TheSpookiestUser

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Joined 2Y ago
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Cake day: Jun 27, 2023

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I will buy the explanation that the game is too old to continue to support when they stop adding new microtransactions every six months or so


Appears to no longer be free, so I’m gonna take this down for now. If it was an error and it becomes free again, feel free to repost!



Any PR statement that includes the words “we hear you” can be safely ignored


The only one I have found was [email protected], but it isn’t very active.


HADES II Development Update | Supergiant Games [Sept 14 2023]
> Back when we first revealed Hades II at The Game Awards in 2022, we said to expect more information on our plans for Early Access sometime in 2023. It's time we shed some light on those plans! > > **Early Access Starts Next Year** > >We now can confirm we're planning for Hades II to launch in Early Access in Q2 2024 on Steam and the Epic Games Store. We'll have more details on the exact date, pricing, and system requirements closer to that time. > >Thank you for your patience as we gear up for this launch! You may be wondering, why can't we launch in Early Access, like, right now?! The game looked pretty far along in the first trailer! The reason is, Hades II will have at least as much content from day one in Early Access as the original game did back when it launched in Early Access on Steam. And, even though Early Access inherently means a game is not yet complete, we still want to do everything we can to make sure Hades II is worth your while as soon as you can play it in any capacity. > >You can add Hades II to your wishlist on Steam or the Epic Games Store and join our email mailing list to find out as soon as our Early Access is available. > > >**Prior to That: The Hades II Technical Test** > >Also in Q2 2024, shortly before we launch in Early Access, we're going to run a technical test with a limited sample of players. The purpose of this test will be to find and solve any technical or compatibility issues we might have missed, to ensure anyone who tries Hades II in Early Access can have a smooth play experience. To that end, this technical test will contain much less content than what's in store for the Early Access launch, and likely be limited only to a relatively small subset of players who express interest in participating. We'll announce more details about the Hades II Technical Test closer to when it's ready. > >**More About Early Access & Beyond** > >Early Access was vitally important to the entire idea behind the original Hades -- we decided it would be an Early Access game before deciding literally anything else about it, such as the Underworld setting. We've approached development of Hades II knowing Early Access will be no less important this time, though now knowing a bit more of what to expect from Early Access development, as well as more about what a Hades game needs to be. We believe the timeframe we're planning for will be the "sweet spot" where the game is far enough along that player feedback won't mostly consist of stuff we already know isn't there yet, but isn't so far along that it's too late in development for us to act on the feedback we receive. > > >Similar to how we approached Early Access with the original, following our Hades II Early Access launch, we'll have several Major Updates adding the rest of the game's core content and refining what's there based on player feedback. The story will expand with each update, as we introduce more characters, and deepen relationships with existing ones. This process will culminate in our v1.0 launch, which will feature the conclusion to the story and any other finishing touches. > >We don't yet know exactly how long it will take us to get to v1.0 of Hades II, as our experience developing in Early Access has taught us (among many things) to expect the unexpected. For now, our focus is to keep building core content -- environments, characters, weapons, Boons, story events, music, and more -- as we gear up for our Technical Test and Early Access launch in Q2 this coming year. Thank you again for your patience and support as we work to ensure our first sequel meets our standards, and hopefully yours, too!
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Looking for Moderators!
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We are looking to pick up some more moderators to help out with [email protected]. Things aren't too hectic moderation-wise; what we really need is those willing to help with some community engagement. Things like helping find relevant news to post, helping construct pinned discussion posts, and the like. The only requirements are being somewhat active on Lemmy and having a Discord account - we use Discord to organize and communicate. Reply below if you are interested!
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Back again! We are going to shuffle around the days we do these discussion posts, if you're paying attention. This week's topic is [4X games](https://en.wikipedia.org/wiki/4X). 4X is a subgenre of strategy game that is defined by the "four Xs" that make up the genre name: E**X**plore, E**X**pand, E**X**ploit and E**X**terminate. In these games you must explore surrounding territory, expand your empire or faction to claim it, exploit the resources found there, and exterminate other empires or factions. These games also sometimes feature auxiliary concepts like robust economy management, technology trees, and inter-faction diplomacy. Grand Strategy games are a subsubgenre (heh) under 4X that specifically involve an even larger and more detailed scope and often pit the player's faction against dozens of others, often times with an asymmetrical playing field. Here are some questions and subtopics that I encourage people to discuss: - What are your favorite 4X games? - Which "X" of the 4X genre is your favorite? - What setting/background do you prefer for 4X games? - Do you enjoy Grand Strategy games, as a subgenre of 4X? Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in [the suggestion thread](https://lemmy.world/post/2001014). ::: spoiler Additional Resources - [List of 4X games](https://en.wikipedia.org/wiki/List_of_4X_video_games) from Wikipedia - [Grand Strategy & 4X tag](https://store.steampowered.com/category/strategy_grand_4x/) on Steam :::
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Too late, I already own all the Stellaris DLC, my bad choices have been made long ago


