Games /r/Games End of 2017 Discussions Megathread |
- /r/Games End of 2017 Discussions Megathread
- Let It Die has transformed from a rough but fair & fun game to a Pay to Win, Lootbox driven/Battlefront 2 style loot system, mobile game style shell of what it used to be since it's launch.
- Super Meat Boy coming to Switch January 11th with a 2 player local splitscreen racing mode
- Black Mesa - Steam Sale, December Update, and Patch Notes
- DRAGON BALL FighterZ - Opening Cinematic Trailer
- Persona 3 Dancing Moon Night Trailer
- Why are ragdoll physics so underemphasized in modern games?
- Persona 5 Dancing Star Night new Preview
- Potential Kingdom Hearts 3 leaks tease new world (Major Spoilers)
- What is a game you love that you would NOT recommend to anyone else?
- The Immaculate Level Design of Dishonored 2
- S.T.A.L.K.E.R. Lost Alpha DC 1.4005 Release
- The World Health Organization To Add 'Gaming Disorder' To List Of Mental Health Conditions
- OpenTTD version 1.7.2 is released.
- The GTA 5 Anomaly | How Rockstar gets away with what EA can't
- 'Ren Amamiya' is the Official Persona 5 Protagonist Name
- Agony - Red Goddess Trailer (Agony will be released on 30 March 2018)
- Jurassic World Evolution: Up Close With the Dinosaurs - IGN First
- RiME - 2017 Game Discussions
- Slay The Spire Review | Zeb
- [Fan Project] Donkey Kong Country 2 HD - Bramble Blast
- SpellForce 3 Review Thread
- Brian Horton (former Game Director on ROTR) joins Insomniac Games as a Design Director on upcoming PS4 Spider-Man.
| /r/Games End of 2017 Discussions Megathread Posted: 27 Nov 2017 07:01 AM PST Major Megathreads of the YearNotable Submissions of the Year
New Moderators of the YearList of End of 2017 Game MegathreadsJanuaryFebruaryMarchAprilMayJuneJulyAugustSeptemberOctoberNovemberDecemberOther threads[link] [comments] |
| Posted: 24 Dec 2017 03:38 AM PST Some background information - Let It Die is a PS4 exclusive f2p game. It has three currencies - killcoins (free), death metals (paid, base price is 50 cents each with bonus amounts based on how much you buy at once, also farmable via ingame base raiding 'fights'/battles), and SPLithium (free but earned via kills only). At it's start, it didn't feel like a pay to win mobile game, but a game where if you sucked you could revive on the spot (broken/damaged gear would not be repaired), or save a small amount of ingame currency by paying $15 a month for an 'express pass' which would give you better login rewards (nothing close to gamebreaking, though one reduces durability degradation by 20% in a game where salvaging enemy's loot used to matter). There is also an ingame lootbox style merchant that would give you one random piece of gear called decals (massive passive bonuses to your character) in exchange for 50,000 killcoins. You could convert the paid currency to free currency, but it was just wildly inefficient since there was no guarantee and 50,000 killcoins is basically very little compared to the amount of time it takes to farm it. Since launch, they've had two focuses - Making the initial/launch tower climbing experience (floors 1-40) easier for new players, and doing everything they can to wring every penny out of the player once they get hooked to the game via the initial/launch game. The first part is good, I am not disputing that it is bad, the second part is the increasingly disgusting part. Here's a list of everything I can recall as of this moment that they've done to cripple the game's ability to be played/enjoyed without spending money: Creating Content with a level of difficulty/unfairness so high that it's only sensible purpose is to drive up premium currency revive costs Game adds new content, fun is had, right? Dead Wrong. The first new set of floors to the game (41-50) are filled with enemies that, even when fully/max geared with current top gear, do roughly 10x as much damage that normal enemies. The only enemies on these floors are haters - player equivalent enemies that do a damn good job of blocking/dodging compared to the standard enemies. But haters reward a shitload of currency so it's cool right? NOPE, they drop nearly 1/100th of the amount of currency they normally drop. Also new boss? Ranged enemy with a gun that can shoot 5 types of projectiles, can sprint much faster than the player, can turn invisible (AND STILL ATTACK WHILE FULLY INVISIBLE), and has a literal death beam that can one-combo kill the player. This boss also is immune to several of the most potent existing mushrooms, and you have to use reduced durability/effectiveness versions that literally drain your