all-knight-party
@all-knight-party@kbin.cafe
video games and music sure are neat
- Comment on What does cigarette smoking do for people? 1 year ago:
Mentioning smoking breaks is a big part, I think. At a place I used to work if you smoked you basically got free extra breaks to take care of it that other associates did not, and depending how tough your job is it could be an incentive.
- Comment on Why does Lemmy (and reddit) show posts from previous page on next page? 1 year ago:
I think when a new post is posted and it hits the front page it bumps all the other posts back by that many, which will make them get bumped from the end of one page into the beginning of the next
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
It's not always the best option, like if you wanna save your gold for the ship upgrades it'll eat a big chunk out of that, but you could totally keep your gear perks that way if you really like them
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
Once you get the perks you want you totally can hold onto it. Every ten levels all of your perk and major attack stat bonuses on gear get more powerful, (but there's no stat bonus to upgrading before the 10 level threshold at all) even when you upgrade the same old gear you had, but it happens at the "first" level of each ten, so not at level 20, instead it's 21, 31, 41, etc.
Basically I've had the "same" gear for like 30 or 40 levels, now, just every time I hit the new stat range I go and upgrade all of it. It costs a shitload of gold, but aside from ship upgrades I don't have another major gold sink, so it's worth it to me, my perk loadout is extremely optimized for assassin damage, which is important for me since I'm basically playing it as an open world stealth game where I only fight if I get caught, I can one shot anyone I want, no exaggeration (using critical assassination when necessary).
The final ship upgrades are very expensive, yeah, just seems like they give you something to grind for if you get that far
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
The ones that aren't timed (don't have the hourglass icons) are worth picking up because they're all just like "kill 20 Athenians", "sink 5 ships", basically shit you're already doing, so you just swing by, pick them up, and keep playing like you already were and randomly one will pop and you'll get fat XP for doing what you were doing already anyway, but that's only if you want the extra XP, it's totally unnecessary
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
Sorry, my intent was not to sound condescending, I was erring on the side that you weren't aware of the ways you could get around those issues in order to enjoy the parts you wanted to. Your criticisms are definitely valid, I would agree that even needing to know about the workarounds sort of proves that what was included wasn't an entirely cohesive and tight product to begin with.
My main idea is to not let someone see your comment and assume that that's how the game is and there's not another way to enjoy it or any clear ways to identify where content you'd want to play begins and ends, I was able to figure out and selective play the parts I enjoy, but even still there is content in that game that I skip because it's, definitively, not fun. Even still, it's become one of my favorite games of all time, but no one game is for everyone, thanks for the mature discussion, sincerely!
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
You can just pay off your bounties instantly at any time from the map screen, and I've always had so much money in that game that I've never had to deal with a bounty hunter unless I wanted to, and I don't even sell any gear, I dismantle it all.
If you're a compulsionary completionist then the game is probably too big, but they make it as friendly as they can to not have to complete the world. Unique gear drops only seem to come from unique Cultist leaders or checking vendors, and there's no achievements for completing all map markers, it's just supplemental content for XP and some gear or if you just really want to do it, there's no huge cost to just moving on to actual quest content if you want.
They don't tell you when you've completed a whole region for a reason, to disincentivize completing it all unleds you're a madman. I'm doing world completion just because I like grinding the game, but it's been two years in the making with big breaks in between, and if you ever feel like your gear or levels are behind the curve and you have to grind, the difficulty settings can be changed and can be set as forgiving as you like.
I think it's a great game worth playing, but you do need to be ready to tell yourself when enough is enough because they give you too much for weirdos like me that just wanna experience it all over a really long... Odyssey.
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
The quests you get from the quest boards, especially the ones with the hourglass icons can be pretty much blanket ignored. Otherwise you can tell when talking to the quest giver if Alexios/Kassandra accepts the quest generically and doesn't respond to anything the giver says very specifically other than "I'll take care of it" or things like that.
I love the shit out of that game, have been world exploring and only doing the unique side quests.
- Comment on The Weekly 'What are you playing?' Discussion - 18-09-2023 1 year ago:
Funnily enough playing BotW on CEMU was what got me to get a switch, it was just so good I wanted to play it without any caveats or messing with settings or working around the gyro controls and the allure of playing it portably anywhere was high.
- Comment on Unicorn Overlord — Announcement Trailer | Nintendo Switch, Xbox Series X|S, PS5, PS4 1 year ago:
Hey, don't conflate those two, Unicorn Overlord sounds fucking awesome when you say it aloud, whereas Various Daylife is just as confusing, but instead seems downright pedestrian and boring in comparison.
- Comment on Tomb Raider 1, 2 and 3 getting remasters early next year 1 year ago:
Makes sense, some of their port jobs on switch I would consider as disasters. If they really remade KOTOR and completely boned it I'd hate them even more than I already do. That sounds a little harsh, some of their ports are passable.
