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all but 1 news org expelled from pentagon did they get annoyed by all the venezuela news
- Yesterday
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My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
Playground Builder Finally I give you my Playground Idea, The Orc-cade. Not your usual Arcade slash amusement park yes there's games, rides(and rollercoasters), and prizes but they're all meant to be more of a creepy challenge than fun you'd have to progress through the whole thing to get to the last challenge, a big pinball machine(Imagine a Pin-Ball machine where the background and scoreboard are a giant animatronic of the stranger and her saber, across the center of the massive blade is the strangers HIGH SCORE). Everything in the Orc-cade will be built using materials the teens use to build with along with omni-tech and orc-waves. Teens will only gain entry by putting their gear and items into a contraband chest. Each area will give a brief description of the area and it's challenge and then require the teens to call upon a specific Buggy, weapon, and items from that areas chest to help them with the current area and it's challenge(all other items, weapons, and Buggy's not suited for the challenge will be grayed out and non-retrieveable). The Pin-Ball machine at the end will require using the trio-buggy I've mentioned before; Ate-teen None-teen, & Twigty. Ate-teen will use themselves as the ball None-teen and Twigty will aid as the bumper controls, rocking and knocking the Pin-Ball machine. Each time Ate-teen goes to a loss hole and Orc-wave attacks. The goal is to beat the Strangers High Score. When the teens reach 1/4 of the score an Orc-wave attacks prompted by a downward strike of the strangers cry of frustration and their giant saber damaging parts of the game field surface and producing new loss holes. this repeats every time 1/4 of the strangers high score is matched. -
My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
#7- (Tripple threat boss fight) Ate-teen, None-teen, Twigty: Imagine an Orc controlled Young roly Poly(Ate-teen), Adult Roly Poly(None-teen), and Stick Bug(Twigty) that the teens have to fight all at once. Imagine the stick bug tried squishing the teens by using the roly poly's as bowling balls. Imagine the tick bug lifting the adult roly poly above it's head and straightened to fall like a hammer to crush the teens. Imagine the young roly poly using the stick bug as a bat to try and swat at the teens. Imagine the adult roly poly using the stick bug as a stick to knock the young roly poly like a kick-ball towards the teens. Crazy Boss fight right? Reward = Imagine after defeating them and freeing them form the orc device they become a unique Buggy that turn into a Buggy-Cycle with the stick bug as the chassis handlebars and seat, the adult roly poly as the back wheel, and the young roly poly as the front wheel, the coolest buggy yet right? -
My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
#6-(Boss) Tarantula Hawk Wasp: This vicious thing has been known to lay it's larva into tarantula's as well as turning other prey into zombies. Imagine a boss fight where it will sting a passing ladybug to recruit it to fight for it, or what if as a last ditch effort Zombie Axl joins the fight. Another cool idea like the healbasa would be the zombasa that the teen can throw to recruit their own insect helpers to aid in a fight. RARARARAAW SCSCIENCE lol. -
Vampire: The Masquerade - Bloodlines 2, Thread 2
Raithe replied to Katphood's topic in Computer and Console
https://www.eurogamer.net/vampire-the-masquerade-bloodlines-2-review -
I understand why people want romance in video games.. However, I've never been a fan of how romance is handled in most video games, especially RPG's. It's always extremely lame, takes minimal dialogue and effort and the main objective is usually just to get them in bed. There's then sometimes some idiotic reward for doing so and the relationship is never brought up again. It's just so stupid. Unless the developers are going to put real time and effort into an in-game romance, then there's no reason for it. And if a players imagination is good enough to find actual substance in past lame RPG' romances, they shouldn't need any prompting or hints of romance to create one themselves in any RPG. Just let your imagination go wild, create your own romance stories and dont' worry about there being no dialogue in the game for it. I mean, there are beloved companions from past games that seriously have no substance or backstory whatsoever, people just love the characters because of what they created in their head while running around with that character for 60 hours.
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Vadim Starichkov joined the community
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I played Rogue so, I don't think it was that. I just thought it was unenjoyable to interact with. Visually flashy but not very readable. Counter icons often disappearing in the noise of explosions. Stuff like that. In the end I don't think it was much different then any other DA combat - just spamming skills once they are out of cooldown, just with more generic slashing inbetween.
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Pinkbloom joined the community
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Music: Sharing and Listening - Where words fail, music speaks
Gorth replied to ShadySands's topic in Way Off-Topic
I know, it's an AI music video. You still have to put some effort in if you want specific outcomes though. And it's WH40k -
Random video game news... RNG is your friend!
