Favorite Non-Combat Activities
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    Now 100%

    Fishing is one of the first things I did after coming back actually. I don't think I touched it before so it was a nice way to use some of the bait I've accumulated until now. Still need to get into housing though, all I have is a basic setup in one of the inn rooms. Thanks for the ideas!

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  • robertsspaceindustries.com

    cross-posted from: https://lemmy.world/post/20435715 > Committed for Alpha 3.24.2: > - RSI Zeus MkII CL > - RSI Zeus MkII ES > - MFD Rework and New Displays

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    robertsspaceindustries.com

    Committed for Alpha 3.24.2: - RSI Zeus MkII CL - RSI Zeus MkII ES - MFD Rework and New Displays

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    https://youtu.be/HbsG-0_zA-s

    Also, if you're able and willing to drop some money [her fundraising campaign for ocean conservation](https://tiltify.com/@watsonameliaen/amelia-watson-4-ocean-conservation) is still live.

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    【Original Song MV】蒼天に燃ゆ / Souten ni Moyu - Ouro Kronii
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    Now 100%

    Song is great and I wouldn't expect anything else from the clock lady. I do have to ask though, what kind of black magic do you use that your Youtube links are scraped by Lemmy (as in title & thumbnail)? They always end up empty for me.

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  • Hi there! I hope there's enough lurkers to get some interesting ideas here. I just came back to the game after a year or so. I'm not really in the mood for combat at the moment so I decided to take a stab at a pacifist character for a change. Right now I'm just traveling randomly, taking screenshots and looking for quests that can be completed without combat (even through cheesing, I'll take what I can get). While fun, this approach means I'm probably missing things obvious to more active players so I was wondering if anyone has any fun non-combat activities to share. The only DLC I have are Morrowind and Murkmire but I'd be interested in things available in any other expansions as well.

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    What is your favorite Assassin's Creed game?
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    Now 100%

    I only properly played 1, 2 and a bit of Black Flag but based on that and what I've seen from all the other games I'm gonna stick with the first one.

    Investigations were... well actual investigation, gameplay mechanics while simple and satisfying weren't overly automated and the game wasn't burdened with all the bloat that came afterwards. Simplified movement system from later games, one that's fighting you whenever you try to do something even a little out of game's comfort zone, is probably my major sticking point with the series.

    That said, I'm not sure if that would be the best choice for you. If you want to try the classic approach I'd suggest going with the Ezio trilogy (II, Brotherhood, Revelations) as these games are more polished, if a little bloated, compared to the first game. They should still hold up well enough to have fun.

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  • An Announcement to Our Fans Regarding the Conclusion of Watson Amelia’s Channel Activities
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    Now 100%

    (*꒦ິ꒳꒦ີ)7

    While this is a sad announcement it's also kind of understandable? I'm not exactly sure why I feel like this but my first thought wasn't "oh no, how can this be?!" but rather, "yeah, makes sense". Perhaps someone can help me figure it out properly.

    Ame always felt to me like someone who'll stick with streaming as long as she has new ideas she wants to realize but won't try to force it just for the sake of staying relevant. I dunno, my mind is not awake enough for this. It's a hell of a surprise to wake up to, that's for sure.

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  • Inside Star Citizen: Alpha 4.0 - Engineering
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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    I think we'll be able to repair all accessible components, we just won't be able to take them (size 3+) out and switch to a new one by hand. That's how I understood that anyway.

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  • https://youtu.be/h8fKhnphE68

    cross-posted from: https://lemmy.world/post/19953911 > Guests: > - Bastien Cruette, Systems Designer II > - Thorsten Leimann, Lead Systems Designer > - Guilleremo Bilbao, Gameplay Programmer III > > TL;DW: > - Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations). > - Resource Network is a replacement for the old Pipe System. > - New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways. > - New components coming with engineering: > - Fuses > - Life Support Generator > - Engineering will be a start of moving away from ship HP pool and towards physicalized component HP. > - Life Support system consists of: > - Temperature > - Atmosphere composition > - Pressure inside a room > - Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators). > - Initial release will have a limited number of misfires. > - Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside. > - Damage penetration depends on weapon and ship armor. > - We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ. > - Only size 1-2 components can be replaced with a tractor beam. > - Engineering screen shows: > - Location of each component. > - Connection between them. > - Component status (HP). > - Life support and Cooling status. > - Component temperature. > - Notifications about issues. > - Fuel displayed on the engineering screen "will be relevant in the future". > - You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station. > - Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type). > - Doctor Benny (TARDIS) montage at the end. > > This is the last ISC until Citizen Con.