- Comment on Controllers with paddles? 1 year ago:
Tons of third party controllers for any system clone existing buttons, which is nice when the official controllers don't have that. Something interesting about doing this on a switch is that because each joy con is its own independent controller you can only map each joy con to an input from the same joy con, for example, the left wouldn't be able to map to face buttons, and the right wouldn't be able to map to the d pad.
I use a Steam Controller on PC and really enjoy being able to map anything to it which helps being able to play games how I want. Cloning buttons is great for the whole "retain joystick movement while hitting a face button", but without being able to directly map different game controls to it it's just a copy of an existing function you already have.
I would love for grip buttons to be normalized and allow for more controls in games, it's pretty much the last part of my hands that aren't doing anything on a modern controller layout.
- Comment on Mario Kart 8 Deluxe - Booster Course Pass Wave 6 | Nintendo Switch 9.14.2023 1 year ago:
Finally, we can officially say this is the best Mario Kart.
- Comment on Starfield Updates and Mod Support – September 13, 2023 1 year ago:
It seems reactionary, they probably waited to see what the biggest fuss would be, then responded by saying that's now a priority. And if someone actually suggested them posting publicly about those issues before it was a snafu I'm sure any PR department would look at you like you had two heads and say "what are you, a fucking idiot? Don't admit defeat publicly before the consumer base brings it up first"
- Comment on How can I be less competitive about social media engagement? 1 year ago:
It's totally normal, and might be unavoidable. It seems like you're uploading your art not just to show your creative output, but to feel validation. You want to know that your art is good and well-liked, and that people enjoy that art just as much as they enjoy any other art online.
You could try to do something like only post your art to a website that you use as a portfolio where the numbers dont exist and you're not really competing with others on the same platform for visibility. That may not work if it's truly about validation, as you couldn't just put that away without needing to transplant the validation somewhere else in your life.
Your best option might be to try and more thoroughly engage with whatever community you already have in an effort to make the engagement that you already have feel enough. Maybe something like drawing requests of dumb ideas people have, just for fun, to get them commenting and have you draw something that's just for the viewers and not for a higher level of art and engagement.
- Comment on Open source community figures out problems with performance in Starfield 1 year ago:
Sure, if the game doesn't appeal to you for that value, then there will be eventual sales. It won't be worth that amount to everyone. Doesn't really excuse the overly emotional criticism, or even the overly emotional defense from others. It's a good game. A true value judgment from there will be harder and more tied to individual tastes.
- Comment on Open source community figures out problems with performance in Starfield 1 year ago:
It boggles my mind how many things people say about this game that are patently untrue, obviously extremely biased against the game/studio, or make it seem like this game killed their dog.
The game has issues, for sure, some things like the nonexistent city/building local map systems are indefensible, but damn dude, I wish people would just try to have mature discussions with realistic expectations about it instead of whatever this shit show is that we call "gaming discussions"
- Comment on Porn is harder to access 1 year ago:
Advertisers don't like it, and won't advertise where there's porn. Advertisers pay for most of these websites' existence. They capitulate to the demands.
- Comment on Bethesda hired a Skyrim modder to create the "lighting and clutter" in Starfield 1 year ago:
Pssh, I fucking wish they based combat on that mod. Skyrim's combat is still a little too basic comparatively.
- Comment on Study: Streamers Now Wasting Record Amounts of Time Finding Something to Watch 1 year ago:
I use a program called The Hat in which you can add text entries to a list and then randomize their order. When I want to play a game, for instance, I'll throw in 3-5 that I'd be okay with playing, and then let fate decide.
As long as you don't allow yourself to veto the randomization and second guess, I'd say that method works pretty well. If I only have two choices sometimes I flip a coin
- Comment on How did Synthwave end-up associated with Cyberpunk ? 1 year ago:
Of course, and things like John Carpenter's soundtracks. Basically... 80s
- Comment on GOG Autumn Sale 1 year ago:
Yeah I think saying it's a must have for any gamer is a bit too much, no game is for literally everyone. Disco Elysium's humor doesn't strike me as overly humorous anyway, it's not really a comedic game, more of a dry chuckle now and then.
And the fun is really just reading/hearing any of the dialogue or descriptions, it is very well written. You get a lot of different choices depending on the "build" stuff, but it's really mostly all well written and should be enjoyable if you're into the style at all
- Comment on Destiny 2 players are pre-ordering and cancelling The Final Shape just to get an exotic gun 1 year ago:
It's that sort of feeling that the game is this weird, organic, beast that feeds the "subscriber base" that caused me to leave in the first place.
Sad it worked out that way with Lightfall's release, but if Destiny wants to be such a good game that the ideal player buys everything, then it has to be that damn good to do so. And it can be, but not always.
- Comment on Destiny 2 players are pre-ordering and cancelling The Final Shape just to get an exotic gun 1 year ago:
I quit playing when they started sunsetting planets, what was disliked about Lightfall?
- Comment on Anyone remember Xfire? 1 year ago:
Let them know I'm taking that for my new band name.
- Comment on How did people refer to clockwise movement before the invention of the clock? 1 year ago:
"we don't have clocks, how do we describe right ways or leftways rotation?"
