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 >>/11507/
Time for the stereotypical bruiser type enemies, these guys have an obvious weak spot, and are easy to deal with just like in the classics once you know their tricks. From time to time, just like the 2d classics, they are placed on difficult platforming sections, however unlike the classics the game doesn't punish you via insta death, more on that on level design. Additionally just like the classics you'll sometimes deal with more than just one at a time. In general if you see these guys expect lots of dodging and kiting due to the added aspect of 3d. Or sometimes you'll encounter 2 to 3 of these at a time if you fail specific platforming sections.

Now for what I hate in games with platforming, the swarm enemies, these guys aren't really spammed during platforming sections like the original 2d games as much. Instead you will see their presence very much pronounced during boss fights. They either serve as a means of regen health for the boss, or actually distract you during the bossfight. This is something not that commonly seen in the 2d classics, however I honestly prefer to see swarm type enemies in bossfights rather than platforming segments. It just doesn't feel fair when I fail a platforming segment due to a stray enemy spawning out of nowhere, but it does feel fair that I failed a platforming segment due to my negligence of regular enemies, or my inability to properly dodge an enemy projectile. But this may just be player preference on what constitutes as fair, and unfair gameplay mechanics.

As previously mentioned the enemy boss movements are extremely varied and significantly affect the way in which you approach a fight. My only complaint is that unlike the classic Megaman games you can't appropriately prepare for a bossfight or enemy types. To be fair bossfights are foreshadowed heavily, but unless you read into the subtext you won't have a clue into the boss' abilities. This simplicity from the 2d titles where you can make a logical deduction on a boss' weakness before you enter a stage is sorely missing from this 3d adaptation. It's not all gloom and doom however, with enough skill most of the bosses are beatable with even the most suboptimal of builds. 

Now you may be telling yourself; "Can't you just change weapons on the fly just like the classics? Why is this an issue?" For the most part, yes, yes you can, but that's only for your buster unit. The buster unit comes in upgrade packages you can install and uninstall at any time you wont, the same can't be said about your sideweapons. This means that if you decided to take with you a mine spreader or a funnels spammer gun and didn't know you were fighting a really nimble opponent who can fly, that sideweapon is fucking useless. And if you decided not to upgrade the range on your buster and instead went full damage and speed, prepare to cry tears of blood. But yeah, this is a design choice deviation from 2d that I personally feel have proven, detracts from the game a bit, not significantly, but just a bit.

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 >>/11508/
Level Design
As said previously when I shitted on Prime, the backtracking is minimal since all ruins you explore has unlockable shortcuts. However there's more to that, there's also moving platforms, platforms littered with enemies and platforms that disintegrate or break if you stand on them for too long. Things that were again a staple of the Megaman series when it was in 2d.

However there is something that is either a hit or miss depending on your tastes. The game doesn't punish you when you fail platforming segments with outright death. Meaning there's no such thing as an insta deathpit in the game, there are pits full of enemies and traps, but that's as far as it goes to punish you. However in my opinion I honestly prefer that, since the focus of this entry's design is not really the platforming but the shooting and RPG mechanics. Yeah it's a missed opportunity in a way, however and rarely do the punishments feel really severe at all.

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 >>/11509/
Difficulty

It's a mixed bag here, there's an obvious progression to it, but honestly if you pay attention you shouldn't be dying to any of the grunts, or even bruisers in the game. There is one really big peeve I have with the game here, that being that the difficulty settings can't be manually changed. Instead you'll have to pass a Digger License test. IIRC there's 3 ranks, B, A and S, the game starts you off at C. The test for B and A are actually fucking easy, however the test for S is fucking hard, like really hard due to the absurd time limit you have for it.

If you're able to pass the S License test however that means you know of the game's deeper meta tricks so I guess it's kind of rewarding in a sense. Additionally in order to make the game EVEN MORE HARDER you have to pass the game while already possessing an S Class License. So again it sort of is rewarding and it's also a New Game+ incentive for replayability, but I ain't gonna lie, I hate it when games lock away the hardest game mode possible via hoops and loops like this.

So yeah, superior game and 2d to 3d adaptation, get fucked Primefags.





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https://youtube.com/watch?v=tGBhFfsciMU

was hoping for honda in sfv but I'll take blanka. I need to throw a new graphics card in my shit if I want to play it fo'real though. It's so unoptimized. It's alright imo but definitely has some issues particularly in the online features. glad that I didn't pay for it. at least you don't have to pay for individual characters and if you logged in during season 2 they gave you a bunch of in game currency for no reason.