Hurlshort replied to Frak_the_2nd's topic in Computer and Console
Huh, bummer. I wonder how much of an end the game has? It looks like it has a pretty solid foundation. It's surprising they couldn't get someone to pick it up. I don't blame a solo dev for walking away though. There is a reason game development teams are huge nowadays. -
Random video game news... RNG is your friend!
Hawke64 replied to Frak_the_2nd's topic in Computer and Console
Has anyone played Edge of War? As I understand, it was Early Access, lost the publisher and now to be taken off the store after the final sale. https://store.steampowered.com/app/1786070/Edge_of_War/ https://steamcommunity.com/games/1786070/announcements/detail/532110628895065299?snr=2___ -
jonhagente96 joined the community
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MatzeOs started following Grounded is far too quiet
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Hello, everyone. I've played through Grounded 2 so far and had a lot of fun. However, there is one thing that bothers me a lot and that also bothered me in Grounded 1. I think the game is far too quiet and dead. I don't mean the park area itself, which is teeming with life. Sure, there could be more birds flying around or a cat running by. What I mean is the area outside the park. Sometimes you hear a dog barking or a police car driving by. But for a park in the middle of the city, it's way too quiet there. When there's just been an explosion, I expect to hear people murmuring outside the walls, children screaming or shouting, cars driving by, people walking, etc. There could be a helicopter flying over the park or airplanes in the sky. Instead, it feels like there's a vacuum outside the park. I think if the developers did something to make sure there's always something to hear, it would greatly enhance the game.
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MatzeOs joined the community
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I have finished City of Springs and it was not horrible. While it is as engaging as Assassin's Creed without parkour (one can try to parkour and fall through the level geometry), it is functional. The story follows a young unemployed engineer in a steampunk/post-apocalyptic city after the local government executes the engineer's sister. The stealth is functional and the combat is unusual, for what it's worth. The unusual part is that there are 2 lines and you can summon small drones, so can your oppponent. The goal is to destroy the opponent (bug-like robots). It vaguely reminds of DotA/MOBAs in general, but not quite it. And the opponents have slightly different shells - the starting ones are white, then the stronger ones are purple, and the late-game ones are golden and grey. And their shells have no bearing on their abilities beyond the health bar. The bosses have a slightly fancier shells with decorations on them and do require attention. The visual and sound design are present. Again, they are not the worst I have seen, but I generally struggled to notice the interactive objects without the highlight (looking for 3 "machines" in one of the missions was decidedly unfun). The VA is there and line skipping was skipping 2 at a time, thus, somewhere from mid-game I was getting about 50% of the dialogues because listening to it was not exactly engaging. The journal consisted of "Talk to [NPC]. There might be jobs to do" and put markers on the next objective. The controls are not rebindable, the game autosaves in 5 slots. There are some side quests most of which I've skipped. I suppose, "it works" is not the best recommendation, but given the price I had expected crashes or game-breaking bugs and there were none (I had to reload after getting stuck once), and the story was concluded at the end.
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Nakiloe started following Cannot move forward while building or moving object
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Nakiloe joined the community
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Best examples for that are Pillars 1 and inXile's Torment, imo. Both (Torment worse than Pillars1) have a lot of dialog that is terribly overwritten and just horrible to read. And I don't even mean the baker characters. Especially Torment went way over board with descriptive text... You'll just end up skipping all of that after a couple hours. Though I'm not really blaming them - back then we all still thought that lots of text means good RPG. I blame Planescape: Torment for that, lol. Once those games were out and I've learned that a lot of text doesn't mean that it's good, I started to really appreciate Fo1's writing again. It's short, to the point, and never wastes your time. Very nice.
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ScSRider joined the community
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Fat Shady just got a little shadier... "Trump says he has commuted sentence of former US Rep. George Santos in fraud case" They say that people usually get the government they deserve. I suppose we had this coming.
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The irony of something like the first two Baldur's Gate games is that they were obviously a product of many, many compromises that the developers probably would've rather not have made if they didn't have to...but some of those compromises were the exact thing that I now realize I want out of a video game. Textual density and voice-acting is just exactly one such thing: the ability to be selective about what is voice-acted versus what is not, making it so that text is generally tight but you can have longer passages when the situation calls for it...and you didn't make the player constantly listen to or make the decision to skip past voice-acting because it's taking way too long when it's really not that good or for anything very important, but contrarily you can have entire conversations voice-acted if it is actually an important story moment or particularly silly or for any other reason you'd like...and it's not like the Baldur's Gate games did any of this perfectly either, there was a lot of room for improvement in many areas that didn't mean either going full book mode OR making every last bit of dialogue voice-acted. I don't want games that are endlessly text-dense (unless it's actually REALLY well-written or intriguing, but the rate of games successfully sinking their claws into you so much that you genuinely want to explore every last nook and cranny, listen to every last character dialogue, go through the full lore descriptions of each item just for the joy of the writing is really low), but I don't want games to be total basic garbage, either. There's a balance to be struck with these things, and it seems like a lot of games really struggle to find that balance and meaningfully carve out their identities within it.
