/int/ – No shittings during wörktime
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No. 7222 Systemkontra
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Because previous one systemkontra
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No. 7246
330 kB, 1600 × 1200
Recommended.

Also, is it in any way possible to trade one of your games? I found out I have a couple that absolutely will not run on my machine and Steam won't give me a refund because it's been too long.
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No. 7268
>>7246
Most probably no. Nowdays you can't even buy as a gift game for another person who live in different region with different prices.
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No. 7272
>>7246
You cannot. The license agreement when you buy anything in there in short says that the purchase of a software license is an agreement between you and Valve and that those are the only parties involved in the license agreement, so they can't under their own rules allow trading of assigned licenses. That's why they have a tickbox for purchasing a gift variant of a license, it's not the same product in that when a license is purchased it is not assigned to an account but rather the license is released unassigned but attached to your account (inventory), so it fits within their terms but still allows you to give it away.

It's not actually all that different from hard copy games which say similar things, it's just that on a digital platform the license can be enforced way easier. Whereas it wasn't ever worth the hassle to do it in hard copy, which is why preowned game stores could do their thing with PC games which had licenses that included sole-usership terms.

If you just want them gone though, you can quote a clause in the agreement to terminate a license unilaterally and they'll remove it from your account. No refund of course but if it's you wanting a spring cleaning then that's an option. A bad one, but an option regardless.
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No. 7305
>>7272
So in other words literally the only way to transfer usage would be to let someone actually access it through my account? There is no way to transfer it? Well, now I start to wonder, maybe GOG is much better after all.
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No. 7306
>>7305
GOG is better by default considering that you BUY games there, not rent
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No. 7312
98 kB, 575 × 716
808 kB, 1920 × 1080
Does Ernst play the Shenmue remakes? I wait a bit and hope for a patch or a mod that fixes the 30fps cap problem.
Until then i play pic related which should arrive on Monday or Tuesday.
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No. 7314
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Have someone like to look at cool classic video game cover art? Sometimes it is so awesome and memorable picture, or awesome boxes. One day, I want to start collecting big box PC games, at least have big boxes of what I really like, but too poor now to do so, so only look at them as pictures in internet
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No. 7315
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Been playing some Dominions 5.
Pretty fun game, just started a new game with Bogarus against Thien Chi (The Chinese, in this Era they're mongols), Ulm (Germanics, currently a cursed kingdom, mostly Teutonic Order types and vampires+undead) and Pythium (Eastern Roman Empire meets Scythians).

The game is pretty fun, mostly because of the lore and several game breaking combos that exist.
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No. 7320
>>7305
GOG is generally better, yes.

>>7306
It's the same thing. If you read the paperwork that even came in physical games, they still say the same thing. You've never technically bought the game, just a license to install and run it. Physical copies got murky in that it was never actually enforced in that respect for various reasons but the EULA is called EULA because it's a license and not the product itself. It's just that GOG doesn't bother enforcing it to the same extent as Steam does.
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No. 7321
>>7315
Dominions is ebin, but it's just so broken. I liked the Oni personally. Kind of underrated in my opinion because their cheap units are pretty decent for what you pay and their big boys kick arse. Their forces also all have two lives so they're hard to kill to boot. Plus you get cool shit like demon samurai :-DDD
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No. 7337
>>7321
I feel like the brokenness of the game is part of the fun, especially in multiplayer.
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No. 7339
>>7337
I agree that the entire point of the game is doing busted stuff, and it's pretty fun it's just not really my thing personally.
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No. 7340
>>7320
Well, I never ever readed "licanse agreement" in my life. GoG give me ability to download game and than have installer, like everywhere I want and forever - this what important, and steam can be shut down every day or just cut all games from you.

And corporations with their "agreements" can go in capitalist hell.
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No. 7343
>>7340
In practical terms it's different, I'm not contesting that. But legally speaking they're an identical situation. It works off of this kind of logic.
>You did not produce the software
>You purchased the rights to use a copy of the software as an End User
>The agreement does not define 'use' as commercial activity but rather as personal activity

It's more complicated than that because for a while you weren't technically meant to even lend the game to other people even though it's personal activity because the EULA was between the producer and the End User (purchaser) and nobody else, but there's stuff floating around if you're really interested in contract law. I wouldn't recommend it, shit's dry as the goddamn sahara. In 99% of cases, they're not going to chase it up but it is what it is. The 1% is things like people setting up arcades using End User Licenses and not Commercial Licenses, kind of like how you can't buy a $20 DVD from the store to show it at a cinema. That's an End User License and not a Commercial one. The latter costs more but also has clauses allowing you limited usage for profiting off of their product, the biggest one being public use rights.

And without those agreements, a lot of large scale economic activity stops working as we might like it to. Take a swing at how long the paperwork to let SSI put 'AD&D' on those games you posted above was? I can't say myself, but my guess would be at least 50 pages, not including any other trademarks like settings or whatever that they used and I think that's still a lowball. They exist for all parties, not just consumers. If they could just use that trademark, then what they've done is take someone else's work (AD&D was a separate product that was making someone else's livelihood too) and make money off of it while taking none of the cost and risk involved in the production of that other brand in the first place. Similarly for the EULA, it exists so that the guys making the game can say to people trying to make money off of them without taking any of the cost onboard to take a hike. That's the biggest reason that it exists and isn't enforced on the player very often. The small fish aren't the target at the end of the day. We just get caught up in poorly thought out measures to stop the big fish (hello shitty DRM).
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No. 7347
>>7343
I know about all that overcompicated copyright agreements. Like for example in modern games, like modern bethesda games there like numerous companies and technologies and people who has rights on it - graphical engine, physics engine, universe and lore, distribution, assets (models, music, voice) go to thousands and thousans of people and companies. Starting with ZeniMax and Numerical Design Limited, ended in freelancer Mehmet who did some small rope 3d model.

I just want say that I don't care for a lot of reasons. I want say no, I not a commie who just "FUCK CAPITALISM x----DDDDD ART BELONGS TO THE PEOPLE t.LENIN".
At first - I poor, which obvious, and a lot of games and companies has no regional prices and I had no opportunity to buy them anyway - like blizzard or nintendo with their >4000rub per game prices (typical wage in regions 15000-25000rub with minimal of 11163rub).
At second - there no actual reason to support big crporations. In my personal opinion, yes, it is important to support small companies that you like - not very big developers and creators that count on you personally including will they survive in buisness or not, small teams of people that depend only on themselfs and their audience, with some of which easy to talk personally. But I can't say about giant media corporations - with audience of like all world, they not need your support and not care about you. they grow enough big to not hear what audience want, but force audience consume what they creating. They have gazilions of budget and buy you their game or not buy - it change nothing, exept if you buy their game - you gived this mosnter more money. It like supporting world totalitarism or something.
At third - russia and post-ussr countries overall developed huge culture of piracy. There a lot different reasons for that - like before 00s almost all companies not seen Russia as any market, and if you want play game or watch movie - 99% of time you buy pirate one, because this is only ones that was avalible. We had no fancy stores with Licanse products and of cource, even if you found one, there was no russian translation, and well, when you kid or when you live in 90s there was not that much people who understand anglo runes enough to play games or watch movie and only pirates sometimes done any kind of translation.
At fourth - russian history developed mentality of not follow laws when you can avoid them, and also developed disrespect for people richer than averege, any kinds of corporations and goverment. Even thought it look like we "obey our glorious leaders" - everyone with a brin since selfdom times know it bullshit. Instead of protests most people just avoid follow this laws when it's possible. "copyright" thing and "rent a game" thing looks extremely ridiculous there - for a lot people there it looks like absolute fraud. Some kind of rich fuck sell for loosers nothing, not even sell - give rent and this western loosers obey him and just throw their monies to him! What a capitalist dumbfucks, you can easely just take this product for yourself for free and also not give any moneis for this rich man who is obviously your enemy because he is rich! Also, this rich man somewhere in west and not russian so support him is also double treachery.
At fifth - I want support people, not companies who own rights. Many old game series now owned by third party companies and corporations, not people who originaly made them, and very often original authors nowdays don't get even a small coin from all this sales because they loosed all rights or their companies many years ago. Also often happens, that current right owner is "killed" metioned game series, or... transformed it in something that classic fan will hate. Will I support disney/marvel by bying old Dark Horse Comics star wars series? Maybe I should support EA by bying old Ultima and Westwood company games like CnC? Maybe I should buy classic Might and Magic from ubisoft? Maybe I will buy nu-Bethesda Zenimax and nu-blizzard Activision games of classic Bethesda game studios and Blizzard entertaiment even thought they nowdays absolute opposite of whaat this game companies was before? Well, defenetly not, I will not support this media giant companies that in my opinion enemies of mankind and deserve nuklear blast. I'd better just pirate this games, and if have opportunity or miracle happen and I meet original developers personally, I'd give them monies from hand to hand and say thank you.
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No. 7349
168 kB, 727 × 682
>>7347
I'm not judging it as good or bad, or telling you to never pirate games. Your money is yours to spend or withhold. I'm just trying to explain why Steam behaves the way it does legally compared to the way GOG and/or physical copies behave and the fact that they're different approaches to an identical legal situation. Licensing is not really 'renting' a game though. It's the way that basically all proprietary software works because if they sold you the software as an item, then ownership is transferred and ownership means that you can now claim rights that you aren't intended to get by purchasing the item. You purchase the copy of software and an agreement that lets you use it without outright owning it. In practice you own the copy, but there are ways you need to go about it that seem stupid but are there to protect even the smallest of software developers from the weirdness of contract law which underpins basically every exchange of goods, even when you just go buy some bread. What sales of software without EULA protection looks like is those smaller companies being bought out by bigger ones. When you pirate a game, you don't think you own the software as a whole, you just think you own the copy, no? It's the same outcome just through different means, not owning vs renting. Also, pirated copies sold at stores are a different can of worms to legitimate ones. There is no EULA protection but being pirated copies, there is also no legal footing for the lack of one to mean anything. It evens itself out.
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No. 7355
4 kB, 235 × 150
>>7349
Please elaborate
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No. 7356
>>7343
>take someone else's work (AD&D was a separate product that was making someone else's livelihood too) and make money off of it while taking none of the cost and risk involved in the production of that other brand in the first place.
That is what corporations often do and they typically abuse the shit out of copywrite law in order to do it. The worst to me at least is when you have things like Lovecraft and Poe who died maybe even penniless and some cunt who had nothing to do with it somehow claims ownership and milks it. Actually I was wrong, at least Poe is public domain.

I think the big problem is a sense that the time of for instance the great American innovators and inventors and creators is largely dead except in a select few areas in creative works, and that everything else is corporations fleecing civilians.
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No. 7357
188 kB, 1920 × 1080
>>5194
Were you referring to the Shibusawa's chase after Kiryu and Oda leave Sotenbori? It was a pretty easy rail shooting segment, completed it on my second try, and only because at first it took me some time to get used to aiming with an analog stick. It would probably be a total walk in the park if I used a mouse. Maybe they toned down the difficulty for the PC version a bit?

What really pisses me off to no extent is that fucking dancing battle against Ogita. I somehow managed to defeat Isobe-san and I just simply surrendered to Media Disco King (because I can always get my 10% share back later), but I just can't win against that asshat in stupid spectacles. Guess I'll just give up on that substory.
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No. 7358
>>7349
>>7349
>There is no EULA protection but being pirated copies, there is also no legal footing for the lack of one to mean anything. It evens itself out.
I am not sure what you meant by this. I know you probably meant protections for the devs but I can't fathom the meaning behind this. It reads more like meaning some kind of consumer protection from faulty products, in which case every single EULA means they can pretty much fry their machine and you don't hold them liable iirc.

>>7347
>never reads EULAs
You should, particularly if you can think of it as a dark reflection of how spiritual contracting works. Just look at this random thing

>5. Real ID Feature and Identity Disclosure. The Platform allows you to disclose your identity to other users of the Platform through the “Real ID Friends” feature. If you use the Real ID feature and opt-in to a request to be “Real ID Friends” with another user, that user will be able to see your real name and online status. Certain features, such as the Platform Voice Chat App, are only available between users of the Platform who have opted in to the Real ID feature. IF YOU OPT-IN TO THE REAL ID FEATURE, THOSE PEOPLE YOU DESIGNATE AS A “REAL ID FRIEND” WILL BE ABLE TO SEE THE NAMES OF YOUR OTHER “REAL ID FRIENDS,” AND YOUR NAME AND ONLINE STATUS WILL BE VISIBLE BY THOSE PEOPLE THAT YOUR “REAL ID FRIENDS” HAVE DESIGNATED USING THE SAME FEATURE. You may opt out of the Real ID feature at any time by deleting all Real ID Friends from your Account.
You stumble across all sorts of shit when you read these things. I've exploited this in the past to teach others a lesson by tricking them into signing their souls to me simply because they didn't read the fine print of what I was giving them to sign, and always did so ensuring there were witnesses to the agreement. I still have their souls in storage somewhere too.
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No. 7362
>>7315
>>7321
It's a fun game, but I'm pretty bad at it. Can you guys explain how do I get gold when I play as a pop-killing nation (Therodos, MA Ermor, Asphodel, Lemuria, LA R'lyeh)? Is that transmutation spell in Earth magic the only way?

>>7321
>I liked the Oni personally.
Yeah, those guys are totally fun. You just cause ruckus in your dominion, and hordes of demonic gopniks flock to you, ready to break some faces for free. Too bad that Jap nation gets more and more boring with each new era, but I guess it corresponds to progression from mythical to mundane, usual for Dominions.
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No. 7365
>>7358
You mean that corporations have rights to spy? What a news! Good that there no my personal information in internet.

>>7349
It is obvious that legaly, by law it can means everything basicly, I just say how it is in reality, without fairy tales of economics and regulation laws: in GOG no DRM and you can download actual files and transfer them as you want and in steam you physically can't do it. This all I wanted to say, nothing more. I'am shure you know about laws and rights more than me because for my self this is least interesting theme in world.
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No. 7376
>>7358
It meant that you are being sold the thing with no licensing, but the fact it is not a legit copy means that none is needed because there has been no agreement formed between owner and consumer so legal shenanigans can't happen.
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No. 7383
>>7357

>Were you referring to the Shibusawa's chase after Kiryu and Oda leave Sotenbori?

Yeah but after i wrote this i remembered that there's pretty much the same mission in Kiwami and that's what i had in mind because it was way worse there.
I ignored most of the dancing missions because i'm just too bad at it.

Did you do all the coliseum fights yet?
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No. 7386
>>7383
>Did you do all the coliseum fights yet?
Nope. And I am at the final chapter now. Will I be able to get back to Sotenbori after that to play them?
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No. 7387
>>7386
Yeah, there's a free roam mode after you finished the story.
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No. 7404
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>>7343
>Take a swing at how long the paperwork to let SSI put 'AD&D' on those games you posted above was?
tbh they have a lot of agreements and for long time SSI and TSR was some kinda of parthners, because SSI produced hell lot of ADnD based games, not only EotB series for shure.

>>7314
Also, first EotB was outstanding beautifully game by graphical therms for the time. Come out in 1990, it was truley eye candy compare to more... conservative wizardry 6. Of cource MM3 that came out year later had all 256 colors, even more animations and had actual music besides main menu, but hell, how different all this games and hard to copare them.
While be very small and kinda basic adventure with multiple floors filled with some traps and puzzels, and obviously a far lesser game in size compare to any MM game basicly, this classic dangeoncrawler by look and by overal gameplay provide feeling of well crafted commercial product, on which worked actual artists. And whil MM since 3 had fully polished and professionaly made gameplay, it's world was still very wierd, artstyle was also in many therms unortodox and not that professional, while this as I said - solid and professional ADnD product set in forgotten relams. Well, it clearly seen how westwood will evolve their drawing style to Lands of Lore 1. Only bad thing is I really don't like real time combat in tile-based dungeon crawlers when you need control big party.
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No. 7415
>>7404
It's still using another party's product (the AD&D brand) for your own profit. When it's for a commercial product, the paperwork needs to be done whether they're good friends or not. You can't just go for an informal contract and expect it to not blow up in your face. There are so many moving parts in those kinds of commercial agreements that anything short of airtight legalese just doesn't cut it.

Also, for context, the 90s were a transitional period for RPG systems, universal systems were winding down from their boom in the 80s and specialist systems were the new fad. My guess is that capitalising on existing momentum in the market probably weighed into their decision to license lots of branded video games more than some kind of relationship with the development team.
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No. 7416
>>7415
I not said that they were friends just because they was friends or something. I don't know real how this people contacted and what think about each other. I just pointed out that consider how many DnD based games SSI created in this time perieod of late 80s early 90s, it is possible that they had some sort of partnerships, or, at least it was easy for them to make new license agreements considering how many times they used this system. Of corce, technically each game requre new contract.
Tbh I not remember what disagreement was between Westwood and SSI considering Eye of the Beholder 3 - is westwood wanted to make something besides DnD rules this is why they not even bothered to use it in their Lands of Lore 1, or after moving from SSI they had no chances to get DnD license and started with their own system?
Like Fallout 1, where they lost rights to GRUPS because had funny intro with brutally killing canadians X--DDDD
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No. 7417
>>7416
That's the mene. It was a lot more complex than just one event, they'd been having disagreements for a while over various things. GURPS doesn't shy away from brutality. Torture is listed by name as an example of how to use the interrogation skill and they're quite happy to simulate combat of various sorts quite graphically. Besides, by the time that cutscenes are made, the mechanics are basically set, and the Fallout system is very different to GURPS. Too different to be a rush job.
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No. 7419
>>7417
>GURPS doesn't shy away from brutality
I know, but I know a story that problem was with "candians" part

Ah okay I found whole story

>In early 1997 (around 11th February 1997), in the midst of Fallout’s development, Steve Jackson Games and Interplay terminated their deal. Apparently, Steve Jackson Games was satisfied with everything but the Vault Boy pictures in the character screen and the execution scene in the introduction. As the split between Fallout and GURPS became imminent, Steve Jackson remarked “The GURPS implementation they've created is 'worth' saving.” When the contract was referenced over approval rights, Interplay discovered several flaws, which in turn developed into a legal squabble over the contract itself. Eventually, the companies ended with a mutual decision to part ways. Chris Taylor, while agreeing that the split was a blow to the project, said "instead of compromising and making an inferior product -- Fallout will be produced with conviction." The title was changed to the final version: Fallout: A Post Nuclear Role Playing Game and the SPECIAL character system was designed.

>It was a lot more complex than just one event, they'd been having disagreements for a while over various things
You about westwood and SSI or GURPS and Interplay?

If you know more and if you have time, you may describe it more complex - on both themes indeed.
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No. 7423
>>7419
I'm talking about GURPS. Everybody ignores the nature of how GURPS is actually structured, which this interview touches on and that it was always said that it was mutually terminated due to an inability to meet the agreement terms in the contract from both sides. Sean Punch is a pretty high-up guy in GURPS land and he doesn't think it all that likely.

>Ultimately, the issue was that the license didn't word the approval process in a way that was good for either party, and it was simply easier to design a new RPG engine than to redo the licensing agreement and all of the approvals. That might sound extreme, but the RPG elements of a CRPG are minor next to the storyboards, level designs, visuals, audio, and all that other good stuff. Whether the specific concern that led to the discovery of the approval issue was somebody at SJ Games disliking blood and gore, I cannot say -- I did not then and do not now handle licensing, and I never saw so much as a screenshot at the time. I can say that geeky guys at my own pay grade on both sides regretted seeing the plug pulled, but apparently my bosses and their bosses viewed that as the right move for financial reasons. To this day, I remain skeptical of claims that a single cut scene, loading screen, dialog line, etc. caused the parting of ways.​

It's more likely than not just a sensationalist tale that's gotten blown way out of proportion. The cutscene story is to my knowledge based on a claim by one guy from Interplay who has as much first-hand knowledge of the licensing that actually caused the split as Punch does, but only the Interplay claim is ever heard. When you have two sides saying the exact opposite, the truth is probably somewhere in the middle.

http://www.rpgcodex.net/content.php?id=8172
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No. 7426
>>7423
Well, I like how everying ended. GURPS is not that bad system, but S.P.E.C.I.A.L. fit fallout better because it was designed for this game and become one of the famous things by itself.
>but the RPG elements of a CRPG are minor next to the storyboards, level designs, visuals, audio, and all that other good stuff.
Ha ha, well, it become more and more true thought silver age X---DDDD
Now it absoluetly nothing because majorty of RPG games has no RPG system at all X--DDD
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No. 7440
>>7426
I agree that the system they came up with is better. Ignoring how modular GURPS is, the way the game is built to progress during play doesn't translate to PC gameplay very well if at all. I wish more companies would have taken the example and made systems that were designed from the ground up as PC-based systems. You'd see a lot less weirdness in some of those games I think.

>Ha ha, well, it become more and more true thought silver age X---DDDD
You missed what he was saying. He's saying that in RPG design, the system is often not intrinsically tied to every other aspect of gameplay as you might first believe it to be. You don't need X system to simulate Y occurrence, most systems can do it and it's just a matter of finding the best one. The part that can't really change is the game's concept because you're working with extremely abstract mechanics and you need to use a top-down design approach and match mechanics to flavour rather than flavour to mechanics.

>Now it absoluetly nothing because majorty of RPG games has no RPG system at all X--DDD
Anything using GURPS is going to look weird and 'unRPG' to many people who aren't familiar with it. GURPS doesn't use XP and doesn't have character levels and most player progression is a factor of time and not encounter density. GURPS advises using time use sheets generously for this reason. If your party is travelling for a week, then they could be studying something along the way and that might improve the skill a little bit, especially if they have an instructor available, but you can kill as many monsters as you like and you won't see a drop of XP from any of them. If it's heavy combat for a long period then you'll probably get character points (currency that buys everything in GURPS, stats, skills, advantages and buys off disadvantages etc.) but just lots of sporadic encounters won't do anything. That's also why I don't think it translates to PC very well. It's a system that needs a good GM even more than most paper systems.
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No. 7441 Kontra
>>7440
Oh and yes, Sean Punch thinks it comes across well because of how mathematical it is with all its curve-based checks but I think that while mechanically it's good for PC, the flow of the game would need to be altered to make it fun for a single person in a limited environment. Slow progression doesn't hurt so much when it's a group of people who can improvise in unintended ways, but when you've killed your 500th goblin of the game and you've only gained a few skill levels since then, it feels like punishment for playing the game as intended and they'll just start looking for exploits to boost and they'd be right to.
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No. 7479
>>7440
>I agree that the system they came up with is better.
This one of reasons I meant when said about difference between tabletop and computer RPG tbh
>You missed what he was saying.
Yeah, I also saying about connection between RPG system and world. It become more and more hard to perfectly connect them with games with bigge worlds and non-chematic plots. It's fully understandable, but technically more RPG system connected to game - it's better, so you have less problems, less non-workin mechanics and less unused and "wierd" things.

>Anything using GURPS is going to look weird and 'unRPG' to many people who aren't familiar with it.
I familiar with GURPS a little bit. Never played it, but readed a little bit and can imagine how it look overall. In fallout I can see some places where they tried to implement some mechanics of it, but yeah, a lot things is impossible to transfer to computers, however I not agree that KILL MONSTER - GET XP is permanent for computers and video games can't do other types of system, but systems that higly count on human GM and other human players to make any narrative that computer can't support is obvious no-no for computer game.

Sometimes I imagine what more modern AI and neural networks can add for classic RPG mechanics - for example, something like very advanced Chat bot for dialogues
>>
No. 7498
https://www.youtube.com/watch?v=vjF9GgrY9c0

Cyberpunk 2077 gameplay, 48 minutes long.

Holy fucking shit, honestly.
>>
No. 7504
>>7479
It functions on nearly identical mechanics, just governed by different rules, some of which I see PC having better alternatives to that weren't discarded out of tradition, but if we insist in using paper mechanics in PC games, then they can at least design something that gets rid of the worst offenders. You have opportunities with PC RPGs to basically rewrite the way that the genre works in paper because you have the processing power to run absurdly granular systems. There's no reason to run dice rolls over a scaled RNG. The latter allows for far more detailed outcomes that aren't viable in paper because of the bookkeeping aspect. d1000 is simple enough to roll (if you want to in real life, roll 3d10 in different colours. One is hundreds, one is tens and the last is units) but checking rolls on a chart that granular is a pain in the arse so it's not done. The granularity is bonkers though and lets you create worlds with far more interesting outcomes and creates space for all kinds of different equipment and variants of equipment, changing random encounters, adding flair to combat that doesn't repeat itself often etc. Instead lots of systems just rely on rolling virtual versions of actual dice and it doesn't push any envelopes or even approach the potential that PC RPGs have because they ignore that a PC is the best rules GM possible. It just can't improvise, so why not give it tools that make the illusion of improvisation?

