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I damned those bugs myself with a combo of napalm, flamethrower, and incendiary breaker.
But in all seriousness there are some huge bugs that can ruin a run you spent almost 40 minutes on… So I also bring a 500kg to deal with those.
I damned those bugs myself with a combo of napalm, flamethrower, and incendiary breaker.
But in all seriousness there are some huge bugs that can ruin a run you spent almost 40 minutes on… So I also bring a 500kg to deal with those.
Whether or not the game needs this anti-cheat feature, players are still finding ways to give other players huge amounts of Samples (a grindable resource with limited amounts included in each mission) and spawn in unreleased equipment and stratagems.
So clearly the GameGuard isn’t as useful as it could be.
As someone who bought a new Tesla in February, this is very much true - I’m certainly never going to pay 18-goddamn-thousand dollars for it. I just did my first road trip in the new car and wasn’t inclined to spend $200 to try it out. Traffic-Aware Cruise Control was more than suitable.
When they wanted $5k for it, I could imagine the value proposition (though I’d never spend that much), but the current price point is outrageous.
Not sure about this guys - not even Overwatch wants to be Overwatch right now…
From what I understand, it does not get kernel access on Linux. That’s why the game wouldn’t run the first couple of days. After they patched it, it just makes a web call and lets you play the game.
BG3 was in development for 6 years, had a huge budget, and a development studio with experience making RPGs.
You can’t expect a small, indie studio to match that when they’ve only had… Jesus 9 YEARS!!!
Oh yeah, making it an FPS was a weird choice. But that wasn’t a dig at the 1999 game, but at Red Eagle Entertainment, the group that announced and never made several video games over the years. Also responsible for the lousy attempt at adapting WoT as comics (which took 5 years to release 8 comics)… oh, AND the Winter Dragon TV pilot.
Never mind, my comment was almost entirely aimed at Red Eagle.
The Wheel of Time and licensing their IP rights to hack-frauds, name a more iconic duo.
Music, video games, comics, the Canadian TV pilot… I don’t like the Amazon show, but at least it was actually you know, produced.
I agree with the CEO, wait. It’s not worth getting right now.
…and if you don’t buy it, maybe I can get through the damn queue.
After the Helldivers 2 release Sony started talking about getting more aggressive with PC releases, so I think we’re going to see a lot less console only releases.
All the gameplay I saw on release did not look quality. It simply did not seem fun to play, you can hit all the feature check boxes, but if your game is just a bunch of blinding particle effects it’s going to get panned.
In the linked speech Swen says:
I also want to thank @Wizards_DnD and specifically the DnD team for giving us carte blanche. I’m really sorry to hear so many of you were let go. It’s a sad thing to realize that of the people who were in the original meeting room, there’s almost nobody left. I hope you all end up well
Penny Arcade also had a post yesterday about hearing from former WOTC team members who have been let go.
I’d recommend Killing Mr. Kringle.
It’s a very silly one shot, and it takes 0 prep. It’s a super-streamlined Forged in the Dark game where you’re mischievous little scamps instead of scoundrels.
they probably can’t use the ZP aesthetic going forward.
Now I wouldn’t say that:
You just gotta squint a bit.
“Our goal remains tricking as many people as possible into wasting money on this skinner box.”
Yeah, it’s kind of messed up that I read a 66 as a stunningly negative response.
“Gave me a terminal disease.” - 6/10
Wow, this seems like the closest thing I’ve seen to someone other than Creative Assembly doing big tactical battles.
They were actually pretty small when they made Battletech. I know they pretty much pushed Unity to its limits at the time. Also, some of the design team that made Battletech so great left the company afterward.
It’s pretty disappointing that Lamplighters’ League doesn’t give me the ability to blow parts off my enemies to build my own new troops so they can go out and blow up more enemies.
I think it’s just all a bit antithetical to how I run my games. I’ve really only used random encounters one time, and that was when I wanted to make a “classic dungeon crawl” and created an encounter chart to roll on when the PCs backtracked. That way, it would feel like the dungeon denizens were looking for them more the longer they were in the dungeon.
If they’re picking a path to get to an objective, then I want to reflect the flavor of that choice. If they’ve decided to cross a swamp, then I might have them run into another boat being attacked by a strange tentacle monster. Or, if they’ve decided to trek through the forest, a group of fey who are sick of the mortals encroaching on their land. Preferably, this ties back into the central story: the other boat in the swamp is carrying a rival adventuring party after the same treasure as them. The fey have been enlisted by the big bad who stole the treasure in the first place.
And if they miss either of these, they’ll run into them inside the dungeon eventually. These encounters are just a chance to foreshadow those things and don’t feel ‘wasted’ to me.
And it was written that no hand but his should wield the Sword held in the Stone, but he did draw it out, like fire in his hand, and his glory did burn the world. Thus did it begin. Thus do we sing his Rebirth. Thus do we sing the beginning.