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    https://youtu.be/h8fKhnphE68

    Guests: - Bastien Cruette, Systems Designer II - Thorsten Leimann, Lead Systems Designer - Guilleremo Bilbao, Gameplay Programmer III TL;DW: - Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations). - Resource Network is a replacement for the old Pipe System. - New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways. - New components coming with engineering: - Fuses - Life Support Generator - Engineering will be a start of moving away from ship HP pool and towards physicalized component HP. - Life Support system consists of: - Temperature - Atmosphere composition - Pressure inside a room - Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators). - Initial release will have a limited number of misfires. - Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside. - Damage penetration depends on weapon and ship armor. - We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ. - Only size 1-2 components can be replaced with a tractor beam. - Engineering screen shows: - Location of each component. - Connection between them. - Component status (HP). - Life support and Cooling status. - Component temperature. - Notifications about issues. - Fuel displayed on the engineering screen "will be relevant in the future". - You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station. - Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type). - Doctor Benny (TARDIS) montage at the end. This is the last ISC until Citizen Con.

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    robertsspaceindustries.com

    cross-posted from: https://lemmy.world/post/19923948 > Moved into the Alpha 3.24 column, targeting a 3.24.X release: > - Acidic Caves > - Rock Caves > - MFD Rework and New Displays > > Added to Release View: > - Argo ATLS

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    robertsspaceindustries.com

    Moved into the Alpha 3.24 column, targeting a 3.24.X release: - Acidic Caves - Rock Caves - MFD Rework and New Displays Added to Release View: - Argo ATLS

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    https://youtu.be/hv2vo94FOF4

    Another fantastically animated banger from Senchou.

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    https://youtu.be/3a6av7BoNTw

    cross-posted from: https://lemmy.world/post/19740016 > Guest: > - Chad McKinney, Senior Lead Gameplay Engineer > > TL;DW: > - Jared's head will be scanned for one of the games. > - "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live." > - ATC and transit were the most problematic parts to implementing the new hangar loop due to their age. > - Transit is already in the process of rewriting, ATC will follow in the future. > - Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation. > - Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company. > - Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state. > - "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI) > - Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff). > - Answers from *Rick Porter* & *Ian*: > - "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)" > - "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)." > - They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used. > - We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released. > - Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually. > - ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices. > - No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future. > - Hangar decorations being unruly is a problem with physics, more info in the [last week's chat with Benoit](https://youtu.be/I0AdNFF286Y). Will improve as server performance increases. > - Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future. > - We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens. > - ATC is probably the oldest system in the game. > - Spawning vehicles from freight elevator is still planned. > - They're looking into making the process of calling up your ship faster. > - Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment. > - They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later. > - Hover trolleys had some physics and game loop issues, they'll come back eventually. > - Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items). > - Inventory search will include more item data/fields in the future. > - Mining bags not working with freight elevators is a technical issue, they're aware of it. > - There will be an option to spawn multiple ships at the same time in the future. > - Option to name cargo boxes is still in design stage but it's planned. > > No SCL next week, this one might be the last one until after Citizen Con.

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    https://youtu.be/3a6av7BoNTw

    Guest: - Chad McKinney, Senior Lead Gameplay Engineer TL;DW: - Jared's head will be scanned for one of the games. - "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live." - ATC and transit were the most problematic parts to implementing the new hangar loop due to their age. - Transit is already in the process of rewriting, ATC will follow in the future. - Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation. - Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company. - Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state. - "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI) - Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff). - Answers from *Rick Porter* & *Ian*: - "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)" - "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)." - They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used. - We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released. - Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually. - ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices. - No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future. - Hangar decorations being unruly is a problem with physics, more info in the [last week's chat with Benoit](https://youtu.be/I0AdNFF286Y). Will improve as server performance increases. - Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future. - We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens. - ATC is probably the oldest system in the game. - Spawning vehicles from freight elevator is still planned. - They're looking into making the process of calling up your ship faster. - Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment. - They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later. - Hover trolleys had some physics and game loop issues, they'll come back eventually. - Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items). - Inventory search will include more item data/fields in the future. - Mining bags not working with freight elevators is a technical issue, they're aware of it. - There will be an option to spawn multiple ships at the same time in the future. - Option to name cargo boxes is still in design stage but it's planned. No SCL next week, this one might be the last one until after Citizen Con.

