Server browsers instead of matchmaking cancer.
Yeah, but that's not gonna happen. Too little control for studio. How would they monetize it?
No microtransactions, no "egnagement" matchmaking.
![Life is but a moment, a meaningless grain of sand :negative: :negative:](/forums/smiles/negativeman.png)
Server browsers instead of matchmaking cancer.
I think the main reason they prefer matchmaking is actually that it makes it easier to obscure the total player base. As long as you aren't running into the same people every match, in a matchmaking system it can be hard to tell if you're in a community of 1000 people or 1000000 people. So if the game has a small player base, this will be less evident - whereas if it had a server browser, people would be able to tell quite easily if it has a dying / dead community. Of course, in many cases you can tell this anyways by, say, checking the steam charts or whatever, but having it be right there in game makes it more obvious. The perception of a dead or dying community often hastens its decline, so that's something devs want to avoid at all costs. You want it to be perceived as having a decent-sized community with a long-lasting future, because that way people feel like investing their time in it is more worthwhile. So going with matchmaking rather than a server browser can help you avoid falling into the cycle of "seen as dying game" -> "people don't play it" -> "seen as dying game" etc.Server browsers instead of matchmaking cancer.
Yeah, but that's not gonna happen. Too little control for studio. How would they monetize it?
No microtransactions, no "egnagement" matchmaking.![]()
I think the main reason they prefer matchmaking is actually that it makes it easier to obscure the total player base. As long as you aren't running into the same people every match, in a matchmaking system it can be hard to tell if you're in a community of 1000 people or 1000000 people. So if the game has a small player base, this will be less evident - whereas if it had a server browser, people would be able to tell quite easily if it has a dying / dead community. Of course, in many cases you can tell this anyways by, say, checking the steam charts or whatever, but having it be right there in game makes it more obvious. The perception of a dead or dying community often hastens its decline, so that's something devs want to avoid at all costs. You want it to be perceived as having a decent-sized community with a long-lasting future, because that way people feel like investing their time in it is more worthwhile. So going with matchmaking rather than a server browser can help you avoid falling into the cycle of "seen as dying game" -> "people don't play it" -> "seen as dying game" etc.Server browsers instead of matchmaking cancer.
Yeah, but that's not gonna happen. Too little control for studio. How would they monetize it?
No microtransactions, no "egnagement" matchmaking.![]()
This is even more pronounced for shitty devs who want to be "e-sports" since nobody wants to waste time being "e-sports" on a game with a tiny community.
Because it was a proper PC game it had this functionality, not some console slop.These days no cRPG uses something similar to classic Fallout games' mouse cursor's versatility. Right-click to change functionality (move, attack, menu) + click and hold to access the menu of options used to interact with characters, objects and scenery.
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In "modern" cRPGs you can usually just use the mouse cursor to talk/interact by default. Most games (if not all) don't even offer an option to manually use skills and/or use items from the inventory (on scenery/objects/characters, etc.), let alone through a convenient and easy mouse menu.
Spellcasting by drawing runes like in Arx Fatalis or Anvil of Dawn. I just find this cool and would like to see more of this.
Massively false. Doom released in '93, Wolfenstein before that, Doom 2 '94. Most games mentioned here are years after that, arcanum 8 years after that. You will find numerous hits that weren't simple and managed to sell significant copies(The whole rts genre, RPG's had a boom after that though not that huge financially, Diablo etc.)The reason developers don't care about complex features like this anymore is because id Software and Doom showed everybody that all you have to do to make bank in the video game business is give the player character a gun to shoot things with. For years after that publishers still funded ambitious games sometimes, but most of them would flop while games that catered to the lowest-common denominator kept seeing sustained success. Why bother to put in effort at all?
If there isn't a financial motive for innovation, it's not going to happen. That's just how things are under capitalism.
Rebinding keys has been a thing since the 8-bit microcomputers took their first steps, ~40 years ago.Being able to rebind any key you want was never a problem in older game I played; but then decline started to show itself, with some games not letting you bind say the Delete key, or more recently not rebind any keys at all.
Not as laughable as when behemoth "AAA" studios fail to let you rebind F or various prompts, and some still haven't figured out point & click.Rebinding keys has been a thing since the 8-bit microcomputers took their first steps, ~40 years ago.Being able to rebind any key you want was never a problem in older game I played; but then decline started to show itself, with some games not letting you bind say the Delete key, or more recently not rebind any keys at all.
It's laughable when I come across an interesting game on PC, only to find that the control options is a picture of a console controller showing what each button does.
Writing that was a result of your actual stats in RPGs- like in Fallout or Arcanum where low intelligence meant barely functioning speech and comprehension or different reactions depending on your race. Can't do that with crap V/O, too expensive.
TOEE also has low INT dumb dialogue.Writing that was a result of your actual stats in RPGs- like in Fallout or Arcanum where low intelligence meant barely functioning speech and comprehension or different reactions depending on your race. Can't do that with crap V/O, too expensive.
The Codex's favourite "hurrr it didn't even dat gud" game, Neverwinter Nights was a great example of this. If your INT was really low, you'd show up to vendors saying shit like "me need to buy stuff" or simple 1 and 2 word answers.
wish they all just ended up here, and some games still doHaving the saved games in the same folder as the game itself so I don't have to deal with this c:\windows\user\appdata\low\locallow\roaming\gamename circles of hell level of bullshit.
You can change the location of the FOLDERID_SavedGames directory to be the same as My Documents, no?wish they all just ended up here, and some games still do
then windows came up with the saved games folder which next to nobody gave a fuck about
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Fucking this. It absolutely shits me to no end that games can't keep their shit in their own directory, and instead it's spread all over the documents folder or in apps_data. It's like developers don't understand the concept of external drives at all. The system drive pretty much has to be internal, but not much else needs to be - particularly games. Steam's "Steam Library" feature makes moving drives between computers easy peasy so you can just put all your games on that and just swap it to another PC any time you want, but the fact developers can't just keep their shit in that one spot screws that up.Having the saved games in the same folder as the game itself so I don't have to deal with this c:\windows\user\appdata\low\locallow\roaming\gamename circles of hell level of bullshit.
bunch of games use radial menu such as PST and NwN not just FalloutThese days no cRPG uses something similar to classic Fallout games' mouse cursor's versatility. Right-click to change functionality (move, attack, menu) + click and hold to access the menu of options used to interact with characters, objects and scenery.
![]()
In "modern" cRPGs you can usually just use the mouse cursor to talk/interact by default. Most games (if not all) don't even offer an option to manually use skills and/or use items from the inventory (on scenery/objects/characters, etc.), let alone through a convenient and easy mouse menu.
Name seventeenbunch of games use radial menu such as PST and NwN not just FalloutThese days no cRPG uses something similar to classic Fallout games' mouse cursor's versatility. Right-click to change functionality (move, attack, menu) + click and hold to access the menu of options used to interact with characters, objects and scenery.
![]()
In "modern" cRPGs you can usually just use the mouse cursor to talk/interact by default. Most games (if not all) don't even offer an option to manually use skills and/or use items from the inventory (on scenery/objects/characters, etc.), let alone through a convenient and easy mouse menu.