Not sure yet! I’ve not bought a lot of games recently, but I do enjoy large swathes of the strategy genre. Stellaris, Civ 5 and 6, Terra Invicta, Frostpunk, etc.



Another week, another topic. I think I will settle into alternating a game genre with a game concept, it seems to have been working well so far. This week we will be talking about [Emergent Gameplay](https://en.wikipedia.org/wiki/Emergent_gameplay). This term is, like the previous week's, fairly self explanatory; it describes gameplay (puzzle solving, narratives, etc.) that arises naturally as a result of combinatory game mechanics and systems rather than having been hardcoded or otherwise directly intended. It is most common in simulation-based games and games involving procedural generation, but can crop up anywhere. Immersive Sims are known for this, and it is one of their core design philosophies - to give the player tools and let them come up with their own solution, one that works as the logical consequence of a series of actions rather than hardcoded. Emergent Narrative is a term used as a subset of Emergent Gameplay, to specifically describe when a *story* or narrative sequence of events is born naturally through gameplay, often driven by the player's involvement but not deliberately implemented by the devs. Here are some questions and subtopics that I encourage people to discuss: - What are some of your favorite games that encourage emergent gameplay and/or emergent narrative? - What instances of emergent gameplay have you been most proud of executing? - What emergent narratives have you encountered and/or engineered that you found particularly interesting or compelling? - What game design elements do you feel are most conducive toward generating emergent gameplay? What hinders it? - Have you had any instances of emergent gameplay crop up from games that you wouldn't've expected it to occur in? Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in [the suggestion thread](https://lemmy.world/post/2001014). ::: spoiler Additional Resources - None this time! If you have something that would be good to put here, let me know. :::
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Going back to broad strokes genres, this week's topic concerns the FPS (First Person Shooter), a staple of the overall gaming scene. A [First Person Shooter](https://en.wikipedia.org/wiki/First-person_shooter) is the type of game where you play from a first person perspective (big shocker) and focuses around shooting (bigger shocker there), whether that's other players or NPC enemies. It's nice for a genre to be so plainly self-descriptive! FPS games also involve the navigation of a 3D environment, and often times incorporate standard concepts that are ubiquitous at this point like ammo management and loadouts of different weapons. This genre was heavily shaped by [Doom](https://en.wikipedia.org/wiki/Doom_(1993_video_game)) (the original, released in early 90s), to the point where before the name FPS fully took hold, one term often used was "Doom clones". Nowadays there are many subgenres and styles paired with the FPS - class-based shooters, "boomer shooters", milsim and/or tactical shooters, twitch shooters, and others. Here are some questions and subtopics that I encourage people to discuss: - What are some of your favorite subgenres or styles of FPS, and your favorite games from them? - Do you enjoy secondary concepts often associated with FPS games like ammo management and loadout adjustment? - What genres do you like to see crossed over with an FPS? - Do you prefer multiplayer or singleplayer FPS games? For multiplayer, Co-op or PvP? - What are some of your favorite weapons from FPS titles? What's been memorable? Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in [the suggestion thread](https://lemmy.world/post/2001014). ::: spoiler Additional Resources - [List of first-person shooters](https://en.wikipedia.org/wiki/List_of_first-person_shooters) from Wikipedia - [First-Person Shooter tag](https://store.steampowered.com/category/action_fps/) on Steam :::
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Tried posting the video this time instead of a link to the news page.