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    https://youtu.be/zHYhi7se4F8

    cross-posted from: https://lemmy.world/post/19696130 > Guests: > - John Crewe, Vehicle Director > - Ben Curtis, Vehicle Art Director > - Nathan Lange, Senior Vehicle Artist > - Falko Poiker, Vehicle Designer Principal > - Kevin Turenne, Vehicle Artist Senior I > - Alexander Palmer, UI UX Designer III > - Gabriel Hector, Systems Designer III > - Joe Dines, UI UX Designer II > - > > TL;DW: > - RSI Zeus MKII: > - There's a front entrance (ladder). > - "Zeus is an evolution on RSI style." > - "It's a stepping stone ship." > - ES (exploration) and CL (cargo) variants will release together. > - It took a year to create. > - MFDs: > - Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic). > - Self status info will depend on active operator mode, there's a unique version for turrets. > - Weapon status view is completely new. > - Scanning and comms are moved to MFDs. > - New diagnostics view with component health, errors and critical issues. > - Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc). > - Some visual changes to in-cockpit radars. > > Lots of visuals so watch the episode for a full experience.

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    https://youtu.be/zHYhi7se4F8

    Guests: - John Crewe, Vehicle Director - Ben Curtis, Vehicle Art Director - Nathan Lange, Senior Vehicle Artist - Falko Poiker, Vehicle Designer Principal - Kevin Turenne, Vehicle Artist Senior I - Alexander Palmer, UI UX Designer III - Gabriel Hector, Systems Designer III - Joe Dines, UI UX Designer II - TL;DW: - RSI Zeus MKII: - There's a front entrance (ladder). - "Zeus is an evolution on RSI style." - "It's a stepping stone ship." - ES (exploration) and CL (cargo) variants will release together. - It took a year to create. - MFDs: - Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic). - Self status info will depend on active operator mode, there's a unique version for turrets. - Weapon status view is completely new. - Scanning and comms are moved to MFDs. - New diagnostics view with component health, errors and critical issues. - Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc). - Some visual changes to in-cockpit radars. Lots of visuals so watch the episode for a full experience.

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    robertsspaceindustries.com

    cross-posted from: https://lemmy.world/post/19689109 > >Hi all, > > > >As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore. > > > >You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles. > > > >In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry. > > > >The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints. > > > >**AEGS Reclaimer** > >- 1x S4 Cooler and 1x S4 Shield Generator > > > >**AEGS Redeemer** > >- 6x S2 Shield Generators > >- Manned Turrets now 2x S4 Weapons > > > >**AEGS Vanguard** > >- 1x Medium Power Plant (Sentinel has an additional Small Power Plant) > > > >**ANVL Carrack** > >- 2x Large Power Plant > > > >**ANVL Gladiator** > >- 1x S2 Power Plant, 1x S2 Shield Generator > >- Wing missile hardpoints now all S4 > >- Wing weapon hardpoints now both S4 > > > >**ANVL Hurricane** > >- 2x S1 Power Plants > > > >**ANVL Valkyrie** > >- 4x S2 Shield Generators > >- Remote Wing Turrets now 1x S4 Weapon > > > >**ARGO MPUV-1C & 1P** > 1x S0 Power Plant > > > >**ARGO Mole** > >- 1x S3 Shield Generator > > > >**ARGO RAFT** > >- 3x S2 Shield Generators > > > >**CNOU Mustang Gamma & Omega** > >- 1x S1 Shield Generator > > > >**CRUS Starlifter C2 & M2** > >- 2x S3 Power Plants > > > >**CRUS Starlifter A2** > >- 3x S3 Shield Generators > > > >**CRUS Star Runner** > >- 1x S3 Shield Generator > > > >**DRAK Caterpiller** > >- 3x S3 Shield Generators > > > >**DRAK Buccaneer** > >- 1x S1 Shield Generator > > > >**DRAK Vulture** > >- 3x S1 Shields Generators > > > >**ESPR Prowler** > >- 4x S2 Shields Generators > > > >**MISC Freelancer (All)** > >- 2x S2 Power Plants, 3x S2 Shield Generators > >- Manned Turret weapons now 2x S3 > > > >**MISC Hull A** > >- 1x S2 Shield Generator > > > >**MISC Hull-C** > >- 2x S3 Power Plants, 4x S3 Shield Generators > > > >**MISC Prospector** > >- 3x S1 Shield Generators > > > >**MISC Starfarer (All)** > >- 3x S3 Shield Generators > > > >**ORIG 350r** > >- 1x S1 Power Plant > > > >**ORIG 400i** > >- 1x S2 Power Plant, 1x S2 Cooler > > > >**ORIG 85X** > >- Remote turret weapons now 2x S2 > > > >**ORIG M50** > >- 1x S1 Shield Generator > > > >**RSI Constellation (All)** > >- Manned Turret weapons now 2x S3 > > > > > >Thanks for reading and remember, all stats are subject to change.