I also see them as different even under the same rules because the flow of gameplay is different. PC RPGs are for the most part not encounter based, but actually show off all the bits of the journey. When you walk down a corridor in a dungeon in paper, you don't walk down 10 squares in turn, it just happens. An example of how paper RPG mechanics look in PC form is town interaction in Warband, where you just click through menus and don't necessarily walk your character around or see anything in between stops unless it's important. The two branches require different designs for the same story. I see those different requirements as different enough to categorise them as two separate branches of one genre rather than one supertype because what works in one doesn't always work in another.

>however I not agree that KILL MONSTER - GET XP is permanent for computers and video games can't do other types of system
Not saying it has to, but it's an easy way to track progression and is used for a reason. It's intuitive as intuitive gets 'doing things gets you experience, more experience makes for a more powerful character'. It also has a carrot built in where the player gets to see something that they can measure their progress on as they're going which lets you guide the player naturally by turning down the XP of easy encounters to push the player in the direction of better XP but not an area that's too dangerous. XP-based systems have a huge amount of advantages, as do non-XP systems. I do think the former fits a PC environment better than non-XP systems though because the latter is hard to do in numbers and a computer needs numbers.
>>
No. 7511
>>7498
Reminds me of Rage. A lot.
>>
No. 7513
>>7498
I was actually just watching that lastnight. It looks good, but it also gave me the distinct impression of it being completely on rails.
>>
No. 7526
>>7513
Actually I take it back I didn't see the last few minutes or so. Well, for starters it does look like something that runs on a machine I'll never be able to afford, which is a good thing. But I can't help but get the sense that all the open ended stuff they're going to end up taking out. It would be great if they didn't though we'll see.
>>
No. 7541
>>7498
>Numbers popping out of enemies
>levels
>+5% of damage
I dislike it already. What works in mmo doesn't works in single player.
That's gave me a thought how leveling should work in rpg. Instead of numbers and linear stats designers should divide game on tiers, like epochs in civilization.
For example fallout 2 had 4 epochs with changes in gameplay: Tribal, cheap guns, good guns, power armor.
Deus ex is even a better example. You start as a newbie and fight against terrorists with pistols. Then you master you skills in the same very simple set of weapon and soldiers with robots start to appear, gameplay is already different. In the middle of the game you receive augmentations and robotic enemies start to appear. And in the end you're a superhero with many abilities. So there are several tiers with different gameplay. But not only this there are several playstyles that change with this tiers.
And that's exactly what wiedzmin and this whole gameplay lacks. In wiedzmin you start with two swords and end with them. And regions are blocked from you because enemies there got +100% of damage. And all abilities are already unlocked, so the gameplay doesn't change much. You don't even have several playstyles to begin with. And that's the same crap that I see in cyberpunk trailer. You just earn numbers and cosmetic changes, but nothing actually changes.
Also openworld seems to be dead and I am not seeing what I can do in there. And pedestrians just walking. Other things are a scripted
>>
No. 7542
>>7541
>Then you master your skills in the same very simple set of weapon and soldiers with robots start to appear, gameplay is already different. In the middle of the game you receive augmentations and abilities.
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No. 7554
172 kB, 1280 × 720
162 kB, 1280 × 720
>>7541
Agree. Plus, I absoluetly dislike style of this game. I know it based in some old tabletop game and so on, but for me it just look like some sort of teenager "edgy" game. First trailer that one who 3-4 years ago looked more interesing. Honestely, I personally didn't see anything in CDRpgect games that may other people so hyped. It's just not best adventure games with rudiment RPG elements and not best ssetings.

>>7504
I may say that a lot of PC RPG systems from some classic games are already will be near-impossible or absoluetly impossible to play on paper properly. I kinda get what you mean tho, but it be very nice if you create imagenary example of game that will use some enchanted classic RPG mechanics you talk about? Only think I sometimes thought is cross between Daggerfall, Hexen and MM6-8. Like you have time limits in a lot quests, have giant dungeons and basic tes2 roleplay system, but also add 2 mana bars for different types of magic, also food system and system of expert/master/grandmaster upgrades for your skills. For me it was ideal roleplaying system for videogame but I never managed to think about it properly.

>Not saying it has to, but it's an easy way to track progression and is used for a reason. It's intuitive as intuitive gets 'doing things gets you experience, more experience makes for a more powerful character'. It also has a carrot built in where the player gets to see something that they can measure their progress on as they're going which lets you guide the player naturally by turning down the XP of easy encounters to push the player in the direction of better XP but not an area that's too dangerous. XP-based systems have a huge amount of advantages, as do non-XP systems. I do think the former fits a PC environment better than non-XP systems though because the latter is hard to do in numbers and a computer needs numbers.

Well I now currently playing Dungeon Hack - interesting 1993 DreamForge Intertainment (anvil of dawn, ravenloft) with SSI as director and publisher. It is yet another ADnD SSI game, in many ways very similar to EotB, but - you control only one character and dungeon with all it's 18 floors generated randomley every time you play game. Nothing supertechnological, it not that hard to make working 2d 90-degree angle dungeons and fill them with enemies and loot that be expected for character that on it's floor. It use XP system, but considering different styles of gameplal from different players (run to stairs or clean whole floor) and considering that game have respawning enemies like very basic System Shock 2 indeed X--DDD you get from monster only very very tiny amount of XP, when majority of your experience come from actual discovering of new floor. You go stairs down - boom you get hell lot of XP. This is kinda primitive, but with this game systems and enivorment it is the best way to logically control player to provide him always monsters and loot valuable for player's level.

Daggerfall and Morrowind don't use any XP system at all - you using skill - it become better. Run a lot? Running/athletics still improve. A lot fight with a sword? Your sword skill become better. After progress of your skills (how many depend of what skill it is for you - minor/major and for daggerfall also how your character fastly pick new level, it is unique for every character and you set it with advantages/disadvantages in character creation) you get new level so you can improve your basic attributes (with +5+5+1 system in MW and more flexible system in daggerfall).

Might and Magic is much more XP-based game, but to level you need pay trainer and in later parts of game, espassialy ones like 3 or 4-5 you need a lot mones to gain new level for a party and moneis become some sort of natural level cap.
>>
No. 7559
>>7554
>I may say that a lot of PC RPG systems from some classic games are already will be near-impossible or absoluetly impossible to play on paper properly.
For sure, I don't think that there is much overlap beyond raw mechanics and mathematical rules. Even level design has to be approached differently. In a PC version you need to design something that shows the player what they need to see to get the effect you're after and things need their own place where they definitely exist. Compare that to a paper dungeon which just needs good prose and clever encounters to get the same mood, and that illusion of choice is a powerful tool where you can just move rooms around to fit what you're wanting the party to experience.

>I kinda get what you mean tho, but it be very nice if you create imagenary example of game that will use some enchanted classic RPG mechanics you talk about?
I couldn't give you a pitch off the top of my head, but one system I thought about a while back that I thought would be a neat way to simulate a GM giving bonus points/XP/whatever for good roleplay (a common rule in paper RPGs) would be that you'd create a kind of dossier for your character when you made them and then it would semi-randomly reward you for acting according to that dossier. Even better if you make it a very important part of character development, and events could reform it over the course of the game. Basically having a system that would reward you for the RP part of the RPG because that's the core part of paper gameplay. The story is more important than the rules and many GM guides will advise you to just fudge the hidden dice roll if it detracts from the moment and the attempted action is in character.

I'd say that the Elder Scrolls works on a different kind of XP system, but I don't know if I'd say it's non-XP in the grander picture though. It hides it but you're still filling bars that tick over values when full. It's just using data assigned to actions such as damage dealt to fill the bars rather than an abstracted general XP. I'll use paper GURPS as an example again because I know it pretty well, using skills doesn't necessarily make them better. As you know, having read the system yourself to some degree, skills are advanced by purchasing ranks with Character Points, but Character Points don't actually have any guaranteed source. Also, you should look at Morrowind XP, I find that the XP system actually has more of a feelgood element than the vanilla one, even if it technically lets you do some wonky stuff.
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No. 7565
545 kB, 1920 × 1080
I'm going to go play Victoria II as Russia, it is truly one of the best games I've played.

Here's my Scandinavia from a previous run.
>>
No. 7567
>>7565
Most fun I've ever had in that game is Luxembourg. You really do feel like a devious microstate sending iq89 great powers to do your bidding, and it's kind of required because you're in between two nations that are basically guaranteed to start continent-scale war at least once and more likely than not, more than once. It's all worth it when you see a region painted as 'Luxembourgish X' though.
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No. 7580
1,0 MB, 1920 × 1080
Decided to do a Germany WW1 scenario playtrough, and I think I've fucked up big time.
Crushed the French in '15 by concentrating forces mostly in the north, and then the Russians in '16. Then Britain said "Fuck this shit I'm out" so they offered me a white peace. I accepted, but there is nothing to do now.
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No. 7591
592 kB, 1366 × 768
443 kB, 1366 × 768
413 kB, 1366 × 768
So I liberated Britain (using Canada) in Kaiserriech but what now?

As the Syndies have failed to even cross the Rhine I figure Germany will soon stomp them. That complicates matters as I have the next war to think about which means seizing Paris and strategic points in France and Iberia. Plus the American civil war will end soon (the AUS and CSU are allied to bully the PSA) which has the potential to lead to an invasion of Canada. Also Australasia flipped to the Syndies so I guess I have them to deal with at some point before or after I tidy up Scandinavia and Italy.

Such work. But what I also have to consider now is that the new UK is a smouldering ruin without much of anything. I’ve always avoided controlling allied armies so how does that work? Will the AI continue issuing orders such as the classic “doomstack on isolated island” or “absurd army and navy compositions” to annoy me?

>>7580
Yeah there are no events from victory onward and well, you know what AI initiative is like. Maybe the 'Stain gets restless' event will fire in 1940 but I've never tried it and don't know if it's a thing that Democratic Germany added.
>>
No. 7597
>>7591
The main problem is that there is no fucking way you can invade Britain before getting teched up.
I could sink the royal navy with my planes and subs, but their army would prevent a landing from me quite easily.
>>
No. 7603
>>7591
Also: How the hell did Huey Long Dong win the Civil War 2:Electric Boogaloo?
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No. 7605
49 kB, 637 × 423
25 kB, 480 × 360
523 kB, 1024 × 640
391 kB, 1280 × 1440
>>7559
>Also, you should look at Morrowind XP, I find that the XP system actually has more of a feelgood element than the vanilla one, even if it technically lets you do some wonky stuff.
Nah, I more than satisyed with TES2-3 system as it is. Only mod that many be fun for me is if somebody remove +5+5+1 system replacing it with daggerfall one and instead of fixed sighns system maded choosen set of bonuses and dynamic amount of skills requred for level depend on metioned bonuses like was in daggerfall, and maybe some new skills but it's impossible currently. Well some possible but with MWSE and I bet your XP mod was MWSE thing too and this thing.. well not work that greatly, as all other hacks of .exe, so for this kind of mods I will wait when OpenMW make proper support of such things without terrible hacking of gamebryo engine.
>The story is more important than the rules and many GM guides will advise you to just fudge the hidden dice roll if it detracts from the moment and the attempted action is in character.
Well, in current GOOD rpg games most times there are actual reasons and actual ways for RP and some rewards for them. Like Carma system in fallout or actual dialogues that push you to make certain decidions. Even in games that not roleplay-heavy like MM6 you need have very very bad reputation and play evil by killing civilians and make some BAA quests to get Dark Magic Mastery, for example, and opposite, have very poitive and awesome reputation of saint to get Light magic mastery, for example. Just since PC games limited, they have some other opportunities to track person into certain gameplay style, without GM trying interest players to be not munchkin

What I actually think is that for example daggerfall did right direction in therms of content, even it's failed because objective reasons and limitations of technology, it is much interesting to have some degree of generated content, if it's at least medium qulity and have enough resourses to provide more different and unique situations than pre-made game ever did.
Like I always liked in old RPGs when you can type word or command by your hand - it was illusion of your choise because it was very limited by words PC can recognise, but when iluusion worked it was so awesome. Like I still remember that there was some phrases in Wizardry 8 that you ask person by typing answer and he respond with even voice, it was in that moment very alive thing. With modern technologies, I really imagine that you can teach AI to respond on much more words, and make something like chatbot, but which one be limited with things that character in game can know, but use generated answers, not pre-made ones. Imagine - you can actually chat with character in RPG game like with real person, without pre-written answers and dialogues! This is place where PC can in future achive what tabletop can do.

>In a PC version you need to design something that shows the player what they need to see to get the effect you're after and things need their own place where they definitely exist. Compare that to a paper dungeon which just needs good prose and clever encounters to get the same mood, and that illusion of choice is a powerful tool where you can just move rooms around to fit what you're wanting the party to experience.

Well I may say that more early RPG's used a lot tabletop tricks to represent world, and older you go - more you can find. Like in wizardry 1, even most advanced prts and versions whole "town" is just one screen when you have list of buildings you can interact. More RPG go - more less they had things like that. In games like MM3 you can go inside towns and travell among them to enter buildings, and buildings was actual screens. Then in world of xeen you can go inside actual buildings and inside them activate screen of building. In TES Arena in beta when it was more like party RPG more looked like Betrayel at Kondor, they had shoop screens, but in final version inspired more from Ultima underowrld, you actually go inside building, then go to actual NPC and interact with them - no screens or other "fake things", this is example of evolution of one mechanic/world representation

Pic 1 - Wizardry 8 dialogue
Pic 2 - Wizardry 1 one of more modern versions, Town screen
Pic 3 - Might and Magic 4 Tavern Screen
Pic 4 - Character inside mages guild building and see NPC mage that he can trade with and and bottom something that looks like Mages guild or other shop screen, similar to more old RPGs.
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No. 7607
271 kB, 750 × 964
>>7605
Also I probably need to thank you. Even thought some disagreements, you are only person who talk with me on EC about those things.
>>
No. 7615
>>7591
I played in hoi4 version of kaiserreich on the last weekend.
Some countries aren't ready yet, but you wouldn't notice that. Balance is a little bit broken, so syndicalists and ottomans always lose. Canada always enters american civil war. Tech tree is too small and the game lacks of late phase entirely. Probably latest research is dated by 1943, so it's an obvious place for a dlc about wunderwaffe or the cold war.
Overall mod is playable and some basic HOI4 mechanics are way more better than in darkest hour. Worth trying.
>>
No. 7617
>>7605
Yeah, I forgot that a lot of really old games did menu things in towns. I've just been playing a bit of Warband lately so I used that example.

I think it is an .exe hack, but it works pretty well. It's not as smooth as it was with Oblivion XP where it being installed correctly meant that you could barely tell it was a mod with how well implemented it was. With that and a few mods to fix scaling and other balance issues, it actually made the game breddy good. It was mildly unstable because of all the mods doing complex things and limited further moddability, but the game became a pretty playable.

When I talk about progression tied to RP I mean general progression rather than alignment gating. That system was a hypothetical intended to bring over in some form the rules you find about bonus XP for good roleplay or in extreme cases like GURPS, good roleplay being essentially the only way to get Character Points to spend instead of just skill development. That's not to say that combat-focused games that put less emphasis on roleplay can't exist or shouldn't exist, D&D itself is derived from the concept of a tactical fantasy combat game, not an RPG as we know it today. Just that I thought that it'd be a neat way to bring across what is currently a paper mechanic due to its reliance on a GM.

Chatbot technology would be neat too. I don't know how feasible it is though. They can be very weird sounding at times and if the issue can't be effectively resolved then it might be more immersion breaking than just having regular dialogue options. There's also the economic aspect which is less fun to think about. Making a good chatbot and getting it tweaked to the degree it needs to be is going to be expensive the first few times and you're not guaranteed to sell games based on what will be seen as a gimmick. Even the best developers still need to turn a profit to keep the lights on.
>>
No. 7619
>>7615
Strange, because in DH it’s the exact opposite, since the syndies almost always win.
>>
No. 7623
>>7617
>I think it is an .exe hack, but it works pretty well. It's not as smooth as it was with Oblivion XP where it being installed correctly meant that you could barely tell it was a mod with how well implemented it was. With that and a few mods to fix scaling and other balance issues, it actually made the game breddy good. It was mildly unstable because of all the mods doing complex things and limited further moddability, but the game became a pretty playable.
In requrments is use actually MGE 0.10 (it have build-in MWSE) and some MWSE fix, also requre MCP. Last is moderate, thought it "hack" of exe too. I'am belive you that this work okay, I just kinda tired of Morrowind scripting mods and XP is not a thing that I need form TES, lol.

>When I talk about progression tied to RP I mean general progression rather than alignment gating. That system was a hypothetical intended to bring over in some form the rules you find about bonus XP for good roleplay or in extreme cases like GURPS, good roleplay being essentially the only way to get Character Points to spend instead of just skill development. That's not to say that combat-focused games that put less emphasis on roleplay can't exist or shouldn't exist, D&D itself is derived from the concept of a tactical fantasy combat game, not an RPG as we know it today. Just that I thought that it'd be a neat way to bring across what is currently a paper mechanic due to its reliance on a GM.

I guess it possible to make such system, thought it is huge pain in ass for developers and whole game should be connected to this system - every quest and every action should check what your character and what way you done it. If there will be souch feature -whole game will be builded around it and there little reason to make other mechanics any complex, since main thing that important in such game is roleplay.

>Chatbot technology would be neat too. I don't know how feasible it is though. They can be very weird sounding at times and if the issue can't be effectively resolved then it might be more immersion breaking than just having regular dialogue options. There's also the economic aspect which is less fun to think about. Making a good chatbot and getting it tweaked to the degree it needs to be is going to be expensive the first few times and you're not guaranteed to sell games based on what will be seen as a gimmick. Even the best developers still need to turn a profit to keep the lights on.

Of cource chatbots currently not very polished, but I guess it's still possible to cut most of wierdness just by restrict chatbot to certain themes that for example, medival pesant konow. Make PC use limited ammount of words, give him common constructions of words that is must-have to use, set list of things this pesant know and not know or know not much. So limited computer will work with restricted amount of information and if he meet some words that pesant can't know, like for example player ask about "do you know michael jackson?" or "you know what is atom bomb?" computer withh say that he don't know or be using most close keyword to make respond natural, like "I don't know what jackson you talking about, but probably you seek about Brother Michael, our local priest?"

Yep, nowdays only indie developers who do some ammount of experements, and big companies who have enough monies to make such technology properly will never invest in something that may be beyound familiar and popular things. And even medium and indie developers tend to make familiar things, like carbon copies of infinitie engine games or other "retro-stuff"
>>
No. 7625
>>7623
>Of cource chatbots currently not very polished, but I guess it's still possible to cut most of wierdness just by restrict chatbot to certain themes that for example, medival pesant konow. Make PC use limited ammount of words, give him common constructions of words that is must-have to use, set list of things this pesant know and not know or know not much. So limited computer will work with restricted amount of information and if he meet some words that pesant can't know, like for example player ask about "do you know michael jackson?" or "you know what is atom bomb?" computer withh say that he don't know or be using most close keyword to make respond natural, like "I don't know what jackson you talking about, but probably you seek about Brother Michael, our local priest?"
Should be the opposite, less restrictions -> more words ->better simple speech.
Chat bots are no more than talking heads in fallout. Currently even big companies can't make Ai that can pass turing test.
What's actually possible is to make story driven game which would recognize your simple emotions and make bots that react to them. Also such rpg should be build around the idea that player stands in front of a camera and constantly acts.
>Yep, nowdays only indie developers who do some ammount of experements, and big companies who have enough monies to make such technology properly will never invest in something that may be beyound familiar and popular things. And even medium and indie developers tend to make familiar things, like carbon copies of infinitie engine games or other "retro-stuff"
The opposite. Only big companies invest in Ai and experiments. Market isn't the same as it was 10-15 years ago, when indie wasn't about money and hype.
>>
No. 7632
>>7623
>I just kinda tired of Morrowind scripting mods and XP is not a thing that I need form TES, lol.
Fair enough. Just thought I'd mention it since it was on topic to what was in the posts at that moment. If you ever feel like playing Morrowind again, I'd recommend it though. It changes the way the game flows in what is actually a pretty pleasant way. Like I said, it's a pretty feelgood system.

>I guess it possible to make such system, thought it is huge pain in ass for developers and whole game should be connected to this system
Yeah, I never meant it to go beyond the strictly hypothetical. Besides that, you'd need to find a way to make it fun because creating the spreadsheet whenever you start a new game is going to get old very fast for most players and if your game gets a reputation as a lot of effort for not that much reward, it just won't sell. Such a mechanic falls into the good practice of not designing something to prove you can, only do it because it is needed for the game. At best it'd be a shitty tech-demo game.

Belarus poster answered the rest better than I can really. I'd just add that big companies have a lot of stuff under the hood that never reaches the public eye. Lots of mechanics that seem really cool in theory have probably been tested and found to be unwieldy and not worth the time and treasure to fix, and they're the ones with the resources to actually fund that kind of research in parallel to software projects.
>>
No. 7643
>>7597
>but their army would prevent a landing from me quite easily

Now you've got me intrigued. Were the BEF not sent to France all deployed along the landing zones?

If it's a roving doomstack then you can just focus on severing the infrastructure links to Plymouth. I'm not a fan of infrastructure bombardment as you end up with the same problem but it's bretty good for attrition and slowing responses.

>>7603
DC fell early so MacArthur turned into a viable faction that started to win with the PSA also jumping on-board. Then the capital moved back and it all went wrong.

>>7615
>>7619
I'm pretty sure it works like the Spanish Civil War in the base campaign where the winner is decided by who the human is playing as.
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No. 7656
552 kB, 1920 × 1080
129 kB, 1035 × 1070
18 kB, 337 × 432
I spent the last couple of decades locked in never ending war.
Initially it was the Crimean War, everything was going smooth and I was placing the Ottoman Empire under military occupation.
Afterwards, the North German Federation gives France military access so as my troops are bogged down in Anatolia, I get hit with a French massed conscription crossing the border.
Luckily I had already industrialized fairly well, so I had a bunch of railroads that assisted me in mobilizing and throwing holding back the French. Eventually driving them out, the furthest they got was Minsk.

After the Crimean War, I decided to punish the Germans for assisting the French in that cowardly sneak attack. So I invaded.
Britain intervened and kept landing doomstacks in the Balts.
I destroyed the Germans fairly easily, Had spent fortunes funding the Austrian war effort against them in the past German brother wars but the Brits were annoying. I need to thank the Finns for singlehandedly holding back Sweden who I did not expect to join the war.

In the end, Russia stands stronger whilst its enemies stand weaker. I think at this point I'll disregard my infamy and stick to only having two friends. Army and Navy
>>
No. 7657
>>7643
No. Britain didn't have any time to land troops in France. They only had a landing in Flanders after France capitulated.
The problem is that you don't really have access to good bombers and only 2-4 Divisions can take part in a naval assault.
In WW2 I usually just landed a paratrooper in an undefended port and then shipped my army there. Or I just simply nuked the fucking place and got done with it, but here, there is no chance for either, and the British have +90 divisions.
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No. 7680
526 kB, 1366 × 768
474 kB, 1366 × 768
I think I've captured enough to make the Kaiser butthurt but I guess National France can't core it for whatever reason. It's also nice to see a divided Spain emerge with a republican element centred on Catalonia – very interesting to think about how that would play out. In America Long fucked up by trying to man the Canadian border so that’s a thing to think about while Australasia still needs to be invaded.

Looking at the steam gametime has killed it for me though. 700 hours probably isn't a record but it’s sobering enough and I doubt there is much to do on this game anyway aside from a largely pointless war with Germany. Imagine if I'd used that time more productively.
>>
No. 7683
>>7680
The problem with that war is always the same.
The Elsaß area is too heavily fortified and you'll bleed manpower trying to win.

