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Cake day: June 30th, 2023

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  • It kind of depends on the story being told.

    Some stories may set up some interesting ideas/concepts that could become good stories in their own right.

    However there are things that are better left just being suggested and left to the consumer’s imagination, rather than outright explained.

    For example, Yakuza 0 was a fantastic way of handling extra backstory stuff, especially for Majima’s side of things. It gave players insight as to why the wacky batshit character is the way he is through the rest of the series. It also gives insight into Kiryu and Nishki’s relationship, adding more weight to what happens in the first game.

    I think a poor example would be the way that Metal Gear Solid V expanded on the Cobra Unit from 3. It explained that their previously unexplained supernatural abilities were actually just due to one of V’s plot devices. It took away from the mystique of leaving the cobra units abilities and replaced it with something pretty mundane.





  • obnoxiously long animation, and that animation being set in stone once you trigger it. There is no aborting a sword-swing midway through to dodge or block.

    The whole point of the animations being set in stone is to force the player to be mindful of their actions. Don’t commit to an attack unless you’re sure it’s safe to do so. Otherwise you’re going to get caught out.

    The slow animations are a deliberate drawback to the more powerful weapons. Being able to swing an UGS around like it’s nothing would make for a fairly unbalanced weapon. If you want a weapon with quicker animations you probably want something more DEX focused. Just look at the Falcion’s animations compared to the Zweihander’s animations in Dark Souls for example. Zweihander puts out bigger damage numbers and thus attacks slower. Pretty basic balancing concept to have thing that does big damage be slower.

    The lack of being able to abort moves is simply a way for the game to punish poor decisions. If you get caught out by a slow animation then you probably need to work on picking when to attack. A big part of the game is that it teaches the player through punishing mistakes. That’s why it forces you to commit to actions.

    These only come across as clunky if you’re not learning from your mistakes and working around these deliberate limitations. Pick different weapons or pick better moments to attack/use an item so you don’t commit to something at the wrong moment.

    The input queue is another thing that lines up with this. I believe the whole point is to, again, push the user into being careful. Dark Souls isn’t a hack and slash like DMC. You don’t want to go into fights button mashing. The game wants you to take your time. The button queue kind of reinforces that by punishing button mashing and being too hasty. I do also find it useful in queuing certain actions like attacking straight out of a roll or following item usage.

    All the things you describe as clunky each have a purpose. The game expects you to work with those limitations and when you do you get a better experience. Going against them is when you run into issues. Since youre attempting to doing things the game is trying to discourage. Like button mashing (input queue) and getting too greedy with attacks (Being locked to actions/Longer animations).



  • LinyosT@sopuli.xyztolinuxmemes@lemmy.worldCtrl + Shift + A
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    4 months ago

    Got to love it when people think they’re making a statement when they’re really just exposing themselves.

    Merging layers? There’s a button on the layer window that does just that. You can also right click -> merge.

    Exporting PNGs? File -> Export -> File Type at bottom of the window -> PNG

    Not that hard unless you’re somehow incredibly inept.


  • LinyosT@sopuli.xyztolinuxmemes@lemmy.worldMany such cases
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    4 months ago
    1. Not really a lot of cases. It only appears that way because the terminal is just efficient so people generally tend to use it over the alternative. Very rarely, if at all, would the average user need to use the terminal at this point. Assuming the end user isn’t using a more advanced distro like Arch or Gentoo.

    2. There’s plenty of ways to achieve that. It largely depends on the desktop env. But the most common ones make it very easy. Though their settings.

    3. Sounds like the end users problem more than Linux’s problem. They don’t have to use the terminal. But a lot of FUD around the subject makes it out like there’s a requirement to use it.

    4. How common is this issue? Package managers handle dependencies automatically so you don’t have issues with needing to install X to install Y to install Z. You just install Z. X and Y are pulled in automatically.

    5. Again that’s the end users issue if they’re incapable of figuring out how to search their issue or how to decide which source is useful to them or not. Installing MC is painfully easy on just about any distro. Just install prism launcher. Every distro should be able to run Minecraft because the game is written in Java. Java’s whole thing is that its code is portable/not platform specific.

    6. Yeah that’s an issue. It should be better than it is. But it’s also not too hard to handle.