off the same high as some of the previous post-patch story content such as within Shadowbringers or Heavensward. I do hope that we see some payoff in content down the line, perhaps in the next expansion or even further out, but as of now it felt like getting a lukewarm brownie as a dessert after eating a perfectly seasoned steak. That may seem a bit harsh, but I did still enjoy the brownie. On the topic of the endgame however, I must admit I'm speaking in near isolation since I was a much more casual player before Endwalker released. The encounters ranging from Extreme Trials to Savage Raiding feel really solid, if a bit intense at times. Raiding has been my primary focus in the game for nearly 2 years at this point aside from MSQ completion and it's been fun, but frustrating. Having done some of the more mid-tier content in Stormblood and Shadowbringers such as Eureka, Bozja, and Ishgardian Restoration, the options available to me in the post-patches of Endwalker seemed to amount to either Savage Raiding or using a spreadsheet to upgrade my Island Sanctuary which isn't my favorite kind of content by any means. I had no real drive to push through the new Criterion Dungeons since there was nothing they offered that I felt worth the hassle of pursuing, and Deep Dungeons have never been my favorite content so I've gotten little time in with the new Eureka Orthos. In the end, here just weeks away from Dawntrail's release, my biggest drive to log in is getting my alternative Jobs I've neglected up to the current max level, meeting new people through the more social aspects of the game such as visiting player-run venues, and running PvP activities to finish off my Series.
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enarei · 1 year
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I really liked this game but I must say. I've never played a fromsoft game on release except Elden Ring, where some things where OP, but for the most part you had to actively seek them out and relied on you focusing on a lot of variables that the average player is not likely to do so on their very first playthrough. ROB and Moonveil ware deemed broken on release but I'd argue this was mostly centered around their performance in the PVP. If there was something you could genuinely argue was a bit overtuned within the first patch that a large share of the player base would end up overrelying on it was probably the Mimic Tear, and that was a single point of failure in an otherwise well implemented summons system.
With AC6 the balance is atrocious. It feels like every single kinetic weapon that deals high impact damage is vastly superior to its energy counterparts. Once you "figure out" Balteus for the first time, that is, once you bang your head against the wall for half an hour before settling on a loadout that lets you stance break them faster than they can recover shields, you're pretty much settled for the entire game. The first time I beat Balteus I was on a lightweight build with a laser rifle on my right hand and the sword on my left. It was miserable, I spent like 4 hours fighting it. But it also made me greatly admire their design as a boss. The thing is, if I'd switched to something like twin pistols, or shotguns, or even the SMGs, I'd have a much easier time. The so called "meta", whatever people deem to be the best loadout right now, which is probably double Zimmermans, isn't so much of an issue as how they implemented ACS overload as a whole. Once you get that most weapons deal mediocre damage until you stance break your opponent, and that one of the hardest bosses in the game relative to where you encounter them encourages this playstyle, you have very little reason to try loadouts that don't revolve around it. It's not one weapon that is broken, or even that the damage output of the others is "bad", it's just that the combat as a whole seems designed around stance breaking and using something with high direct hit damage afterwards. And the game unfortunately isn't very challenging once you understand this.
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