Even if you want to go trough Italy you'll have to go trough the damn fortline.
Or if Austria-Hungary reformed then the frontline is unmanageably large because you have to keep the Austrians at bay around Venice while pushing into Toulon or vice versa.
I remember I had a war like that when I played as the AUS and the big plan of mine was to do an IQ89 Around the Maginot by declaring war on Switzerland, which backfired hilariously as it only widened the front even after taking out the Swiss.
It's just too bloody.
>>
No. 7701
https://www.youtube.com/watch?v=XVghX8opHJU
New trailer
They moved release date, sadly. But new factions look fun.
>>
No. 7707
>>7625
>The opposite. Only big companies invest in Ai and experiments. Market isn't the same as it was 10-15 years ago, when indie wasn't about money and hype.
Dunno what you mean, but I mean that big industry of video games playing maximum safe and do less to get more money. Modern big games are mostly not contain any revolutionary or complex things, they count on "blockbuster" effect, commercials and hype, providing something familiar, that allow millions of casual players be in their safe zone. There no reason for AAA creators invest in a lot of super-deep technologies or making somethig revolutionary if in it most people not be interested in. Things like AI in half life, most of which reular players will never spot anyway is gone.
>Should be the opposite, less restrictions -> more words ->better simple speech.
Why? Less words and less phares, with more restrictions of their chosse will maybe not do super effect of unlimited talking person, but withh easely cut all possible wierdness. Less Random=Less wierd things.
>Chat bots are no more than talking heads in fallout. Currently even big companies can't make Ai that can pass turing test.
Well I kinda desagree since talking heads in fallout are as all dialogues in fallout are written by authors, they are not in any way random. Only thing that in fallout 1 there option "ask about.." but this is hand maded too.

>>7632
>If you ever feel like playing Morrowind again, I'd recommend it though. It changes the way the game flows in what is actually a pretty pleasant way. Like I said, it's a pretty feelgood system.
I re-playing morrowind like every month and I follow hell lot of mods, have must-have lists. And in general roleplaying system is what I satysfied with. I honestely don't know how XP system can fit into game and what problems with current system is. I like way that reward for quests and dialogues are not some experience numbers, but often rank, information, reputation or something different, more "real".
>tested and found to be unwieldy and not worth the time and treasure to fix,
Most probably, or "too hard for target audience" or "have no reason to fix when audience will consume what they have". If you see on "evolution" of bethesda games, you can see that in first place they cut or delete mechanics that "not work that good" instead of fixing them when it is obvious how to fix them, but they too lazy to do it.

>Yeah, I never meant it to go beyond the strictly hypothetical.
I have one actual interesting theorectical idea - in TES Arena enemy-humanoids wear armor and you can see this armor and on their sprites and in their inventory. It was easy to do considering that non-player spawned classes always weared same armor. In daggefall this is already not working - loot random but obvious that on 2d sprite enemy will always look same. I have idea - what if use same paperdoll system like same this game have for player inventory - divide enemy sprite on sub sprites, so it can wysiwyg all armor components that enemy actualy wearing, same as on 3d model? Also sprites have usualy 8 "sides" horisontal of rotation, but what if add 8 additional sides vertically?
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No. 7709
>>7701
How is? Every time Games Workshop releases something, they make a trailer that looks over the top epic, and almost every single time I end up hearing that it's mostly shit or basically just mediocre at best. Seriously there is an unfathomable amount of WH40K games and nearly every last one of them except Dawn of War has mixed reviews, including Gothic Armada. Why is this? Gothic Armada at least looks actually pretty fun and nice to play, although seems it could also get really repetitive, tedious, and boring without loads of DLCs (or maybe that's the point?).

Speaking of which, is Dawn of War III really that bad as they say it is?
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No. 7712
485 kB, 1920 × 1080
682 kB, 1920 × 1080
253 kB, 750 × 422
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>>7709
>How is?
Since first Gothic Armadawas good. This is not AAA, but nice medium budget space-battle simulator. I expected from it something like expanded Star Wars Empire at War style space battles and I got what I hoped for. Fact that there mixed reviews because it not high budged, don't have too many ads and had no payed reviews.

GW and their licansing is common fact, they more interested in selling their "brilliant miniatures" than making other media or offer proper companies to do it. However Fantasy Battles recived a lot quality content recently - Total War Warhammer 1-2 and Vermintide 1-2. DoW3 already died - they shot down servers and will not do any updates or something, never tried since it costed hell lot of monies and I was not very interested in it in first place. fact that Deathwing failed is kinda sad - they had chance to make good game but multiple factors maded what they maded. Soon there be 4x "gladius" and new tactical Space Hulk video game, that I kinda waiting. There also was Armaggedon and Sanctus Reach.
https://store.steampowered.com/app/502370/Warhammer_40000_Sanctus_Reach
Very nice game with very positive reviews. Not high budget, not perfecty balanced, but recived a lot updates, based on one of the 6th editions campains and by inself some sort of tribute to times when on 40k came out games like Chaos Gate. But again, this game not high budged and don't have AAA ads so you most probably missed it.
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No. 7776
254 kB, 1020 × 1276
9,4 MB, 854 × 480, 2:22
Which Stalker is best? Clear Sky? Shadow of Chernobyl? Call of Pripyat?
>>
No. 7777
>>7776
Call of Chernobyl

I haven't played the first one in years but somehow I remember it having the best monsters, like I never liked how they changed bloodsuckers in the sequels.
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No. 7795
406 kB, 561 × 420
2,9 MB, 1920 × 1080
2,7 MB, 1920 × 1080
18 kB, 151 × 250
>>7776
Very hard question.
First one is very unfinished and buggy lienar game. Developers worked on it for like 7 years without actual direct goal and with only very foggy ideas. AI is dumb, there a lot strange things and westernies, who want solid quality product often don't like this game at all since it more wierd "eurojank". However for most of the slavs this is most interesting game with most of fun to play. Most plesant style and atmosphere, likable plot, still some remnats of cut content and old GSC style where you still can see some things even from "Venom: Codename Outbreak". First times when you play it it is some sort of discovery of unknown. This games from times where decs failed, but wanted to make something truley awesome but even current results are nice. This game is part of mine heart and soul.

Clear Sky is when they had clear picture what they wanted to do - pretty concretical and commerical but because time cut totally failed. It was much more graphically advanced, AI finnaly start do things in combat, but all other tech ideas failed - gang wars are shit, AI not wander as it meant to be abd most of crafted dialogues for every location don't needed. Interface is junk and ending rushed as hell. This is just lienar as hell FPS with hell lot of bugs before you install last patch. On relese I can't even leave swamps because of bug and before last patch game always crash on saves after Yantar'
You picture kinda lying about atmosphere - CS too dark and have too many fancy effects so all "grey zone" atmosphere was lost.

Call of Pripyat' is even more polished and this time finished product. Properly implemented, this is favorite game of westernies. In graphics and some other things this game made step back from clear sky and there much less things than in SoC - but what this game have actually works. And non-lienar narrative with set of different secondary quests with in-game cutscenes, unique events, interesting puzzles and mini-plots, characters and actual in-game achivments of nice, but in my opinion and opinion of a lot other people magical atmosphere was totally lost even more than in clear sky. All looks too brown, all events too polished and pre-made like you playing some modern bethesda game and after 2 playthoughts you seen everything and don't want to come back. Game is kinda short and again all secondary things like interface are meh too. Plors and dialogues better in quality (in furst game technically they was written by same programmer guys sometimes even with grammatic errors) but they started to look like they are from fanfic-tier stalker book.

>>7777
Bloodsuckers are same. Only thing that they added cuted from SoC animation of sucking blood. Maybe you talk about bloodsucker-like monster, swamp thing, that was added in CoP and metioned in CS?
Also it is CoP who have return of most famous cut monsters from SoC: Chimera and Burer.
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No. 7810
>>7795
Nah, bloodsuckers are different. The way they behave I mean.

Roughly speaking in SoC once bloodsuckers see you they go invis and B line at you. You can still see their glowing eyes and shape so they're easy to kill if you keep track of them but if you hadn't paid attention or they catch you off guard they'll kill you.
In Call of Pripyat/Chernobyl once the bloodsucker sees you they go completely invis and starts to run around you like an annoying kid making noises. Then you need to swap to shotgun and wait until it goes visible again and shoot it in the head. It's just tidious imo.

But that bloodsucker thing is just one example. Like you mentioned the HUD and other little details just felt more nice in SoC than in the sequels. Then there's some stuff that is kind of mixed. Like, in SoC the artefacts were kind of badly implemented. They were like mushrooms you could randomly find on the ground. I like how they added the detector and you had to use it to find the artefacts. However, I didn't like the dedicated anomaly zones highlighted on the map. So in that sense I preferred the more random nature of artefacts. Maybe in Clear Sky they had the perfect middle between both, I can't remember, but one thing I liked about Clear Sky was the bandages. A lot of people probably hated the brutality of bleeding and I think it caused me to ragequit a few times but somehow I kind of liked it. I remember even when playing CoP I was hoarding every bandage I could find even though they weren't as important in it as in Clear Sky. I guess I just liked the scarcity of vital supplies aspect of it, survival horror etc. But still, I like the Call of Chernobyl mod the most because it's like a sandbox RPG and that's the type of Stalker I always wanted. I just wish it was slightly more Shadow of Chernobyl'ish.

Oh and I hate chimeras, too stronk. I've never liked that kind of monsters that jump at you. Like the Far Cry 1 monkeys that ruined the game for many people. Not for me but I still disliked them. Chimeras are fine in that one guest but when they spawn randomly they're just bullshit, especially when they spawn in pairs.
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No. 7812
>>7795
>Eurojank
Interesting. The description you gave is somewhat similar to a concept I've been trying to work out in recent years as to what makes a videogame have a long lasting community.
Stalker still has a community, despite being a weird east-euro game.
The original x-com has, lots of weird games still have a community for some reason.

My bet would be that it's an amalgamation of a few different features both on the gameplay side and both on the coding side.
A:
In its gameplay functions these games (Doom, HoMM, X-com, Stalker etc.) have a clear goal and a basic structure, but the number of micro scenarios are infinite in a lot of cases. (Think, how often do you fight the exact same battles with the exact same equipment/army/squad/gun? Not often.)
Then also comes the fact that as you've mentioned in a lot of cases these games are unfinished, which makes the gameplay itself have a whole lot of unintended features that are never documented by the manuals and developers, but the community likes them. This large scenario pool and feature evolution guarantees that at least some people stay interested in the game

B:
These games are often easy to mod, have a public source code, or are easily reverse engineered. This also means that you don't only have the typical gamer interested in the game, but also a group of people who are tech-savvy and are able to tweak the scenarios, items, powers and features, often creating something entirely new the community might embrace.

But:
The basegame itself need to be charming enough so all of this surfaces. You might have a sandbox like Garry's mod, but I'd hardly call that a game, while the "jank" games were all intended to stand on their own, but besides that, they've turned into a really good soul for community growth.

So:
Because of the numerous features and accidents that are needed for the creation of a eurojank game with staying power, you can't intentionally create one.
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No. 7829
76 kB, 640 × 480
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>>7810
>In Call of Pripyat/Chernobyl once the bloodsucker sees you they go completely invis and starts to run around you like an annoying kid making noises. Then you need to swap to shotgun and wait until it goes visible again and shoot it in the head. It's just tidious imo.

I not payed attention that much to actual AI honestely. What I may track, that in first encounter in Agroprom undeground in SoC you can easely cheat AI by walking into place that inaccesable to AI due to it's lack of jumping. But on master there can be up to 5 bloodsuckers and it may be a little problem, lol. Other thing is that I remember encounters in Dark Valley and in Agroprom surface (2nd happen if you kill all Spetnaz in stalker base and then return here after you gived documents to barmen or something) was very unexpected and first time made me shit bricks.
However I remember that one of the first hunter quests in CoP where you need kill 3 swamp things... in a little swamp, which is logical, and they just running around you invisible only attacking you once per minute to go back to invisibility again and first time I just loosed all ammo fireing in nothing. However it is not very fun to play, I may say that this tactic make actual sence if we think about them as a real creatures, not videogame enemy. Also this scripted quest about killing nest of bloodsuckers when you walk around them when they sleep is most boring part of CoP I remember for some reason - it is fun to play first time you do it, don't get me wrong, and it is far more advanced han meme with that buidling in Dark Valley, but second time you so bored of it. I searched for gas only once, other times I just go inside and shoot them all. With good shotgun it is very easy to do, in this small room they can't do anything against you if you kill them fast.
Also, I recall moment from CS when you at night go with small squad in agroprom and there skripted event with "swamp thing" that like in movies attack fast, take one or two people in squad and then go into dark darkness again.

>Like, in SoC the artefacts were kind of badly implemented. They were like mushrooms you could randomly find on the ground. I like how they added the detector and you had to use it to find the artefacts. However, I didn't like the dedicated anomaly zones highlighted on the map. So in that sense I preferred the more random nature of artefacts.

It is kinda dumb way they are most times places in SoC - on Master difficulty after some times there are more artifacts that you can carry on. And if you perfectionist like I who know all stashes and all places with scripted artifact, you will get hell lot of them. In Garbage, Agroprom undegrounds and surface and wild territory so many artefacts that fuck, totall hell. And yes, their stats very unbalances, a lot of artefacts absoluetly useless. However, I absoluetly don't like the idea that they are INVISIBLE BEFORE DETECTED - this has no any logic. (CS actually full of such gameplay throwouts that absoluetly breaking lore and logic. For example - swamp. Look just a form of this location - it is square thing that loog ugly on map. Also by lore previously such dangerous places was in northen zone and ave much more wierd things. And what logic for such group as "clear Sky" with their advanced equipmpent to hide in like lowest perimetr part of zone anyway? Freedom faction in this game looks more military than fucking Duty. and much, much more other things that in first time not seen as something wierd, but if you ask questions - logic breaks) I can imagine them very rare, I also can imagine that they are not glowing but make them invisible is something that most lazy "fix" of problem I ever seen. And since even generated artifacts in CoP more or less scripted in same places and in same times it is not that fun to actually find them - searching artefacts should be part of free exploration and like almost everything in CoP there nothing interesting in searching same this anomalies in 2nd playthought.
Did you know that in beta build versions of SoC, this giant big anomaly field north from Novice Village in Kordon was meant to be kinda same thing as this fields in CoP? That place was kinda like part of tutor that teach player how to search artifacts that later was cut.

>But still, I like the Call of Chernobyl mod the most because it's like a sandbox RPG and that's the type of Stalker I always wanted. I just wish it was slightly more Shadow of Chernobyl'ish.
I understand your feelings, but I also want concretical goal alongside freeplay. Even such game as TES daggrfall have mainquest and some minor hand maded quests. And current versions of COC (1.4/1.5) is just about absoluetly nothing. Game empty and generated quests are... to generated. Mainquest replacement is just 2,5 scripted events ported from SoC. And other importand thing - CoC made favor of CoP content over other and CS content over SoC. They using CoP engine version and graphics, they also almost not use ant SoC locations, only in placemes when absoluetly neccecery, but textures, objects and shaders - everything from later games, even interface, and I don't feel that I want play this too much. All this overly-dark or overly brown locations, all this dx11 fetures that just shit picture with unnececery filters and other things. And I not that much like their new content - like this new location of old technics parking is empty and flat and ugly more than CS swamps on map. I don't say it is bad mod but atmosphere and stylistics and overall look and feel what makes me love original game, so CoC don't count as thing that I want to replay every 6 months like I SoC do.

I want project that count not on very old builds or on new games, but it maybe compleatly different game, but that take all that feel and all that neat things from original and make some sort of game that more faithfull for SoC. Only thing that I recall I liked is RMA mod because it use later pre-released builds and add not too much new or very old content, revive only most recent cuts and changes.
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No. 7830
363 kB, 523 × 600
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>>7812
Often it happens when game is not single at have something besides it. Heroes of Might and Magic are big series, but also based on two series of RPG with their universe and plot. Current most popular heroes 3 and heroes 2 project based on knowlege of this universe that was not presented in game - people add factions and units and elements that they has in lore, but has no in games. Also yes, heroes games not perfectly balanced for tactical strategy and also have room for more content, so projects like this often do 2 things in a row - add more gameplay stuff and fix game for more playability and also add more lore stuff.
I often see that a lot community and a lot project get games that nowdays has no official support. For example metioned heroes - a lot people don't like new Ubisoft universe of Might and Magic and it's most probably died after heroes7 anyway, also a lot people like gameplay of Heroes 3 much more than later games in series. So, without any new official support and new games, Heroes 3 still remain as popular as they was before long time ago. (sad that RPG series have less fans, I'd like some restoration project for MM9/heroes4 to make them better because I belive in their core ideas) and new opensource engine for MM6-8 would be pretty nice.
Other example is Morrowind - very moddable game and have a lot fans. Also, a great amount of people was very dissapointed with Oblivion and direction series choosed to go after it, so a lot of community remained in morrowind, and it bring attention of newcomers who interested in world of this game, with nowdays Morrowind community not dying, but even growing. New engine projects, titantic projects of creating new regions based on old lore, forums and communities, multiplayer, other new minor mods, and even less quality content - from memes to all different kinds of videos. Morrowind in many ways still that popular because it has no continuation or real alternatives - I bet morrowind be not as popular as it is now if Oblivion was much better on lore and on gameplay.
Kinda same happen with Stalker series - new game is announced, thought for many years nobody belive much it will come and a lot people stuck with this 3 games that alredy exist, and modding/digging them is only thing remain for giant community for really like this games. And even on the west they are not that popular, in post-USSR back in 00s stalker was really really huge boom, most popular game for a really long time, so it is not a miracle it still have army of fans.
But modding is yes important part of community - be able to make new content, not just talk about same thing. daggerfall for example has no any real community, it died like in early 00s when Morrowind come out, thought a lot people liked game, there was no any reasons to have community since you can't mod or add or change much. But with recent attempts of creating new engine, and with recent sucsess of DTFU, attention and community for daggerfal start growing. Be able to make new content for game, talk about this game and have some sort of project always make people interesting again. And combined with TES2 potential, I belive that if DTFU continue work, community will grow big enough to produce a lot of new stuff, since again, there no real official support and no actul alternatives to game like daggerfall.
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No. 7870
392 kB, 960 × 1080
>>
No. 7871
>>7870
Tbh would be more fun if it be so like on your pic, this old cartoon was cheap and dumb but at least sometimes fun. Modern capeshit is just eeh.
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No. 7884
>>7707
>Dunno what you mean, but I mean that big industry of video games playing maximum safe and do less to get more money. Modern big games are mostly not contain any revolutionary or complex things, they count on "blockbuster" effect, commercials and hype, providing something familiar, that allow millions of casual players be in their safe zone. There no reason for AAA creators invest in a lot of super-deep technologies or making somethig revolutionary if in it most people not be interested in. Things like AI in half life, most of which reular players will never spot anyway is gone.
That's from a echo-boomer nostalgia perspective. In reality these companies invest millions in AI and nowadays it's nothing like half-life or Fear. Just look how they create big open-world games now. They are popular now not because hardware allows them to run smoothly, but because new tools made them easier to made. But this tech is completely unnoticeable, because AAA games are HUUUGEEE nowadays, there is no way one tech guarantees you success.
Just some examples:
https://www.youtube.com/channel/UC0JB7TSe49lg56u6qH8y_MQ
https://www.youtube.com/watch?v=LHEcpy4DjNc (this is probably the closest thing you can get now to what you want)
https://www.youtube.com/watch?v=gm7K68663rA
>Why? Less words and less phares, with more restrictions of their chosse will maybe not do super effect of unlimited talking person, but withh easely cut all possible wierdness. Less Random=Less wierd things.
You will ask more possible questions that ai can answer. The probability of correct answer is very low. Just talk to Alisa or Siri. Alisa actually feels more alive.
>Well I kinda desagree since talking heads in fallout are as all dialogues in fallout are written by authors, they are not in any way random. Only thing that in fallout 1 there option "ask about.." but this is hand maded too.
You did want pre written "ask about...". Ai is "prewritten" too. There are even factories where people point at pictures of crocodiles and seek for red squares 8 hours per day.
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No. 7898
>>7884
>That's from a echo-boomer nostalgia perspective. In reality these companies invest millions in AI and nowadays it's nothing like half-life or Fear. Just look how they create big open-world games now. They are popular now not because hardware allows them to run smoothly, but because new tools made them easier to made. But this tech is completely unnoticeable, because AAA games are HUUUGEEE nowadays, there is no way one tech guarantees you success.

Nice presentation of 2,5scripts, I congratulate that they managed to do it in times when averege computers have 10gigs of RAM and 6-core 14nm processors. For many ways, I often found oppsoite - that because AAA is huge - they they can acces to thousands of 3d artists, 2d artists, voice actors, world builders, it much more easy to hide actual game, it's possibilities and what it really is. In opposite, with more minimalistic games all gameplay meachanics, leveldesign, AI much more easer to spot and track how it work. This probably one of reasons I love investigate and go deep about late90s-early00s games much more than modern ones. Awesome example is new Doom games that was disscused already not long ago - this games have very primitive leveldesign and basic gameplay formulas, but it's effectivly hide it behind a lot of art, detalisation of level, graphics, backgrounds - all that things.
It like... imagine half life 2 with half life 1 graphics and level of detail? Most probably such game will loose everything to actual original half life in therms of gameplay, levels and AI and you will perfectly see it is. Goal of AAA - often not to make game, but show great picture, not only n therms of graphics, but present to audience something that plays easy and looks good enough so this "fake world" can be seen very advanced and realistic, since nobody expect you to explore it deeply. This where comes lack of attention to detail or some deep things. It like compare real 90s fps game and this arcade fake FMV shooting games.

>You will ask more possible questions that ai can answer. The probability of correct answer is very low. Just talk to Alisa or Siri. Alisa actually feels more alive.
Goal is to limit character to what character actually knows. More options - more possibility that AI did mistake and tell you something that pesant/medival king/lizzard from swamp/talking rock don't know. You need to remember that - it be okay to get answers "I don't know" if palyer start ask them about internet/cars/memes/any bullshit that not presented in their world or time.

>You did want pre written "ask about...". Ai is "prewritten" too. There are even factories where people point at pictures of crocodiles and seek for red squares 8 hours per day.
Certanly not. "ask about..." is absoluetly same dialogues you have in all games already, just instead of clicking on word/phrase you need type it yourself. I say about generated answers - maybe generated from pre-maded chunks and use of keywords, but there a huge and clear difference between AI constructing phrase or it fully written by dev.

>echo-boomer nostalgia
I don't even know what it means, some 4chan slang?
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No. 8022
>>8011
This sounded more like an advertisement than an invitation for a discussion. Even if you did want to discuss it, I think it's not the best place to do it, because it is unlikely that the audience here would be interested in a game like that. Maybe try Reddit or something?
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No. 8023
462 kB, 1650 × 1100
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234 kB, 728 × 409
>>8011
Part of the problem is it sounds like it'd remind me of my hometown waay too much. It is only fun to play STALKER when STALKER wasn't your childhood.
>Schuylkill County
I don't even know what this is and already it just reminds me of depressing campfires in the mud of a barren Fallout like wasteland except it's also cold, dark, and grey with nothing and no one in all directions and alcoholism, drug addiction, child abuse, probably an uncle touchy here and there, poverty, and more poverty, also despair and ennui. Schuykill sounds like broken lawnmowers rusted into frozen mud and ran by some obvious small time crook who acts like he's the hottest shit for being on top of one tiny dunghill, and the only cops not crooked are lazy and useless.
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No. 8024
>>8022
Not him but that's fine by me minus the furfaggotry.
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No. 8027
>>8024
>minus the furfaggotry
Well, it seemed that the 99% of that game is furries and faggots, at least from the description. I personally more bothered not with the furries, but with the fact that it looks like your usual artsy-fartsy indieshit without gameplay.
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No. 8043
157 kB, 678 × 399
The CSGO major is starting right now, is anyone here watching?

https://www.twitch.tv/faceittv
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No. 8044
>>8043
Nope. I find high level play of most games interesting though. Might take a stickybeak later if I find myself with nothing else to do. Are there any concepts or actions to look out for if I don't know much about CSGO? While watching people doing obviously skilled things, noticing more subtle play is also rewarding.
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No. 8049
>>8044
Counter-Strike is very simple in most aspects, the few things you might need some time or experience to appreciate it aren't really predictable.