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Gmod was pretty neat until it got flooded with furfags and little faggot kids. It's a fun game and has some great gamemodes, but most of the good servers are gone. I was a big SCP-RP fan but all the good servers died out because of laziness and degradation of gameplay quality.





How do you make a game without any random elements?

1. Use conditionals instead: the world reacts to the actions taken by the player (or lack thereof) since the start of the game.
For example, depending upon the state of the world (such as changes caused by the player or game clock) and the time from the start of the game's clock, certain types of enemies will act in accordance with one set of rules when they are unaware of the player (or their actions), another ruleset when they are partially aware of the player (or their actions), and another when they are fully aware.

2. for some things that would otherwise operate on a basis of chance (such as a skill that has a 25% chance of dealing double damage when used), you can instead replace it with some criteria that would activate the event once met, for example the skill mentioned above may deal double damage every fourth time it has been used, or will deal double damage if used on a certain enemy, or in a certain location on the enemy, or when the enemy is in a certain state (less than half health, on fire, etc.)

3. Initial item placements and drops would be fixed, as would the initial placement of enemies, every map would always be the same, and both encounters and npc's may appear in certain areas based on the clock and game state, not by chance.

- the world would feel more real -

Basically the whole world of a game without randomness would be deterministic, but deterministic in the same way our world is, were every prior input from the past creates the state of the present, which in turn creates the output of the future, if you know everything about the universe in any previous state, you can use that data to predict every state it would take from that point on, but there is so many bits of data and there are so many different ways they interact with one another, that it may as well be random from, our perspective.

A world of rules, plain and simple, cause and effect, everything is an equation, an algorithm, simply one of such scale that we may never be able to solve it.
This sounds about right.
If I go hunting I came across prey not by random chance but as a result of a constellation of a huge amount of events. From the time of day, through the weather, the state of wild edibles to the movement of other predators. And ofc, my actions if I stopped talking to the neighbour, stepped quietly enough, etc etc.
There is a tolerance ofc in certain events, they can be "true" on several points on a scale.

How big the database of such game should be (yeah I know, it depends on the game), and how much of a processing power were needed?


 >>/12071/
> but deterministic in the same way our world is

lol

Radioactive decay is nondeterministic.

1 m^3 of air at stp is 1.19kg.

Air contains 1.29% argon by mass. 1 m^3 of air contains 15.3 grams of Ar.

Natural argon is ~8*10^−16 m/m 39Ar. 1 m^3 of air contains 12.2fg of 39Ar.

One atom of 39Ar is 6.47^-23 grams. 1 m^3 of air contains 189 billion atoms of 39Ar.

Halflife of 39Ar is 269 years. 1 m^3 of air will have one beta-decay of 39Ar every 90ms on average.

The Lyapunov time of air at STP is who-the-fuck-knows. The Lyapunov time of 1 cm^3 of Ar at STP is 3.7*10^-11 seconds.

1 m^3 of air at STP has 7.14x10^26 atoms; e^62 or so. 62 Lyapunov times is about 3ns.

On human timescales our atmosphere is nondeterministic. It has decent statistical properties; one fundamentally cannot predict the low-level behavior.





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 >>/11976/
One thing that annoyed me was whenever you fast traveled, the loading screen where it showed henry traveling across map with the clock was slow as shit and it was pretty much pointless when the point of fast traveling is to skip the back tracking as much as possible since theres not really much to do when you travel besides finding the odd chance of a sidequest or massacring a cumman camp. I remember them posting a video on how they had a dev manually plant millions of trees, imo they would have benefited more if they invested more time on making vertical sliced/isolated areas with more content since the open world map is very pretty when you look at the landscape the first couple of times but you get disappointed when theres not much substance in those places inbetween key locations.

 >>/11977/
I never fast-travelled because fast travel is disabled in hardcore mode. Perhaps you weren't aware, but if you travel the map, there are random encounters on the road. Bandits will set up roadblocks or ambush you with dogs and there are also various characters to encounter, like lost merchants you can help or rob, occasional roadside murders you come across, errant knights looking to duel, full-on battles taking place between groups of bandits and Cumans or groups of guards and Cumans.



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Are you playing Electronic Arts games? Are you aware of Electronic Arts's racist & bug problems of The Sims 4?

