Hotspur

joined 1 year ago
[–] [email protected] 2 points 5 days ago (1 children)

No I didn’t know that, would be interesting to see more of them try it, just for curiositys sake.

[–] [email protected] 3 points 6 days ago (3 children)

It makes me wonder—would the dynamic change if there was only an upvote? So you could choose not to upvote, but the default action would be a neutral one, and if you liked/wanted to support/etc you could signal that.

I see tons of posts on here now that are downvoted to oblivion, because they are a legitimate article that says something a group doesn’t like. There won’t even be comments on the post. So like a Reuter article that discusses Palestinian casualties and no comments and like -20. This doesn’t seem like a super useful mechanism. Or at least, it’s just functioning today as a content preference “I don’t want to see this typed content” as opposed to “this is bad info, out of line with the community, etc.”

And despite ranking my list by either hot, or top day/six hours, I still see the downvoted posts regularly so the mechanic doesn’t even really do anything in terms of visibility. Or possibly there’s just too little content on a given community for it to get filtered out.

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

Yeah Ive played warframe. And there are plenty of games that have higher multiplayer counts or coop numbers.

But warframe is its own thing—engine wise, what might work in warframe, might be impossible in the new space marine game given the mechanics and engine they’ve used.

I’m not trying to say “hey the devs are right and no one should criticize them”. I’m just sympathetic to the idea that even though 4 player coop might be a sort of industry standard target for stuff like this, you might find that design Choices you made about the game might make that experience non-viable.

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

Yeah that’s a good way to look at it—they’re the baseline with other stuff scaled up or down off of them.

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

For sure, but it does vary game to game though. I didn’t find a problem with it, but chaos gate:daemonhunters had a lot of reviews with people complaining that the grey knights were too human and squishy compared to their lore conception.

But like others have said, given the engine and or chosen enemies, it’s likely that since they’re using swarms it was just too much overhead or insane numbers of tyrannids on screen at the same time and game sync was hard to manage.

[–] [email protected] 3 points 1 week ago

Haha true, I should have said like an actual huge fortune, since a regular army still costs an insane amount for what amounts to molded plastic…

[–] [email protected] 5 points 1 week ago (3 children)

Right—exactly. Like yeah an ultramarine is more durable and lethal than a single gene stealer, but that’s why the tyranids roll in large packs, etc. if the space marines in tabletop mirrored the books “propaganda” the tabletop game wouldn’t really function very well. You’d have to have like a small fortune in enemy figurines to compete against them. Not saying tabletop is balanced well or anything, also haven’t played in years, just that there’s lore, and then there’s gameplay mechanics and balance, and sometimes you compromise on the lore to improve the gameplay, etc.

On the other hand—you could say the high point heros are closer to the lore vision of space marines, and that the characters in this game are closer to a hero character than a rank and file SM squad member…

Either way excited to see more gameplay, I remember liking the old one.

[–] [email protected] 24 points 1 week ago (13 children)

It kinda works both ways—in order to make 4 player coop functional, you’d require so many tyranids on screen that it would be unplayable, both hardware and for the players brain.

I know fanboys would scream if the marines were squishier, but what’s always confused me is that despite the legendary invincibility of space marines, in tabletop they still feel moderately squishy. Sure not like tyranids and orcs and such, but not like super human either. I suppose terminator squads with custom gear might feel closer to that mark.

All relative I guess.

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

Hahah brilliant, love it. Definitely the best way to end that stuff—surprise them or confuse them.

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

I think I missed pirates viiings knights, sad now!

[–] [email protected] 17 points 1 week ago (5 children)

That’s fine and all but I’m technically an elder Millenial, and we definitely played online pvp games when I was in high school. I was there for the first counterstrike alpha/beta. My brother and I spent an entire week playing CS one time while my parents were in a trip, 10 hours a day with breaks for pizza. We had a system for sharing play because we only had the one desktop… lol.

We had quake lan parties and even did a quake tourney in our school computer lab because this was before they really sorted out locking the computers down. I feel like tribes and unreal tournament were out pretty quick as well. Quake arena. Half life multiplayer and then CS, day of defeat, etc.

Super toxic online was sorta a thing, but I feel like that didnt mainstream until COD lobbies on consoles, and the advent of voice chat. Or rather most of the servers I played on were specific servers, hosted by people with admins, and while people would misbehave, you generally wanted to not get banned and keep coming back—you knew the other names and such, so that had an ok moderating effect.

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

This is what peak performance looks like.

 

Seems like they boosted the EXP gain across the board since yesterday--I'm getting up to 11k EXP on a win, and 6-7K EXP on a loss. For both those numbers I did pretty well, but I looked at the breakdown, even matches I lost with poor combat performance, I was getting a 5500 EXP for the match, which is 2k ± up from the old numbers. Makes T3-4 preset grinding a little more palatable, but the later presets will still take forever.

Haven't seen an announcement or patch notes on this, so it might be one of those lever-tweaking things they do server-side.

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