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Video Game Thread
What are you playing? Are you having fun or just killing time?
This week I was able to sink quite a few hours into Deus Ex. I'm going to use spoiler tags because there's always someone who has not yet played the game but might want to do so.
I played through Case of the Golden Idol after seeing @Vollerei recommend it a couple weeks ago, and am halfway through the sequel. It's not quite as good as Obra Dinn, but it scratches the same itch. I also really liked some of the plot points near the end which were interesting and not the way I would expect a story like that to go (Obra Dinn has some great reveals near the beginning/middle, but sort of peters out near the end). The puzzles are weaker and less intricate on average, but overall it's a good game. I am less impressed with Rise of the Golden Idol so far, but haven't finished it so can't give a full opinion (especially given how Case tied things together so nicely at the end that retroactively made earlier parts better and make more sense. I'm holding out hope for something like that here though it seems less likely to be as good even if they try)
Blake Manor is pleasant, but i don't think it is among the greats. It was pretty easy and the time management mechanics didn't matter nearly as much as I'd hoped.
The Incident at Galley House came out recently and I just finished it. I do think this one is splendid. Great mystery and reveals, plus a neat mechanism for uncovering new scenes. It's a visual reimplemention of Type Help, plus a new great epilogue.
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new Path of exile one league. I started playing in earnest in delirium league and winter orb is for the first time strongly viable and I've decided to go for a build. it's worked pretty well but I'm holding off on the power stacking shift with ralekesh boots. I parked my wealth in a hinekora's lock and some mirror shards a few days back and they've since uncharacteristically declined ~20% in value to my chagrin. Currently farming 8 mod map drops because it is profitable with a quick map clear time so I'm building up a big supply of charts for the new mechanic.
I have a family member who plays a ton of PoE, and for a few weeks I tried to get into it too. Didn't grip me at all; just kinda felt like moving my dude around the screen spamming attacks with little to no meaningful variation or tactics. Boss fights were a little better. Some kind of event was running which helped me advance more quickly. Growing gardens or some such.
Anyway I know it's a very popular game and a lot of people -- including some with at least decent taste -- enjoy it. But I can't figure out what anyone sees in it. Unless you're a maximal autist you'll just be going with a build someone else developed (the overhead on figuring that out yourself is prohibitive) and the actual gameplay just seems... rote. Easily automatable.
So what do you like about it so much? Is the genre just not for me? It occurred to me that it would almost be more fun as a clicker game.
The appeal isn't quite the moment to moment mechanics of play, although I think they're better than a clicker would deliver. It's kind of like factorio in that you're building and improving an engine that turns map inputs into currency that can be spent improving your ability to turn map inputs into currency with a healthy dose of gambling dopamine hits. In live and recently refreshed trade leagues it's a very engaging puzzle to try and discover niches and farming strategies(which may be more or less synergistic with your build) where you can get more leverage on your time spent. The economy is very dynamic and responds to what builds are popular. If the biggest build of league is winter orb then some of the things that winter orb builds wants can be worth ten or a hundred times as much as they'd be worth in a different league so the inputs to get those items become valuable, the inputs needed to get the inputs needed to get those items become more valuable and so on.
In short it's a big puzzle box with a lot of different axis of skill expression from the ability to run maps more quickly to the knowledge of how to optimize a build and knowing what content to apply that build to. When it all comes together and you're earning absurd amounts of currency because some hunch about where the market would move it feels incredible. Also, its just satisfying to watch the stash tab fill up while you grind.
Thanks, that makes some sense to me. The experience of feeling like you've discovered a way to be extra-effective, and especially outpace others who aren't as clever, is a good one.
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Something that's always pissed me off to no end in the Deus Ex games is the energy management running on consumable power cells. I suffer from a bad case of videogame hoarding disorder, and I've beaten most of them without ever using any of the damn things, at significant cost to my sanity.
Its 20XX, just stick your dick in a convenient power socket, you're a fucking cyborg Denton/Adam.
