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Crystalgate
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What Videogames Are You Playing Right Now?
Started playing Kingdom Hearts for the twelfth time or something. I'm still in Destiny Islands though.
A funny thing about the excessive tutorial, I once as an experiment handed the controls to my little sister who back then played very little video game and never anything more complicated than Sonic 2. The first thing she asked me was "how do you remove the text box?" The tutorial is useless for anyone who actually needs it. I like the atmosphere of it though. I have still no idea who the mysterious voice is.
Selphie gets the "miss iron skull" award. She has managed to hit her own head with her jump-rope about fifty-eleven times. She then proceeds to do another attack that will end up with her hitting her own head again.
All in all, some good times.
A funny thing about the excessive tutorial, I once as an experiment handed the controls to my little sister who back then played very little video game and never anything more complicated than Sonic 2. The first thing she asked me was "how do you remove the text box?" The tutorial is useless for anyone who actually needs it. I like the atmosphere of it though. I have still no idea who the mysterious voice is.
Selphie gets the "miss iron skull" award. She has managed to hit her own head with her jump-rope about fifty-eleven times. She then proceeds to do another attack that will end up with her hitting her own head again.
All in all, some good times.
The Rise of the Complete Heal after Every Battle Game
author=bulmabriefs144
Battle 1: God that's hard. I beat it barely.
Battle 2: I find and exploit the monster's weakness, and use my healers to stay alive. It is still hard because the challenge of the monsters means they are heavy hitters. I have to be careful with my healers too.
Battle 3: I use the strategy from 2 to win. It's difficult, but I'm used to it, and now can probably grind, so long as I am paying attention.
Battle 4+: Being careful, I grind and level up a few times. If the level gap is too much for the boss, I probably will be doing this for awhile. Hopefully, the game make saw fit to provide some sort of low level exp bonus so I'm not doing this for hours. The strategy to staying alive is there, but with no risk to staying, I settle into a routine. This is NOT what I want to happen. I want to have my character occasionally need to regroup, rest in an inn, etc. True, I've learned tactics from these battles, but ultimately I'm bored from fighting the same battles, and winning the same way because the conditions don't change.
Why are you grinding after Battle 3? Unless it's a poorly designed game, which should not be assumed, you should not have to grind. If the game is well designed and you still grind, you are sabotaging the game for yourself.
Also, why would full restore after battles make them more into routines? Even with resource management, battles becomes just as much routine. You find the tactics that conserves your resources the best within an acceptable cost of time and then repeat that tactic for every other battle.
It isn't about the battle guys. It's about the dungeon. So, given the full restore and no gameover, how would you make the dungeon challenging?
By placing hard battles in them? If a player fights 15 challenging battles in a dungeon, said player is challenged 15 times during the dungeon crawl.
"When does this get good?"
I accept that some things require investment, such as exercise. However, I'm not very tolerant to this when it comes to video-games.
I work full-time. Then I spend some of the money I've earned on a game. I can not buy the idea that I then have to work with the video game to earn my fun. I already did the work when I earned the money to buy the game.
Mind you, I do believe in delay of gratification, but not in delay of having fun. For example, letting the player start with a basic weapon and giving it that awesome sword or gun later is a good way to handle delay of gratification. However, making the game boring at first and not introducing the fun until after a few hours is a shitty way of handling it.
Also, if a game needs time to get fun, I think it's poorly designed. In my experience, games which needs time to set something up (and also fail to be funny while doing the set up) do not have that great of a payoff. The story and/or the gameplay ends up being no better than in games which are fun from the get go. Basically, they start out poorly in order to set up something averageish.
I work full-time. Then I spend some of the money I've earned on a game. I can not buy the idea that I then have to work with the video game to earn my fun. I already did the work when I earned the money to buy the game.
Mind you, I do believe in delay of gratification, but not in delay of having fun. For example, letting the player start with a basic weapon and giving it that awesome sword or gun later is a good way to handle delay of gratification. However, making the game boring at first and not introducing the fun until after a few hours is a shitty way of handling it.
Also, if a game needs time to get fun, I think it's poorly designed. In my experience, games which needs time to set something up (and also fail to be funny while doing the set up) do not have that great of a payoff. The story and/or the gameplay ends up being no better than in games which are fun from the get go. Basically, they start out poorly in order to set up something averageish.