HP. TLDR - Shit is rigged. I've played many games where the bosses can one hit kill and where enemies suddenly get more difficult, but this is on a whole new level. This feels solely driven to sell revives. Sharply Reduced Earning of Premium Currency The primary method of earning the game's premium currency, death metals, is to participate in 24~ hour long battles between massive teams called Tokyo Death Metro (TDM) where each successful base raid would give you points. Fights used to occur at a rate of about 2 battles per day for the most busy teams (sometimes 1/3, though mostly 2) , with top earnings being 2 death metals per fight if your team won. So assuming a 50% winrate of fights, 2 death metals a day on average. Then they overhauled the PVP for "improvements" - number of fights drops to about 1 every 3 days, the ability to earn a death metal even if your team loses if you contribute enough (which is good I guess, though the sole source of premium currency for free players shouldn't rely on whether or not your team did their job), and a 3 death metal tier (also good, can't lie). TLDR - PVP premium currency rewards went down from about 2-4 a day to about .66~/1 every day, or .33~ if your massive team doesn't win the team battle. Adding an effectively real money loot box progression system after sharply reducing the only way to effectively farm it, and adding extremely important gear that is effectively only obtainable by spending a shitload of money They've been adding increasingly important decals (type of gear, BIG passive effects) that are basically only available with cash (good luck getting it without it) while constantly making the loot pool bigger and bigger for gear. There's less than 100 decals, but dupes drop. AND OFTEN. And not everything has the same rarity. They used to have weekend events where certain decals would have a significantly higher chance of dropping (like +400%), but that stopped happening when they added a PREMIUM CURRENCY ONLY lootbox, now they specifically say that standard currency doesn't get increased chances. The system was pretty meh before this happened, but now the standard decal pool is just unmanageable. Casual players will basically never get anything that they absolutely need unless they spend money. TLDR - Battlefront 2 style progression in a loot driven mostly singleplayer game. Sharply Reduced Earning of Free Currency while sharply increasing need of Free Currency The PVP mode gives you an extra amount based on your rank. At launch, it wasn't hard to reach the level that would make each base invasion reward pretty well. And you'd need it, since invading a base would take away precious item durability, so you'd have enough to replace the items lost as you played the mode and quite a bit left to work on the gambling based progression. Also mixed in were developer/non-player bases with above average defenses but significant rewards. Then they slowly removed the developer haters, and revamped the TDM mode to be much harder to climb ranks with some token PVP exclusively earned equipment only useful for base defense. TLDR - PVP used to reward well enough to cover gear costs and progression costs, now it rewards almost nothing except rewards that are helpful for the PVP mode which pays almost nothing because its reliant on players hoarding currency for you to take (nobody leaves money in the bank). Likely reducing the drop rates without disclosing it, asking what players thought was the most useful decal then raising it's rarity/lowering it's drop rate SIGNIFICANTLY It's hard to prove this, but in the last few months its been feeling as if the drops in the game have been reduced in certain spots, as well as the chance of rare decals in the decal system. I used to get a decent amount 6 star materials (top stuff) per run in the 41-50 floors, but it feels like a drought now. I've asked around and other players have said it feels like it too. Hard to prove, but it just feels like a sharp drop. Decals feel like rares are less often, but once again - hard to prove. They did also nerf the rate of certain mushrooms such as the fun fungus, that's confirmed. They did do a confirmed screwball for the players though - they solicited the players as to what the most useful decal in the game was (everyone assumed it was probably going to be an event award or shop bundle or something) - instead, they made it significantly harder to obtain by raising its rarity. TLDR - Certain resources feel far less common, one important consumable is basically gone (allowed you to repair gear), and purposely fucked with players by asking what they liked the most and making it harder to get. I'm not sure if it's Gungho or Grasshopper's doing, but its a shame seeing a fun and genuinely fair f2p game turn into pay to win hell. [link] [comments] |