But if you just want to take a peek, remember that the major is only starting today and it goes for 2 weeks.
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No. 8055
>>8049
CS was always sort of lame. What I really miss is Day of Defeat.
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No. 8056
>>8049
Fair enough. With that kind of timeframe, I'm basically guaranteed to find myself in a position where it seems indaresting. Thanks fren.

It's kind of strange how watching highly skilled players can make games that I don't have particular interest in playing, interesting to watch. I watched a DOTA 2 championship earlier this year and I haven't had an interest in that game in years, still don't but it was good entertainment to see how far the best players could push the game.
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No. 8057
>>8056
There's a free version of the game on steam btw. So you can watch it ingame as spectator and control the camera by yourself if you prefer that.

>>8055
Tried Insurgency?
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No. 8076
Looks like some post was deleted? What was there, I'am a little bit interested?

t.only looney furry on this board
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No. 8077
>>8076
Night in the Woods.
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No. 8079
213 kB, 1920 × 1080
>>8077
Ah this is some sort of very very simplistic indie game. I'd not call it even a "furry". Well, not very interested. This style reminds me very very simple soviet (?) cartoon but I don't remember which.
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No. 8658
165 kB, 500 × 594
So what games has ernst been playing lately? What games did you finish? What games are you waiting for coming out? Any games give you that feel?
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No. 8661
>>8658
I've been playing Rimworld.

It's a pretty solid game with good mechanics.
Full length to be made once I progress into the gane enough to give it a full review.
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No. 8662
28 kB, 539 × 960
>>8658
>So what games has ernst been playing lately?
Minecraft and some Touhou 6.
Honestly, for me Touhou seems overhyped. If its gimmick is flying as a cute girl fighting with cute girls while avoiding complex patterns of bullets, then I miss something to get its popularity. Maybe it's fan content which makes Touhou universe popular as it is. First Touhou as Arkanoid clone seems a bit more interesting though.
>What games did you finish? What games are you waiting for coming out? Any games give you that feel?
Honestly, games give me now only one feel - there are too much of them to finish in lifetime.
So I wait nothing and just play everything that I feel to play.
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No. 8666
98 kB, 1440 × 900
>>8658
I starting playing DoS version of Might and Magic I. I can tell about it wall of text but I guess nobody interested in it.
Can only say that from start Jon Van Caneghem was great game disighner and honestely Richard Garriot and original Wizardry creators is no match for him.
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No. 8674
>>8666
Honestly there's just a certain point at which old becomes too old for me depending on the game, which is most games. Like I will never ever play Wasteland 1. There are just some thing where yes I would have played the hell out of it in 90s or early 00s when I was a kid, but as an adult it's just reminding me too much of wasting my time. This is also why I don't like platformers or side scrollers or anything like that, because it reminds me I am not engaging a work of art or self betterment or a novel, but a colorful electronic toy wasting my life. Of course, if I was on board of directors for a company, I probably wouldn't mind it.
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No. 8681
35 kB, 1440 × 900
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100 kB, 1440 × 900
>>8674
Wasteland 1 is kinda different beat. I'll revisit it when will play SSI games, since it is much more like golden box and other simiar things. it better compare it to 1985 "Bard's Tale"
However for it's time (1986), "Might and Mahic Book One: Secret of Innier Sanctum" is really very great game. Wizardry in this times already was outdated - be one of the frits first person duungeoncrawlers in 1980-81 this game was groundbreaking with it's wireframe dungeons, combat system and all this things, however during all 80s all they done is making "new scenarios" for their game - basicly new set of levels. And with 4 the re-relised basicly same game but turn thing around -you play role of killed evil wizard that revived in depp of dungeon with no HP, you should recrut monsters in your army and bash trouth enemies which are actual players from saves of 1-3 games that was send to company by mail from actual players. Funny idea, but game was hard as fuck and nothing changed that this is still same shit that was in 1-3.
Might and magic on other hand had full-sprite graphics without any wireframe and it's easy to navigate. I pointed out that Jon is good gamedesigner sine it's his first game that he made himslef, he was not even a programmer but more like a medic. But despire very big similarities with wizardry, this game this game features full openworld with towns, dungeons and castles and caverns, with each location is kinda 16x16 gird, and unlike ultima this game full first person. There a great amount of grind, but not even near compare to wizardry. What makes Caneghem games special is they more easy to get into than any counterparts of it's time, there maximum amout of fun gameplay for it's time and EVERYTHING WORKS. Hell lot of unused content and grind? Unfriendly yo user? Hell lot of bugs, absoluetly useless spells, mechanics or skills? This is crealy not about classic might and magic series (and more or less same can be applied to 6 and 7). I'd say this games not perfect, but they was great achivment.
Like look at Ultima - first 3 games (or 4 if we count akalabeth) is basicly Garriot learned how to make games and only in ultima 4 he managed to creat proper party with comapnions system, create his own philosophy of virtues and make final shape for his own world. On plot side there was a lot ultracrazy stuff that he made because he was not yet decided what he want to make. First games he just throwed content in them to make it more "fun" and all this events merged with rest of series with hell lot of retcons. Like in 1st game he added all this memes with starfighters and blasters just to "fill empty space with something cool". Second game in ultima series is actually my favorite one.. ironicly way. This game can be called "WAT THE FUCK" the game. This is maximum short description I can give it. Most crazy world possible can be created, it also just "ranom". Hey, at least there are mine town that also survived apocalypse of 2111! And there spce ships!
MM1 have very simple plot at start, and this is mix of fantasy and science fction too, however unlike ultima it solid and author originally knowed what he wanted - he was big fan of concept of "people flying on generation ship too long and forgot that they are on ship and turn to be primitive" and used this concept on maximum. Events and characters of MM1 will make plot start for giant rpg series consist of 9 canonical RPG games and Heroes spinoff will start it story from character of Varn 4 too.

Anyway I may agree that this game same as ultra-classic RPGs big waste of time often, considering amout of time you need. There much less gring, but still I kinda spend 3 hours already to get 2nd level for characters and take first quest, wandering around town of Soprigal and it's caverns. I'd not say I bored but I just fan of games like that. It is also funny to see a lot of this very old elements that MM will throw away in third game (and I say that might and magic 3 Isles of Terra is not waste of time, considering that for it's time it was most graphically and music full first person adventure, without any amount of grind, ongoing party adventure in openworld) - like encounter system (althouth most of encounters espessialy on locations are hand-placed), party position (and it is dynamicwith every encounter from which side monsters aproach!), searching for chests with traps after kill of monsters, saving only in inn and only states of characters, no any kind of map for game (draw it yourself!) and other things like that.

>or side scrollers or anything like that
Well, side scroller to side scroller is different. There a lot different games in this genre. However most of them lost of time - just games for reflecses. For some reasone wierd I have irrational love for sonic, even thought it is very hard for me to play this game and I beated only like first one myself saving in emulator every second I can't imagine PLAYING IT CASUALY sinche this game make me nervious like I'am first time in my life flying plane in gta san andres. Turn based game on other hand make me relax and if it RPG it also add great feel of adventure.
>>
No. 8693
843 kB, 954 × 662
>>8662
>If its gimmick is flying as a cute girl fighting with cute girls while avoiding complex patterns of bullets, then I miss something to get its popularity.
You're saying like cute girls aren't sufficient for a game to gain popularity. Although Touhou series are pretty solid shmups on their own. Maybe you're just not into this genre, just like I am?
>>
No. 8694
>>8693
I personally hate anime. I've blacklisted the tag on Steam and oh man is it nice and effective. Every once in awhile I'll do something like search a word like say "Destiny" (I guess it's console only) and wind up getting "56 results were omitted based on your preferences" I click just to make sure and yep, it's total dogshit and garbage. Being able to filter out the entire crapflood of anime from my list is a level of nearly ethereal satisfaction.
>>
No. 8695
>>8694
the new dragon quest is alright though I agree with the weaboo shovelware being an absolute eyesore.
>>
No. 8698
1,9 MB, 1920 × 1080
Here it is, the first uncensored erotic game on Steam. They actually made true to their announcement to no longer curate and only remove illegal content...

I am genuinely amused about this and I await the point where we've moved past all the Akabur clone games and the incest spam like DMD is all moved to steam after the Patreon ban and finally someone uploads Rapelay or Seed Dungeon Breed and the like. Ready the popcorn, guys.
>>
No. 8699
801 kB, 640 × 480, 0:21
>>8698
What kind of person jerks off to that stuff?
>>
No. 8703
>>8694
I like anime, but I'm not very fond of anime-styled games. The reason for that is probably that most games of this kind are JRPGs. JRPGs bore me to death (except maybe Pokemans), and I tried to play quite a few of them (FF I, IV-VIII, Phantasy Star IV, Star Ocean, Chrono Trigger, some other ones...), so I'm pretty certain about my stance on this matter. The last one I tried to convince myself to play was Hyperdimension Neptunia ("Hey, Ernst, it's basically Moeshit: the Game! You like moeshit, dontcha?" - "Yeaaah, but the gameplay is soooo boriiiing..."), but I dropped it early on. Maybe I'll get back to it someday when I will be having one of those gaming impotence fits, during which I cannot enjoy normal games.

Oh, and Western indie developer scum who make their games "anime-looking" are even worse. They somehow manage to produce a worse trash than JRPGs. That's an impressive achievement, if I think about it.

>>8681
>For some reasone wierd I have irrational love for sonic
Sonic is very nostalgic to me, and in two ways to boot: it is nostalgic to the present me, because I used to play it a lot in middle school with my buddy who had Sega Megadrive (we weren't able to beat the Labyrinth Zone, but we enjoyed it nonetheless), and it was nostalgic to the middle-schooler me back then, because it reminded me of the Nintendo NES/Famicom games I used to play in elementary school. Those games were weird, the developers didn't bother with trying to make them life-like and concentrated on the gameplay instead, while the plot, graphics and style were shaped by whatever comes to the developers' minds first. It actually worked somehow. Sonic kept those conventions, and it created a pretty surreal atmosphere in the game. Why are there pinball bumpers in the air in a futuristic city? Who put glass tubes into ancient ruins? Why is the ground in the forest looks like a chess board? Not to mention the bonus levels. Games became much less bizarre later, unfortunately. Making games more realistic is a dead end, in my opinion.

Also, Sonic is just very good as a platformer. Great fluent controls (just directions and a jump button; overly sophisticated control schemes have no place in platforming games), comfortable difficulty rising gradually from the beginning to the end, and little to none unfair moments, so the usage of trial and error is minimal.
>>
No. 8708
87 kB, 512 × 639
>>8703
>Sonic is just very good as a platformer.
I haven't played modern Sonics as much as modern ones, so I don't know how this image is true. For me it seems legit.

>>8693
>You're saying like cute girls aren't sufficient for a game to gain popularity
You ought to have interesting gameplay as well. I don't think games with cute girls but without gameplay have become popular. Although, we have VNs. Do they have gameplay? It's a niche genre, I think.
>>8703
>Oh, and Western indie developer scum who make their games "anime-looking" are even worse.
I think that's because they are made to be cashgrabs. Yeah, it's not like other games to be cashgrabs, but Japanese anime games are often made for the whole society which is into anime, unlike Western audiences.
So why they should have good quality?
>>
No. 8709
>>8708
>I haven't played modern Sonics as much
I was referring to Sega Megadrive/32x/CD era 2D Sonics specifically. As far as I know, modern Sonics are 3D-platformers (a sort of further development of a very mediocre Sonic 3D Blast's concept), so they have an entirely different gameplay. I only played Sonic Generations of modern Sonic games, and it was pretty meh, despite trying its hardest to invoke the feeling of nostalgia.

>You ought to have interesting gameplay as well.
The game on the left side of the picture in my previous post is Kantai Collection, a browser/mobile game about collecting anthropomorphic personifications of WW2 era warships and sending them to fight alien invaders. It doesn't have much in the gameplay department (although hardcore players might disagree with me, because there are a lot of different combat mechanics involved if you want to complete events on the highest difficulty), but nevertheless it spawned a huge fanbase even eclipsing the Touhou's one. As for VNs, I consider them not even a genre, but rather a separate medium. They're not exactly games, not exactly books or not exactly comics, they're more like those interactive stories "choose your own adventure", but in a digital form.

>they are made to be cashgrabs
Yeah, sometimes I think that crowdfunding brought more harm than good. Sure, there are some intredasting indie projects, but the amount of absolute shit among those products is astounding. It's like the Sturgeon's law is even more severe for indie scene tham usual.
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No. 8713
185 kB, 1920 × 1080
73 kB, 665 × 374
278 kB, 1920 × 1080
242 kB, 1366 × 768
>>8708
>I haven't played modern Sonics as much as modern ones, so I don't know how this image is true. For me it seems legit.

Well a lot people say that sonic bd because you move FAST but if you move FAST you will most probably die. However, this game just allow to you multiple option for gameplay - most levels are unlienar, have a lot secfters and opportunities. Experienced player speedrunning it, novice players better have time and patience and play accurate.

>>8709
>I was referring to Sega Megadrive/32x/CD era 2D Sonics specifically. As far as I know, modern Sonics are 3D-platformers (a sort of further development of a very mediocre Sonic 3D Blast's concept), so they have an entirely different gameplay. I only played Sonic Generations of modern Sonic games, and it was pretty meh, despite trying its hardest to invoke the feeling of nostalgia.

There are difference - CLASSIC SONIC which ironicly include and 3d blast also but most times people metion classic trilogy and Knuckles and Sonic CD when say "classic" sonic.
3d games is different thing. It all started with Sonic Adventure and crap, this game is broken. At first they made sonic talk and be more EDGY TEENAGER COOL, also for western players it be surprise that sonic live alongside humans on earth (it is was west manual change with all his mobious story). This game is just fucking meme, it have a lot cool ideas but it is clearly seen that this game was made by people who never in their lives maded a 3d game. Animations is ugly, dialogues is bizzare, boss fights are absolute blah and overall gameplay feels wrong. It not ULTRA BROKEN, but for some reason this game hugely remind me Crusaders of Might and Magic PC port, it have same vibe of "we have overall skill but we don't know how make vido games at all". Further sonic games - Adventure 2, Sonic'06 generally continued idea of it, and generations was actually good but it is more like game for fans of all sonic games.

But not long time ago there was Released truley awesome game - Sonic Mania. https://www.youtube.com/watch?v=VYQNnrccbj8 A great, awesome tribute to all classic sonic game. This is truley best platformer game of 2010s. Started as fan project, SEGA hired fans, gived them monies and they created basicly 10/10 - all what you want and all you can imagine if you fan of original trilogy games. Great music, awesome artwork, animation, and even fan servise is actually fun.
There also another fan project - Sonic 2 HD https://www.youtube.com/watch?v=J6haHRbbD1M. It is long time in development, but still people work on it It same time creates new hraphics and animations with modernd standarts of best 2d animation and same time creating new engine for classic sonic platformers. Yes, some people who did mania also worked on this. Demo with first 2 zones is avalible already. Also, same guys made sonic games for android - ports of 1,2 and 3 games on android crrently best versions of classic games, where fixed a lot bugs, fixed levels and made proper aspect ratio, sad that they are not on PC.
>>
No. 8714
>>8713
I'm a sonic fan as well, and I watched many a video essay about what a "true" 3D sonic game would look like, one that doesn't fall for the speed meme, but plays more like the classic games, in that you are actually controlling your momentum, not speed.

And I came to the conclusion that a true 3D sonic game was already made, and it is called Mario 64.

For 3D mario, nintendo completely changed everything about how the game plays to fit 3D view. Mario 2D is about precision platforming through a largely linear level, mario has almost no physics, reaches top speed within second, always jumps the same hieght, etc.

Now in Mario 64, they made Mario slower, gave him physics based platforming, and the game focuses more on exploration and collecting bonuses than before... which is exactly what a "true" 3D sonic would be.

Such cases.
>>
No. 8715
>>8713
I also should point aout about Sonic Boom cartoon. At first I was sceptical since it done by Americans and not related to "canon" games or media. And games are kind of trash if I remember correctly, but 2 seasons of cartoon is 10/10. This is like self-parody sitcom with hell lot of hreat narrative and actual pretty good jokes. I watched all of it before it was closed. After seen how it popular, Sega tried to revive it but they alredy fired original authors and I fear if there even be 3rd season it be not near as good as original ones. Even if you not sonic fan but want entertaiment - I honestely recommend it.
there was litteraly was epin moment when they inserted UGLY NERD sonic wierd fun who kidnapped sonic and readed him his porn fanfics. Sadly, copyrights looks like removed exact this moment from youtube but still there a lot of compilations
I like how they made characters kinda opposite of what they are but same tame taked them to absolute. Like Knukles Dumb, Shadow is ULTRA-EVIL absolutee comicly angy, sonic is ultra-selfish, Tails is unconfident Nerd and it works, it really entertaining to watch
https://www.youtube.com/watch?v=CtJPUcHgdEQ
https://www.youtube.com/watch?v=C9XPfPHgtMY
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No. 8717
87 kB, 960 × 720
217 kB, 640 × 480
880 kB, 639 × 648
>>8714
Mario 64 was actually nice game for what it is, this is how you turn your game in 3d. I'am pretty low opinion on console games objectivly and espessialy nintendo ones, but I can say that for nintendo games N64 ones was the best - Zeldas from just most simple almost arcade tier game turned into some sort of adventure, Donkey Kong 64 was kinda nice, Mario 64 plays well what it is. Golden Eye 007 is pure trash, but perfect dark already nice for console and great achivment to make this good looking game on trash N64 hardware and it's catridge limitations.

Technically, sonic Adventure is awesome concept. It also build on exploration a little bit, different plots for different characters, even FUCKING FAT CAT THAT ONLY DO IS FISHING AND TRYING TO FIND HIS FROG AND HE VOICED BY SAME GUY WHO VOICED FUCKING DUKE NUCKEM. Sotry, bosses, art style is nice overall but this game BROKEN. If development team offered exact same concepts and exact same ideas to people who actuall can make 3d games, can playtest them, work with polyginal models properly, and if this game come out 2 years before it's release it'd be very nice game... but we all know that if Granny had balls it'd be granddad, so this game ended be... not very good X--DD

https://www.youtube.com/watch?v=765jJE7HjUA - there also soon new sonic racing game. It looks very fun for arcade racing stuff, looking forward to try it. Sadly that it not based on Sonic Boom episode where they tried to build cars, I liked Knuckles car with microwave inside and wheels on the foor it was epin
>>
No. 8781
>>8713
I liked Sonic adventure 2. :( And your post pics were enough to give me nostalgia of it.
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No. 8848
18 kB, 300 × 359
211 kB, 1920 × 1080
103 kB, 600 × 856
Can Bernd recommend some game like these but actually good?
>>
No. 8860
>>8848
Fisrt one I actually liked but i found it too hard to steer the rockets and I'm unable to continue.
>>
No. 8865 Kontra
>>8848
>Bernd
What the fuck? Did kohl conquered EC already?
>>
No. 8874
>>8848
There are barely any good indies.
>>
No. 9076
My settis:
Endless Space_2
There's very few times that a game truly lived up to its hype rather than being a complete letdown for me (like Pillars of Eternity) but this one was not one of them. Endless Space 2 truly lived up to all the greatness for which I even hyped myself up and I have only good things to say about both the game and the studio, and have only good things as expectations for the rest of the game's development in DLCs which are probably among the few DLCs worth it though I think introducing one race per DLC is a shitty practice. It is for once the only game I consider to be truly a successor to Master of Orion II that I've been searching for all these years.

Call of Cthulhul Dark Corners of the Earth
Let me just get this out of the way--the game is buggy as hell and didn't need the gunplay. Which is worse because of the corpses instantly evaporating which spoils the mood and immersion utterly by reminding you every time you're playing a game. The bugs themselves are gamebreaking at times to the point where you NEED a mod to finish it. All that being stated, it was truly an heir to the Lovecraft mythos in digital format and I wish there were more games like it. It truly is a game that's actually horrifying for once, and the graphics really have aged well. I think SOMA is better for a more "modern" triple A experience but CoC:DCoTE is itself one of the best horror survival games you will ever play.

Deus Ex
I am really not impressed by this. It was probably once really good and amazing like people thought Half Life was, but by both modern standards and just writing standards it's not all that great. I find myself just wanting to finish it and get it over with.

Deus Ex HR
Despite the pseudointellectualism and the fact it's a completely wasted opportunity for a whole lot of depth and meaning in exploring themes of alienation, alienation from others, alienation from yourself, the tension between rich and poor, the displacement of persons due to technological advance, hell any number of things, the game is ultimately this: people with more advanced prosthetics. That's it. People who willingly get their limbs chopped off to be replaced by robotic arms and legs. For some reason. Mainly it seems the economic advantages are hard labor instead of just using a forklift for some reason and prostitution for guys who have a fetish for robot arms and legs. Otherwise it's pretty much never actually explained how people are being made "obsolete" which just makes the whole anti-modification protesters being portrayed as some kind of puritan Christian fundies all the more cringe and fedora tipping for no reason, since the tension itself is rather unbelievable, and worse it becomes quite obvious how this is yet another wasted opportunity of exploring transhumanism and identity and theological implications. The fact that there's a couple times the game is blatantly advertising 4chan doesn't help (you can find forever alone memes and one guy with a hat that says #chan in giant letters doesn't help it). All that being stated, it was a fun and truly good game and I slightly miss it in a way I do for truly good games. If the whole game were like the infiltration of Picus media HQ and the Belltower facility it could be truly epic, especially if it had better writing, but as it stands it's just so-so as art but for form it's quite good as a game.

I still have several games I've only played partway through and not yet finished including Deus Ex and one thing I've noticed is they're almost all first person. I don't think it's because I don't like the format so much as very few games seem to be well written enough. I think I'll try playing Witcher 2 at some point as well, and also Fallout New Vegas, although from what I can gather FNV is basically not all that great storywise or character wise as opposed to say Planescape, VTMB, or Tides of Numenera (yes I'm including that alongside these classics. The writing goes into purple prose and can be pretentious and the game has its flaws, but ToN was one of the last few truly great games I've played in a few years for that captivating awe and post game nostalgia that lingers)
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No. 9086
21 kB, 300 × 300
>>9076
>I am really not impressed by this. It was probably once really good and amazing like people thought Half Life was, but by both modern standards and just writing standards it's not all that great. I find myself just wanting to finish it and get it over with.
I too lazy to disscus it from this point so I just post a picture. Here you can also add your love for HR.
>>
No. 9088
not sure where put.
https://www.chess.com/computer-chess-championship
chess world championship of engines.

there is no physical board present, so i suppose it fits here?

been following a few games. mainly Lc0, aka Leela. Her mother, AlphaZero, has beaten the long standing champion Stockfish in a sort of showmatch, but isn't interested in chess anymore. She was tackling Go before and now tries her luck with starcraft; chess is too simple, i assume.
Leela can't rly defend the legency of her bloodline. currently at #5 (right now fighting against Texel).
Her biggest problem seems to be Fire. First match fire was very sure of an draw outcome way before Leela realized it. The second match she actual lost. Leela was undefeated in the first round.

she is the only one of her kind entering this tournament.
>>
No. 9089
>>9088
>Go
Wish I had someone to play go with, even if just trough mail at a one play a day speed or something along the lines.
>>
No. 9090
>>9089
https://online-go.com/
i sometimes play there a bit, but prefer to play board games with real boards and a cup of tea or something. Do have a Go board myself.
but the pandanet is moar popular, iirc. https://www.pandanet-igs.com/communities/pandanet
>>
No. 9100
1,2 MB, 1024 × 768
1,5 MB, 1024 × 768
1,6 MB, 1024 × 768
1,6 MB, 1024 × 768
Played some of this cossacks clone. It was made on the Ukraine and has a WW1 theme.
The units in the Austro-Hungarian faction speak Hungarian, albeit in a google translate manner.
Tried out what it's like to amass artillery, since I usually spam airplanes to win a war of attrition while holding my own line.
>>
No. 9138
>>9086
I knew I would get shit from you for it but really I not impressed by this. You tell me where the writing for the game is actually good. And yeah I find the whole mechanic of hiding behind things to shoot, I forget what's it called, that Mass Effect also used which I kind of hated except in ME1 where you could alternatively run and gun, but even still the combat from Deus Ex HR was actually enjoyable as compared to Deus Ex which is just kind of tedious and low tech. Overall I simply don't find the game enjoyable nor frankly do I find its world that captivating nor the writing that good. I again simply see this as something probably a bit of a gem in 1999 but it's not 1999 anymore. Speaking from a point of view having no nostalgia about the game, it really just isn't all that good. In fact I am not even sure I would say it's actually even worth playing apart from some academic reasons.
>>
No. 9142
>>9138
I would not answer you anything sadly or for good, because as I said, I too bored to talk about deus ex for now. Maybe when I will have mood to re-visit them I'll talk about it more, but this is some serious bullshit, honestely. Well, at first it is not 1999, but this is not important much. It is funny how you find HR with it's dumb ending and much more meh stilistic and gameplay as more "enjoyable" and place original game as something more "primitive". It's sounds retarded funny
>>
No. 9150
>>9142
I specifically noted that HR had more poor writing, and that includes especially the ending. But yes the gameplay is sincerely more enjoyable. Also the writing really isn't all that good in the original either.
>>
No. 9151
1,9 MB, 1366 × 768
919 kB, 1366 × 768
2,1 MB, 1366 × 768
874 kB, 1366 × 768
Interestingly while Ukraine was the first to fall Finland was the only country I managed to totally destroy with my russophobic brain parasite before the world was cured.
>>
No. 9220
Oh man this looks potentially really good
https://www.youtube.com/watch?v=7IbHeFaOpJw
The trailer doesn't even do it justice
>>
No. 9235
2,1 MB, 1920 × 1080
I just finnished Doki Doki Literature Club. Not going to spoil anything, just want to add my voice to the choire that it's a worthwile experience. Took me about 4 hours (to get to the final? end) and since it's free and just one click away on steam there isn't much reason not to play it.

