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hughj

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hughj

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hughj

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@frankie_musix:

I think it comes down to being "soft" coupled with not getting the time in to learning how to play any particular game well enough to have a positive experience without a lot of hand-holding. In the case of Sea of Thieves, they're probably the only players in the entire SoT community that are only playing an hour per week with no more than a few cumulative hours under their belts. Even in cases of multiplayer games where there's some form of skill-based match making present I suspect their play sessions are so few and infrequent that they fall well outside the norm of what those systems need to seed them properly. You see a similar problem in single player games like Hitman or Dan+Drew's MGS series where they struggle to accumulate competence from one episode to the next; each session is almost like relearning the basics from scratch.

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hughj

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Edited By hughj

Doing these fetch quests doesn't seem to provide nearly enough mechanics with enough frequency to keep 4 people continuously engaged. Dan is bored, while Alex's patience is thin and seems to just be wanting to get through with it.

It would be more interesting to have two group pairs trying to complete separate quests in parallel, that way everyone has something to do, more things would be likely to happen, there'd be an element of urgency to complete before the other group, etc.

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Edited By hughj

Regarding the bethesda bottlecap tax: Having money sinks in multiplayer games with a player economy is a completely normal and necessary thing -- you need to be subtracting currency from circulation (taxes on trading, upkeep/degradation on items, etc) at the same rate you're adding it (via quests, loot, etc), otherwise you end up with runaway inflation.

Inflation is a problem because it results in prices being arbitrarily high, and if you happen to be a new player you're basically priced out of most of the player economy.

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@fledeye: It made the stream unlistenable for me, tbh. She's either never heard of actors, doesn't know their movies, or needs Vinny to IMDB what the name of a movie is (when the entire point of that game is being able to name movies and actors in them.)

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@cikame: The speculative space travel questions definitely seemed fueled by science fiction reading. The notion that aliens are going to come here for our resources is a stretch for the same reasons that private enterprise aren't going to be funding themselves by extraterrestrial resource mining. In either case you have to be willing to imagine a universe where accelerating and decelerating large amounts of mass has a negligible energy cost, or propose the existence of some Unobtanium-like resource that makes that sizable cost worth it.

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hughj

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The 2070 seems like a wasteful purchase considering they had a roughly equivalent 1080 already. Hopefully the old card will get to find a good home.

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So... what sort of game was Anthem/Dylan originally intended to be, because it seems clear that aspects of the action-RPG framework/systems, assets and gameloop of the shipped game aren't the product of 5+ years of development.

Is this a case similar to ME:A where the initial vision was too grand or unfocused, coupled with technical hurdles (whether it be engine, client hardware or net infrastructure)? Did they end up repeatedly paring down and changing things such that the original motivation for making this game got lost in the shuffle?

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Edited By hughj

It feels weird how Brad seems to be first hearing about the concept of Quake1's bunnyhopping through Titanfall some 20 years later. Those air strafe movement physics aren't a Source engine thing, or an HalfLife/GoldSrc thing -- it's a Quake1/QuakeWorld thing that merely got carried over to the engines based off it.

For folks that haven't played any Quake, HL, HL2 and any of their mods, you'll probably have seen the speedruns from those games which make liberal use of the same air strafe bunnyhopping. Even the Call of Duty games have remnants of Quake's "circle jumping" technique.

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The general impression I'm getting from this game so far is not unlike watching a big budget hollywood movie where the director got sacked halfway through and the studio tried to reshape the movie in the editing room. The movement feels like the only part of the game that started with an idea in the beginning and then delivered on it. Everything else feels muddled and confusing, from the lack of story exposition and world building, confusing UI design choices, strangely uninteresting loot/gear, etc. Most aspects of the game look expensively produced, but they feel like a studio's first crack at a new genre that it's not at all confident about.