• 201 Posts
  • 420 Comments
Joined 3 years ago
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Cake day: July 19th, 2023

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  • Also, AAA is struggling with games being too large. Every game is so expensive and has so many years of development that it’s hard for a studio to survive a flop without a major publisher. But the major publishers are pushing for studios to pursue games that have a really high flop rate (live-service, competitive shooters/etc). Additionally because every game has so much money invested in it, the studios are scared to try anything too different or unique, resulting in the games having a bland “design-by-committee” and not offering anything meaningfully different from what’s already out there. Features are intentionally held back so that the game will have content to drip-feed the players later, resulting in lacking content at launch.

    I really think the AAA industry needs to downside, split up many AAA studios into multiple AA projects.




  • You’ll probably have better luck with heroic, but for steam try these

    • running the game through game mode instead of desktop mode
    • disabling steam overlay for the game
    • setting the game to windowed or borderless window mode (either by changing a setting config file or pressing alt+enter while the game is running).

  • I would install them through heroic rather than lutris or something else.

    Alternatively you can add them as a non-steam game and run them through steam, although if the game has an installer you might need to run the installer and then change the target in steam properties to the game executable. Overall this method is a lot messier than heroic.


  • I was fine with Doom Eternal’s weapon wheel, since it slowed down time it gave me time to pick what I needed. If you’re wanting to do quick weapon swapping like some high level players do that obviously won’t cut it though. That said, I had the back buttons already mapped to dash/jump/chainsaw/etc so couldn’t use them for weapons.

    One way you could set it up is with control overlays, where you have one button cycle through multiple weapons. So you could have a back button that switches to super shotgun, but with a second press switches to the regular shotgun. Repeat that for the other weapon types with the other back buttons.











  • I have a lot of issues with it.

    • If you try to break locks, to usually have to save your abilities/empowered attacks to be able to do that in the number of turns provided. Enemies also take reduced damage while channeling locked abilities (60% reduced in my game). So you’re encouraged to save all your strongest damaging abilities for when enemies take the least damage, making fights a slow awful grind.

    • Alternatively, ignore breaking locks, and save abilities for when enemies aren’t locked. Finish fights way faster, but the lock abilities are really strong and punishing.

    • Enemy locks aren’t staggered, multiple enemies will use lock abilities at the same time, making breaking them impossible and sometimes leading to impossible fights due to RNG.

    • Enemy locks sometimes require damage types that haven’t been unlocked yet (ie requiring poison before you get a poison character).

    Just overall the lock system is supposed to add carefuld decision making to combat about what abilities to use and who to prioritize, but I feel like it almost never works out that way, and instead just makes combat really slow and unfun.