Some welcome changes to the Lithoid species pack - tweaks to their unique origin, tweaks to Terravore to make it less fiddly. A new advanced space racism civic! (This is one of the weirder parts of talking about Stellaris.) Personally I’m a bit underwhelmed by the new portrait; It’s good art, but I really prefer more out there non-humanoid designs, which is the opposite of what they’re going for here. The quality of life changes to ascension perks and gestalt nodes are welcome as well. This kind of tidying up is why I like the whole concept of the custodian team.

Only real negative thing here is the increase on price for some older DLCs. It’s only two dollars, and they are tweaking them to be better, but I still feel like it’s gonna cause unnecessary backlash for little gain.


[Steam News link](https://store.steampowered.com/news/app/281990/view/6784162510060243054) [Paradox Forums link](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-308-rock-on-also-an-announcement-regarding-species-pack-pricing.1595636/)
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I generally agree as well. This buff to bandages will also indirectly buff ammo boxes even more, and medics will still have their niche in being able to heal others without even using up their bandage supply.


Meaty update here. I’m not one to comment on weapon balance too much, but I do wonder: Do you think that all classes being able to self-heal a bit with the bandage will significantly shake up the game?


![](https://lemmy.world/pictrs/image/3c5a7c63-4e75-44b7-8543-679cb65723a4.png)
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(Screenshots taken from the Interface in Game site, here: https://interfaceingame.com/games/team-fortress-2/)

I wanna talk about the game I’m currently absorbed with, Team Fortress 2. TF2, being rather old, allows total customization of the UI, from the HUD to the menus. The default UI is clear, but also dated in places; you can really see where they slapped on new elements that clash a bit with existing ones, like the medals on the scoreboard compared to other elements, or the loading screen for a map, which has the very old Source infobox in the bottom right, a stylized background and panel taking up most of the screen, and a well integrated but still a bit off info bar at the top that was added more recently. The most glaring example is probably the community server browser compared to the newer slide-out tabs and menus for navigating play options. If Valve was still doing major work on this game, I’d say they need a good UI unification art pass.

When browsing TF2 custom HUDs on a site like this, there’s quite a few different styles to choose from, ranging from those that attempt to refine the vanilla HUD to those that make it something entirely different. Many competitive players prefer minimalistic HUDs that put pertinent information like health and ammo count closer to the center of the screen, so that one doesn’t need to divide their attention while fighting. Still others will pick a HUD that is a different style but still “complete” and fleshed out; even others still will fill their UI with memes (which I never understood, but to each their own).

Sometimes you just have to appreciate the little touches, though, like the animations and presentation on a map’s video tutorial and the class select screen. It oozes a particular aesthetic that the game has deviated from, over time.