Had a genuine feeling of strong sadness at one point and wondered how wise it is to continue, but alas it was a game with catharsis and I am glad I went on.

Pic related: A neat little detail I noticed that is hardly a spoiler as it will be difficult for anyone to recognise except for those who have played the game: Take a closer look at the picture on the back wall
>>
No. 9244
I discovered yesterday that my basic laptop can run New Vegas on the highest settings. Very strange but it appears to work despite no dedicated graphics card and could be fun as I never played the DLCs.

Naturally I've been busy installing mods so I get a bloody finished game all afternoon though. I just bet that when I'm done I will discover that it doesn't work.

>>9235
Yeah it was certainly shocking and proof that the best of a genre is always made by people who hate it (like KOTOR II). I felt that it didn't live up to the hype of causing mental illness though, maybe I should see what it does to a normie one day.

I'm still angry that the poem game was rigged. I'd tried really hard to answer honestly and see what kind of girl I got ;_;
>>
No. 9246
>>9235
>DDLC
I installed it, played it for 20 minutes and then I uninstalled it because I lost interest in it.
VNs are simply not for me.
Was surprised to find out about the twist when I read the kym and the wikipedia page for the game. Seemed pretty straight forward at first glance.
Yuri = Best girl
>>
No. 9251
>>9235
>anime games
also
> the best of a genre is always made by people who hate it (like KOTOR II)
???
>>
No. 9262
>>9235
To me the hype is misplaced tbh. The art isn't very good and if you want edginess and intensity then just play Muv-Luv because it does it better and is pretty accessible. To me, DDLC is the usual kind of game that gets thrown around as amazing because people haven't dug into a lot of what the medium has to offer. It's mediocre at best really.
>>
No. 9267
65 kB, 1280 × 720
27 kB, 1280 × 720
45 kB, 1680 × 1050
https://surt-r.itch.io/das-geisterschiff
Very interesting thing. A cyberpunk dungeon crawler. It already have avalible free demo version and will be relised full version in october or something. Looks really interesting, like monochromic style, thought not shure if it be plesant to look on RED SCREEN for too long time.
https://www.youtube.com/watch?v=TsGBGuv8CIA
>>
No. 9274
>>9267
Do you ever play any Bard's Tale?
https://www.youtube.com/watch?v=-4bF8l0Orms
It kind of reminds me of a blobber
>>
No. 9278
26 kB, 480 × 360
12 kB, 640 × 400
42 kB, 560 × 350
66 kB, 640 × 400
>>9274
You may not know, but original Bard's Tale trilogy was one of the most famous dungeoncrawler series, direct competitor to Might and Magic and Wizardry in late 80s. However series lived not that long, and after troubles with rights 4th game was cancelled. Than there was a absoluetly different game in early 00s.

And now this... Funny that this is FREE MOVMENT blobber, like late MM main seris games or Wizardry 8, in which I'am very, very interested. However this game looks.. you know, by this modern digital art style so cheap and bland, like I physically feel this pain, since I'am not fan of modern cheap digital art, not in tabletop, non in this re-incarnations of forgotten genre games. Like all this Legend of Grimrock, Pillars of Enetrity by style as so weak for me, I don't even know it is mine thing only or other people see it to?

However there other interesting thing - they also maded Bard's Tale Trilogy remaster (funny that original trilogy was also 1990 Dos kinda remastered version of previous Apple II and Commandore version, but it was normal for that time having 4-5 multiple versions of game different on different platform)
Here the trailer - https://www.youtube.com/watch?v=dZ7w5rof1GI
And I curious.. theu even attached there some sort of 3d engine, but most of screen is empty interface with small SSI/wasteland style window. WHY? Even back in 80s dos ports of games like wizardry changed from small screnn to full screen view, competitor like Might and Magic 1 even in 1986 was full screen. And there they change ALL graphics but keep this archaic layout.
Will try when will have time anyway
>>
No. 9282
995 kB, 624 × 352, 0:01
>>9244
FUCK IT. I'll just uninstall everything and start again.

Anyone have a decent mod list for New Vegas. I tried this one https://docs.google.com/document/d/1Zu1FrG9PhMGZAsG5Nslh13sqLOwsBJo4wdaD5YHXD7k/edit but it's full of "you must install x+y+z which need mods k to work" nonsense. My next attempt shall be following http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas
>>
No. 9291
35 kB, 634 × 387
>>9282
I'd help but I neither play FNV nor do I even use any mods on my games usually.
>>
No. 9295
>>9262
Oh, the game is certainly not a masterpiece. I didn't actually know of any hype about the game, it was just recommended to me and then I saw the rating on steam and that it's not very long... Like I said in my first post
>just want to add my voice to the choire that it's a worthwile experience. Took me about 4 hours (to get to the final? end) and since it's free and just one click away on steam there isn't much reason not to play it.

>>9251
Except for a few Final Fantasy games I haven't played any
>anime games
but I did play some of those patreon funded 3dcg VNs (until I got annoyed with all the incest) and that was certainly enough insight to understand the references.
>>
No. 9303
Deus Ex Human Revolution really is the better game. I'm sorry but it just is. There's a few missing things from the original Deus Ex like injured limbs and elements that make it feel more casualized, but basically it's just better. People try to talk about Deus Ex like it's some kind of deep thinking game and it really, truly, absolutely isn't. I mean they just throw random shit in there like okay now all of a sudden there's space aliens for no reason. The overarching conspiracies are just not well thought out. It's basically if you grab random bits and pieces of various conspiracy theories and throw them at the wall. There's no real coherence to it, no real teh TRUTH in it, you absolutely could have a better time just reading wikipedia articles and that's counting the gameplay, which kind of sucks by modern standards. The AI has its moments of resembling good, but then it does shit like just stands there with a gun pointed at you and doesn't do anything. The soundtrack is nowhere near as good as HR either. I can give credit where credit's due especially in terms of it breaking ground in the genres of particularly cyberpunk and rpgs, but that's like talking about how great Pong was for paving the way for better games.
>>
No. 9304 Kontra
Oh fuck I almost forgot and
>throwing conspiracy shit at the wall
this reminds me how disappointing it is that I missed out on The Secret World, which looked incredibly awesome but apparently is all but dead and gutted. If you truly want a random trashcan of every conspiracy that one looked a lot better in a sense. It saddens me that all these companies tried getting in on MMOs and wasted so much potential, like with making KOTOR III into some MMO that will be forgotten so in a sense I'm kind of glad how much CCP fucked it all up and didn't release some crappy VTMB MMO. Maybe someday someone will actually make a good later installment of at least that game since KOTOR is dead in the water due to Disney scum.
>>
No. 9307
>>9303
>The soundtrack is nowhere near as good as HR either.
HR had soundtrack? I cannot remember it, probably because of how mediocre it was.
>>
No. 9308
>>9303
And yet, the original Deus Ex was full of moments that made you realise the developers were trying out new things and had a general vision of what games might become if they just pushed hard enough.
Human Revolution on the other hand is a shelf-product in comparison. It's what it is and does not try anything more. There is no attempt to break ground.

There are many things I really enjoyed about DE:HR, but having played the first again Deus Ex just last year (and not having played it when it came out, thus little to no nostalgia involved) I can say that the new game did not fill me with nearly as much sense of discovery and freedom.
It's partially just little things like when I went to the womens bathroom in the hideout and got shouted at by a woman in there, then later my boss told me not to enter the womens bathroom again because I was embarrasing the agency and when I returned from the next mission, hours later, I overhear a woman telling a soldier that this guy with the coat over there was sneaking around the womens bathroom and how it creeps her out.
Things like these gave me a sense of presence in the world that the new game simply did not invoke.
>>
No. 9310
>>9303
It's not.
If first one was intended to be an ironic
mashup of conspiracy theories, human revolution was intended to be serious about it and that's where it fails. And ironic approach saves the story because it's atleast somewhat smart. HR saves the stupid parts and removes stupid 90s action movies parts and makes it all serious. And then wraps it all around the idea of transhumanism, which is irrelevant to real life, and hardly will be relevant any time soon. Off course you might say that HR is about racism and inequality, but what is not about it nowadays? First Deus ex gives only a small dose of seriousness, but this atleast is somewhat relevant.
Talking about other parts of both games. DE had this open world style gameplay, but HR operates with nonlinear levels created by game designers. Don't know is this good or bad. Ai is literally made the same way. Stealth in HR is tied to covers and invisibility, very poor decision for a stealth game. Praxis points suck. That's might be all things in which first one is better than HR.
Level design, art design, voice acting, sound design, cutscenes, dialogues, this social bosses system all of this is undoubtedly from another league in HR. Social bosses are probably the best gameplay addition I've seen in years.
>>
No. 9317
>>9282
New Vegas use Oblivion version of gamebryo, what do you expected? All of this mods requre Wrye Mesh analogs and other programs to install them properly.
>>
No. 9343
>>9310
What do you mean by 'social bosses'?
>>
No. 9356
>>9343
Dialogues like this
https://www.youtube.com/watch?v=AdtGrddKqKI
are called "social bosses".
>>
No. 9366
>>9303
About the aliens: I take it back. I found the lore about them being some kind of genetic construct to distract the masses.

>>9310
>Off course you might say that HR is about racism and inequality, but what is not about it nowadays?
The problem with HR is that it missed numerous opportunities to be a much deeper story. I have railed against it for this reason before. Their presentation was seriously deeply flawed in numerous ones the most obvious of which was trying to use robotic limbs as some sort of standin despite how ridiculous it looked. If they spent more time even just talking about neural enhancements it would've made a world of difference.

>nd ironic approach saves the story because it's atleast somewhat smart. HR saves the stupid parts and removes stupid 90s action movies parts and makes it all serious.
Which is what ended up making it look so cheesy. What HR's problem was was mainly in the delivery. You can have a very serious non-gimmicky story and have it be smart and deep. When you just use gimmicks (augs, which are only really portrayed as robotic limbs) and expect to be congratulated for how novel and special you are, it's a glaring defect. That doesn't mean Deus Ex 1 didn't take itself seriously either though. Although, in a sense I guess narrative wise it at least feels slightly less half baked, despite the fact that on some level it kind of is.

>DE had this open world style gameplay, but HR operates with nonlinear levels created by game designers
I don't know about that. True, it's "open world" in the basic sense that most games were back then, but even then, it really basically isn't. You're still going past numerous checkpoints where you can't turn back around and most of the levels themselves are pretty small.

I would definitely argue that HR had a more open world feel to it.

>Stealth in HR is tied to covers and invisibility, very poor decision for a stealth game.
How so? I guess I can see what they were going for with stealth but ultimately in its delivery it just makes the AI look really retarded in DE. Although to be fair, the AI is often pretty retarded in both, which is something I particularly see with stealth games (SOMA for instance, where the AI literally just follows the same route over and over and promptly gives up and ignores you the minute it can't see/hear you)
> Praxis points suck. That's might be all things in which first one is better than HR.
How? I ended up actually using my augs in HR. I basically never even bothered to use them in DE. The only two I actually really ended up using was heal partly because health packs are a waste of inventory space (and because heal is always useful in any game) and vision, partly because the game is often so fucking dark it's easy to get lost with the camera.

>>9308
Maybe it's just because I'm also saying this having first played them both in 2018 and I've been spoiled by some innovations. I mean a few things I cannot for the life of me understand is why many old games introduced mirrors as a really neat trick to make you feel presence in the world, and now there's no reflections in games anymore. It's a very noticeable difference. But otherwise I just did not ever feel like my choices or how I went about anything was remotely relevant in DE. At least in HR whether you kill or use nonlethal tactics has a significant impact on the end cutscene. I didn't feel like what I did mattered all that much on the first. I mean yeah there's a lot of really neat things you can see the devs pushing in DE which is to their credit, but ultimately I found it a much more meh experience than people had led me to believe.

>>9356
This. Those are when Jensen starts his smug holier than thou lectures and tries to scold someone into submission. I found a few moments borderline cringey with those and it often didn't feel like what you were doing was relevant or not on rails. I seldom felt like I had a real choice in the matter and they were often the weakest point of HR along with plot.
>>
No. 9371
>>9366
>How? I ended up actually using my augs in
HR. I basically never even bothered to use them in DE.
I just like how they did in the first one. Here i described it >>7541. Also first one had this realistic tactical shooter feel when it came out.
>True, it's "open world" in the basic sense that most games were back then, but even then, it really basically isn't.
HR has predesigned levels with predesigned approaches. Stealth players go this way from one cover to another or another way. Action players take cover in there. Augs are used in a special places created exactly for special augs. While DE just throws number of mechanics in your face and you can use them any possible way. That's what i meant.
>The problem with HR is that it missed numerous opportunities to be a much deeper story. I have railed against it for this reason before. Their presentation was seriously deeply flawed in numerous ones the most obvious of which was trying to use robotic limbs as some sort of standin despite how ridiculous it looked. If they spent more time even just talking about neural enhancements it would've made a world of difference.
I think they just decided to make their story deeper the safe way, by talking about the most obvious thing they could think of. I like the endings and how they adapt to playstyle. Jensen makes different conclusions depending from how many people did he killed.
This actually killed MD and new series. MD fixes all troubles that HR has in gameplay, but the story still poor.
>How so? I guess I can see what they were going for with stealth but ultimately in its delivery it just makes the AI look really retarded in DE.
It doesn't have any other mechanics. In DE atleast you can hide in a dark and bait Ai at many moments.
>Although to be fair, the AI is often pretty retarded in both, which is something I particularly see with stealth games
Both AI in DE and HR are made the same way, by drawing lines and triggers in map designer. It's quite stupid since even in invisible war AI was more advanced.
Also fun fact about non linearity in the first DE. You can kill Page in Hong Kong through the hole in the wall. This is some little stupid bug only few players are aware. But the game remembers it and excludes Page from cutscenes, but leaves his messages. So you can't finish the game, since you can't kill a person which is already dead
>>
No. 9375
>>9371
Fair enough.

So how would you rate Baldur's Gate and Fallout New Vegas? I'm thinking what RPG on my backlog to try getting into.
>>
No. 9376
>>9375
Try Fallout New Vegas. It not even near Fallout 1, but this is "fallout 2 done right" in mine opinion.
>>
No. 9377
>>9376
If you're that same Russian who writes textwalls in defense of older games, blobbers, and original Fallout, that's a tall recommendation indeed
>>
No. 9398
2,2 MB, 1440 × 1080, 0:09
>>9377
>If you're that same Russian
>>
No. 9402
I don't play this racing games, but this trailer is ultra cool.
https://www.youtube.com/watch?v=qxKsAD_3M-k
>>
No. 9404
>>9356
Huh, I can't remember playing that, but it does somehow feel familiar. Is that the regular HR or a DLC? Because I know I played HR beginning to end in a weekend and I generally enjoyed it.

Actually, I now remember a scene like that in the first mission where you have to convince the "terrorist" of something (not killing himself?). Shit, I think I need to re-play this game.
>>
No. 9410
>>9404
>Huh, I can't remember playing that, but it does somehow feel familiar. Is that the regular HR or a DLC? Because I know I played HR beginning to end in a weekend and I generally enjoyed it.
Regular, but you had several other options instead of talking. Particularly this one opens the way to another social boss or three social bosses. After that you find another suspect and persuade him not to kill himself, tell the truth or both depending from your results in this dispute.
>>
No. 9411
>>9410
You know, I think you just convinced me to re-play this game. Let's see if it runs with steams proton layer.
>>
No. 9423
>>9411
So... yes. Played a few hours now and it's working without a problem. I'm not yet drawn into the atmosphere, but I've only just finnished the hostage mission and the atmosphere will come now that I can roam the city. As with the original DE the peak for me was the city in china. Looking forward to that.
>>
No. 9434
259 kB, 1200 × 900
>>8043
The Champions Stage with the top 8 teams starts today at 14:15 UTC, the finale is in 3 days.

Can be watched here
https://www.twitch.tv/faceittv
>>
No. 9437
>>9434
I haven't really been commenting on it but I have been dipping in here and there as I said. Haters say what you will, there is an autism in high level play of this game. Remembering all the intricacies of the maps like they do and so well that they can exploit it at the speed they play is quite impressive, but most impressive is how much mind games comes into it where they have to balance procedural evasion that they can themselves predict for aiming with complex and seemingly random evasion so that the opponent cannot predict for their aiming. Good show even though I know jack all about the game.
>>
No. 9483
1,9 MB, 500 × 281, 0:02
>Fallout New Vegas
This is the most buggy thing I've ever experienced in my life holy fucking Jesus Christ
>>
No. 9485
>>9483
I find that a lot of the bugginess comes from the designers not putting enough player stops in the right places. Once you see enough things get weird you start to understand where and why the game breaks and can sidestep the kind of dumb shit the game lets you to do that breaks it. If an AI stalls, clicking on them and 'resurrect' in console will reset the ai and fix it since that's one that can just happen by chance pretty easily. I don't know any way to deal with the random freeze zones that pop up without either restarting the game or finding an unofficial fix though. It's far from ideal, it's actually pretty bad even, but I guess it comes with repurposing an aging engine designed for a fantasy game into a new game with jury-rigged features and different combat mechanics (it is updated from Oblivion under the hood, don't get me wrong but it's not as different as the three main branches in the Morrowind, Oblivion and Skyrim generations which for the end user alone range from changing up reference terms to completely changing console syntax).
>>
No. 9486
>>9485
> with the random freeze zones that pop up without either restarting the game
I've had to flat out restart my machine before due to this. Just weird random shit like parts not correlating to how they should be moving or where they are, people randomly getting stuck in walls, it pretty much feels like the kind of shit people complained about with Mass Effect Andromeda. Don't get me wrong, it's a good game, but just holy hell.

Although also to be fair, while overall the game is largely bug free and smooth, I recently had Endless Space 2 flat out kill my entire operating system. It freeze crashes upon exiting usually and once I just put my computer into hibernation mode without even bothering a full exe cancellation, which somehow killed my boot file. But, that was as much user error stupidity as the game. The problem with FNV is that it's constant. You'll be walking through the desert and suddenly have to restart or press restart so that kills the process. This is the jankiest fucking thing I've ever seen. I saw unpatched VTMB and that wasn't even that buggy. It's almost like the problem is at the game engine level. Do most Gamebryo games act this freaking unstable?
>>
No. 9487
>>9486
>Do most Gamebryo games act this freaking unstable?
Pretty much. The engine is extremely modular and once you start adding moving parts weird things can make it spaz out. I suspect that random bits of moving junk on the map and the positions of roaming NPCs do sometimes cause those freezes by being in specific locations at the exact wrong time but I don't have proof for it. Gamebryo is not a good engine for stability because of how many variables there are to get out of whack but at the same time, those variables make it very easy to mod and the console is intuitive for the end user to do most things they want to do. I don't think you can have the user friendliness for custom content without the jank and that's why it gets put up with.
>>
No. 9490
>>9487
Sadly, I have no interest in modding so that's not a boon to me.

I'm really incredibly impressed by how utterly massive and completely open world this thing is. It's clear the devs put a lot of time and effort into it. I mean I know it's basically just loading encounters and locations but it's (mostly) seemlessly so you get a real sense of the scale. That, and it's a pretty good survival simulator so far too, particularly if you play it the right way and mostly ignore fast travel on hardcore mode so you have to manually walk all the way across the map which for once gives you a real impression of just what the NPCs are supposed to feel. Like most games will just say oh noes we're trapped here but the player can just waltz in and waste everybody no problem. Here you actually have to sneak around and scope things out deciding on how to dodge and survive the encounters. There's nothing quite like trying to drag your ass across the desert with 200 pounds of gear, crippled, dehydrated, and concussed only to be told the town you were hoping to heal in is now an impassable radiation zone crawling with ghouls. It actually feels to me almost like you're really getting exhausted just doing this and wondering, is it really worth it trying to travel across open terrain and constantly being on guard for some deadly ambush. I think this would work extremely well for some kind of survival horror or Lovecraftian tale. Actually it should be harder where casings have weight and you can't heal crippled limbs or anything just by using a bed so you have to physically go to a doctor. In spite of the jank yeah it's pretty great and I'll finally admit that the new Fallout games are indeed Fallout games, or at least this one is. I'm now interested in Bethesda's other games, although I have my doubts about the writing and dialogue aspect of adventuring.
>>
No. 9491
>>9490
>I'm now interested in Bethesda's other games, although I have my doubts about the writing and dialogue aspect of adventuring.

Fallout 3 gets a lot of shit but i still like it.
Most parts of the story and the skill system aren't as good as NV but i still recommend it.

Fallout 4 is trash and i say that as someone who isn't some Fallout pourist that hates everything new. I really wanted to like it.
>>
No. 9495
>>9490
I thought that the vanilla hardcore mode was very well designed to be enough of a motivation to carry some water and food but at the same time, not so intense as to force you to babysit the various statuses to the detriment of just playing the game. It wasn't something that really made me think though. For that you need something more like Dust which takes New Vegas and turns it into a hellhole where survival is the only goal. It's pretty fun. It's a shame you don't want to look at mods though because for me, the most memorable questline in the game is New Vegas Bounties which is a 3 part mod. It's actually pretty brilliant and I recommend it even if you install no others. Autumn Leaves is also very good for similar reasons, extremely memorable and well put-together.

Fallout 3 is fine. It's got even worse polish though like lacking ironsights in a game with lots of guns and so on and the story is abysmal and side plots fairly forgettable. The best part of the game is Point Lookout. Haven't played 4 but haven't heard good things either. Don't really intend to try it anytime soon because of the paid mods 'creation club' thing they have going on with it. There are free mods, but the game gets update heavy because of all the micro-downloads for new paid cosmetic items. There seem like a few neat-ish ideas in it that just weren't fleshed out to make it more console friendly than the BethSoft Fallouts already were.
>>
No. 9496
468 kB, 1324 × 942
103 kB, 1024 × 576
184 kB, 1024 × 1013
>>9485
It actually more connected to fact that Obsidian filled too much content and too much very complex scripts. It always work indded very terrible on gamebryo and he work with them not very good. Same as number of objects often for gamebryo was very high and system requrements for NV is way more high than for fallout 3. But like all gamebryo games untill skyrim special edition and fallout 4, they has no support of x64.