| Super Meat Boy coming to Switch January 11th with a 2 player local splitscreen racing mode Posted: 24 Dec 2017 12:35 AM PST |
| Black Mesa - Steam Sale, December Update, and Patch Notes Posted: 23 Dec 2017 06:26 PM PST |
| DRAGON BALL FighterZ - Opening Cinematic Trailer Posted: 23 Dec 2017 11:56 PM PST |
| Persona 3 Dancing Moon Night Trailer Posted: 24 Dec 2017 04:32 AM PST |
| Why are ragdoll physics so underemphasized in modern games? Posted: 23 Dec 2017 06:28 PM PST Textures, lighting, and polygonal detail all get better in newer games, but ragdoll physics, something you see in most AAA games, have been the same since forever. The only games I've played that are ambitious with its ragdoll physics are Rockstar games, and the Skate games. It was actually pretty refreshing to see how much ragdoll was emphasized in the new Zelda game, a first for Nintendo. Most AAA games use Havok and it all looks the same. Floaty bodies, there's no sense of weight or momentum. GTA IV's were revolutionary. That game is 10 years old and still hasn't been dethroned in that category. Has no one really made an effort to compete? Sorry if this is a little niche, it is a pretty minor aspect of a game after all. Just wanna know if anyone else appreciates good ragdolls. [link] [comments] |
| Persona 5 Dancing Star Night new Preview Posted: 24 Dec 2017 04:29 AM PST |
| Potential Kingdom Hearts 3 leaks tease new world (Major Spoilers) Posted: 23 Dec 2017 10:40 PM PST These photos popped up on the Kingdom Hearts subreddit. Currently there is still some debate on whether or not these are real, but it looks pretty authentic so far. SPOILERS [link] [comments] |
| What is a game you love that you would NOT recommend to anyone else? Posted: 23 Dec 2017 09:25 AM PST I've been playing Skyforge on Xbox One and boy is it... not finished or good in any way. Yet here I am, still playing it every day and enjoying myself. My friends keep asking if it's good. No, it really isn't. But I love it. So what's a terrible game that you love? [link] [comments] |
| The Immaculate Level Design of Dishonored 2 Posted: 24 Dec 2017 01:03 AM PST |
| S.T.A.L.K.E.R. Lost Alpha DC 1.4005 Release Posted: 24 Dec 2017 06:34 AM PST |
| The World Health Organization To Add 'Gaming Disorder' To List Of Mental Health Conditions Posted: 23 Dec 2017 09:55 AM PST |
| OpenTTD version 1.7.2 is released. Posted: 24 Dec 2017 07:14 AM PST |
| The GTA 5 Anomaly | How Rockstar gets away with what EA can't Posted: 23 Dec 2017 08:57 AM PST |
| 'Ren Amamiya' is the Official Persona 5 Protagonist Name Posted: 24 Dec 2017 03:46 AM PST |
| Agony - Red Goddess Trailer (Agony will be released on 30 March 2018) Posted: 23 Dec 2017 02:13 PM PST |
| Jurassic World Evolution: Up Close With the Dinosaurs - IGN First Posted: 23 Dec 2017 09:48 AM PST |
| Posted: 23 Dec 2017 03:21 PM PST Name: RiME Platform(s): Nintendo Switch, PlayStation 4, Xbox One, PC Genre: Puzzle/Adventure Release Date: May 26, 2017 Developer: Tequila Works/Tantalus Media Metascore: 80 / User Score: 7.5 (PS4) Metascore: 78 / User Score: 6.8 (PC) Metascore: 82 / User Score: 6.7 (Xbox One) Metascore: 63 / User Score: 3.7 (Switch)
[link] [comments] |
| Posted: 23 Dec 2017 11:16 PM PST |
| [Fan Project] Donkey Kong Country 2 HD - Bramble Blast Posted: 23 Dec 2017 09:10 AM PST |
| Posted: 23 Dec 2017 09:14 AM PST Game InformationGame Title: SpellForce 3 Platforms: PC Trailer: https://www.youtube.com/watch?v=qQZhJYVzGIY Developers: THQ Nordic, Grimlore Games Review Aggregator: ReviewsAreajugones - Ronald Goncalves - Spanish - 9 / 10.0
Eurogamer - Richie Shoemaker - Recommended
Game News Plus - Umut Uyurkulak - 8.2 / 10.0
GameSkinny - Ashley Gill - 5 / 10 stars
GameWatcher - Marcello Perricone - 7 / 10.0
GamingBolt - Alex Jackson - 7 / 10.0
Hardcore Gamer - Chris Shive - 4 / 5.0
IGN Italy - Claudio Chianese - Italian - 6.5 / 10.0
IGN Spain - Carlos G. Gurpegui - Spanish - 7.5 / 10.0
Impulsegamer - Chris O'Connor - 4 / 5.0
PC Aficionado - Lyndon Rebutoc - 9.1 / 10.0
PC Gamer - Leif Johnson - 74 / 100
Rock, Paper, Shotgun - Fraser Brown - No Verdict
SelectButton - Marcus Jones - 8 / 10
Spaziogames - Daniele Spelta - Italian - 6.5 / 10.0
The Games Machine - Lorenzo Bonaffini - Italian - 7.4 / 10.0
Wccftech - Chris Wray - 6.5 / 10.0
[link] [comments] |
| Posted: 23 Dec 2017 10:19 PM PST |
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