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    robertsspaceindustries.com

    >Hi all, > >As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore. > >You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles. > >In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry. > >The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints. > >**AEGS Reclaimer** >- 1x S4 Cooler and 1x S4 Shield Generator > >**AEGS Redeemer** >- 6x S2 Shield Generators >- Manned Turrets now 2x S4 Weapons > >**AEGS Vanguard** >- 1x Medium Power Plant (Sentinel has an additional Small Power Plant) > >**ANVL Carrack** >- 2x Large Power Plant > >**ANVL Gladiator** >- 1x S2 Power Plant, 1x S2 Shield Generator >- Wing missile hardpoints now all S4 >- Wing weapon hardpoints now both S4 > >**ANVL Hurricane** >- 2x S1 Power Plants > >**ANVL Valkyrie** >- 4x S2 Shield Generators >- Remote Wing Turrets now 1x S4 Weapon > >**ARGO MPUV-1C & 1P** 1x S0 Power Plant > >**ARGO Mole** >- 1x S3 Shield Generator > >**ARGO RAFT** >- 3x S2 Shield Generators > >**CNOU Mustang Gamma & Omega** >- 1x S1 Shield Generator > >**CRUS Starlifter C2 & M2** >- 2x S3 Power Plants > >**CRUS Starlifter A2** >- 3x S3 Shield Generators > >**CRUS Star Runner** >- 1x S3 Shield Generator > >**DRAK Caterpiller** >- 3x S3 Shield Generators > >**DRAK Buccaneer** >- 1x S1 Shield Generator > >**DRAK Vulture** >- 3x S1 Shields Generators > >**ESPR Prowler** >- 4x S2 Shields Generators > >**MISC Freelancer (All)** >- 2x S2 Power Plants, 3x S2 Shield Generators >- Manned Turret weapons now 2x S3 > >**MISC Hull A** >- 1x S2 Shield Generator > >**MISC Hull-C** >- 2x S3 Power Plants, 4x S3 Shield Generators > >**MISC Prospector** >- 3x S1 Shield Generators > >**MISC Starfarer (All)** >- 3x S3 Shield Generators > >**ORIG 350r** >- 1x S1 Power Plant > >**ORIG 400i** >- 1x S2 Power Plant, 1x S2 Cooler > >**ORIG 85X** >- Remote turret weapons now 2x S2 > >**ORIG M50** >- 1x S1 Shield Generator > >**RSI Constellation (All)** >- Manned Turret weapons now 2x S3 > > >Thanks for reading and remember, all stats are subject to change.

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    CIG working on a new game? - Star Citizen Spectrum
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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    That's why I'm waiting for more info. There will be plenty of time to give them shit if this turns out to be another active project in the pipeline.

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  • CIG working on a new game? - Star Citizen Spectrum
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    Now 100%

    I'll wait for more info before taking out my pitchfork but boy do I hope this isn't a new game. They can't be this stupid, can they? If they'll even hint at doing something new before the stuff we're waiting for is finished and released I'm done with the project for good.

    Lets hope this is some kind of side app connecting to SC or something.

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  • Crew 2 is on sale for a dollar on Steam, Epic, Xbox, & PlayStation until 23rd of September
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    Now 100%

    Ubisoft also announced both The Crew 2 and The Crew Motorfest will have an offline mode (twitter post, screenshot). Looks like the Stop Killing Games campaign is working.

    Speaking of, if you're in EU make sure to sign the The European Citizens' Initiative petition - we're already over 30% required signatures!

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  • An in-depth look at Romance in video games
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
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    I think an important step would be to not be afraid of creating characters with actual... well, character. It was somewhat mentioned in the video but it seems like devs are unwilling to make NPCs with their own likes and dislikes, ones that might disagree with players instead of being all over them no matter what. This might be a slight exaggeration but boy do I wish we had more "real" feeling NPCs in games. I'm sure I'm not the only one who couldn't care less about being the most important being in the universe and would rather be treated as an equal part of the world.