The newer games do, from memory, let you automatically recharge a few pips with time, but that's lame. I'd rather not play a game set in a parallel timeline where the Note 7 debacle put an end to the development of battery technology.
I've been playing Rimworld again, courtesy of creating a mod for it. Miraculously, the 450 strong modpack of last year somehow worked, even after I threw in another 50 for taste. My runs usually die of boredom, TPS death (a 9800x3d and a 5080 only go so far in this game), or modpack instability/conflict. And I never play without dev mode enabled, because some modders have interesting takes on balance.
For example, I installed a mod that adds a bunch of cool guns and armor. It also, for no real reason, adds a spacer-tech faction that's intent on making a Banana Republic a reality in 5500 - you have one in game year to raise a massive crop of GMO fruit for them, or they'll clap your ass. I forgot about it, and was raided by 2 pawns with armor that could stand up to the scrutiny of God himself, and guns that could give him a migraine. My poor colonists lasted all of 30 seconds, and then I reloaded and deleted the enemy from existence because there is no God but me in these parts. Not quite VOID level, but goddamn. One year?? You're lucky to have a fabrication bench by then.
Wha? Did you miss all those orange repair-bots that recharge your energy?
I think time based auto-regen of hp or any other resource is pretty silly. I think the console-gamers-first cover-shooters were what started the trend.
It's been somewhere in the ballpark of 15 years since I played the OG Deus Ex. Even then, the recharge bots were rare. Power outlets are... not rare.
Battery packs or capacitors are not like HP, and it does not break immersion to allow them to be recharged at a reasonable pace in-game.
I feel like this is the only catch ... but how much of a catch?
Wiki says your 100 units of bioelectric energy will power Speed Enhancement for 150 seconds, which increases your running speed by a max of 80%. 80% of athletic-human running power is going to be something like 250 watts, and 150 seconds of that is about 10 Wh, which means your recharge time at a decent 1kW power outlet is only going to take you under 40 seconds.
Yeah, other assumptions might bump me up by a factor of 2 here, but that still seems fine. Even if we assume that standard electrical power can only be converted into "bioelectric energy" slowly, 10 Wh is small for a phone battery; just keep a supercapacitor or something in your pocket, charge that quickly, and use that to recharge your bioelectric energy slowly.
I think the only thing that makes the mechanic work is if we assume that making "bioelectric energy" is less like recharging a battery and more like synthesizing a fuel, something that requires slow and/or bulky equipment.
https://www.sciencedirect.com/topics/engineering/glucose-biofuel-cell
https://pmc.ncbi.nlm.nih.gov/articles/PMC11261083/
That's all the excuse you need to have a consistent trickle charge going in a futuristic cyborg. You could allow for rapid recharge from disposable batteries and electrical outlets, and let the player top up in their downtime by "biological" means. The best part is that it's a convenient excuse for turning food item pickups into energy.
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Some fun quotes regarding futuristic energy storage:
GURPS Ultra-Tech:
GURPS High-Tech: Electricity and Electronics:
The second one was written by William H Stoddard, a sure sign of quality.
I regret that I never got to play much GURPS.
For anyone whos interested, Bundle of Holding (not humblebundle) is running a big sale on a ton of GURPS pdfs. The only reason i havent dropped a bunch of change is i already own most of them...
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You don't need to play it in order to enjoy the books.
Steve Jackson himself has stated in interviews that one-third of GURPS book buyers actually play that system, one-third use GURPS books with other systems, and one-third just buy GURPS books to read them without playing any TTRPGs at all. I am in the third category.
I had to take a moment to remind myself that Transhuman Space was actually GURPs, as I read that quite a bit but never actually played it.
Unlike Eclipse Phase, which I read the piss out of and actually got to play a time or two.
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I've been playing TTRPGs regularly for almost 30 years. GURPS is definitely my most extreme ratio of time spent reading to time spent playing. It was just all so elegant. But most of my friends like less crunchy, or more setting-specific stuff.