It's time for the second ever weekly discussion topic, everyone! Before we continue, I'd like to thank everyone for all the interesting engagement we got on [the last post](https://lemmy.world/post/2311875). I was unsure if anyone would even comment at all, so seeing it be so active was really nice. Anyway, let's get to it; this week's discussion topic is Game UIs. A UI ([User Interface](https://en.wikipedia.org/wiki/User_interface)) is something that everyone should be familiar with nowadays; It is the visual and tangible way that we interact with computers, whether that be games or other programs. Specifically in relation to gaming, the UI represents the HUD ([Heads-Up Display](https://en.wikipedia.org/wiki/HUD_(video_gaming))), the menus, and other things like status bars and dialogue boxes which all fall under the general term "UI". (This discussion was actually originally just going to be about HUDs, as it is the UI element you will be seeing the most in a lot of cases, but I thought to expand it to encompass all elements as they often go hand in hand.) UIs can range from minimalistic to works of art in their own right, depending on the type of game and the design philosophies of the UI developers. A *good* UI should be easily navigable for the player; ease of selecting different options, clear display of critical information, and minimal confusion as to what any given button or toggle will do. The amount of information that must be displayed by the UI can range from minimal in a puzzle or traditional FPS game to massive in a simulation or a strategy game. It is an aspect of games we play that many don't give a second thought to, but is very important for both accessibility and style. Here are some questions and subtopics that I encourage people to discuss: - What games have you favorite UIs? What about specifically favorite HUD, or favorite main menu? - Do you prefer more stylish UIs or more utilitarian ones? What games have a good union of form and function when it comes to this? - How much do you value the customization of the UI? Do you often find yourself fine-tuning the HUD and other elements in games that allow it? - Do you prefer maximum information conveyed by the UI, even if it's at the cost of easy readability? - When toggling subtitles, should the options for it be under Audio Settings or Video Settings, or its own category? (This single specific question has been a raging debate for many years in gaming circles.) Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in [the suggestion thread](https://lemmy.world/post/2001014). ::: spoiler Additional Resources - [Game UI Database, a resource for browsing different game's UIs](https://www.gameuidatabase.com/) - [Interface In Game, *another* resource for browsing different game's UIs](https://interfaceingame.com/) (also contains additional information and articles) - ~~List of all Weekly Discussion Topics~~ (still being a bit lazy, I'll have this up later today or tomorrow (feel free to kick me awake if I haven't done it by then)) :::
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I’ve bought every Stellaris DLC over the years, and I’m not even a particularly avid Stellaris player (347 hours played (which while notable is peanuts compared to the superfans’ hours) and haven’t played recently). Here’s my thoughts on it:

I buy DLCs day 1 that I am supremely interested in, and everything else I pick up on discount either during a sale or from another site (not sketchy key resellers - I use https://isthereanydeal.com/, which lists more legitimate sites). In multiplayer, all players can use the DLC the host has, so I’ve been the dedicated host for my friend group there. I don’t think the massive amount of DLCs is good, but it is at least tolerable (I liken it to a subscription model) and I enjoy how the devs share some of their insights during the development process. Despite all the flaws it has, Stellaris is a really cool sci-fi 4x game that probably has the least ridiculous learning curve compared to other Paradox strategy games.


It’s a bit divisive amongst enjoyers of the first game, but I played a lot of it and even finished the main story. It’s 100% run based with metaprogression even moreso than the first one - you end up caring a lot about the party you have on your run, but not really that much about individuals across runs. The art style was perfectly translated to 3D, it looks great. There are some wonky UI elements and I think the in-between tedium between locations of interest is a bit too long, but I would recommend.



This dev diary actually goes beyond what just the title implies - they are not only doing some neat experiments with leaders (which, while I generally like the system they drew up for the leader rework a while ago, it had some glaring flaws that they seem to be addressing (looking at you, Generals)) but also sharing some tweaks they’re making to other stuff, like the origins that let you start off in a federation/hegemony. Making those origins not gimp you by spreading out your starting compatriots will be very nice.


[Paradox Forums link](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-307-leader-experiments.1595085/)
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As for the instance overall, I think it depends on where it is hosted and that country’s attitude toward piracy and enforcement of anti-piracy laws.

In any case, it’s definitely not a moral judgement, just a practical decision on our part at least.


We are following the rules of the LW instance which indictate not to share piracy links.

As for memes - there are many other general meme communities, and if your meme is about a specific game you should consider posting it to that game’s community or making such a community - Lemmy overall needs all the help it can get in supporting niche communities.


