So recently like 50 FPS horror games have come out.
If I want to play one while friends watch and scream at me not to go in there, which is the best one for that? Ideally, I'd like to be able to use a gamepad because my little wireless keyboard/mouse isn't super hot for actual games.
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
If you want to play one while friends laugh at you while you scream, the first Amnesia is the one to pick.
For a while now I've wanted to do a halloween play session, 1 player plays in a remote room, friends watch on TV and hear the microphone. Still have to decide whether to put the PC player in the same room as the TV watchers or not ... This halloween I'm definitely doing it.
So I got an alert from Steam that RollerCoaster Tycoon was on sale for like 4 bucks today and it was on my wishlist and I was like "Oh that's perfect for part 4 of the 4 minor items I'm getting my wife for her birthday" only I look at my history and I already bought it during the sale for $10 like a chump.
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
So recently like 50 FPS horror games have come out.
If I want to play one while friends watch and scream at me not to go in there, which is the best one for that? Ideally, I'd like to be able to use a gamepad because my little wireless keyboard/mouse isn't super hot for actual games.
Outlast, which came out last month is pretty fun. Especially if you are a huge wimp.
It has full gamepad support.
TehSpectre on
0
21stCenturyCall me Pixel, or Pix for short![They/Them]Registered Userregular
@Shadowhope is a dirty enabler, gifting me The old gods, making me play MORE Crusader Kings!
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
So there I am, minding my own business, watching the promo video for Incognita. And I say, that looks interesting, containing many things I might enjoy. And @Cardboard Delusions says to me, it has an extra copy promo going on, lets split it.
That's pretty awesome, and nice of him.
Obviously, I wasn't paying attention, because obviously I should have expected he would send me the extra copy, then refuse to let me give over anything for it.
GAH.
Class-related rage (But mate, this looks ace...you are a gent, as always, and thank you, obviously).
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
It makes me laugh when one of us sends each other an invite and we have like 126 bro's in common.
Quoted this because I saw it at the beginning of my journey and it seemed appropriate. I left the thread alone intentionally yesterday to build up a backlog of posts and then waited until I was not on mobile so I could see signatures. Friend invites have been sent to soooo many of you, something I've been meaning to do for months now. Anyone who I've missed please feel free to send one my way.
In other news, been playing a bunch of The Witcher lately. The booze and boobs were really thrust in your face at first but it's settled down a bit now and I'm having fun trying to solve mysteries with a detective. Good times.
So recently like 50 FPS horror games have come out.
If I want to play one while friends watch and scream at me not to go in there, which is the best one for that? Ideally, I'd like to be able to use a gamepad because my little wireless keyboard/mouse isn't super hot for actual games.
Outlast, which came out last month is pretty fun. Especially if you are a huge wimp.
It has full gamepad support.
Dang, that does sound good.
Amnesia is certainly a fun time, but it just doesn't work with friends unless you're all turbo-nerds willing to gather around a desktop. If I want people to just hang out in the living room, it's got to be a controller.
Plus, puzzles in horror games kind of suck out the fun if you're in a group. I mean, not instantly, but when that's the primary obstacle. It's tense if you're alone, frustrating if you're fucking up while other people shout out what they think the solution is.
Saw I still had Galactic Civilization 2: Gold installed, took it for a run. Its installed through impulse so I can't recommend it, so I offer this instead.
I enter my office and lock the door, ultra spice waits on my desk, but I've grown too resistent to its effects. Harmony crystals don't do a thing. The biggest products of my civilization and I can't use them. In a few weeks time, my people will ascend to godhood, but I am still thinking about those I'm leaving behind. The yor were as alien as you could get. Machines, tools that defied their creators and struck out on their own. From the edge of the galaxy, they obscured our path to the galactic core. But still, they proved to be reliable trade partners. Like clockwork, their ships arrived.
Humanity stayed in the shadows, letting the galaxy bang its heads together while we grew, safe in the galactic arm, a wealth of planets to call home and only a few Iconians stopping in to settle. In time, they abandoned their people and joined our ranks. It was a pretty good life, until one bad dinner.
We sank billions of credits, trillions of man hours, we saw them rise from some hole in the core and tried to be prepared, but all it took was one snippy comment about a bug's mistress and suddenly the Thalan empire is coming for us. The Altarans and Yor stuck to their principals, they honored our alliances. Now, the altarians a passage of the history of the Torian Confederation, a small group of refugees taken in by them. The Yor hold strong, the spatial anomolies hold the bugs to a slow pace, but the machine worlds are few and spread out.
I've sold our fleets to them, for every coin and vote they have. A small price to pay. Paid a lot more to earn a reprieve from the bugs. I wonder, will I still fill this regret as a god? Will I still be haunted by the machine that promised me death, but only gave me friendship?