>>9486
I not experienced THAT many bugs in Fallout New Vegas. Well this game indded have it's problems, but not on scale when it is unplayable as you described. Maybe you have some specific problems with version, or with your machine? On mine old laptop fallout 3 for some reason worked terrible.
Oblivion version of gamebryo is most unstable from all of them. While in morrowind you actually need do something to crash the game, like learning skills too much or press wait too much, in oblibion version (and more it shows in new vegas, of cource because amounts of objects and scripts) when it start working slow more you play and just regulary crash once per 4-5 hours of playing just because with some random bullshit in log. I bet it is because havok physics engine attached to gamebryo by a blue tape.

>>9490
>Sadly, I have no interest in modding so that's not a boon to me.
Big mistake, honestely. At least this https://www.nexusmods.com/newvegas/mods/62953/ and similar patches to it is must-have for big bethesda games. In your position where you already encountering some problems, this giant quality fan fixes abosluetly requred for you. And for other games like morrowind you have awesome lists that resote, fix and balance content from very quality modding community that done it for years.

>I'm really incredibly impressed by how utterly massive and completely open world this thing is.
Ironicly, Obsidian did less openworld than even fallout 3 was. Some pathes are walled with invisible walls, some placed walled with litteral walls and done as separate loading locations (another gamebryo problem that some places have too much objects and since oblivion they placed inside separate locations) and in many ways, New Vegas' world map is much more locked and sometimes too much filled with too much content for me.

>although I have my doubts about the writing and dialogue aspect of adventuring.
Thing is, this game by dialogues, characters, writing and feel is 100% obsidian one, just builded on bethesda basis. Bethesda games is kinda... different. I can warn you that if you fan of multiple choises, characters and quests and roleplaying system, Fallout 3 may be a little bit of dissapointment after fallout new vegas. It much more lienar, sometimes even painfully leaner when you can't choose even obvious variants. It have by far less quests and and often poor dialogues. There great amount of silly content, basicly this is "oblivion with guns", however it have it's rare moments and sometimes you may think that if it was done different, it'd may be good, but sadly it was done as it is, and there no global modding on fallout 3, sadly. Ironicly, best part of fallout 3 is concept art. Adam Adamovich on his art created "fallout of dream". Sadly, a lot of it was unused or very much cuted due to engine restrictions, and yes, a lot fractions that need to be playable ended in fallout 3 just because, sometimes even without any quests, like Brotherhood Outcasts that had full potential for New Vegas-style alternative questlines.

Maybe I'll be repeatious, but if ou liked writing and read, if you like absolute openworld and freedom of movment around big world with a lot of content I can only recommend play morrowind, since this is the best bethesda game they made (sorry daggerfall, you unfinished). In many ways I for example prefer first person and open world RPGs to isometric-location based ones since how much more feels I get from this perspective and this freedom, this why I love Daggerfall/Morrowind and Might and Magic series.

>>9495
>The best part of the game is Point Lookout
For me it was The Pitt. I like atmosphere of burning industrial ruins and there was actual mora choise, probably only one in whole this freakin game
>>
No. 9500
In case anybody interested, some progress posts in Daggerfall Unity

Demostration of work of modre plesant controls for climbing
https://twitter.com/gav_clayton/status/1042560838622539777

Demonstration of Light spell effect in dark dungeon
https://twitter.com/gav_clayton/status/1041974583018938368
>>
No. 9503
>>9496
Yeah, lots of scripts and kludged together features were what I meant by jury rigged features. They're nowhere near polished enough to show up as an organic part of the engine. Some aspects of crafting in FNV is worse than the genuinely jury rigged mods.

Yes and no on the physics engine being the issue in Oblivion regarding performance decline over time. It's not so much that the physics don't interface with the engine properly, it's more to do with the same problems FNV has, memory. There is no prioritisation of cell memory, so any object that is bumped out of position or dropped is on the same reset timer as any other object rather than working it on an axis of even just value when outside of non-respawning cells like player homes. What I mean is that when the game checks for how long it's been since the cell was entered for whether or not to regen the cell or simply load it from memory, the game could with little difficulty run through the same list of objects and respawn any under a certain time threshold so that bumped fruit and dropped loot of low value is not clogging up game memory while valuable loot that you had to leave behind but want to return for would not be respawned out of existence. Instead it all runs on the same clock so accidentally bumping a bowl of fruit over in a regularly visited area of the game can end up adding to the loading times in the long term.

Funnily enough, the problems seem to stem from Bethesda thinking too highly of players and believing that most of us aren't going to take the opportunity to use physics-enabled objects for shenanigans and end up setting load times sky high :-DDD
>>
No. 9513
>>9496
>since how much more feels I get from this perspective and this freedom, this why I love Daggerfall/Morrowind and Might and Magic series.
The problem is, you really don't get those feels at all if the game itself is shid with equally shit storyline. But I know what you mean. I still tend to prefer crpg though but maybe I just haven't given enough ARPGs a chance. Of course, the problem also is I usually don't have an advanced enough machine to handle it. Like I need to upgrade if I want to play Witcher III and I have to turn down settis to make Witcher II playable.

>I not experienced THAT many bugs in Fallout New Vegas.
Maybe it's also because you probably play more ARPGs than I do, and ARPGs seem especially prone to this. Like I just had to look up the ending of FNV quest with ghouls and rockets because mine showed nothing happening, only the sounds. Bear in mind I usually don't play ARPGs or FPS so things like 4X or crpg bugging out is unusual. Well, Wasteland 2 had a few bugs, but not so noticeable. And the only other two ARPG I really got into was KOTOR II and VTMB, and both were considered buggy as hell and rushed by the idiot suits, yet I still experienced few bugs in them. I mean FNV is not at this level https://www.youtube.com/watch?v=YjoZYiSY-C4 where you can play the game as more an existential horror just due to random glitches, but still. Which, come to think of it, wouldn't make that bad a game if you made it glitchy as hell as part of the actual experience.

>mods
Like I said, I wouldn't mind a survival horror or some Lovecraftian type thing, so if you know of such a mod I'd try it.

>Maybe I'll be repeatious, but if ou liked writing and read, if you like absolute openworld and freedom of movment around big world with a lot of content I can only recommend play morrowind, since this is the best bethesda game they made (sorry daggerfall, you unfinished).
Actually are there any other good Elder Scrolls games than Morrowing that have good writing and feels and such?>>9495

Also what is even the point to carrying all that crap like fruit and water without having that mode on? I guess you could turn the mode off if you just wanted to dick around but honestly this feels exactly like the way the game was meant to be played. Actually being able to turn up the difficulty like I said with healing crippled limbs on beds etc would be nice. I can't even imagine something so casualized as healing broken limbs with a stimpack. And since it's in real time those stimpacks should work over time.
>>
No. 9517
155 kB, 1440 × 900
166 kB, 1440 × 900
239 kB, 1024 × 700
291 kB, 500 × 375
>>9503
>Yes and no on the physics engine being the issue in Oblivion regarding performance decline over time.
Well, I meant slightly different thing. As I know there are 2 major issues with gamebryo perfomance. As you know, gamebryo and basicly this games in therms of "maps" is just plane of surface that can be modified in curve and plane of water. All other objects is separate attached 3d models (one of main reasons why this games have so much problems with NPC navigation and collision, even after Navmeshing that was used in oblivion). Unlike a lot of modern engines, gamebryo render ALL objects in your field and distance of view. In othe words - if you have one cell full draw distance and from border of this cell loor straight at other border, it will 100% render ALL objects in your fov, even ones you cann not see physically. So more objects=less FPS. Dramaticly. Instead of doing something with that, bethesda after morrowind started cut some chunks of exterior and make "fake exterior" areas that basicly same as interior but with land plane like in exterior (cities in oblivion, most of washington in fallout 3, most of vegas areas in new vegas is an examples of this ""technology""). I not talk even about interiors be attached to exteriors for obvious reasons.
In therms of physics, as I know, it perfectly connected to first problem - each of model have it's own collision. When building world 99% created non from map itslef but with this objects, very often collisions of different objects collide and this create issues with physics engine, that requre more memory to think about this collides. This why when there too much detailed cell with many refferences, even if this refferences 4 polygon brick, FPS in gamebryo fall dramaticly to nothing.

>Funnily enough, the problems seem to stem from Bethesda thinking too highly of players and believing that most of us aren't going to take the opportunity to use physics-enabled objects for shenanigans and end up setting load times sky high :-DDD
I think that they not even thinked, lol. My thought is that after leave of a lot technical team from BGS in 90s, they leaved their own awesome engine to third paty one because since then they not even capable of support their own engine. Gamebryo and all his additional features like Havok, they bought from third party companies too. Only things that Bethesda worked themselfs was things like Radiant AI for tes4 and you seen how it failed for the most part and was dramaticly cut in skyrim (in tes5 there are no more random dialogues, all dialogues scenes was pre-made 100% like in half life).

>>9513
>I still tend to prefer crpg though but maybe I just haven't given enough ARPGs a chance
I say not about ARPG, but about first person open world games. Might and magic ARPG.. only 6-9 games may count, and even them higly involve opotional turn based combat so it doubfull to name them ARPGs too. And in general I prefer first person world interation than other ones, because for me it very important part of involvent and size/deepness of whole world. You know, isometric and from abovie view RPG games often use tricks to make proper world with much less objects or effort than same world would be in first person. You can visit only certain locations, they often are not that big and only imitating what they are, and from this distance, I not feel connection with my character(-s). In first person hovever, I feel much more involvment and big world make game,, bigger adventure.

Totaly related, I beated fully and properly Might and Magic I now. I like fow despire be combat orientated game, a lot of side quests and main quests involve mostly puzzle tasks. Hell, there are no main boss - after you discover that fake Alamar on throne is "demon king" he transfer you into soul mase, where you learn about that this is science fiction, which before was only slightly metioned. Pass labyrith, find things, andswer riffles. And even thought this game used same technologies and same amount of space basicly as wizardry or bard's tale it was not dungeoncrawler, but real and big world. Full scale towns, dungeons and crypts. Castles with rulers of this lands, seas, snowy moutians, deep forests, volcano and lava rgions, deserts (OH MY GOOD I will never forget mine first visit of desert without map, I lost, starved without food, dust storms damaged me and I reached oasis with half party dead). Across this lands are hidden npcs, treashures, there hell lot of secondary objects and quests that not important at all, but involve unique creatures, bosses, other interesting things. You may even freeplay after ending and go to Gates to another world to transfer you characters in 2nd game only when you feel ready for it. Again, this game not used something very extroordinary for the time, realisation of openworld is most primitive, but you know how GIANT this forst person open world feel after top down ultima or locked dungeoncrawlers? I feel this game like full scale modern one, just in some places you need more imagination. I lost 40+ hours on it and think that it worth it of you CRPG fan 100%, as any other classic MM game honestely.

>ARPGs
Also on ARPG topic - for me ARPG is CRPG, that adittionaly involve real time combat and free movment. Arena, Daggerfall, ultima underworld 1-2 for me is ARPGs, Morrowind is on border of ARPG genre. All others... more modern bethesda games, Mass effects I count as "Action adventure with a lot of RPG elements". Hovever New Vegas is kinda close to ARPG, even I not count it as it on 100%. Not enough actual RPG elements for me.

>Actually are there any other good Elder Scrolls games than Morrowing that have good writing and feels and such?
Well, Daggerfall have a lot of lore and books, but it kinda different. I actually not honestely saying that Oblivion and Skyrim are 100% BAD games. They just very, very far behind morrowind in lore therms and in gameplay as RPG. As they are, they are okay products and more than playable. It hard to describe all that things if you absoluetly not familiar with this games.

>And since it's in real time those stimpacks should work over time.
Well, if you find game too easy, turn hard on maximum. It's not meant to be played with Hardcore I guess, just in this free exploring games you can take and carry absoluetly everything that possible. In morrowind it is typical when novice players take every plate, every book, every fork and there hell lot of objects in every room and most of them you can take with you - question is it worth it?
>>
No. 9518
>>9513
Also
>Like I just had to look up the ending of FNV quest with ghouls and rockets because mine showed nothing happening, only the sounds.
This is really some shit. What version you are playing? Play only Ultimate edition on last patch with also fan patch I linked installed. You have really serious troubles that never happened to me, in should not work like it.
>>
No. 9521
>>9518
I am apparently not the only person who had this exact problem. If you go to the comments section of the YT video there's multiple people saying they went there just to see if anything happens. I'm pretty sure I have latest version just no fan made patches. Apparently both FNV and Fallout 3 are notorious for being buggy as all hell.
>>
No. 9522
>>9521
All bethesda and most of obsidian games are buggy in some degree, hovever what you saying is terrible problems I never encountered and this is not normal. Maybe you have too low spec PC?
>>
No. 9524
>>9522
I am well within the recommended specs. I've managed to run the game just fine with the highest settings. No frame dropping, everything works otherwise. It's the nonstop completely senseless and often absurd bugs. Things that no amount of low spec or not could possibly account for. The best thing I can come up with is maybe it's chewing the shit out of virtual memory (I don't have a lot of free disk space left) but that still doesn't account for some bugs that are quite simply mystifying. Like right now I'm trying to figure out why telling Neil "give me a second" instead of "let's do it!" made him now give me those two options, and even if I tell him "let's do it!" he still tells me "well whatever you're going to do make it quick". It plays like something that's completely unpatched which shouldn't be the case for an 8 year old game I got off Steam.
>>
No. 9525 Kontra
>>9524
I should add, the reason it's mystifying is because this clearly doesn't seem to have anything to do with actually triggering an event. It treats both choices as "wait here" at the dialogue menu.
>>
No. 9527 Kontra
>>9525
Holy shit this is apparently a known bug
https://www.nexusmods.com/newvegas/mods/35691
how janky do you even have to be where a simple piece of dialogue needs a mod
>>
No. 9530
>>9527
New Vegas is VERY BIG game for studio that made it. Of cource there a lot minor things like that, but game easely moddable so this why I recommended you at first pay attention to fan patches created by communuty over thid years that resolve most of game problems.
However I don't know why it something new for you, considering that ib fallout 1 there are unsolvable quests and broken scripts and like 70% of "ask about" not work at all.
>>
No. 9536
>>9530
False. I never had a problem with Fallout bugging out that I can remember and I played it in the early 2000s. I think maybe once I had a problem with the exit grid and that's it. I also remember once an SCV in Starcraft went across open space rather than pathfinding. Lately, I've only encountered a couple of issues with games. FNV is a complete mess. I mean yeah FPS and arpg or anything more open world and first person/OTS third person seems more prone to bugs, but I've never seen anything like this. It isn't a game even. It's like a supraorganizational entity, like a termite mound, as if Todd and then Obsidian relied entirely on spontaneous emergent self organization of AI for bugs to sort of become self aware and become something whose outlines resemble a game, when really it's an elaborate series of bugs operating under spontaneous emergence of order. Or maybe you are just used to bugs but I'm not.
>>
No. 9544
>>9536
>false
What the fuck is false? This is fucking facts. Without fan patch some scripts are broken to hell and some parts of game just not work properly. Not that great amount but knowing fallout 1 gamedesighn and amount of content sometime it is critical. I thought it was obvious that something wrong when you can't get good ending for followeds of apocalypse, some npcs lost or great amount of NPCs say NOTHING in ask about section. For god's sakejust look at list of bugs fixed in fallout fan patch http://www.nma-fallout.com/resources/fallout-v-1-3-5-patch-by-teamx-unofficial.53/
Same eveven more in proportion to content appear in fallout 2, same you may say about obsidian's kotor2. Thing is, I nivere seen and rpg in my life where was no some script or dialogue isses, sine this big game and it hard to 100% check everything.
New vegas have it's problem with engine and same small issues there and there, but not even near as you talking about. You have some wierd issues I never encountered and other things you view as too dramatic ones.

Sometimes when read your opinion on one game or another it feels like you a grandma who see compoper for first time and think that videogames is when you press X and appear in fucking matrix.
>>
No. 9560
>>9544
I've had bugs before but oddly rarely if ever with Fallout 1 and 2. Are you sure you just played those games without knowing how to computer or something was wrong with your computer))))
Fallout worked completely fine for me on Windows 98 and XP. I never once had to patch it. With FNV it's constant. It's not just the number of bugs but the sheer variety of bugs that's impressive. Granted I plated it patched but KOTOR never gave me these kinds of problems. I had like one serious issue with VTMB otherwise that also worked fine. And apparently both Fallout 3 and FNV are infamous for being buggy as hell.
>>
No. 9564
>>9560
>I've had bugs before but oddly rarely if ever with Fallout 1 and 2.
I listed them. They always been there and if you personally not noticed them don't mean they don't exist or whatever. Original fallout pretty buggy games and have also not the best engine.

>Are you sure you just played those games without knowing how to computer or something was wrong with your computer))))

I said it unirinically because I had no problems like rockets not move. You may experience such bugs with objects in gamebryo if you have issues with drivers.

>Fallout worked completely fine for me on Windows 98 and XP. I never once had to patch it.

So you never get good ending for apocalypse followers, missed some dialogues, charactees and features.

>And apparently both Fallout 3 and FNV are infamous for being buggy as hell.
Not that much. No more than most of big rpg games. As you said, I has no issues with FNV even without fan patch, since bugs are pretty minor. I on my previous pc experienced terrible rendring issues in 1st kotor but yes it was problem on vomputer drivers. Since most of your descriptions very foggy and you not familiar with such games a lot, I don't know what you count as "bug" and what is not. If you have terrible isues with perfomance, collision, script work it is something on your side since I never experience most of things you described.
>>
No. 9567
39 kB, 539 × 465
I am too IQ89 to beat XCOM2 on veteran while save scumming.

I beat XCOM:EW on veteran Ironman, so I don't really get it.
>>
No. 9568
>>9567
What how? I beat XCOM 2 at least once on Legendary Ironman. Were you drinking? Because if you're drinking you can and will fuck this game up. Otherwise it's really not that hard once you get the hang of it. In my experience playing XCOM EU actually makes it much harder to play because it makes you have all the wrong instincts for what to do. For one thing, you can't go overwatch camping. It's overall a much more aggressive and time sensitive style of play. Also shots from the enemy actually hurt.
A lot.

>>9564
Honestly I don't even really remember dealing with that faction in F1. I actually had to look it up. Otherwise no there really weren't any hugely noticeable bugs dude. Unless somehow my copies on CD back then were completely patched in box.

>I said it unirinically because I had no problems like rockets not move.
Yeah one freaking bug. I already told you how many there are such as apparently not being able to get Neil to do anything in FNV is a known issue since 2010. I don't even know why you're trying to argue with me about this. I vaguely recalled some people talking about Fallout 3 having bugs back in the day but I never played it and stopped paying attention. Apparently these are serious known issues that F3 FNV etc are notorious for having. See here's the problem you get this really condescending tone in all your posts no matter about what, which I find it funny because I'd recalled you bitching about Bethesda and only considering Fallout 1 and 2 the real Fallouts.

>since bugs are pretty minor.
This is not really "minor"
https://www.nexusmods.com/newvegas/mods/35691
From what I've read so far it seems the game also has a known tendency to start freezing and crashing a lot the longer you play it. I've also noticed it seemingly randomly will not boot up forcing me to try restarting just so it kills the frozen process while attempting to shut down. That is by far the most annoying one yet.

>and you not familiar with such games a lot,
What, open world ARPGs? No I don't play a ton of them but I never had serious problems with KOTOR or VTMB or Witcher or anything like this. The game itself plays more like a Beta to me.
> since I never experience most of things you described.
Good for you but a ton of people have.
warning probably spoilers https://www.youtube.com/watch?v=FllGpRS8Mx4[/spoilers]
https://www.gamespot.com/reviews/fallout-new-vegas-review/1900-6282483/
>Fallout: New Vegas is all about more. There's more to do in New Vegas than in Fallout 3, its superb predecessor; there's more complexity to its gameplay mechanics; and sadly, there are far more bugs than you should expect from a modern role-playing game. Fallout: New Vegas' familiar rhythm will delight fans of the series, and the huge world, expansive quests, and hidden pleasures will have you itching to see what other joys you might uncover. However, as time wears on, the constant glitches invade almost every element of the game and eventually grow wearisome. This role-playing adventure is both more impressively intricate and more damaged than any major RPG in recent memory. Don't let the bugs frighten you away, however: New Vegas' nooks and crannies are bursting with postapocalyptic treasures waiting to be dusted off and admired by intrepid explorers as long as they are willing to stand firm in the face of technical frustrations.
>>
No. 9574
196 kB, 1024 × 768
>>9568
You know what? Just don't touch it. Just take and drop, and not play any frist person RPG games or Adventures at all. I tired, you playing and touching everything absoluetly wierdly. You can't get anything, you don't like anything, nothing work for you, you absoluetly unfamiliar with genre and looks like not too hard into RPG overall. Just forget about it, it's too late for you most probably and I have other things to do than make walls of text about obvious things. Just take and try something different, platforming games or races.
>>
No. 9575
>>9574
> KOTOR or VTMB or Witcher
Also, Implying any of this games is ARPG.
>>
No. 9580
161 kB, 890 × 890
>>9574
Oh no, I already said it's a good game, I am just noting it is also buggier than all hell. You wanted to dispute this point with me for some reason.

Don't think you can shake your pedantic dick at me and not have a shake back Ivan. Truly you are the first person in many many years to challenge me to long textwall tests of wills but by God you will not outlast me in such discussions.

>>9575
>KOTOR or VTMB or Witcher are not ARPGs
>>
No. 9588
194 kB, 1280 × 720
Is this game somewhat playable now or still so extremely buggy?
>>
No. 9591
>>9588
You can build a buggy now?
>>
No. 9592
201 kB, 1280 × 720
>>9591
Buggy as in bugged.
I am deeply sorry for the use of the wrong term.
>>
No. 9594
>>9592
It's not buggy just alternatively coded.
>>
No. 9602
>>9580
>KOTOR or VTMB or Witcher are not ARPGs
Yep. Kotor have real time, but same time turn based combat option based in DnD if I not mistaken, VTMB and Witcher are obvious adventure games. If you call all this shit ARPG - you can call an "RPG" absoluetly every adventure game and half of the FPS games.

>You wanted to dispute this point with me for some reason.
Because New Vegas not very buggy, no more than hell lot of RPG games and I has no problems with it exept typical to gamebryo perfomance issues. Same as it "will be more laggy" in future only if you have 90000 shit in inventory and not trashing around whole map throwing hundreds of items in every cell
>>
No. 9623
>>9602
> are obvious adventure games
Yes, and they are rpgs. Witcher technically no, but VTMB is literally an an action adventure RPG.
>>
No. 9678
>>9623
You can call anything an ARPG, like modern marketing do, but if that, this word just lost it's meaning. For me ARPG is RPG, but with free movment and full real time.
>>
No. 9682
>>9678
> RPG, but with free movment and full real time.
Which is VTMB. Also you can play KOTOR in full real time it's just shit.

Give me examples of what's ARPG to you and how those examples differ from VTMB.
>>
No. 9686
80 kB, 838 × 920
Is there any way to get my dudes to stop lighting up everything that fucking moves in FNV? I set the aggression level lower, and he STILL open fires the moment it switches from "HIDDEN" to "CAUTION". Even worse, because idk what the skills of a companion are or where to see their stats but I know his sneak skill is pretty fucking low. It is completely immersion ruining at this point to have a seemingly normal person become a total psychopath when normally I'm actually trying to avoid killing people when I can (it feels like there is much, much less ability to avoid killing) and the last straw was when some guy dropped his weapon and ran off cowering, and even with me trying to run away or telling him to stay put he still hunts the fucking guy down and just keeps firing while the guy is cowering. And I'd love to just at least be able to tell him "stay here" but the moment I tell him that he decides to stand up like a dumbass, thus immediately triggering combat.

I wanted to have more companions around but at this point I'm only not prepared to go completely alone because he's giving me a useful perk and is carrying my shit around. Is there like some sort of mod where you can just tell your companion "pacifist stance means don't fucking shoot anybody"?
>>
No. 9708
>>9686
Maybe this helps https://www.nexusmods.com/newvegas/mods/50468

But could be cool even if it doesn't.
>>
No. 9715
Hey everyone look Russia might be doing something cool again
https://www.youtube.com/watch?v=JqTJkakYsMY
Anyone played it? It's apparently just come out and is some kind of Baldur's Gate/PoE isometric party based RPG based on the Pathfinder games.
>>
No. 9731
2,2 MB, 1366 × 768
2,4 MB, 1366 × 768
After a week of wasting my playtime modding I am finally getting to enjoy the game. I'm not even finished but I got fed-up by the time I reached optimisation and bashed patches. I wish we lived in a world where you could just copy someone else's directory online with all the mods.

