Myobi
Liturgist
- Joined
- Feb 26, 2016
- Messages
- 1,502
Yeah Rick and Morty fans can be like that. Example:
Lil info on that: It's staged, the guy made it to make fun of the fan base, there is a interview with him about it.
Yeah Rick and Morty fans can be like that. Example:
What wasn't fake was the lady who traded a packet of szechuan sauce for a ford focus.Lil info on that: It's staged, the guy made it to make fun of the fan base, there is a interview with him about it.
But there is no actual solo mode right? I refuse to play a game where I have to interact with people. Or even just see retards bunnyhopping and emoting around the place.
Guy claims that he was told by employees that the game had no sales targets set.
Now you know why it was called a "Break it. Early. Test. Application.". Test application for their future game models that is.
So basically you're re-downloading the game again.Fallout 76's first major patch is a whopping 47GB on console
https://www.eurogamer.net/articles/2018-11-19-fallout-76s-first-major-patch-is-a-whopping-47gb
Guy claims that he was told by employees that the game had no sales targets set.
Now you know why it was called a "Break it. Early. Test. Application.". Test application for their future game models that is.
Idk, his story sounds pretty convenient.
Fallout 4 was the same shit, and we have no indication of it having lacked Todd's magic touch.
Both breaks immersion, so that is always something that a multiplayer variant has much less than a singleplayer one.
But making at least important (quest-related) NPCs unattackable would make it clear why some NPCs cannot be attacked.
There is no game that ever truly prevented players from stealing by making them chase down the players. Especially in a game like Morrowind, the players have so many tools at their disposal to not be caught...
Making it harder would make it more interesting, so that's a good thing, but you'll always have a broken economy due to thieving if you do not have a full economy simulation.
Making it impossible to sell stolen items would work gameplay wise, but it would also render stealing almost entirely useless and would be immersion breaking to the extreme.
Strangely enough, ESO possibly did it the best by forcing you to sell stolen goods to fences, which nets very little reward (but at least something).
So you still have stealing, but it doesn't break the game that much.
Actually, I could reply to all of your suggestions like that.
"Yes, it can be made to work, but it would be at the cost of interesting gameplay, immersion, freedom,..."
This is kind of the core of the problem.It's possible to add stringent limitations to the spellcrafting. It will kill some of the fun, but it makes sense for balancing.
Many problems can be solved with limitations, but then you have a great base game, being extremely hampered by limitations all-around lessening the experience, with the only added benefit of having other players running around (which at least to me, is actually another detriment, except for pure co-op games).
So yeah, you can make it work somehow - but the real question is: Why would you?
I don't want to devalue your work, especially as a dev myself, I can see the technical challenge alone being interesting.
But from a gameplay perspective, I just don't see the value - and gameplay kinda is what games should be about.
Actually, I could reply to all of your suggestions like that.
"Yes, it can be made to work, but it would be at the cost of interesting gameplay, immersion, freedom,..."
You summed up my argument perfectly and in all fairness most Bethesda fans wouldn't accept those compromises, which is why Fallout 76 has been received as it has. You cannot make Bethesda's formula work without in essence ripping the guts out of the very things that people buy their games for.
And rest assured on my closing comments of that criticism of OpenMW, I think OpenMW is fantastic, I'm really impressed with the multiplayer but the game itself is what lets down the experience for the above mentioned. It'd work better if you were co-oping with friends and could trust them to RP, but if they wanted to be dicks they could start breaking the game which isn't good. A good designed game should work how Divinity 2's co-op work. A mix between Elder Scrolls and Divinity would be the ideal
Fallout 76 - an online multiplayer take on the franchise - was not expected to sell as strongly as Fallout 4. Of course, any new game from Bethesda Game Studios is still a major release, yet this title has got off to a slow start. Fallout 76 debuts at No.3, and sales are down 82.4 per cent compared with the previous game in the franchise - 2015's Fallout 4.
https://www.gamesindustry.biz/artic...top-hyper-competitive-week-at-uk-games-retail
Fallout 76 IGN Review: too much water, Vault dweller is a great white savior.Still no reviews from ign and the like, what gives? Beth's shipment of Doritos and Mountain Dew running late?