Electronic Arts (EA) never listen / The list of bugs and problems
https://codeberg.org/thesims/sims4-problems/src/branch/main/README.md
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A thread for all your FPS needs. A non-exhaustive list of good FPS:
Multiplayer
Quake
Unreal Tournament
Tribes
Xonotic
Counterstrike

Singleplayer
Doom
Marathon
Serious Sam
E.Y.E
FEAR

What was the last FPS you played?
What did you enjoy about it?
What mechanics or design elements set it apart from other games?
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I just finished FEAR Extraction Point.
That was a wild ride, especially at the end. The spooky parts were great.

I really wish the hospital levels were longer though because they looked a lot better graphically.
The game handles anything that's not a strict indoors area very poorly.

I heard Perseus Mandate was shit, so I'll just skip that one.
It might be time to finally try EYE.

 >>/11993/
> I really wish the hospital levels were longer though because they looked a lot better graphically.
I liked how the morgue changed from spooky to clean after you resolve Alma's shit.
> I heard Perseus Mandate was shit, so I'll just skip that one.
More of the same with lower quality and silly additional guns and enemies.

 >>/11993/
> EYE
its a very "odd" game, but very fun for at least a while(for me it was extremely fun for many hours). Its got good replay value too with the different builds you can make but maximum jojolegs are hard to do without. if you like being a goodgoy i still suggest piracy because its not a typical game and you may not get your moneys worth out of it.





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i still remember my first minecraft world. i spawned in a taiga next to a beach and a desert, it was in r1.0 i didn't know how to play minecraft. i died a lot from monsters for a while, and eventually figured out how to craft. i then built a nice small house on the beach (it was small, but felt big to me), and eventually  i realised i needed food. a placed some small farming blocks down by the water, and eventually expanded it, digging a bit deeper into the sand so i made a nice wheat farm. on the backdoor of the sand house there were stairs which led down to the farm (it was a bit deep down, maybe 2-3 blocks from the surface level). i never explored, i just sat by in my  cozy beach area, but one day i realised i needed materials. so i ventured into the nearby cave entrance. it was scary. but after a very long trip and facing numerous foes, i finally made it to the surface with lots of iron, coal, redstone and a single diamond. i cherished the diamond, but i didnt know what to do with it, so i made it into a jukebox. now with all the riches i had aquired, i was sure people of long and wide would come here to make a new settlement, so i made a nice hotel. it had only two rooms, but was still bigger than my other house. i also discovered a cool technique, shearing leaves and then placing them on chopped logs to create room plants! by that point i hadn't disovered flowers, and wouldn't cotninue to do so for a very long time. other projects ensued, and eventually i had a small outpost in the desert 100 blocks from my other things, as well as a cactus-protected storehouse. then, something terrible happened. one night whilst hunting for monsters, i was low on health so i fled to the storehouse, but i poked myself on a cactus. everything i had was gone. it was one of hte most tragic moments. i had to venture into the depths of the caves once more. after many deaths and tries, i got a decent iron set again, and started to look around on the surface. i realised it was snowing in the taiga, and i could collect snow, so i made place and gathered snow and built a snow castle. it was cramped and awkward, so i wasnt satisfied with it. then, my mind was blank, and i didn't know what else to do. i looked out onto a swamp, and decided to build a few mudhuts there before leaving, it all felt pointless and meaningless. so i deleted the world and moved on to other things like smp and other games. i regret it to this day, it was the world i treasured the most, all those memories will be gone forever.

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I got tired of Minecraft because of its abysmall combat system. It took ages for the game to give the player shields and item enchantments or healing items. It took years for the stamina bar to affect combat.

However even with all of these things, I still can't justify the game, or purchase. The enemy variety is still abysmally poor, with the only unique enemy being the Spider-Jocky. But, even if there were more enemy variety there's another reason why I just can't get into Minecraft.

That being the combat animations. The combat animations to this day still sucks ass, and there's only one mod out there that actually gives the enemies animations and it's not a fully realized or finished mod at that. If you're interested in the mod's name it's Mo Bends.

There's also other things that have prevented me from playing the game though, it's not just the combat, but combat is the biggest culprit for me. Another big reason why is because I have to mod into the game Minecolonies and Millenaire to make the world feel alive, and have some sort of progression to it. However due to Java's limitations, as well as Mojang plus Microsoft's refusal to move the game to C++ these two mods are advancing at a snail's pace. 