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aaaah, GURPS, my truest roleplaying love. My transition to young adulthood was marked by switching from Battletech mech design to GURPS Vehicles 2nd ed and GURPS Robots, the former of which I wore out the spine on in short order. Truly, a more elegant game for a more civilized time.
Allegedly, GURPS Vehicles Third Edition will be published sometime soon—albeit independently by Pulver and with the serial numbers filed off, since Steve Jackson Games can't spare the money to edit it even though it's already largely complete.
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Bored of most games at the moment.
Have an itch to return to modding Starfield, but it'd be casting pearls before swine. The game itself is wide open for adding depth, systems, gameplay, meaning, purpose, lore.
But, if downloads and hype are anything to go by, the player base does not want meaning, or purpose, or lore. They want their character to be hotter. They want the companions to be hotter. They want their hot companion to have blonde hair and not black. They want to be able to fuck all of the hot companions at once.
Oh, and they want guns. Not cool sci-fi lasers and particle beams appropriate for the setting. They want their AR-15 lovingly ported in so they can sling lead around like the game's not set 300 years in the future.
Games lost me the more they shifted away from indie developers into huge commercial, AAA projects. Even among my friends, the games that tend to have the greatest longevity and replay value are the older games you still see people obsessive about in the speed running communities.
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sci fi lasers and particle beams are boring if they don't create a more exotic experience than slugthrowers, and if they create a more exotic experience, that means they exploit different niches and so don't replace slugthrowers. Also, the AR15 is a reasonable guess at what a slugthrower will look like 300 years from now, odd as it may be to consider. The reasons are complicated and interesting, but the upshot is that there's a feedback loop running popularity > market share > stacking iterative improvements > excellence for purpose > popularity, such that the AR15 pattern is steadily outcompeting and driving to extinction all other designs, and it doesn't look like this will change so long as we're using chemical slugthrowers.
I will say, if I were doing far-future slugthrowers, I'd at least go electrothermal and try to drive design variation that way.
If the more exotic experience involves vastly outperforming slugthrowers, they can still displace ‘em.
Pick one or more and roll with it.
I think you could make a good setup by expanding on the classic “kinetic barriers.” Have your psychics passively repel bullets and shrapnel but not lasers.
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I mean, that's literally every game in existence. There are some... impressively degenerate mods for the Total Warhammer games, and I don't just mean for the Slaanesh factions.
You can't hint at lewd mods for fucking Total War (LMAO) and not at least link to one
... fine. NSFW warning for both content, ads, and everything else, but here: sexy stripper girl Karl(a) Franz
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Played the pre-release game The Crust for several hours. It's a more-or-less standard factory/exploration game, set on the Moon. I'm a Moon exploitation enthusiast, so I enjoy the fantasy.
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I saw Doom Dark Ages was on sale. $32 for base game and new DLC. I know a going out of business sale when I see one.
I don't hate the first two levels. Also runs fine for me on Linux with and RTX 4070 Super. Get about 70 fps with DLSS, path tracing, and medium settings besides that.
We'll see how it goes.
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You are making many of the same choices I do.
Not sure if you want advice on cheesing the skill system, butwith high enough skill in rifles, you can shoot out cameras. Also with enough weapons: low-tech skill and combat strength, you can start breaking open doors even before you get the Dragon's Tooth. Both give you quite different playthroughs.
Good advice is always welcome. :)
I think you need Master in rifles to simply shoot down cameras with the sniper rifle. That's a lotta points. I may have spread my skill points too thin.
I've levelled up Computer twice, Pistol twice, and Rifle/Low-tech/lockpicking/electronics/swimming once. I only have 1150 points unspent now despite being around the halfway point in the game. Getting Rifles to Master would require another 8400 points into it or so.
I've noticed I can break open some doors/containers with Combat Strength aug active, but they seem to have to be at 35% strength or less, and sadly the Dragon's Tooth does not do better at this than other melee weapons.