In what jurisdiction are those instances hosted?


Ah, see, that’s a good spot. Rule lawyers are a valuable asset to the fabric of our society.


Gonna have to check out that timer, could be useful.


Deep Rock Galactic is a good choice for me after a long day at work, it’s a PvE co-op game. Even at the highest difficulty you can have a smooth time with a good team, and otherwise you can turn down the hazard level a notch or two - it’s fun and not too mentally taxing to mow down bugs en masse.

Bonus, drinking a beer in game while having a beer in real life is peak immersion.


5x larger map size than the first game - I assume this means they’ve made some performance enhancements to keep up! Maps look very pretty.

Also, some of the very close-up city shots had some low fidelity textures, which is to be expected as I don’t think they expect anyone to actually zoom in that close, but I still find it a bit surprising they kept it in.


Apparently post titles have a problem with the & character, go figure.
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I know it’s not what’s being talked about but whenever I hear someone ask for Isaac in smash I think it’s the one from Binding of Isaac


For the record and to hopefully explain with an example, I do like that they exist for people that like them and some games are fairly clever with it.

Oh I know. I apologize for the negative response you’re getting, but I really do appreciate outside perspectives from people who don’t like the thing - it can point out flaws that may be missed otherwise.

Most of it boils down to death as a core mechanic. I’m also a pretty casual game player and most of the games I like are fairly laid back, so the difficulty is also a factor. Although I do like difficult games sometimes, I don’t like games designed to kill you easily, if that makes sense. I dislike grinding and most leveling systems, so making a game have grinding as a necessity for someone like me who’s going to need it is frustrating. I feel like I’m just dying a bunch to get “level ups” so that I can actually play the game. Feel free to ask clarifying questions on this. It’s a bit difficult for me to explain, I’m finding.

This is mostly a feature of the modern roguelike, or rather roguelite - the metaprogression in general. Some roguelikes that aim to be truer to the original classification forgo this, like Pixel Dungeon and its variants - you could win on your very first run, the only thing holding you back would be the lack of accumulated knowledge and skill. All still involve a good amount of dying, though, which can be a turnoff - early runs can feel bland if the balance isn’t right, and even later on the first part of each run can feel similarly bland if the game is more item-and-build based, as most don’t give you much in the terms of starting items. I’ve felt this especially hard in games like The Binding of Isaac - outside of characters that deviate more from the standard, a lot of runs are a painful slog where you get a not very impactful item on the first floor and have to make your way through with base stats for a while.

If you want a random off-the-cuff suggestion from an internet stranger about a game in a genre you don’t like, I tried out the demo for Wizard with a Gun during the last Steam NextFest. It is by some measure a roguelite, as it has a run based structure, but each run is rather short and if you don’t die, you can escape back to a hub area with all of your resources, without losing anything, store some away for safe keeping and continue the next run from there. It has crafting and building elements (resource gathering and a research tree, but no hunger system or anything like that) and I quite liked it from what little I saw.


I think this is one of the big pitfalls of community prescribed tagging. Lord knows the Psychological Horror tag must be a mess.


The allure comes from either knowing that you can beat the game in any run, you just need to work for it, or in trying to gather enough resources to enable you to win the game on a future run (this is a staple of roguelites). The latter can get boring if the game isn’t balanced just so, I admit. Additionally, if a game is very complex and well put together, just the fun of duking it out may be enough, win condition be damned.


I really like how the Stellaris devs are willing to show off how the sausage is made - that is, the extremely experimental internal testing they do, even if it’s a bit buggy and has placeholder art.

As for this Dev Diary - I am cautiously optimistic about how they may change habitats. I always found it way too micromanage-y to construct more than 2 or 3 habitats, even for Stellaris. Consolidating that into one complex per system with support structures available will be much more manageable.