Moreover Minecolony has been abandoned multiple times and has had to scrap a lot of features such as fortress walls and militias. There's also the death of one of my favorite Trains and Blimps mods along with my favorite furniture mods made by a /v/irgin. It hurts to say, but I just can't go back to Minecraft. For me there's been two hotness ever since they were in a playable state, those being Castle Story and Timber and Stone.

Here's my opinions on them

Castle Story is basically old school Minecraft but as an RTS. Meaning no hunger systems, enchantments etc. but I don't care. The game let's me build giant ass fortresses that I have to defend against roughly 70 waves of difficult enemies. There's two other game modes, but one is a sandbox, the other is a boring control points thing that is better played against people, not the shitty AI.

The game has its problems though,for starters the wave difficulty is based on a dice roll, so the difficulty spikes can be really unfair at times. Additionally the AI has some big problems with its pathfinding, and the civilian units constantly like doing suicide attacks against enemies, even enemies that can one shot them. There's also a memory leak bug that creeps up if you play the game for more than 3-5 hours.

Also the devs are really incompetent at game balancing and when a bug is too hard to fix they remove features from the game. In the old days of the game your units wouldn't be able to phase in our out of each other, they actually colided with each other and could create traffic jams if you designed your castle poorly. Also in the old days you would be able to build armies of around 40 before the game would crash. Now the devs put in a population limit of 15. Which you can increase but you have to do it via the game's lua config settings, the Devs are total faggots and tell the community they're never letting the player base change this setting via normal menus too.

In terms of balancing, there's a straight up hierarchy to combat units, knights are more powerful than halberdiers, which are equal to arbalests, which are stronger than archers. It's super lame, and due to the devs being lazy shits, getting zerg rushed by the weakest units in the game is perfectly possible. In single player it means you will be doing nothing but spamming Knights, and archers at enemies. However there will be a point where you will be spamming AI Sentry guns instead.

But despite this I still find it a fun RTS game due to the fact that how you build your obstacles, trenches and fort itself really determines how you play the game.

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 >>/11473/
Timber and Stone, Timber and Stone is basically Dwarf Fortress lite to be honest, it's a very fun game if you go in without high expectations. If you go in expecting the full DF experience but in 3d you're setting yourself up for failure. I unfortunately don't have that many interesting screen caps for it, so herer's another castle story screen instead.


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 >>/11498/
It's a survival game where the most important resource (gunpowder) for terraformation is locked behind mob farming. The combat being shit severely detracts from the overall experience. Sure you could be an autist and design a mob farming machine to do the work for you, but until you have a steady supply of materials to do so, combat is still a crucial aspect. So no, one of Minecraft's key gameplay aspects is combat, and it's fucking garbage in singleplayer and arguably multiplayer as well.



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Touhou 16 hidden star in four seasons 

never played a touhou before. It's pretty fun but easy mode is pretty deceptive. It's funny, I've seen fan art for touhous forever and it's almost always been really high quality, great drawings, then I'm playing this and the girls pictures pop up and they're retarded looking in comparison.
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Hi NSA!











not kidding aside:  >>/11176/  >>/11190/
My opinion for Sonic Mania is that's it's too easy, live friendly and beautiful. Cooplay best.

AM2R, haven't gotten to NG+ yet, will tell what's good or not. The game is amazing regardless, true homage to series. Must play inho.



The review said this interface is 90% of the game.

That convinced me to buy it.
It'd be cool to compare my initial reactions to some other people's, and to the more refined answers out there.




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Out of the different Final Fantasy 11 private servers, I like Valhalla the most.

Valhalla has TRUSTs, 90 level cap, XP gain rate same as retail. Movement speed is increased, all Home Point crystal warps and outpost warps are unlocked. They have some nice extra content like a unique gear augment system, a few custom dungeons, Dynamis D raids are unlocked. Rise of the Zilart, Treasures of AU, Wings of the Goddess expansions are all unlocked and working properly.

So anyway if you are tried of the slow grind to 75 on the other private servers like Horizon or Eden, then come check out Valhalla.

https://www.valhalla.group/home/doku.php?id=start
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lots of fun stuff lately, players running some custom level 90 dungeons together, and putting custom enhancement enchants on their gear too, which really makes us overpowered. BLU and PLD are gods on this server!





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