Edit: typo.
I don't think I ever levelled up pistol in many of my playthroughs. One reason is that too many useful weapons use the rifle skill, including the shotguns, and the other is that if you unspend the points on pistol at character creation, the game gives you the skill anyway.
I think both your weapons: low-tech skill and your level of combat strength affect how easily you can break things.
Oof. I didn't know that re: character creation. I leveled up Pistol because the mini-crossbow counts as a pistol. And I was gonna do soo much non-lethal tranq darting l. Until I realized that the game provides very few tranq darts in most maps. And having the enemies running around shooting at you until the poison builds up sufficiently is pretty messy. So the baton became my main tool.
Also if you tranq someone out, they're often considered "dead" with a different label.I knocked everyone out in Castle Clinton in one playthrough, and had the "I cleaned the place out" conversation in the armory, where Sam Carter gets cross with you for using excessive force.
Anesthesia is no trivial matter. The LD50 is only a median measure and you never know who's at work today with massive sleep debt, a bad hangover, and a congenital heart condition.
Or an asymptomatic Grey Death infection.You never really see anyone (except some Underclass People) with symptoms in the game, despite the engineered, widespread virus being the whole reason why the conspirators can almost succeed in taking over the world.
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Really? I used lots of tranqs in that mission and Carter was happy with me! ¯\_(ツ)_/¯
Yeah, I was wondering if he didn't throw a grenade afterwards...
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Yesterday afternoon I started yet another campaign in XCOM 2. The first few missions went impossibly well: I think I had four or five "flawless" ratings in a row, zero soldiers killed or injured. For awhile I was actually wondering if the game was taking pity on me after so many abandoned campaigns.
Needless to say, it didn't last. I've abandoned this campaign.
Yeah that game has dynamic difficulty. If you're on a roll then it will hit you back hard after a while.
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I've been a big fan of... is it Beta Strike? The mode where everyone has more health. I find I just like that gameplay loop a lot better than "everything is bassd around not being shot at all."
Seconding a Beta Strike recommendation. I think it works well thematically with the fatigue mechanics to help encourage a large bench while allowing you to develop rookies outside the GTS/Ring systems since they're not made of tissue paper.
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Mostly Darktide. My brother only started recently, after it was mentioned on the Motte and subsequently I prompted him to. But he really took to it, and is playing at his usually very high level of time investment, ambition and skill, and I have a hard time keeping up with him! But that's for the better; I prefer being challenged over being able to cruise. Sadly this is leaving our usual gaming buddies somewhat behind; they're of the opposite disposition. I'm trying to get him to play Nuclear Option with me (even gifted him a copy!), but he refuses. His focus on Darktide is unbreakable.
I also gave Civ 5 another try, with the Vox Populi mod, and I'm finding it thoroughly disappointing. There are too many systems that are hidden away in menues, completely invisible from the main view. The main view itself is very wasteful with screen space and player attention. The UX as a whole is not to my taste. City-States are a complete miss for me; I find that they weaken the coherency of the game by introducing a completely separate class of pseudo-civilization that plays by different rules, and their quest-based interactions are straight out of the wrong genre as far as I'm concerned. I'm ambivalent on the wars: They are a slog thanks to a combination of one-unit-per-tile and short movement ranges - forcing players to either commit to wars of attrition in which units are sent into the grinder to inevitably perish and never retreat, or into maintaining a defensive posture in which units are rotated back out to recover. On the one hand, I think this is kinda neat; it slows most wars down and gives players time to actually observe, instead of just resolving in a few turns, and makes offensives a risky gamble. On the other hand, there often seems to be no real tactical solution; the only way forward is to outproduce the enemy and absorb losses. Overall I think Old World (a later successor to Civ4) has done it better, although Old World overcorrects and gives too large an advantage to the attacker. But in the end, I don't really want to play Civ5 in any case because I find it ugly. I'd rather be looking at Civ3, Civ4, Call To Power or Alpha Centauri. Civ5 has very drab, boring terrain combined with cartoonish units, an art deco UI, garish UI representations of units and buildings, and a fatal case of too damn many icons floating around in the map, many of which cannot be hidden.