[Discussion on Paradox Forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-306-habitat-experiments.1594678/)
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I have Backpack Hero, and while I do enjoy it I feel like runs can become too static (at least with the starting character) - you get your OP build, and getting to that point is pretty fun, but then you can just coast with that for a long time, maybe forever. The other characters and their gimmicks/playstyles help alleviate this problem at least.


Oh man I wish I could get into Noita. It is by all merits a very good game, but I bounced right off it - it was too complex for my brain to get a good grasp of.


What don’t you like about it?

I ask this question in the interest in generating more discussion; there are many genres that I personally don’t like that I know others do.


Oh my god, I assumed no one would have ever heard of Wazhack. I bought that one years ago, and am continually surprised when it receives updates. Dev seems like a cool guy, too.


Oh yes, I found this and debated including it in the post but personally felt that it was an overly narrow definition. I’ll add Roguebasin to the resources though!


Inscryption is somethin special. It’s both a solid deckbuilding roguelite, a deconstruction of a deckbuilding roguelite, and a classic “don’t look up anything about this game just play it” game.


Does it count? It has the hallmarks of procedural generation and technically has distinct “runs” (though a single run can last dozens of hours, I know from experience). It just seems too “grand scope” for me to consider it a roguelike, I suppose.


Steam tells me I’ve clocked 297 hours into StS. I’ve only barely reached I think A17 or 18 with Silent, ~A15 with Defect, and only 1-2 for the other two. Still got a ways to go!

If you really like StS, I can recommend Downfall, a fan expansion for the game on Steam. It is not as polished, and the mechanics aren’t quite as tightly wound, but it offers a whole lot of very novel new mechanics and characters as well as an entire new mode where you play as a Boss working your way downward instead of the reverse.



Though I’ve played games of the roguelike/lite genre for a while, I actually had to do a bit more of a deep dive to make this post. People ascribe a lot of different meanings to roguelike, and I got entirely conflicting messages on why the term roguelite was created. I hope what I put down is accurate enough!


I picked this up, played it for about twenty hours. I definitely enjoyed my time, but I could clearly feel how most of the game loop was just scraping by until you could fully pop off at the end - I liked that, but I grew a bit weary of the initial setup on each run.


I’ll go ahead and start off with responding to some of the points:

What are some of your favorite examples of roguelike games?

All-time favorites have to be Slay the Spire and Hades. StS was one of the cornerstones of deckbuilding roguelikes while still remaining one of the sleekest of all of them; mechanics fit together perfectly, with each loss leaving you working out how you screwed up rather than cursing the game for unfairness. Hades I like for entirely different reasons - it absolutely oozes style, with excellent presentation in terms of art direction, music, and copious dialogue. The rougelike nature of the game is woven directly into its narrative in a way I find very satisfying.

Enter the Gungeon should also be noted as one of the few games I’ve 100%ed. Although it has some flaws, the sheer amount of combinatory item synergies (both actual mechanical synergies noted by the UI and otherwise) gives it great replay value while not ballooning to absurd levels ala The Binding of Isaac (which, while still great, can be daunting in its scope).

Do you continue to play roguelike games after reaching the “end” / reaching 100% completion? Why, or why not?

Personally no, unless there is some sort of prestige mechanic that adds new challenges on successive runs (though one may consider beating all prestige levels part of 100%ing); I am still grinding out Ascension levels on both Slay the Spire and Monster Train. I find satisfaction in finishing a game that actually has a win state, and often lose interest after it’s been achieved. Enter the Gungeon was one of the few exceptions to this, although by the time I had truly finished the game I was already very close to the full 100%.

Are there any upcoming roguelike games you’re excited for?

Hades II, for obvious reasons of course. Other smaller titles on my radar include Wizard with a Gun, whose demo I played and (while rough around the edges) had an engaging and swift core gameplay loop with metaprogression (though one must question the fuzzy distinction between a roguelike and a run-based game in general, or if there is one at all) and Dungeons & Degenerate Gamblers, a tiny but funny little deckbuilding roguelike that smashes together a lot of different card games and concepts for a wacky time.