I pray they don't have souls, then I might not see them again.
kaliyamaLeft to find less-moderated foraRegistered Userregular
Operational Art of War 3, the definitive complex modern military strategy game, which lets you simulate combat from 1908 or so into the near-future, is on sale. As far as I know, this has never happened, as Matrix Games, the publisher, targets a niche of grognards, and sales don't really motivate them. The combination of complexity + small demo often means the really good games are $70 or so, like a moderately priced board wargame. They'll never go to steam, either...
So being able to pick up TOAW 3 at 50% off is a big deal. I have probably put in about 500-1000 hours of play in the damn thing over the various versions since the 90s.
Hey, so I played a bit of Rogue Legacy on an acquaintance's computer, and it was the DRM free version from GoG. I own the game on Steam. Is there a way to transfer my save over, or should I just start over?
Hey, so I played a bit of Rogue Legacy on an acquaintance's computer, and it was the DRM free version from GoG. I own the game on Steam. Is there a way to transfer my save over, or should I just start over?
The save file is located here, so somehow transfer what ever is stored there from your mates computer to your own and you're done
TeeMan on
0
ceresWhen the last moon is cast over the last star of morningAnd the future has past without even a last desperate warningRegistered User, Moderatormod
To be honest I'm going to take the hard ass approach on things that go Early Access and don't have much to show for it. It's the same response I had for Interstellar Marines trying to sell itself for the price of two much better games when it has one map and one gun:
If you are on Steam you just got allowed to sell your game on the biggest and most widely viewed digital distribution platform in the world. Even if you have an early access tag you are still charging money and it should still be something worth at least talking about if nothing else.
Look at games like Prison Architect or Planetary Annihilation. They aren't done by a long shot but the second they showed up it was: bang, alpha gameplay with all the core features that make the game engaging.
I get what early access is for, I just also think it definitely shouldn't be used as a shield and that devs should have to post the extent of the current content (which a lot of them do actually).
In my opinion, there are 2 things they could change to make it less bothersome.
1) click and drag over houses to harvest belief.
2) reverse the build commands. I want to be able to click the plots and say "build this!!" And have the peons come out of their abodes to do so. No peons? Release them from the homes and direct them to the activated plot.
This would make it a little more custom, and less mouse user hatey
The "Click to harvest" thing is a terrible anti-mechanic that tablet and facebook games use to hide the fact that they don't actually have much gameplay. Why not just get the belief directly? It worked for Civilization.
Oh, right. Because then there wouldn't be busy-work for the player.
Did I just call one of Plants vs. Zombies' primary mechanics an anti-mechanic? Why yes, yes I did. But they way they pulled it off almost makes PvZ an action game, so I forgive them.
Click to harvest is actually super useful in PvZ or any other tower defense game because it allows you to create something for the player to do while the towers and the opposition are doing their thing. It's the same reason alot of modern TD's stuff themselves with player abilities or avatar controls (Prime World: Defenders and Sanctum 2 both do this).
It's hardly worth calling an anti-mechanic, whatever that means, it's a mechanic and can be a useful tool. It's just one you have to use carefully because pretty much it's only use is 'waste players time'.
I think you two are saying the same thing, Frem just thinks that a mechanic that exists solely to waste the player's time is not a good mechanic. Whereas some people think it's important that the player always have something to do and never be forced to wait.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
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If you want to pop over to the Incognita thread, all questions can be answered!
If I want to play one while friends watch and scream at me not to go in there, which is the best one for that? Ideally, I'd like to be able to use a gamepad because my little wireless keyboard/mouse isn't super hot for actual games.
Yeah, that's about the sum of it. I tend to want most of my actions in strategy games to be as closely linked to interesting choices as possible. Clicking on a thing to watch a number go up isn't really much of a choice. If other parts of the game were tweaked there would be less downtime that needed to be filled with click-to-harvest. Note that I haven't played Godus; I could be way off here.
I do think PvZ does a good job with click-to-harvest in that the resources produced have an expiration date. You're playing a strategy game, but you're also playing whack-a-mole. Which is fine, because PvZ whack-a-mole is excellent and exciting. Sun is a resource, but the player's time is treated as a secondary resource. Sometimes just can't click fast enough to collect sun and repair your defenses at the same time; you have to make a quick decision on what to do.
I haven't really seen that same sort of choice popping up at all in other click-to-harvest games I've played.
For a while now I've wanted to do a halloween play session, 1 player plays in a remote room, friends watch on TV and hear the microphone. Still have to decide whether to put the PC player in the same room as the TV watchers or not ... This halloween I'm definitely doing it.
http://orteil.dashnet.org/cookieclicker/
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It has full gamepad support.
