droning_in_my_ears

joined 11 months ago
 

The schizophrenic mix of lighthearted filler stories and serious tragic ones, the fake chemistry between the hosts.

To me it makes them sound like aliens trying to act human.

[–] [email protected] 15 points 1 month ago

A single shoot for everything like the cloaca sounds terrible though

[–] [email protected] 1 points 1 month ago

For sure, enemy variety is important.

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago)

Reminds me of a game we learned from some south Asian students at my school called odd even.

It's a 2 player game. First the players choose odd or even. They bump fists with one hsnd, and show a number at the same time. 1, 2, 3, 4, or 5. Their numbers are added up and the result is checked if it's odd or even. Whoever called it right wins. But wait that's not the actual game it's just the deciding round. Like the coin toss before the soccer game

Whoever won the deciding round picks "bowling" or 'breaking". Whichever one they pick the other player is the other.

Both players bump fists and show a number(1-6 with only thumb being raised meaning 6) at the same time. The bowling player's goal is to show the same number as the breaking player. If the numbers are different the value of the breaking player's hand is added to their score(starts at 0) and players bump fist again and again until the bowling player calls it right. When they do the breaking player's score is saved and players swap positions. They play one more game the same way with the new breaking player's goal being to exceed the score of the original breaking player. If they do they win. If they're stopped before that they lose.

[–] [email protected] 8 points 1 month ago* (last edited 1 month ago)

Sure. It's better with 4 or more players.

At first every player is assigned a number. Then one person starts.

They say "I went to the market with (another player's number)". That player has to quickly respond "Why with (their number)?". The first player says "Then with what?", they say "With (any other player's number)".

For example: 1 says "I went to the market with 2". 2 has to say "Why with 2?". 1 has to say "Then with what?", 2 says "With 4". 4 has to respond "Why with 4?" and so on so it's a call and response game.

Repeat until someone gets confused, makes any mistakes or takes too long to respond. When they do, the person that flustered them gets to assign them a new name. This replaces their number, they have to answer to it and everyone has to use it now. Generally these are insults as this is a rowdy game between friends but of course they can choose whatever they want.

If someone makes more mistakes after being assigned a nickname you add adjectives to it. Eventually you'll get things like:

"I went to the market with fat smelly pig"

"Why with fat smelly pig?"

"Then with what?"

"With arrogant ass"

And so on.

After 3 adjectives you're eliminated and everyone continues until 1 person is left.

It's confusing because you gotta keep track of everyone's names and your own and answer quickly.

[–] [email protected] 8 points 1 month ago (2 children)

That's pretty cool for big groups.

We had a verbal game that was similarly confusing called "I went to the market"

[–] [email protected] 6 points 1 month ago

We had 2 games we used to play that I haven't been able to find online. One I think is common but I just can't find it, the other is nonsensical and probably super local.

 

Games you only need your hands and other players to play.

We all know rock paper scissors, thumbwars and chopsticks but I'm looking for niche.

There's many obscure or local ones that get passed down through generations or shared around the playground and I'd love to learn something new.

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago) (1 children)

I agree FF style turn based combat is boring. I mean games that have an auto button that plays it for you are admitting it.

That's why I like games that have more creative combat that blends different genres. Undertale has some turn based, some realtime bullet hell. Battle network has a real time grid based with card game elements.

There's so much you can do but so often devs fall back on choose from menu watch cutscene.

[–] [email protected] 5 points 1 month ago

Haha I have thought about that too actually. Mainly because my career path and favorite hobby were both decided by small random moments. It's definitely made me more open to new experiences.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago)

I also hate grinding but sometimes I get addicted to it. Like my lizard brain likes watching the numbers go up. I recently loaded an old save in final fantasy and saw my level at 99, health at 999/999 and gold at 999999 and was like "I don't remember grinding any of this". It happens in a trance.

[–] [email protected] 2 points 1 month ago

I agree these games made big improvements but I still see them as bandages to the inevitable problems that came with random encounters. There's no undoing the interruption of flow you know.

I think it's a tradeoff though like I said. Because I don't know how you can have a combat system as cool and creative as say Undertale (blending turn based and realtime bullet hell) or battle network (blending turn based, real time and card game) without it being completely separate from the overworld.

[–] [email protected] 7 points 1 month ago (1 children)

Good point. I guess it is 2 things I'm talking about.

I think battle transitions are a tradeoff. They free combat but at the cost of interrupting flow. If you don't do anything with the freedom they give you and you just make the same tired pokemon style choose from a menu combat it's not worth it.

[–] [email protected] 3 points 1 month ago (1 children)

I haven't played any CRPGs and I'm not familiar with them. Any recommendation of an intro to the genre?

But many of your points are still familiar. Trivial encounters feeling like an annoying waste of time, items or abilities that control the encounter rates, etc.

I think making regions safe is a great idea but I would want it tied to a challenging side quest. Like maybe you can intentionally fight a harder version of an area's enemies to make it safe?

 

I'm torn about them. On the one hand they free up the combat design to be as wildly different from the exploration as it wants. Which can result in really creative stuff. Favorite examples are Undertale, MegaMan Battle Network series, and Tales series.

But on the other they interrupt the flow of exploration, the music, you forget where you were by the end of combat and they can be very annoying if they happen to be common or just as you're about to leave an area. The consolation prize of growing stronger with every battle only helps so much.

 

So one time, I was on a bus and this guy next to me was very bored and said "When the bell rings, the time will be 10:30 am...DING!", "When the bell rings, the time will be 10:31 am...DING!", in a robotic voice.

At first I was confused. I didn't know what he was talking about. Then I stared at him and I could just feel a wave of nostalgia. A very distant memory almost forgotten came back. I'm 7 years old, bored at home with nothing to do pre-internet. I call a landline number that has a service that tells you the time and just listen in... that's exactly what the telephone lady would say. OMG he's imitating the landline time service lol

It felt very satisfying too. It's like a eureka moment but for memory rather than thought.

Anything similar happen to you?

 

I mean they're still the ones who made the hardware

 

I'm a reddit refugee trying to figure this out. It seems to me like it's a decent idea to break up countrol like this, but unfortunately there are some inherent problems that mean it might not work in the real world.

The biggest in my view is that communities are scoped to the instance they started in. You could have 2 different communities with the same niche and the same or similar name but different insurances and the subscriber numbers will be split across them. I think this is damaging to growth because it spreads active users.

Eventually if the niche grows one of the communities of the niche will be the biggest and most active. So generally users will consolidate around the instances with the most active communities thus making those instances have a lot of control and defeating the purpose of federation.

Is there something I'm missing here? Because currently I'm not convinced this can both grow and keep things decentralized.

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