Proper link structure for a Lemmy community is [email protected] - this should work!

And I also have played SPD quite a lot. Despite it being free, I tossed the developer a couple dollars - they’ve been doing great work with it, a whole new class was added not too long ago. I’m only now picking it up again after some time, and I’ve only beaten the game with 2/5 characters, so I got a lot to learn to get good at it again.


Hello all, this is the first post in a series of posts I'll be making weekly to drum up some diverse discussion relating to all different aspects of gaming. I figured I would start with what I know, and so the first topic is thus: [roguelike](https://en.wikipedia.org/wiki/Roguelike) games. (If you think any of the below description is wrong or misleading, let me know - that's part of the discussion!) The name of this genre is derived from the game [Rogue](https://en.wikipedia.org/wiki/Rogue_(video_game)), released in 1980. The exact definition of a roguelike has been a topic of discussion for a long time, but the core tenets are usually agreed upon to be random/procedural generation and permanent death (no saving and continuing a run, you have to start over). Many roguelikes have an additional increased focus on collecting items and assembling a "build" over the course of a run. A "pure" roguelike is often claimed to have no meta-progression (that is, no procedural unlocks) and focus more on the journey than the destination - seeing how far you can get, or how high a score you can achieve, rather than reaching a distinct victory condition (not that these games don't have victory conditions, but that it isn't the end-all-be-all). The secondary term "rogue*lite*" is often brought out to describe games that deviate from this. Additionally, the term "traditional roguelike" is sometimes employed to indicate a more strict adherence to the older style of this genre, with grid-based dungeon crawling and high complexity. Ultimately, as with a lot of genres, pinning down a 100% ironclad definition is near impossible, but most people that like this type of game could tell you the general "vibe" at a glance. Here are some questions and subtopics that I encourage people to discuss: - What are some of your favorite examples of roguelike games? - What roguelike games do you think stand out in terms of defying the conventions of the genre? - Do you find there to be a meaningful difference between the usage of "roguelike" and "roguelite" nowadays? Which do you prefer? Where does the "traditional roguelike" fit into this? - Do you continue to play roguelike games after reaching the "end" / reaching 100% completion? Why, or why not? - What other genre do you most often enjoy seeing paired with roguelike? - Is any game with procedural generation and a run-based structure a roguelike, or is there more to it? Where do you personally draw the line? - What have been some of your best runs across all roguelike games? What's been memorable? - Are there any upcoming roguelike games you're excited for? Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in [the suggestion thread](https://lemmy.world/post/2001014). ::: spoiler Additional Resources - [Steam listings for Roguelike](https://store.steampowered.com/tags/en/Roguelike/) - [Steam listings for Roguelite](https://store.steampowered.com/tags/en/Roguelite/) - [Wikipedia page for List of Roguelikes](https://en.wikipedia.org/wiki/List_of_roguelikes) - [Roguebasin](https://roguebasin.com/index.php/Main_Page), a wiki dedicated to roguelikes (specifically traditional roguelikes) - ~~List of all Weekly Discussion Topics~~ (this is the first one, be patient!) :::
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Man, I’ve been wanting to try out one of those TF2 megaservers but couldn’t find an open one. How long until we get that coveted battle royale custom gamemode?


I personally recommend against casual play, even though it’s the most popular mode, specifically because it is unpredictably crap like this. Check the community server browser for a server running a vanilla game mode instead; the only concern may be that, depending on which one you pick, the average skill level may be higher, but with something like Skial that won’t be an issue.



