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sorta ^^
it is a well known industry standard design philosophy.
“At the time, a console title cost something in the realm of $100 in today’s dollars (or over €85-95), which made each game purchase an investment requiring long consideration and thoughtful planning. At that price, every game needed to last weeks, if not months, to justify the investment. Most games achieved this with the good old “Nintendo-hard” philosophy: Brutal challenges make a relative dearth of original content last longer.”
Corporate greed has killed all of my favorite mmos, and every new mmo that comes out is further down the spiral.
So I decided to make my own damn game, a mashup of my top 5 favorite defunct mmos. Base gameplay/progression/dynamic events from Tabula Rasa, Star Wars Galaxies crafting/building, Firefall jumping/gliding/thumping, the mechs from Exteel, and the territory control map from Planetside 1.
It’s 100% a shameless asset flip, and currently jank af, but pretty fun at the moment.
And it was based on an arma mod from 2012.
You literally just denied 2 claims of genocide.
That makes you a genocide denier, by your own logic.
When an MMO launches it normally has little content and uses difficulty to pad playtime, especially subscription MMOs like WOW and pre-one tamriel ESO. Typically an mmo reduces difficulty of old content over time, when new content becomes available.
I do agree that the effect is much more pronounced the more popular a game is. LoTRO at least added some of the overworld challenge back with an optional difficulty slider after community backlash, and I’m not sure that a less niche game would have bothered.
They are saving innocent Israelis.
Weather that is worth killing innocent Lebeneese depends on your opinion of Israelis.
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IDK. I skipped horse archers in my latest dark elves playthrough of total war warhammer 3, because they are so trash. No shields + large targets means they die really easy to missile fire, And since you can’t use a longbow on horseback they lack the range to engage other archer units without taking a few volleys first.
Basically they are only good for fighting factions like undead that that have no ranged units.
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Games made in the early 90’s were made for cartridges and floppy disks with limited memory and couldn’t contain a lot of content so difficulty was used to increase playtime.
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Not yet, there are a few bugs i need to squash before I’m ready for the next round of testing.