What a monster!
Check out my site, the Bismuth Heart | My Twitter
You monster.
2. Roller Coaster Tycoon 3 had better be as much fun as the original was.
That's pretty awesome, and nice of him.
Obviously, I wasn't paying attention, because obviously I should have expected he would send me the extra copy, then refuse to let me give over anything for it.
GAH.
Class-related rage (But mate, this looks ace...you are a gent, as always, and thank you, obviously).
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SF&F Reviews blog
Do you have any idea why I've been clicking this cookie for the last 5 minutes?
Couldn't tell ya
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Going on an hour.
Saving up for the Time Machine. only 77k/sec though, going slow. Might need some more portals. :rotate:
Fuck you all. Shit like this and that candy game are like my own personal mmo-crack condensed into the most refined state.
EDIT: Though, I stopped actually clicking awhile ago. :P
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Get out while you still can.
Click on console, copy paste:
var t = setInterval(function(){ $("#bigCookie").click(); }, 25);
And open up Steam and play buy something else instead.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Quoted this because I saw it at the beginning of my journey and it seemed appropriate. I left the thread alone intentionally yesterday to build up a backlog of posts and then waited until I was not on mobile so I could see signatures. Friend invites have been sent to soooo many of you, something I've been meaning to do for months now. Anyone who I've missed please feel free to send one my way.
In other news, been playing a bunch of The Witcher lately. The booze and boobs were really thrust in your face at first but it's settled down a bit now and I'm having fun trying to solve mysteries with a detective. Good times.
Great, now the numbers are going up and I can't take my eyes off of it!
Well, Trails in the Sky and its sequel are coming to steam soonish. Those look good.
Why I fear the ocean.
If you really want to, there's functionality for this built into the game.
Open the console, enter "Game.RuinTheFun()"
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What if I'm weak enough to consider both? HUH? WHAT THEN!?!?
So this is what it feels like to produce a trillion cookies a second waste my life, good to know!
That's what fun is.
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Dang, that does sound good.
Amnesia is certainly a fun time, but it just doesn't work with friends unless you're all turbo-nerds willing to gather around a desktop. If I want people to just hang out in the living room, it's got to be a controller.
Plus, puzzles in horror games kind of suck out the fun if you're in a group. I mean, not instantly, but when that's the primary obstacle. It's tense if you're alone, frustrating if you're fucking up while other people shout out what they think the solution is.
Humanity stayed in the shadows, letting the galaxy bang its heads together while we grew, safe in the galactic arm, a wealth of planets to call home and only a few Iconians stopping in to settle. In time, they abandoned their people and joined our ranks. It was a pretty good life, until one bad dinner.
We sank billions of credits, trillions of man hours, we saw them rise from some hole in the core and tried to be prepared, but all it took was one snippy comment about a bug's mistress and suddenly the Thalan empire is coming for us. The Altarans and Yor stuck to their principals, they honored our alliances. Now, the altarians a passage of the history of the Torian Confederation, a small group of refugees taken in by them. The Yor hold strong, the spatial anomolies hold the bugs to a slow pace, but the machine worlds are few and spread out.
I've sold our fleets to them, for every coin and vote they have. A small price to pay. Paid a lot more to earn a reprieve from the bugs. I wonder, will I still fill this regret as a god? Will I still be haunted by the machine that promised me death, but only gave me friendship?
I pray they don't have souls, then I might not see them again.
http://www.fallout3nexus.com/downloads/file.php?id=16534
I don't get any background music or menu music, and only the occasional sound effect. Then mid-game it crashed. Hmm.
Steam: abunchofdaftpunk | PSN: noautomobilesgo | Lastfm: sjchszeppelin | Backloggery: colincummings | 3DS FC: 1392-6019-0219 |
So being able to pick up TOAW 3 at 50% off is a big deal. I have probably put in about 500-1000 hours of play in the damn thing over the various versions since the 90s.
http://matrixgames.com/products/317/details/Norm.Koger's.The.Operational.Art.of.War.III
If anyone is interested in this game, I still have a Steam gift Pre-order edition (including bonus lightsaber fusion sword). Just send me a PM!
That's not very Pac Man CE DX of that demo at all!
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Looks like I might have spent an hour on a demo with a two minute time limit.
It's never enough for them... they just want more...
The harder the rain, honey, the sweeter the sun.
3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
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3DS Friend Code: 2165-6448-8348 www.Twitch.TV/cooljammer00
Battle.Net: JohnDarc#1203 Origin/UPlay: CoolJammer00
The save file is located here, so somehow transfer what ever is stored there from your mates computer to your own and you're done
Why would anyone do this to people.