Share ideas for future Weekly Discussions here!
Hi there, I'm a new mod for this community and I'd like to start out by collecting some ideas for upcoming weekly discussions. We're planning on pinning one discussion post a week, every week, each one being about a different aspect of gaming. The type of stuff we're looking for would be: - Genres (Puzzle, Roguelike, FPS, 4X, etc.) - Themes (The feelings or ideas a game conveys - isolation, anti-consumerism, hope, memory, etc.) - "Examples of X" (Things in games that you like* and find notable - good representation, humor, well-written grief, immersion, etc.) - Mechanics (parrying, critical hits, crowd control, diegetic feedback, etc.) - Game development (Stuff related to the development of games - delays, remasters, ports, glitches, etc.) *We want to encourage positive discussions of games, generally. Criticism is warranted, but we must be mindful to not degrade into the flamewars that often crop up around this sphere elsewhere. Things of this nature that you would want to see future discussion threads focused around. Toss anything you got down in the comments!
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cross-posted from: https://lemmy.world/post/1635457 > **Patch Notes** > > **Party Codes** > - New feature that enables players to join parties without adding each other as Steam Friends > > **Report Player Shortcut** > - Left Shift + F1/2/3/4, etc will bring up the report menu for the respective player, without having to go to the scoreboard. This makes it easier to report players for abusive behavior, or other inappropriate conduct > > **Stat-Sync Protection** > - A rare case has been fixed where a player's progress would reset if they joined a game server while the player stats servers were being updated. This happened because the game server would receive the player's stats as level 0, which would reset the player's progress. > - To fix this, the game server will now no longer let a player join if it fails to fetch their stats. This will prevent players from joining the server with level 0. > - Additionally, the backend will no longer accept saving stats of a player if their rank is less than it was before. This will help to prevent players from intentionally resetting their progress. > > **Objective Capture Zones** > - Sizes have been reduced to 50%/75% of their original size in some areas. This should improve the user experience in CONQ and FRONTLINE game modes, as it will make it easier to defend objectives and allow your team to spawn on them until the enemy enters the capture zone and triggers the spawn lock. This change will also make it more difficult to hide in one of the many buildings on the map and stay in the enemy objective in order to disable their spawn. > > **Placed Gadget Persistence** > - Players will now be limited in the amount of C4s, mines, claymores, ammo kits, etc. that they can place at the same time. > - C4s will be destroyed when a player dies. A maximum of 6 can be placed. If a player tries to place a 7th C4, the first one will be destroyed to maintain a total of 6. > - Claymores and mines will not be destroyed when a player dies. However, only 4 can be placed at a time. If a player tries to place a 5th claymore or mine, the first one will be destroyed to ensure that there are only 4 at a time. > > - **Domination**: Reviving players will no longer return tickets. > - **Eduardovo**: CONQ 32v32 received a unique layout that is separate from the 127v127 playable area. > - **Salhan**: RU Border has been extended on the west side (Cav exit) to make spawn camping more difficult. > - **Frugis**: The last stage of Rush received changes allowing the attacking team to exit from a subway near the enemy spawn. > - **Wakistan**: Domination 32v32 layout will now feature an east coast line layout. The old layout will be moved to 16v16 > - The number of players in enemy vehicles will no longer be shown on the map when they are spotted. > - When placing walls, there will be a half-player-size space margin requirement to avoid clipping. This means that there must be at least half the size of a player between the wall and any other object, such as another wall or a player. This is to prevent the wall from clipping through other objects, which can cause visual and gameplay issues. > - Fixed an issue where players would not switch to their primary weapon when placing a claymore while throwing a grenade > - Fixed an issue where the friend list would not load until the party menu was hovered over > - Fixed an issue where players were unable to pass the main menu due to avatar images > - Fixed the broken Progress Bar at the bottom of the screen > - A bug where players could sometimes walk during the countdown on Frontline has been fixed. > - Fixed an issue causing players to lag while using the Rappelling Rope > - Spectator camera improved.
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Team Fortress 2 Update Released (July 12, 2023) [Summer Update is here!]
cross-posted from: https://lemmy.world/post/1401223 > Steam announcement link: https://steamcommunity.com/games/TF2/announcements/detail/3665415870913833023
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