

Yeah, but that’s mostly because it’s lumpsum. Over time, it’s not much at all.
Yeah, but that’s mostly because it’s lumpsum. Over time, it’s not much at all.
When I calculate the “time of fun per euro spent” I’m always shocked how cheap videogames are. Even something like the new Doom, which is 70 euros for 16 hours of play, comes down to €4.40 per hour (or just under 14 minutes per euro). And we consider that ridiculously expensive for a “short” game.
Try doing anything for < €5 per hour.
Then I look at something like Warhammer total war, and I’m up to 132 minutes per euro spent
“uhoh, we’re not popular enough to have our servers filled on beta weekend, so we won’t generate enough hype!”
The system works fine in, say, Conan, or Ark, or whatever survival game because those are small groups. If you’ve got thousands in a server, it’s going to be a mess.
Hell, even Ultima Online had the brains to keep player houses to specific areas. This is not a new problem.
Yeah, see, nothing in my hands, or up my sleeves!
Yeah, if you’re not running (at least) two clients, you’re playing eve wrong.
I wouldn’t mind a little rebalancing though. There were quite a few builds that were basically ultra-hard-mode to finish the game with. If you played suboptimal, you got soft locked pretty quickly.
I was one of those idiots who paid for the kickstarter, got some free ships, played the “game”… and then made quite a bit of money selling those ships and never looking at the game ever again.
without people scoffing like it can only copy-paste whole things that already exist?
I’m actually scoffing it’s not even capable of doing that very well.
It’s a pretty simple question though, it just requires sanitized training data. Don’t include Pacman code, and then ask it for that.
… damn, these results are shockingly good, for a robot being given several English sentences. For zero human effort being put in - these models reproduced all the basic functionality of the game in question?
Obviously not. The models were trained online, and that includes the code to hundreds of pacman clones on GitHub, all accompanies by the info in the prompt used.
Considering they had perfect training data, the output is shockingly bad
Well, there goes the neighborhood.
The only issue is saw with OpenRA’s engine was the odd unit pathing every now and then
It was pretty iffy in the original too
Likewise, and… that’s probably part of the problem
We should also add, The Sims ran like ASS back in the day. Random crashes were constant, and they STILL ARE. Nothing has been fixed, and even if it launches, it’s still got every single bug it used to have.
How many times can you release the exact same game? Is Stronghold competing with Skyrim?
make it beautiful,
Ehhhh that’s not what I’ve been seeing recently. They’ll add a fuckton of post-processing so that it looks good in screenshots, and terrible in actual play.
I agree that’s it’s a valid game mechanic. It’s just one I don’t like.
It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability.
This was basically the reason for me to never play it again (with the dreadfully poorly made “socializing” part a close second). I absolutely hate when my strategy has to be based on randomness and I need to hope for a good card to do the thing I want.
It’s absolutely a deckbuilding game, just not a roguelite deckbuilder.
And more
If anyone asks me what fragile masculinity looks like, this will be my example for the month.