Today will be the 1.0 release of Quasimorphosis. I ragequit my last mid-to-late-game campaign - a serious time investment! - when a quick trip to the asteroid belt and back gave the npc factions enough time to permanently out-tech me so that all missions became prohibitvely frustrating, effectively soft-locking me out of further progression. But the devs assured me that balancing and mechanical changes now allow players to claw their way out of such scenarios, so I'm carefully optimistic about trying it out agian, when I find the time.
I have hundreds of hours in VP. I was a lifelong Civ player (started w/ Civ2 when I was 10) up through VI, which I mainly experienced with an iPad. My days with VI was during a 10 year period where I had pretty much stopped playing any games other than a few things like iPad VI and Xcom. VI BNW on iPad I believe was a complete experience. And I was able to win a few games on Deity, at which point I felt like I had solved the game.
When I bought a new desktop pc a few years age I was going on a tear through big mods and came across VP. The attraction there was that it radically tuned up the difficulty, set me back to noble/prince, and became a new puzzle to solve. To me, it still retained the core Civ feeling, but designed for someone with 30 years of prior Civ experience. The complexity was a bonus, not a problem.
I had dabbled with Civ4 Realism Invictus during this period, but I bounced off hard. I was looking for something for Civ4 like VP. Something designed for an experienced Civ player.
About a month ago I got that Civ4 itch again and found Advanced Civ. This is a rebalance mod that keeps 80-90% of the vanilla machines, but add in a much improved AI, UI improvements, and a very slight textures update. I’m now completely hooked on Civ4.
In my current campaign, Nazi Germany (me) just declared war on Rome and successfully razed on city and we’re a few moves into enjoy territory marching on Rome. The Holy Roman Empire saw that I had nearly emptied my garrisons in Munich (border city) and attacked with a 12 unit stack. I reloaded to try again with a smaller warband marching on Rome and delt with Charlemagne just fine. Several turns later I took Rome, but as I did, Gilgamesh attacked my northern city of Frankfurt. I think I need to reload again and pump out more units to defend the rear before taking Rome. It’s unclear to me if the AI is declaring war due to my weakness, or because I’m getting too powerful if I Vasselize/destroy Rome. I’m hoping there is a solution here to salvage the game. This is on Prince difficulty btw.
All of this is to say is that the core mechanics of Civ are absolute pinnacle game design. Expand cities, capture luxury/strategic resources, make GDP/science, war with neighbors. This makes it even more baffling to me how badly Firaxis fucked up VII. I find every entry in series, except VII has value. My biggest issue is that the vanilla AI are intentionally designed to be pushovers when it comes to strategy. Vanilla Deity is the same, just with bigger bonuses.
It’s hard for me to understand how people with a lot of experience with 4x games in general or civ specifically can have fun with the stock difficulty. I need the mods to make the underlying systems become meaningful and engaging.
I can see why it’s not for everyone though. I recall that I found the base game V to be the worst offender from a mechanics and difficulty standpoint. That’s why VP is so meaningful to me.
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Vox Populi makes the city-state wrangling, and the grindiness of the wars, much worse, FYI. I prefer Lekmod over both VP and vanilla Civ V. Though, it sounds like you just hate most things about Civ V, including the things I love about it, so trying another mod is probably useless.
Please explain your view on those things. Maybe I'm just seeing it wrong.
I don't go in for slog wars. I mostly defend. Mostly with ranged units, with melee units being blockers and functioning as the ones taking the enemy cities once they're fully bombarded down to 0.
Graphics: I love how Civ V looks. I like the UI too. Words can't convince you of this. How could they.
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I assume you mean Quasimorph.
Yeah they renamed it somewhere along the way. But it's too late; I've already filed it mentally.
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