The Rise of the Complete Heal after Every Battle Game
CrazeWhat if you could use the RNG make it so that what actions the two wolves and a robot takes alters what actions the player needs to take to defeat them? A second encounter with the same troop is not the same unless the RNG happens to make it the same then.
the most important thing to keep in mind when making a game with healing post-encounters is that you should give the player something new every single encounter. only of my biggest complaints about ff13 (and i know i'm not alone) is that you would pass the trial of TWO WOLVES AND A ROBOT, showing that you could beat that encounter. then you would fight that exact same encounter three more times. when attrition is not an issue, this is a slap in the face to player because they've already proven their abilities.
I don't know how that would be done, but it sounds like something that might work. If you reaches the point where you feel like you know how to make two different troops require different tactics in a meaningful way, then maybe trying to figure out how to make the same troop require different tactics if you encounter it multiple times would be a plausible next step?
New Policies for 2014: A Public Service Announcement
author=Housekeepingauthor=CrystalgateMax thinks he was banned for calling Zoe Quinn a whore. If this thread was cited for his ban, it means that criticizing a public figure using a remark that could be construed as sexist counts as a blow against all women, which is what Max is mad about. But that's not why he was banned, so I don't even care about making this argument anymore--just clarifying why I said that.
How the heck can you interpret Solitayre citing this thread as an implication that criticizing a public figure is grounds for banning? This announcement says absolutely nothing about criticizing a public figure. You're not making any sense.
This announcement doesn't say anything about using a remark that could be construed as sexist either.
Well, let me clarify something in return then. This announcement clearly states "Degrading language towards women in submitted content is banned as per our Terms of Service." Max's posts did contain exactly that, so if this thread is cited in that context, then you should interpret that at least one problem is the degrading language. You should not make any other interpretations (which includes the interpretation of the degrading language being the only problem).
This is also a general rule of thumb if you feel uncertain about what someone meant. Take a look at what is explicitly being stated. Absolutely do not try to read between the lines in such circumstances.
New Policies for 2014: A Public Service Announcement
author=Housekeeping
The confusion here is that Solitayre did cite this rule's thread in a conversation with Max that Max linked in the opening post. I mean, even if that exchange never happened, Max would probably bring it back to this and claim conspiracy, but I think in this case his tirade is partially justified because of the mixed reasons he's gotten.
How the heck can you interpret Solitayre citing this thread as an implication that criticizing a public figure is grounds for banning? This announcement says absolutely nothing about criticizing a public figure. You're not making any sense.
New Policies for 2014: A Public Service Announcement
Just a note here, Max was not banned for criticizing a public figure. The question "How is criticizing a public figure (however poorly) grounds for banning based on the terms of service?" is a complete strawman.
Gamergate Target Zoe Quinn Launches Anti-Harassment Support Network
author=Zachary_Braun
As the understanding of human "online" psychology progresses, harassment might become a non-issue.
I highly doubt that. Even if such knowledge becomes available, the people who are the most likely to engage in online harassment are the ones who are the least likely to acquire that knowledge.
That said, such knowledge could help in addressing online harassment, but I don't think it will by itself solve the problem.
Gamergate Target Zoe Quinn Launches Anti-Harassment Support Network
This very much sounds like a great idea.
I don't know how effective this will be. However, online harassment is an issue that needs to be addressed and it has to start somewhere. There is no way to know if a particular method will be effective until you try (although you can make qualified guesses in many cases). Even if this initiative doesn't prove to be very effective, it can still provide some insight in what works and what doesn't.
I don't know how effective this will be. However, online harassment is an issue that needs to be addressed and it has to start somewhere. There is no way to know if a particular method will be effective until you try (although you can make qualified guesses in many cases). Even if this initiative doesn't prove to be very effective, it can still provide some insight in what works and what doesn't.
Permanent Character Death in Your Story?
If the author doesn't have the skill to pull of a character death properly, chance is the rest of the game isn't too well written either. In my experience, a poorly set up and/or executed character death will just add another groan among the groans I've already let out previously.
That said, while the harm hasn't been great in those cases, the benefit has been none. It's still not a good idea for a bad writer.
That said, while the harm hasn't been great in those cases, the benefit has been none. It's still not a good idea for a bad writer.