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For me, it's a matter of mental energy and choosing when I want to engage with something. Notifications, updates, ads...but also new videos from people I like, if a webcomic I'm following updates, game launchers/wrappers telling me a friend is playing a game or whatever, et cetera. I generally want as little as possible that's not actually important imposing itself on me, and stuff that is always online has a way of doing just that...constantly, every day, and while some people are fine with that, maybe even thrive on being constantly connected to everything, I find too much stimuli or too much asking something from me to be an unnecessary drain of my energy. My Windows 10 format is "disconnected": all the built-in ads are disabled, Windows does not push any notifications to me, it does not even automatically update, nothing about it ever changes unless I personally effect that change. I can to tell it to update, which I do every once in a while...and that's the key thing: when I tell it to. I'm prepared for it when I decide to do that and I want pretty much everything else to be the same: if I choose to open up YouTube, I do so with the knowledge (perhaps even desire!) that there might be new videos from the people I'm subscribed to...the same for checking my email, the same for how I pretty much always have my phone set on silence except for a very few people, the same for when I choose to visit the Obsidian forums. I have a need for controlling when I choose to engage with stuff, and I utterly loathe it when that control is taken away from me. I accept not having that control when it comes to family, pets, and some close friends, but not a lot else...certainly not my operating system or any of my devices: thus, I want most everything to be disconnected and manual activation only, and the whole always online paradigm and everything wanting to be connected to you and have all these different avenues of annoying you in some way is really anathema to that.
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mcalisterwillinson joined the community
- Last week
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dmoore09 joined the community
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So, New Arc Line has about a dozen hours of content in Early Access. I had hoped for more. I tried a Voodoo Shaman to see the difference between tech and magic. Gameplay wise, tech characters gain abilities through their equipment. Every weapon has the attacks it allows the character to perform. Backpacks and other equipment may give other abilities - boots crafted for Steam Engineers for example give a rocket jump and a charge ability. Mage characters on the other hand craft additional spells and gain their abilities that way. There is a magic corruption system that isn't completely implemented yet. If the spells cast by a mage are more powerful than the regions magic level, the mage slowly gets corrupted and will gain mutations at certain thresholds. It will be interesting to see how that works out. Story wise, some npcs don't like you as much depending on your class. Some quests may have more objectives. During the main quest a mage player gets offered an alternate quest at some stage - it still links back into the next main quest just as if you had done the normal quest, but it offers a choice and that is nice. The game has some potential. All the devs need is for the war to stop so they can develop in peace.
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My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
#5- Stick-Bug: what I imagine is: somewhere in the park is a thick forested areas like the hedge where there are lots of stick bugs but also many, out of just out of reach places to get to with no clear way to build a path to, well the Stick Bug Buggy can either become a mobile bridge or call some friends to become a bridge right in front of the teen heck why not some Stick Bug Buggy steps while we're at it. Did you know Stick Bugs have these sweat glands that produce a stinky venom to ward off threats. -
My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
#4- Rhino beetle: I'm sure this has been suggest or wish-listed as well, for a shield, armor, bludgeon; but what about a Buggy that can charge up and break through cracked wall areas, or even daze an enemy insect?! Maybe it would even help gathering those tough materials that the omni-tool hammer has a hard time with. -
My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
#3- Cicada this insect is very interesting. Though it is docile and seemingly harmless, it could make for a great buggy as well as an environmental roadblock. Picture your teen trying to balance and jump from one branch to the other in some hedges only to alert the Cicadas who have the vibration clicks they make that at up close can reach decibels of jet engines knocking it's intruders off balance with an audio shock-wave could be useful as a buggy and an awesome set of armor that is sound/shock proof as well as certain bugs that have a weakness/immunity to sound waves. -
My Suggestions for Grounded 2 content
vX1nf1d3lXv replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
#2- Jumping Spiders: I know there are already spiders in Grounded and Grounded 2 and different species, but I feel skies the limit to the potential adding Jumping Spider to the Park; Like, a new armor set with a higher jump attribute, as well as a smoothie to help the teen jump higher for a period of time. Another cool idea I had for them since we already have daggers from the other spiders in Grounded is a set of spider-fang nun-chucks. Furry handles with spider fangs protruding out of the handles for damage. Of course it will make a great Buggy as well for high or far areas for hidden goodies. the "building to get there" will become a thing of the past. I also will leave this open for any more cool additions anyone else can think of adding.