In this playthrough I decided to make a waifu (with a laser) because I find my RP characters always become a tedious stereotype unless I'm doing something like Don Quixote.

p.s. The nude body mod is just because the modder for Type3 body replacer removed his version so I went on LoversLab out of spite. I'm not a pervert, just obstinate.

>>9708
Seconding. You need to start modding - I know it's a ballache but almost everything needs to be improved upon to turn New Vegas into a finished game. Plus the modding is fresh in my mind now so I can help if you get stuck.
>>
No. 9742
>>9731
If you want an actually unique playthrough, do a mad bomber. Whenever you find ammo you end up disassembling it for powder and you'll have a hoard of tin cans for grenade crafting and MF Clusters are ebin and among the most cost efficient weapons in the game on a damage:cost ratio. Add in the perks for stopping you from kys-ing yourself and take the meltdown perk at level 30 and you have a combat style of lobbing grenades everywhere and occasionally going nuclear off of your own misplaced explosives. High risk, high reward and high fun.
>>
No. 9757 Kontra
The constantly crashing is beginning to get genuinely infuriating...
>>
No. 9805
482 kB, 2736 × 1824
I've recently been playing a lot of Rimworld.
It's a pretty solid game, the general plot is you building a deep space colony with scant resources in a fairly hostile planet, with all sorts of broken characters.

This is my 5th or so colony, this time I'm only recruiting sociopaths, everyone else gets butchered, turned into leather and their organs sold off.

It's a pretty solid game, would recommend.
>>
No. 9807
39 kB, 739 × 637
>>9731
I reminds me of "The return of the post-apocalyptic cowgirls"
>>
No. 9819
>>9731
I honestely don't seen enough quality mods for NEW Vegas, that you know, you install and they feel like intendet part of the game. With bodies and faces I was more than okay in original, fallout isn't a game where I want to see beautifull people.
>>
No. 9820
>>9805
Yeah, from what I heared and seen it is very fun shit. You can choose "narrators" or how they called and one of them is absolute crazy and it's pretty fun
>>
No. 9821
216 kB, 714 × 1000
>>9807
>cowgirls
I'am intrigued
>>
No. 9833
>>9820
Yeah, you got three narrators, Random Randy being the best one since anything could happen. While playing on my Space Ukraine colony, an attempt at intergalactic peremoga, Randy gave me 2 months of fallout waste. This forced everyone to stay inside my mountain base, food became scarce and everyone starved to death. The last colonist had a mental breakdown after having to eat his pets and animals.
Randy Random gave me zrada
>>
No. 9834
The one thing I thought was pretty stupid about Fallout 3 was the nuke bazooka launcher. I was surprised to find one of the most ridiculous additions to the game was actually something we made
https://www.youtube.com/watch?v=tLEAuapfwHc
https://en.wikipedia.org/wiki/Davy_Crockett_(nuclear_device)
>Production of the Davy Crockett began in 1956, with a total of 2,100 being made. The weapon was tested between 1962 and 1968 at the Pohakuloa Training Area on Hawaiʻi island, with 714 M101 spotter rounds (not live warheads) that contained depleted uranium.[7][8] The weapon was deployed with US Army forces from 1961 to 1971. It was deactivated from US Army Europe (in West Germany) in August 1967.[9]
There were 2,100 of these things actually made. The West Germans demanded whole divisions being equipped with them and were turned down because it would make non-nuclear military engagements impossible.

I didn't even know nukes could be made that small. I was aware of "briefcase bombs" but thought they were actually too big to fit in a briefcase.

This also makes me wonder about the deployment of a tactical nuke in Iraq if Kuwait or that Iraqi can translate pages from the Arab world to talk about
https://www.rt.com/news/us-nuked-iraq-during-gulf-war-report/
I specifically remember talk of the United States dropping a tactical nuclear weapon on an air base in Iraq in the mid to late 00s. Oddly enough I can find zero mention of this now, which strikes me as being further confirmation it actually happened. I was actually pretty positive at the time that we really did nuke Iraq. Of course, when you try and find information most of what you get is dumb shit about Iraq's nonexistent "nuclear arsenal"
>>
No. 9839
>>9834
>The one thing I thought was pretty stupid about Fallout 3 was the nuke bazooka launcher.
It more like rails and rocket on them than full bazooka, like first rocket launcher systems
And you not seen probably in fallout 3 one launcher that launch 7 nukes same time lol.
>>
No. 9841
>>9839
>that launch 7 nukes same time lol.
Yeah okay that sounds pretty retarded. Although, the other thing is that the problem with the "nuke" launcher is the explosion is actually more like the size of an RPG attack. They should have just called it a missile launcher.
>>
No. 9843
233 kB, 1280 × 768
135 kB, 736 × 615
319 kB, 1280 × 768
112 kB, 420 × 229
>>9841
Well in therms of quests there a lot of cringey stuff, but in therms of style it was atompunk how people in 50s belive it would be, and it was done pretty right for what it is in mine opinion.
>Yeah okay that sounds pretty retarded.
This on level of almost easter egg honestely and done very poor and one of things that was doone like "haha meme".

As I said, I absoluetly loved Admaovich artwork for fallout 3. Sad that most of it was not used or not used properly - by visulas and elements he just did perfect fallout.
>>
No. 9848
>>9834
Small but highly powerful explosives are a pretty useful technology with real military applications and we're not even talking about weapons above 2 kilotons here, these are baby nukes. Davy Crockett and the AIM-26 were sub-kiloton even. There were air-to-air weapons loaded with small nuclear warheads too. The AIR-2 was an unguided nuclear air-to-air rocket intended to wipe out bomber waves and be safe to use above friendly cities and the AIM-26 was the old AIM-4 guided missile with a Davy Crockett warhead strapped to the tip and used for pushing the PK of these earlier missiles through the roof so they were useful against big armoured bombers.
>>
No. 9917
180 kB, 1440 × 720
329 kB, 1440 × 1080
Playing polish mobile diablo clone on my phone :-DDDD.
Either my phone has defects, or game is buggy. Look at all the gpu artifacts.

It's reasonably mind numbing for a mobile game. Pretty interesting how the essence of a diablo clone can be distilled even with such dumbed down mechanics. One button gameplay translates quite well to touchpad. Literally just pushing the attack button, and character pathfinds to the nearest enemy and kills it. Reminds of of dungeon siege: same hypnotic feel of putting minimum input while the game essentially plays itself.
And after combat, go to town and organize your inventory for 10 minutes.

Shame my low tier phone can't play this with HIGHEST GRAPHICS in 30 fps. The game looks better without certain effects, though, the fog effect just makes everything blurry.

t. became so lazy that playing games on computer seems like too much of a commitment.
>>
No. 9918
>>9917
What it made me think about is whether it's actually possible to make a good mobile phone game with deep mechanics.
Real time? No way.

But some turn based, or at least real time but non combat oriented game could work. I'm thinking like a first person dungeon crawler, or turn based tactical RPG.

Of course, all such ventures are futile since nobody gives a fuck about playing a proper game on a phone, and if you don't cripple your own game with monetization schemes, nobody will even buy it.
>>
No. 9920
723 kB, 800 × 450
Played Ashes 2063 mod for Doom. Pretty good, nailed postapoc atmosphere.
>>
No. 9925
>>9918
Sure it's possible, there are enough ports of older games or emulators to prove it.
Problem is games like GTA or Max Payne are unplayable without connecting a gamepad to the phone and that makes it kinda pointless.

Something that works really well on a phone are point and click adventures, i loved playing Day of the Tentacle, Beneath A Steel Sky and stuff like that on my phone.
>>
No. 9928
>>9920
Heared about this Total Convertion, want to try it out one day. Did you Tried WolfenDoom Blade of Agony?

>>9917
In dungeon sidge I like how you can make innormous party with adittiona of animals that can carry your stuff - in which other game you can add donkey to your party?

Modern phones pretty much can run Morrowind, Doom 3 and other games perfectly. A lot tactical strategies and early RTS can translate on phones very easely, but nobody want to do it, sadly. I'd like to see warcraft 2 or Heroes 2/3 on Android (I know about Heroes 3 Ubisoft port, but they can eat shit with their terribly re-drawed port of vanilla without any adoons and fan port not work quite properly and nobody care abut it)
>>
No. 9929
>>9925
Max Payne
Pretty playable, only hard brokent part was in dreams on blood lines. GTa games are hell to play, sadly, yes
>>
No. 9948
3,3 MB, 1128 × 2777
Show your GoG games collection
There is mine
i bought only Might and magic collection + Heroes 2 And ultima collection, other things GoG gifted me
>>
No. 9950
458 kB, 2306 × 574
>>9948
There's a lot of repeats in my lists just due to how I organized it. Also a few I think are missing like Rise of Nations, Starcraft, Fallouts 1 and 2 etc either due to being on CD or stuck in another folder. I just use steam to organize everything although most games are Steam games anyway.
>>
No. 9954
>>9950
>steam
Eeeh, this is not interesting, I have hell lot of trash in steam too and you can add there non-steam games too.

Anyway, I played bar's tale 4 a little bit, and it is very broken and very cheap game with very meh picture and blurey graphics on maximum, that run worse than far cry 5. It hard to describe in short post what I don't liked in this game and nobody will read it anyway, but do yourself a favor, better just install Might adn Magic 6 than touch this.
>>
No. 9956
>>9954
>and nobody will read it anyway
I've read your long form posts on this thread, pretty interesting even though I don't like most of the games you refer to.
>>
No. 9957
>>9954
I actually usually read them
>>9956
Same settis. I don't plan on ever getting into blobbers or old Might and Magic games.
>>
No. 9963
>>9708
Requires login, won't accept various anti-spam mails. Tried 10minute mail and got the confirmation but the fucking thing doesn't work when I open the validation email it gives me an error. Can I just get a .rar or pirate the stupid fucking thing or does someone have a blank login that actually works?
>>
No. 9975
150 kB, 1280 × 720
134 kB, 1200 × 633
>>9963
nexus is one of the biggest if not the biggest modding site for bethesda and nowdays not only games, can you just register there normaly? There will be no viruses, I guess everyone here can confirm this.

>>9956
Well, in case anyone want to know about this game more - it kinda big new release, hot game and stuff, just don't try it, at least in near future before 10 patches.

It have terrible perfomance and game is more 50gb when installed. I playing smoothly FarCry5, have fucking i7-8700 but this game very laggy at loadings and after it, very slowely loading textures on run, transition between battle and normal view even thought it just shitty 2d animation is just pain. And yes, this 2d animation cuts if you have resolution other than 16:9 like it is sprite from 90s fps game that you playing on widescreen monitor. What the fuck, anybody playtested it at least once?

And after this, game on maximum looks like this is game from fucking mobile phone. You know, all this 3d games for android that quality enough to properly milk adudience for donations money. Adittionaly, picture looks painfully blurry. Even with motion blur off I have terrible experience playing it. I don't know what's problem, but it is like you playing some 2009 console game with most terrible "soap" post-effects that works bad.

Cutscenes are painfully bad. I know this game have no budget, and it's very cheap, but like in Warhammer Batlefleet Gothic Armada was very nice 2d-animated cutscenes. Here they are absoluetly terrible, it like Garry's Mod comics tier. I also like subtitles with most standart font possible that sometimes appaer in places where they not meant to be.

But overall, introduction is feels more like "bad skyrim mixed with dark messiah". Oh how terribly, linear but same time chaotic they introduce game and it's gameplay. Remember Emerald Isle from Might and Magic 7? Training island, whole big island with dungeons, caves, characters and real time events that maded to introduce novice to gameplay, basic things, also to plot of game. One of the best and famous quality tutorials in all games (I like more only Half-Life Opposing Force training because how atmospheric and same time fun it is). But this is - THE OPPOSITE. All tutorial goes with text anyway and sometimes not even work properly (TUTORIAL MESSAGES NOT WORK PROPERLY WHAT DA FUGG)

You know what this game reminds me? No, not first person blobber or not even some sort of arpg it is by interfece style, art and animation is just bad clone of Pillarts of Eternity. Yes, terrible clone of mediacore modern isometric RPG just done in first person with akward combat system by some students with 10$ budget. You know also what? Don't buy it, it not even a proper product, just pirate it. I not said all things that I get from like half of hour of my playthought, but I don't want go back to this game in next 2 years at least, before they at least fix most terrible things like this game is some sort of beta build.
>>
No. 9993
>>9975
I tried using different throwaway emails and then eventually told me my IP was banned as a spammer, all because I didn't want to use my real email just to get a single mod to make their buggy as all fuck game stop crashing constantly. This definitely makes me want to make fun of Bethesda now. I have also never had this much hassle to get patches and bug fixes for any other game. I tried searching a torrent of the mod on piratebay but couldn't find it.
>>
No. 10006
65 kB, 497 × 604
>>9993
>I tried using different throwaway emails and then eventually told me my IP was banned as a spammer,
Huh, well, you should just register normally

>This definitely makes me want to make fun of Bethesda now.
Funny that for this game bethesda basicly only publisher and honestely it is kinda me who making fun out of your raging posts, no offence.

>I tried searching a torrent of the mod on piratebay but couldn't find it.
And most probably you will not find it. Looks like you absoluetly don't know about any community sites.

However if you trying to install this companion mod germanball showed you - ofrget about it, it requre script extender and other things, I don't think you will manage to install it anyway.
>>
No. 10014
>>9975
Well what did you expect from the game made by former interplay workers and outsourcers. It's the same as wasteland and torment. Brian Fargo can't into management and development, but all of his projects have this creative atmosphere. They are made by people who actually like it for people who like it.
But nobody likes bug testing and proper software developers are already hired by big companies. Don't review optimization, graphics and gameplay balance, they are definitely broken and forever will be. What's about the story and role-play?
>>
No. 10033
>>10014
>What's about the story and role-play?
As I said, start very weak. It kinda starts with some epic story, but then by narrative... I don't liked it. You just start in very lienar place with linear dialogues and also with pre-created character that you will change then. Each race have like 2-3 avatar icons and one model, and even thought you can choose female voice most of them don't even have female avatar or female model - like Dwarves or gnomes or whatever it was (very ugly shit) and this sathyr-like guys. It seriously I can describe it as "very very shitty unfinished pillars of eternity" even thought it from first person perspectvie. Most dialogues at start is non-sensical "blah blag we must go something happen" that you can only "skip" and don't get you into world at all. At point where looks like you have some CHOISE I was so tired I just off this game and most probably will delete it since it use 60GB of mine hard drive. MM1-2 with manuals use like 4MB of space but they far more fun games.
>>
No. 10068
I've been playing pathfinder kingmaker recently. it feels like a proper pen and paper style crpg. though its getting criticized for being unbalanced or too difficult i think its fine since the game has infinite save/load potential, a luxury not found on tabletop pathfinder. might make a longer post when im further into the game.
>>
No. 10078
I play with my cock :^)
>>
No. 10080
>>10068
Even XCOM2 gets criticism for being unbalanced.
>>
No. 10111
99 kB, 640 × 480
72 kB, 640 × 400
77 kB, 652 × 412
40 kB, 640 × 400
A bit of technical question - code experts can explain me how such pseudo 3d engines handle their graphics? If you know what I mean, this basicly 2d engines that just "imitate" any kind of third dimension dislaying 2d image of what happening.
I can assume that like in original wireframe graphics dungeoncrawlers, it divided into progection - like you may clearly see in 4th picture, just covered in textures. But how it gandles more far distances than one cell? I can assume that there a layers like in for example old arcade racing games. But if theoreticly I want make a texture for such kind of game or better say sprite, from what sides and distance should I draw it? Direct view+side view or for each layed they did non-compressed but hand drawed separate sprites?
>>
No. 10112
>>10111
https://youtu.be/4Xp8AfaKVos
Also I interested how was done this side-scrolling effect? (At 0:36)
>>
No. 10116
>>10068
The imbalanced nature of it is 120% Pathfinder though. It's a game full of bizarre 'balancing' decisions and poorly designed splats and is really only as popular as it is due to momentum from people who play nothing else. If the GM really knows the system, it can be pretty ebin because of the raw amount of content that can be mashed together (my local store has something like 200 supplements available on their website, not including shit like mapboards etc.) but as just a regular system to be run as-is, it wouldn't be my first choice and PC ports of paper systems are an 'as-is' experience by default. I like that they did Kingmaker which is the poster child of premade campaigns for that system because it's pretty smart if you're going to try and use Pathfinder with a PC behind the screen.
>>
No. 10117
127 kB, 256 × 192, 0:05
>>10111
Store different pixel rows and columns for different position on the screen. Draw the columns you need, acquire the effect of 3D dungeon.
Talking about Bard's Tale, I think it had wall pixel columns stored for every position, so it switched pixels column by column instead of jump to the next cell.
>But how it gandles more far distances than one cell?
I'm not sure I understand the question.
You have walls stored for different distances, for the first cell after camera, for the second cell after camera and so on.
>>
No. 10122
>discovering a low hard level cap without DLC
What the fucking hell

Should I just wait until I have the FNV dlcs before progressing? I'm nowhere near finished and not getting experience anymore. If you get the DLC which gives a paltry +5 levels per DLC, do any of your previous actions get retroactively added for the XP? Or do the experience points simply vanish the moment you hit the cap?
>>
No. 10123
>>10122
Gamebryo fallout difficulty curve is fucked.

I once started a game with all addons, min maxed like fuck, and in the end had 8+ to every attribute.

I was still getting one shot by end level enemies while they took 5 minutes of shooting from the strongest weapon in the game to die.
>>
No. 10132
>>10122
Your opinion about mods hasn't changed? If you ever decide to use some:

https://www.nexusmods.com/newvegas/mods/39906/?

https://www.nexusmods.com/newvegas/mods/64662
>>
No. 10135
>>10123
I went to Caesar's stronghold and purely by accident wiped out the entire camp, including Caesar and everybody else. So in that regard, FNV is about as balanced as the original Fallouts. Sadly.
>>
No. 10148
I tried playing Shogun 2 again. God the endgame is obnoxious, now I remember why I never actually finished a campaign. Divided Realm is such a terribly thought out mechanic that invalidates the entire diplomatic part of the game the second you accidentally cross the arbitrary line. At least custom battles are fun.
>>
No. 10150
>>10135
What did you do? OP melee build? Because that really shouldn't work on regular difficulties in case you didn't play all the content beforehand anyway.
>>
No. 10151
Hey what is up, I'll talk about some games I've been recently playing. So first, I'll start with SCUM

Overall pretty good experience, I have 40 hours so far. We had some epic moments with my mate, very day-z like, you write your own story and the game is fun only if you invest yourself into it. game is somewhere inbetween PUBG and DAYZ but closer to PUBG. Servers are bleeding when they are full of people. There is no loot anywhere. Character creation is very interesting but it's very obscure and if they will add onto this it will be an amazing game (If they fix lag on high pop servers that is). I made a team of four random people on airport, whenever I saw a bambi running on airfield I held him on gunpoint and gave him a choice to join me or die. Overall I had 8 people but because they kept dying the party size was never bigger than 4. Also, day after that I found a guy and was just nice to him and gave him loot, after 40 minutes of rolling together and killing some people together, he shot me in the back of my head. This was the most tilting experience and once again I was reassured that I am a stupid human who has more trust in others than he should. I went back and tried to find this cunt but I think he was dead after playing 10 minutes without me (I have above 10k hours in various fps games, most of players who play this kind of game have no aim, and you can take a lot of damage before you die if you have kevlar and 100% hp). I payed 50zł for this, and I think it's a fair price for what the game is now. I have high hopes for this game, I really really hope it will not end like day-z in perpetual never-ending pre-alpha. Chances are bigger because it's unreal engine, so it should be do-able and fix-able.

Other game I bought recently is Absolver, it's very fun and pvp oriented so don't let anyone tell you there's not enough content. This game is not about single-player but about multi-player. Very satisfying, easy to grasp mechanics of creating your own rotations. I played it for 15 hours so far but then I got into scum, I'll defieniently will come back for more later. Also the game looks amazing if you upscale the resolution. Like really fucking amazing.

>>10123
Oh dog, this reminds me of my first playthrough in Stalker Call of Pripyat on Masters difficulty. I was 14 and I was really really focused on getting this shit done. At the very end, it was such an f5 f9 festival, but I made it, although running through the portals to the hidden ending while under helicopter fire was extremely tilting. in FNV on highest difficulty with some mods, I remember I was using sniper rifle to just snipe them from distance, I remember when I was inside taking aggro out of all hostiles and running outside so that they will follow and then outside of their range I'd snipe the shit out of them. It amazes me how much I cared about playing the games on highest difficulty when I was a kid and cheesing my way through.

>>10111
>>10117
I never could get into this kind of games, when I was young I got into pen and paper rpg due to some camps for youth organised by, I didnt know it at the time, the best of pen and paper rpg game masters in Poland who where continually winning awards in polish rpg-dom. For me, these games where old when I was young, and they seemed like a cheap substitute to these rpg summer camps. Oh god, I wish I was 14-18 again and go there. Things those game masters created will live in me forever. My first rpg experience was WFRP 2nd edition, ofcourse I wanted to play rogue elf. It was fucking hell. There where 3 slots, and I was playing at the night slot. I remember I was trembling from fear.
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No. 10153
202 kB, 639 × 479
>>10123
Difficulty always a problem in openworld games where player allowed to up all characteristics of his character without any additional restrictions.

>>10117
>I'm not sure I understand the question.
What I kinda mean - is this "LODs" (don't know how call them otherwise) pre-drawed in smaller scale or it is ability of engine to scale down size of this textures in next, more far layers?

>Talking about Bard's Tale, I think it had wall pixel columns stored for every position, so it switched pixels column by column instead of jump to the next cell.
Interesting, yeah, this make sence, same as your demo if it was done by engine, not by hand drawn animation.
Things comining effects of like you showed in gif, with detalisation and texture tricks from Bard's tale and Relams of Arcania can do a very eye cndy results even without any kind of 3d engine. Sad that with bar'ds tale remake they gone with just regular 3d engine, not even follow original pallete with combination of original game sprites that upscaled and lost some detalisation.
>>
No. 10154
>>10150
You can do it with the shotgun build pretty much as soon as you get the hunting shotgun which is a mid-tier weapon. Admittedly, it's probably one of the most busted weapons in its tier, but still.
>>
No. 10157
>>10154
Okay been there done that pretty much. Well I still think it doesn't work with a proper fight but tons of kiting. Game pretty much presents you at this point how much you are abusing it's mechanics so that's okay in my book for a single player.
>>
No. 10158
>>10153
>is this "LODs" (don't know how call them otherwise) pre-drawed in smaller scale or it is ability of engine to scale down size of this textures in next, more far layers?
Depends on the engine. Enemies can be either pre-drawn or shrunk in software. Older the hardware, higher the probability that enemies were pre-drawn.
>>
No. 10164
shamelessly posting after a long post with no reply
>>10158
I wanted to ask you but forgot about it, seeing you have a deeper understanding in mechanics of video games, what is your understanding of tick rate? I remember reading a paper some time ago that stated that tickrate inbetween multiplayer competitive games should not be treated as the same value because the difference of how netcode is being handled is so different between game engines that some can be smoother on 30 tickrate than the ones having 100
>>
No. 10169
>>10164
I would need the context of the paper.
But in general, ticks in multiplayer games are portions of time which denote changes in the state of game world.
Like chess figures make their moves on the board, everything in the game world makes its moves. But cells are much tighter, time of turns is much shorter.
So, it can make sense to record world state changes every 30 ms instead of every 10 ms. It may be not enough 10 ms to wait for the netcode, process it, output the result and get ready to the new frame of information.
>>
No. 10170
>>10164
A bad game server can have a high tickrate, it's still a bad server, so no matter what game you're talking about, the tickrate is only one factor among many.

Here's a video explaining very simple but detailed how the communication between servers and clients work in videogames.
The guy who made the video has a lot more videos where he analyses the netcode of different onlinegames.

https://www.youtube.com/watch?v=hiHP0N-jMx8
>>
No. 10175
>>10158
I more about not only the enemies, but about walls. Well, whatever, it not a thing that so much important.

