Given an unlimited amount of tries, I can win any major lottery 10 times in a row.
Given an unlimited amount of tries, I still cannot go super saiyan. Believe me, I’m close to that amount of tries!
Given an unlimited amount of tries, I can win any major lottery 10 times in a row.
Given an unlimited amount of tries, I still cannot go super saiyan. Believe me, I’m close to that amount of tries!
Hands down my wooden chopsticks, wooden spoon or wooden spatula. I use at least one of these guys for everything I cook. I also don’t want anything plastic in my kitchen - the packaging is bad enough as is.
Same game and roughly same amount of time. Just started the main quest in Novigrad.
Got both DLCs for like 3 bucks, which was nice.
Not entirely, however, I feel as though proper resource management got less common over time. While the ideas are still present in modern games, they tend to be easy enough that most resources can just be horded. Most people don’t even use consumables nowadays. Games are seemingly balanced around ignoring entire systems.
From my point of view, you’ve got it wrong, but so do many developers. A good JRPG is all about resource management. Your HP, MP, items, money and the balance between these and your EXP and equipment. Combat is simply a drain on your resources up until the final boss, which should require more strategy. This needs something akin to a dungeon without constant healing and money being a thight resource. Once you’re in a dungeon, you should either be prepped or doomed.
You mostly see this done in dungeon crawlers, think any Etrian Odyssey game for example. Persona 5 goes for the same thing, as do most Shin Megami Tensei games.
Most modern games, however, are overly lenient with either money or healing. Often times, combat is easy enough to not even drain your resources. That’s when endless grinding becomes an option. Once you’ve destroyed this balance, you need something else to keep attention and that’s where I think your observation comes in.
It’s entirely his fault for not being a multi-billion dollar company which actively invests in better ratings. In capitalism, there is no fairness - there is only money.
Level scaling is never fun and never will be, I think. There is no progression if your fights with early enemies are just as hard as they were 50h ago.
You could probably design around that by providing in-depth build options such that optimized builds outscale other entities of the same level. Later game enemies themselves would be optimized better and better. But that’s really hard and I’ve never seen it done. Why even provide a dynamic build for each enemy with each level if you could just have a normal non-scaling progression?
These systems often lead to me avoiding combat altogether. While not exactly a crpg, Oblivion was more fun to me without ever leveling up (which was optional, but made fights kinda pointless).
That mech-woman seems like a direct copy of Kerrigan from StarCraft, their faction even assimilates others.
I’m surprisingly indifferent about this, despite playing ER multiple times and loving the DLC. Maybe I’ll get it at a discount in the future.
When does something count as being eaten - once you swallow it? I don’t think you’d succeed at that with lava.
As for me, it used to be 50/50 back when I studied. However, ever since I’ve entered the workforce I mostly stopped watching videos.
I need to constantly learn new things, tackle new problems and optimize stuff. I usually go for the highest difficulties too. In theory, my job provides these tasks for me, however, I get a lot of satisfaction from trying and failing things over and over until I’ve figured them out myself. I can’t usually do this professionally, as most problems have already been solved and I’m just learning how others did it. The same as playing with a guide or watching a video on a game. It just doesn’t scratch the itch.
Yeah, I somewhat agree. Collecting full sets in the game is kinda fun, just because opening card packs is inherently fun. But I play the game precisely because this isn’t worth any money to me.
Having cards that are only obtainable with money ruins this. It’s kinda killing my interest in anything else they do since I can’t complete the promo set anyway.
The worst part is, they would make millions without it. People already pay for regular packs, just to collect their digital cards faster. Heck, the increased attention to the actual card game alone probably already offset the developing costs.
Switch:
PS4:
PC:
Phone:
Do you mean quick time events (QTEs)? The game has at least one cutscene I remember where you’re prompted to activate an ability to change the outcome, however, I think that’s it. The games usually doesn’t have them.
Although, it does commit an entirely different sin in terms of unskippable cutscenes: There are several ‘immersive’ cutscenes with you suddenly walking at a snail’s pace or climbing slowly around while the cutscene plays out.
I went into detail here. In short, nothing was actually engaging. Combat, puzzles and traversal all felt shallow.
I sure hope so, I got quite burned on the last big budget game I’ve played years after the hype. God of War 2018 felt like a culmination of every wrong with gaming at that time (outside of mtx) and AAA games only got worse from there.
Just in time for me to actually play Witcher 3, I’m starting this weekend. I wasn’t big on Witcher 2 and just never got around to 3 until now.
It’s a strange list, after all you gotta have expectations to be disappointed. Half the titles on here already flopped with their announcement.
I’m sorry, I know the one but he was patched before I first played. He only yelled once or twice.
I love almost everything about this, apparently 100h+ in Infinite Wealth was not enough for me. Although, having discovered Like a Dragon only because of their switch to turn-based combat, I’m not sure the brawling is a good fit for me.
I’ll probably pick it up eventually, assuming a new main game doesn’t drop till then.