"Well, the tires on my Dodge Ram 3500 rotate to the right when I drive it forward, so we'll call it ramforward and rambackwards"
"Brilliant"
- Comment on The Weekly Discussion Topic - Emergent Gameplay - 18-08-2023 1 year ago:
Emergent gameplay is a big part of what makes video games unique as a medium. I'd say a good example I've played recently is Death Stranding. One of my favorite games of all time at this point, it really is best and worst described as a walking simulator. Or moreso, a delivery simulator. At its core, you'll take on missions involving the delivery of different amounts and sizes/weights of packages to destinations near and far. Sometimes there are invisible ghosts that want to kill you, sometimes there's visible, inanimate landscape that wants to kill you.
What takes it from 'walking simulator' to 'walking simulator' is the fact that the walking is complex. The smoothness or roughness of terrain can directly influence the stability of your character. Even small rocks can be marginally trickier to traverse than truly flat ground. You may find pavement, dirt, rocky terrain, snow, or deep rivers, which require considerations. You can brace yourself for stability to help, and your movement speed, momentum when changing direction, and whether you're standing or crouching all affect your likelihood to slip or trip. Many items help you to move off the beaten path and find shorter routes, with ladders or climbing rope & anchors allowing the scaling or descent of steep cliffs.
Through experimentation, sliding helplessly down a mountain, and having all your important shit get washed away in a river as you scramble around like an infant, you come to understand your mobility and limitations. Enter: the packages and your hubris. You can accept multiple missions at a time. Some missions require few or relatively light packages. Some ask you to move an amount of goods that ought to be palletized. Through understanding your limitations, and attempting to slap different amounts of cargo on your person, you can possess Icarus and fly as close to the sun as you want.
But, there's more than just your person. You can use floating sci fi wheelbarrows that trail behind you, carrying a large amount of goods, but restricting your ability to use climbing ropes or ladders. You could use a motorcycle, allowing for speedy traversal and some light offroading with small storage on "saddlebags", or even a huge ass truck which affords incredible storage potential, at the cost of a squirrelly and incline averse driving model.
And I haven't even really gotten into all of the equipment or strategies required to handle the "ghosts", whose unique abilities and behavior provide an interesting additional challenge where being caught by one could easily mean the loss of your cargo, or even your life. Even in the big ass truck, you aren't truly safe. The intermittent and locational time-accelerating rainfall means even cargo you haven't dropped or bumped can have its durability rusted away given some time.
Though the game, of course, has a story, it sits alongside a story of the player's experience, limited only by the bravery and recklessness with which you, essentially, don't want to make three trips to the car to bring groceries in, so you load up yourself and two linked floating carriers to carry nearly 1,000 kilograms of cargo, and make a winding, manually waypointed journey through the desolate and oppressive landscape, stopping to deliver parts of your massive load as you come to each post-apocalyptic shelter in your list of deliveries.
Your successes and failures within are unique to the way you chose to plan and execute your trips. Shit, man, I like this game.
- Comment on Summary of the recent Starfield Q&A (housing, companions, economy and more) 1 year ago:
Oh wow, a fixed economy? I suppose that depends just how many places there are to actually trade with. I'm curious how much this game can hold up as a "space sim lite", and hearing that the prices are fixed is a little sad.
Using custom modules to block ship scanning is interesting, I'm hoping those module slots are limited and you can't just hide from scans on any ship by using the same module.
- Comment on PC Game Recommendation for a Broken Arm? 1 year ago:
Oh definitely, if OP likes visual novels at all then there are tons of those to play, particular you'd have to pick ones with untimed gameplay or only choices like Steins;Gate, Phoenix Wright, or Raging Loop
- Comment on The Weekly Discussion Topic - FPS Games - 11-08-2023 1 year ago:
If I had to pick a favorite FPS... It'd have to be the combination of the Bungie developed Halo games. The story may not always knock it out of the park, but even upon Halo CE's release the art design, world building, and slower paced mechanical leaning was unique and unparalleled in its execution.
I'll always be able to go back and play those games. The mix of ballistic and sci Fi weaponry kept things interesting and options varied. The high time to kill for both the player and enemies made experimentation easier and more rewarding. The enemy AI that never seemed to settle on trying the same strategy twice was the cherry on top that made discussing Halo's "combat sandbox" a household topic in the mouths of video game enthusiasts.
Of all the games that claim a difficulty level that the game was designed for, Halo's Heroic mode will always truly feel like what Halo was meant for. Challenging, but loose enough that you could mix up your loadout and approach, and make up the imperfections of your plan on the backend through execution. Absolutely an experience where I can say it is fun to lose, because there's always another cleverly intriguing idea for you to try and solve the combat puzzle with.
And a final shout-out to Bungie for creating some of the only games where it really feels like you're right at home with a controller in hand. Many shooters can feel pretty good with a controller, but only Halo's deliberate pace and seamless bullet magnetism make the walls melt away between the imprecision of joystick aiming and my mechanical intent.
And the online community these games bred is its own whole set of five paragraphs I won't type now. Hats off to Halo.