>>10164
>shamelessly posting after a long post with no reply
This is not a chat board where someone constantly typing, if somebody be interesting in your thematic -someone answer. I.. not like modern multiplayer as they called "battle royal" games, since this is how you dumb down development of game to minimum - make flat map of nothing and make players search for "fun" themselfs, without any tactics and logic. It remind me of "fy_pool_day".

>I never could get into this kind of games
You probably not tried, and other can say "old" even about what was yesturday. And this "games" very different between each other.

>reminds me of my first playthrough in Stalker Call of Pripyat on Masters difficulty.
Stalker not that hard and basicly intended to be played on master difficulty, espessialy first one, but others too. There no any hard in this game thought, espessialy if you savescam and use bandages and health packs constantly you can basicly rush game from start with most basic equipment.
>>
No. 10176
>>10175
Also poland have one of the biggest Might and Magic communities in the world.
I remember on KC some poland tried to make mm3-5 like game for art using his pain "mad skillz"

>>10170
Goldsource have poor netcode, try to play cs1.6 or cscz with difference in ping. I played once with ping 286 or so it was "fun" indeed to be killed before I ever seen what killed me and also when my bullet vectors don't hit anyone even when I shoot directly.
>>
No. 10181
>>10176
Not only Goldsource, with a ping over 100 most onlinegames suck, at least when the average ping is less then half of that.
>>
No. 10195
>>10150
>melee build
The fuck? No. I never melee build anyways. Granted, I did have an assault carbine, and was pretty high level by then and I got the quest to go visit Caesar, which I only did to find out what would happen since head canonically it wouldn't make any sense for my character, who left Raul at his shack to keep from getting killed by relentless Legion hit squads, who didn't like or trust NCR but still hated the Legion enough to just waste two whole villages full of them eventually and start working only to fuck them even harder, would decide to go on a boat, with just his sidekick, to be completely surrounded. This especially since I'd just put 5 rounds into Benny's head not that long ago after getting him to ditch the guards and meet me alone with his last words "well I should've seen that one coming" after proving unkillableby savescumming even after he sent his best assassins after me, and so now wants to pretend to be friendly. And get me completely alone.
On a boat.
On a river. Then in his camp surrounded by the psychos with no way out. Especially if it's suspected he knows I have the chip now and is trying to kill me and pilfer it off my dead body like I just did Benny.

So pretty much I only even went to the boat to begin with because I mistakenly believed I could find dirt to give to Khans at the camp, not across the damn river into what could only possibly be a bald faced trap. I only even went on the boat to see what would happen, and once I was told to disarm was like that's it and shot every motherfucker in the face. I didn't even give a shit what lore I was ignoring in that logically senseless ploy but decided to at least visit the island expecting to be killed. I then proceeded to hose down the entire encampment in 5mm and that was after just fucking around throwing grenades and mines everywhere regardless of it hurting me. I was expecting some epic battle. I was surprised to find I exterminated literally everyone, every single last person on that island.

I didn't even realize I killed Caesar until sorting through the piles of bodies. Killed at least one other important character without realizing it too. And then I reloaded from turning my back on the boatman, because why the fuck would anyone in their right minds do a thing like that. Plus I was trying for a more diplomatic/sneaky character who was rapidly becoming a jaded stone cold killer, just as poisoned by the wasteland as everything else, but ffs I wasn't trying to play some badass who goes in and simply puts an end to the entire Legion completely on accident just because some fucker asked for my weapon.
>>
No. 10200
>>10151
>shameless self bump
I just don't have anything to add to it Poland. I don't know what SCUM is and I don't play nor care to play PUBG.

>tilting
How much poker do you play? I kind of wonder how I'd do with actual money against competent players nowadays. It's gotten to the point where I can read hands a lot better except that a) it's basically anonymous which kills half the point of poker by not being face to face and b) most of the people online don't give a fuck and are wildly unpredictable because they either don't give a shit, don't know how to bluff, almost always one player goes all in on something like a 4/6 off suit, and typically don't even seem to understand their hand's odds or cards or anything else so they'll do shit like go all in on a pocket pair of deuces or a ten pair not to bluff but sincerely thinking they've got a great hand. Which fucks with you because you clearly see it could be either a flush or straight somebody's holding and find out they had a pair of sixes. It's usually pretty easy as fuck to trap people in casual games though.
>>
No. 10206
>>10181
Goldsource one of the most bad at it. You will star notice huge differences if you playing really good even at 50ping difference and even less. Whil hl not need such accuracy in such thing as CS it become really critical tbh.
>>
No. 10221
842 kB, 1758 × 918
>>10200
Tilting as in making me angry and anxious. It's a term that was born in competitive video games.

Isn't like the professional poker scene being dominated by online players? I played some poker here and there, mostly with my friends ages ago. We would meet up, smoke a lot of weed and play on some small money. I have also played on my university freshman bootcamp and won a competition for alcohol coupons. Overall I'm like 200zł+ net worth.

I've googled for some fake money poker online and everything pointed me to PokerStars, oh my god, these kids are aweful. I doubled my chips in like 10 minutes or so. If you know of any better places to play without real money, then I'd gladly check it out.
>>
No. 10225
>>10221
I know what it means. I've only ever heard it in the context of poker.
>Isn't like the professional poker scene being dominated by online players?
Somewhat. I'm pretty sure that durrr started that way who's also pretty clearly an old chantard. But then again I don't follow professional poker that much.

> PokerStars
meh pfft I mean I guess some of those are all right or Worldstar Poker but I don't really like them. Seems like you get more idiots there too and I also just plain don't like seeing percentages of my hand. You should be able to figure that out on your own.

I play this https://www.governorofpoker.com/games/governor-of-poker-3/
You can get it on Steam or as phoneshit, it's totally free and easy to make a lot of chips. I'm AntonChigur if you can find me and on mostly dead team called Pidors. It also unlike the other games has tons of international people and national flag hats so it sometimes feels enough like an /int/ I'll obnoxiously yell KURWA KATYN JA PIERDOLE CO TU KURWA JEST or rant about pidorahas or whatever during a hand. Pretending to be a black American is also fun sometimes. It just looks better and the chat and hat pins kinda sold me. There's also Prominence Poker which is more like a weird sims engine playing poker but there's no chat so it's kinda lame and the community seems mostly dead at this point.
>>
No. 10364
2,7 MB, 3840 × 2160
1,2 MB, 3840 × 2160
117 kB, 1700 × 956
1,5 MB, 3840 × 2160
>>10170
Yeah, I've seen that video. My issue is that most of modern gaymers always look at tick rate and there's this myth going around that your tickrate should be higher than refresh rate of your monitor to be the best smooth experience you can get, but I'm pretty sure that it's not the case in every example.
>>10206
Yes, you are absolutely right. On 64 tick rate games which are the standard in CSGO the game feels so sluggish, you can't one shot, you must play for pre-fire and spraying. Bunny hopping is way harder, I can feel my hit rate on bh's is 50% of what it is on 128tr, which is standard for e-sport tournaments and pick up games. Not to mention that some smokes are different on 64tr.

Ernsts, did you play Hunt: Showdown, the newest from Crytek? As I can see, there's no interest here in modern games although this one is really amazing.

My biggest issue with all pubg-like games is that they do not create a certain depth of world, you still feel like a plastic soldier in a plastic world. Some engines tryed to migitate this problem by adding sophisticated ways to how you perceive the world and different ideas with Shadow concealement where being implemented, most notably in ARMA engine. It kind of worked in ARMA 3, it kind of worked in ARMA 2 at night, but it was extremely power consuming and I think that our technology was not ready for it.

Hunt:Showdown nails it, and in my opinion is an enormous game changer. Due to how light affects your vision, if let's say, in the middle of the night you're standing inside a watch-tower that is almost entirely covered you are for the first time in history of video games, not sticking out like an idiot. And if the moon is shining, you can see everything that is outside this tower. For me, it's an amazing game changer because it's the first game which kind of applies the real-world idea of using light to your advantage. In the same watch-tower if the map was in the day and you where looking towards the direction of sun, you'll be sticking out and be an easy target and you yourself wouldn't see that much because of the dynamic lightning system blinding you out completely.

The game itself is a great concept, there's up to 12 people spawning on the map, in pairs or solo, and everyone has the same mission on one of two bosses or both. The map design is absolutely amazing, combined with this new light system it gives me the biggest immersion I ever had in any game. If this kind of system would be implemented in games like PUBG it'd be absolutely amazing.

Also im low-key fantasising about same concept on same engine with a different map in Stalker setting. Oh dog, that'd be absolutely amazing.
>>
No. 10365 Kontra
>>10364
Also I wanted to add that devs care about the lore, and I really like it. Every place on the map feels unique, and will have it's own backstory. You can also find some easter-eggs and quirks in the forest.

https://www.huntshowdown.com/news/the-history-of-healing-waters-church
>>
No. 10372
>>10170
The best netcode to date in terms of how well it works for most cases and how simple it is, is that of quake 3. Luckily that engine is open source and you can look at the implementation directly. Here is an analysis of it that highlights the key points: https://fabiensanglard.net/quake3/network.php
>>
No. 10375
>>10372
It is true, it is pure bliss to play. I've been playing a lot of instagib on quake live versus some 5k hours players and oh dog was it fun. Although, in all call of duty games which are on the same engine, there is a problem that changes your player model physics and movement speed on certain fps caps. In call of duty 2 and mw1 there where jumps that required you to have 250fps, also 125 fps made you jump further but lower. On 333 and + you would move faster enough that the game didnt register when to make a step, so basically you where running 1.2x faster than everyone and silently on top of that. Promod and PAM mods which were used for league play had a built in 250fps cap that was very silly, basically if you put com_maxfps 251 an alert would cover your entire screen and a very loud repetitive noise would bang in 800bpm. Good times.

I think that CSGO and CS 1.6 success is part of its broken net code. Due to limited precision at the very top of the skill ceiling, you have to adjust to it and play in a different way than you would in Quake engine games, because you can't achieve extremely high consistency you HAVE to play with your team-mates, and you HAVE to pre-fire.

On the other hand demise of quake and other arena shooters comes from the fact that they where so damn good and preciseful that you could master it to an insane degree, something you can't really do in CSGO or CS 1.6 if you don't play on lans all the time.

This is why it's so hard to get into CS imho.
>>
No. 10401
>>10375
The first CoD used the quake 3 engine, slightly altered, but with ever further CoD the engine underwent more and more changes so that even for CoD 3 it would be a stretch to call it a quake engine. I doubt much of the netcode survived the first CoD.

Also, the source engine was built ontop of goldsource, which was a modified quake 2 engine. In the early HL2 you could still see some of the artifacts in the texture rendering that date back to quake 2 tech. Sadly I have forgotten most of the details because it's been so long since I researched that.
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No. 10407 Kontra
>>10401
>modified quake 2 engine
No, it was modified version of open version of Quake 1 Engine from Quake World.
As I heared, most of things from goldsource not survived in source and there less of them with more new version you look. In new versions of source probably no a single symbol from original quake world
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No. 10408 Kontra
>>10375
>I think that CSGO and CS 1.6 success is part of its broken net code.
Wut? No, it was thing as different gameplay. Most of multiplayer shooters back then was kinda of arena shooters - CS back then brings at least some tactics in combat and shooting, forcing you to play more accurate and more slow but game was still easy to pick up and people liked it. Bad issues with net code it in opposite, what people not liked.
CSGO "sucsess" was when gaben added skins and boxes and all this trash for degenerates. Before skins and all that shit nobody cared about CSGO, it started very meh. I thought that it will die same as CSCZ but Gaben know what bydlo wants and make it popular for quite a long time.
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No. 10409
>>10408
>>10407
Why I'am saging? I not activated sage in my window.
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No. 10410
>>10407
Ah, you are correct, it was quake world, not quake 2. Otherwise, as I said, only in the early versions of the source engine (2004-2005) you had these artifacts in the texel rasterizer that were a limitation of the old quake code surviving through goldsource. They eventually changed that, as they also introduced new features such as tone mapping and revised reflection shaders for water surfaces. That happed around the time Lost Coast was published. I kind of like that they update their games' fidelity years after release, but I wish we could decide and install an older version of HL2 if we wanted to using steam.
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No. 10411
>>10410
>I kind of like that they update their games' fidelity years after release
Problem is, when they not very care sometimes about some games and just changing version of engine, not even look at consequences. Current steam version of Half-Life Source like unplayable because it meant to be work with oldver versions of Source and with never hell lot of things just not work properly. In Counter Strike Source which was in like.. v26-v35 most balanced CS game ever now some mechanics and some things just broken or work differently because new engine - slightly, but with CS, if you was a really good player, it was very important.
They also update their goldsource games.. well updated untill 2010 or something, you will notice that games now renders and sometimes play slightly different from original version... recently played half life uplink demo with original engine version and menus and yeah it was funny experience.
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No. 10503
625 kB, 1920 × 1080
943 kB, 1920 × 1080
Just played the Insurgency: Sandstorm beta and i really like it.
Any other Ernst played it?
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No. 10504
>>10503
Nah, I have about 75 hours in the last one, but that's the burnout point for me. I haven't really played multiplayer shooters in a long time now.

Did they at least fix shotgun balance? It was really borked when I was playing regular Insurgency and at a point-blank magdump you'd come out worse off over someone with a battle rifle. It was kind of retarded.
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No. 10505
>>10504
Haven't played shotgun and didn't encounter one so i can't tell you, but the assault rifles feel like the first game.
I was positively surprised by the pistols because they're usually very underpowerd but here they're actually usable.
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No. 10506
>>10505
If you haven't seen one yet, then it's probably because they're still bad. Feels bad that a game built so heavily around close quarters and urban combat shows zero respect to a room clearers.
t. appreciator of video game shotguns
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No. 10508
>>10506
>built so heavily around close quarters and urban combat

Well, some of the maps are kinda spacious so that a rifle with a 7x scope would make more sense than a shotgun 90% of the time.

t. disliker of shotguns who uses grenades to clean rooms.
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No. 10510
>>10508
The best maps are a mix of both. It's why I liked District in the last game so much. Both sides of the street were multi-floor buildings with lots of breaching and room clearing but the map was bisected by a big open 4-lane road with little cover and it was a massive killzone for marksmen & snipers. There were also backstreets for flanking that were open enough that room clearing wasn't viable but not so open that you could use a high magnification scope and get away with it which let the rifleman do their thing. However, even with the more open maps, it's still not really long-range fighting. When I talk of non close-quarters combat I'm talking more like ARMA where maintaining standoff and smoking the enemy with an FO is a legitimate strategy.
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No. 10513
>>10503
Idk, I have Insurgency but I already dropped it. I don't like FPS for the most part anyway. Sadly I can't get DoD to work anymore. Forget why.
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No. 10598
>>10408
I think you don't understand my point.

CS:GO CS:S and CS1.6 always felt sluggish. It always felt like quake engine+50ms. Due to that, you can not master it to such a degree as an individual player as you could in Quake 3. Because of that and slow movement, you need to play tactically and do re-frag's, proper entries with good flash/smoke, pre-fire's and scans. Everything resolves around peekers advantage but when you think about it you will realise because the peekers advantage is there because net-code is broken and slow.

This does not make game any less skillful but it re-defines what is skillful.

Think about it, the more you are incosistent due to the World, the more you have to rely on your teammates and proper set-ups because you are limited by the software so to say. Combine this with slow movement, and you have every mediocre tactical shooter of 2000+

Some of the players got extremely good in what they where doing that they still wanted to mitigate this issue aka. push the idea of team-game, of solo players dominating, so first in 2015 they slowed down the speed of walking while zoomed in on AWP, and in 2017 they changed the first shot accuracy of AK to like 96% from 99%. Ofcourse you can hit the head as easly but if you are far enough from your target you will eventually hit the distance where you can have rng on hit even if you're perfectly centered
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No. 10600
271 kB, 738 × 1164
>>10408
Actually CSGO was growing slowly since its beta release and has even over 6 years after its release still over 500k people playing at the same time at peak times.
What's that if not a success?

https://steamcharts.com/app/730
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No. 10601 Kontra
>>10598
Also show me one good player who says that 1.6 had good netcode, people had different interp and rate cfg's for 20-30ms 40-60ms and 60-80ms

Ofcourse now everyone cries that 1.6 had better hitreg but it's only because GO is even worse on 64tr mm

Tbh cs always felt like it was meant to be played on LAN. It's a completely different experience, too bad you can't pracc on lans.
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No. 10628
Question: if you self destruct the Brotherhood of Steel in FNV, will they then send hit squads after you the rest of the game like the Legion does if you happen to really piss them off?
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No. 10659
1,2 MB, 1366 × 768
1,5 MB, 300 × 300, 0:06
I don't get it. Everything else in the NV graffiti mod is easy but this has me stumped.

>>10628
Nah it's fine from what I remember. Blowing up the base kills them all. What did you choose at the solar plant?

I rerouted power to Freeside and the other place even though demand was less. My logic is that old world tech is more like a natural resource in the Fallout universe much akin to gold deposits or a forest. The NCR have no right to take it without locals consent and compensation even if they provide “protection”.
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No. 10662
34 kB, 130 × 127
>>10659
I gave it to everyone--inefficiently
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No. 10663
>>10659
>I don't get it

The actuall quote is about knitting (My mother made me a scarf - if i give her the wool...).
It's not about her mom turned her into a lesbian but she produced one.

It's a very bad linguistic joke, if you google it you're going to find a ton of articles, some of it even interesting.
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No. 10670
>>10628
You can search it on wiki but probably not as they are minor faction.
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No. 10671
80 kB, 466 × 439
>>10662
>Moderate amounts of inconvenience for everyone!

I like your thinking.

In my most insane moments I sometimes wonder if an unspoken rule of government is to make obstacles for the population – deliberate irrationality. Stuff that can easily be surmounted but the inconvenience breeds cultural traditions as you can see in the former Eastern Bloc.

>>10663
That was quite the rabbit hole google just took me on. I never knew knitting was so gay.
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No. 10673
9 kB, 190 × 270
>>10671
>In my most insane moments I sometimes wonder if an unspoken rule of government is to make obstacles for the population

As far as I see it, the easiest way to create a totalitarian government within the democratic framework is to overbear the common man with so many rules, standards and guidelines so as to make compliance and enforcement of these standards near impossible.
And thus, the forces in the charge of enforcement at all levels may very well punish the common man on a whim.

This is my main fear from the government apparatus, as it reaches a point in which every single citizen is a criminal, the only question is if he will be granted leniency by the judicial branch or not.
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No. 10676
9,9 MB, 640 × 360, 1:28
8,4 MB, 640 × 360, 1:35
>>10671
Have you ever been on committee? Or used Robert's Rules of Order? It often looks like this purely by accident
https://www.businessinsider.com/cia-manual-sabotage-productivity-2016-6/#how-to-be-a-terrible-manager-3
http://www.openculture.com/2015/12/simple-sabotage-field-manual.html
No, they're often not doing this on purpose. It's simply a combination of the nature of the apparatus and the kinds of pathological people who get a sick thrill out of it. Some people gain immense satisfaction from making subcommittees to discuss a tabled motion from the committee, and then creating ad-hoc committees to discuss the motion.
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No. 10691
I have discovered the funniest bug yet. I'm exploring far south towards the edge of the map when all of a sudden Raul says "yeah yeah" and I can't see what he's aiming at when all of a sudden some sort of splotchy brown angular arc triangle like shaped thing begins appearing over the horizon growing and growing towards the sky and then the game crashed. At first I was in awe like "what even is that..." and decided canonically, the Courier found an eldritch abomination in the wastes and perished from reality.
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No. 10692
>>10691
Sounds like a body got stuck in terrain and ragdolled so hard it lost its form. It is usually smaller than that but it could have gotten big.
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No. 10698
>>10692
It was pretty funny, and because I hit the F5 key like mad reflexively the bugs don't ultimately bother me that much, but man there are so many. My favorite by far is hitting something so hard in VATS that it falls through the terrain and into infinity. Body blasting with C4 is also pretty neat to see yourself or others fly across the map, and jumping and throwing stuff off cliffs is oddly enjoyable. Just the physics in this game make me realize man have games come a long way, even if gamebryo is bucked all to hell.
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No. 10898
So I decided to play Path of Exile as a time killer while depressed and retarded, and the game is definitely suffering from the "online game late in its lifespan" syndrome.

They added so many features that low level content balance is completely screwed. I'm 10 over the intended progression and everything dies in one click.

I'm actually quite bummed out about this, I wanted to experience the campaign, but now it feels like I'm playing with cheats on.
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No. 10902
>>10898
God I hate feature bloat. The best way to go about something is often a lot simpler than people think. I feel like precedent shows that RPG devs both in the paper and PC realms are especially prone to the overdevelopment disease.

That said, it's still pretty bewildering to me that they can fuck up encounter scaling that hard when they have a pretty granular hierarchy of power level demarcation in PC/NPC experience levels.
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No. 10904
62 kB, 361 × 519
I had this game for a long time on my physical shelf. It's a cossacks spinoff basically, but with a colonial setting.
I find it hard as nails, I can't even beat the easy AI in skirmish.
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No. 10905
>>10902
It's stupidly simple, actually.
They added new content. Dungeons, quests, areas, etc. They all give XP. So you're getting more xp, but the progression is still linear - you can't skip zones or anything, you have to do them all in order. So now that there's more content, you have more xp, while also progressing through the game slower.
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No. 10915
50 kB, 640 × 854
>>10898
Try Diablo 2, I've sunk quite a few hours days into it recently
It provides a more immersive atmosphere with the music and darker graphics IMO, and it's rather simple and old school feature-wise
Though if you want to progress beyond normal difficulty you'll probably have to read/watch some guides about what to skill and which items you should be looking for, else it might get frustrating
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No. 10933
>>10915
There also presented other more modern hack and slash games, like Tourchlight 1-2. Also there are games like Dungeon Siedge that have smilar elements and combat systems mixed with some other RPG games elements, but still fun to play.
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No. 10935
>>10915
You know, I just started trying to play Titan Quest but all it ended up doing was making me think of playing Diablo II. The thing is I just don't want to waste me time on completely mindless entertainment, plus I already spoiled it by reading about the story and cinematics years ago. Is there even any really solid story or character interactions in Diablo II, or is it all completely hack and slash and picking up loot?
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No. 10937
>>10933
I was hyped for Torchlight, played it a bit, but I just can't enjoy it because of the cartoony graphics
A lot of the appeal of Diablo for me is in the style of the graphics and overall atmosphere, also nostalgia ofc
>>10935
The story of Diablo II is nothing special, rather straightforward, the main appeal IMO is in the art & atmosphere, also it helps that the game mechanics are pretty crisp. The soundtrack is good, all the character dialogue is also voiced decently though despite playing through the game countless times since I was a kid, I never paid too much attention to it.
A playthrough on normal difficulty just for the story shouldn't take too long I think, so I say give it a try.
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No. 10947
>>10898
My cousin played it quite a lot and for a long time already, but he cannot talk about it without swearing now, heh. I figured from his rants that the game turned into a shittier version of Diablo 3 with developers charging money for stuff like interface features. It's a pity, because when it first came out, it was pretty original and intredasting.

>>10937
>A lot of the appeal of Diablo for me is in the style of the graphics and overall atmosphere
My favorite hack 'n' slash atmosphere-wise is probably Sacred/Sacred Underworld. Those medieval hamlets and towns are extremely cozy. It sometimes feels like I'm playing an actual RPG, not some grindan-fest. Possibly, it has something to do with the world not being randomly generated every new playthrough, like in lots of similar games.
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No. 10963
>>10935
Try path of diablo, it's really good and active. I think there's more people playing it right now than original
and you dont need original cdkey for it
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No. 11007
1,8 MB, 1440 × 858
913 kB, 1440 × 858
Discovered a very interesting thing - Dos box game launcher. Really neat thing. Easy launcher for dosbox, you can make a separate profile for each game and for each game it has his own dosbox parameters, also listed in very easy menu instead of just edit ssetings.cfg
You can also have multiple dosbox installations and hell lot of ther options, like transfer game info and cover art directly dom mobygames by one click. A very interesting alternative to buying games on gog honestely.
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No. 11012
I forgot, is 300 posts limit to systemkontra?
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No. 11013
>>11012
Ah, no, it something like 302 so I need to create a new one
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No. 11015