    From a mechanical standpoint, relationship system in Scarlet Hollow feels like a good step into making interactions more natural (here is a detailed look by one of the devs) but I realize it's a lot of work for something a good chunk of players won't care about. I understand why this isn't something many (especially bigger) devs would be interested in using but it's still a disappointment.

    Maybe AI will be able to help somewhat with this problem in the future but I'm not going to hold my breath on that.

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  • https://youtu.be/DZTXaq23534

    30 minutes of pure brainrot to accompany today's ReGLOSS MV. Yes, it's official.

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    https://youtu.be/u4uDiV3u-do

    Happy anniversary to ReGLOSS girls! Also, 3D Live on Sep. 28th!

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    [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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    Oh, I didn't try to imply you did. It's just I've seen a lot of talk about this route being more... rough (on a story rather than quality level), so to speak? If that's the case I'm just not in a headspace for something like that and would rather play it when I'm in a position to better appreciate what's there. Maybe I just misunderstood people's thoughts about it, that's also a possibility.

    Either way I do want to go back to it eventually, if only to spend some more time with both characters (I do find them fun whenever they show up in other routes).

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  • [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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    A lot of comments I've seen about Shizune's route suggested it probably wouldn't be something I'll enjoy, that's why I decided to skip it for now. I might give it a shot some day but for now I'm just happy with all the other great stuff in the VN.

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  • [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
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    Katawa Shoujo is great!

    I played it years ago and decided to replay it again a few months back. My initial playthrough was limited to Hanako's route (got a bad ending which I'm kind of baffled by after the replay) so this time I wanted to try out the other ones as well. Rin's story ended up being a surprise highlight of the whole process in a way I wasn't really prepared for (had some very familiar thoughts showing up there). Her whole story just clicked with me and wouldn't let go until some time after finishing it.

    All the other routes were great as well (haven't touched Shizune/Misha one) and I'm glad I decided to give it another shot for an expanded experience. It was worth it and made me wish for more games with disabled protagonist/characters (without using it as their main characteristic obviously).

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  • 800 Player Server Test Starts in about 30 min (update: last minute issue delaying it until tomorrow morning)
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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    Thanks for the details. Isn't RMQ already in? I remember it being mentioned in regards to personal hangars before 3.24 release (umless that's what you mean by new).

    Either way, I wish them luck. We could really use some networking improvements.

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  • Monthly Recommendations Thread: What are you playing?
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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    I tried playing Bahamut Lagoon, a Japan only SNES TRPG, but had to stop due to some technical issues with the unofficial translation. The little bit I did manage to play (prologue and the first scene after that) was interesting enough so I'll definitely try again, I just need to get back to my PC so I can research what's wrong with it.

    To keep with the theme I started Jeanne d'Arc, the PSP TRPG, instead. I like the art style, animated cutscenes and gameplay. Not a huge fan of the fantastical elements but they're not a dealbreaker either. I'm not sure what to think about the story just yet - I like it for the most part but there are some things that make me a bit wary since they might potentially turn into tropes I'm not going to be happy with. It's a "wait and see" for now since I'm still pretty early on. It's good so far.

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  • https://youtu.be/Le8hz1RkHvk

    cross-posted from: https://lemmy.world/post/19196970 > Guests: > - George Rankin, Senior Level Designer > - Zac Preece, Senior System Designer I > - Glenn Kneale, Level Designer I > - Eddie Hilditch, Assistant Environment Art Director > - Loek Gijsbertse, Lead Environment Artist > > TL;DW: > - Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping). > - NPC will have improved "classes and archetypes". > - Some locations will be marked as special zones where NPCs will stay during combat. > - They hope server meshing will improve server FPS. > - Incoming NPC classes: > - "Techie": light armor, SMGs, more aggressive. > - "CQC": shotgunners, even more aggressive. > - "Juggernaut": heavy armor, LMGs. > - NPC traits are coming. > - One of the factions will have pet Kopions fighting alongside them. > - Factions will differ in gear, combat skills and available quests. > - New joinable factions: > - Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky) > - Citizens for Prosperity (accurate during combat, more "civilian" gear) > - Both of the above fight against Xenothreat. > - Xenothreat fights more cautiously and defensively. > - More insight into some of the new settlements in Pyro. > - 4.0 will add watchtowers for snipers (player and NPCs) to settlements. > - Pico daleks confirmed? > > Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some. Edit: Fixed the faction name.

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    "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
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