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2 points
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I'm gonna tell everyone: Thus that armor, which could be terrifically awesome against Dorodugan, it is almost unusable because its enchantment is nullified by the one of the best attack you can use in that fight... One whole day of attempts frustrated So sad1 point
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This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. This is build 2 of 3 from that collaboration. A link to the published videa will follow once it's out. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. ----------------------------------------- n the Living Lands, there exists a Druid named Rhuar - a rugged, rather ugly man with a deep connection to the natural world. Born in a small, secluded village on the fringes of a vast forest, Rhuar spent his youth learning the ways of both nature and martial combat. His affinity for the land and its tasty bugs was nurtured by the village's ancient traditions, passed down through generations of Druids. Rhuar discovered his spiritshift ability early on - able to transform into a wild boar, a creature of strength and resilience, embodying the untamed power of the wilderness - aaand able to sniff all the tasty bugs! This transformation not only granted him unparalleled endurance and a welcome snack every now and then, but also the remarkable ability to regenerate, healing wounds with every blow he takes. As a boar, Rhuar is a force of (dirty) nature, charging through enemies with ferocity and amouthful of chitin. But even when not in his animal form, Rhuar remains a formidable fighter. His years of training in hand-to-hand combat have turned him into a skilled pugilist. With fists like iron, he strikes with precision, using his human form to deliver punishing blows that complement his druidic powers. Though Rhuar’s life is simple, it is not without turmoil: driven by an unyielding sense of duty to protect the natural world from encroaching dangers and the wish to dig up some squishy worms from time to time, he roams the land, seeking balance between the feral instincts of his wild boar form and the wisdom of his human heart. Whether in battle or in peace, Rhuar is a guardian of nature a warrior with the soul of a beast and a tummy full of tasty bugs. =================================== The Vigorous Warthog =================================== Difficulty: PotD -------------------------------------------------------------- Class: Druid -------------------------------------------------------------- Race: Human (or Aumaua, Dwarf, Nature Godlike) -------------------------------------------------------------- Background: The Living Lands - Colonist -------------------------------------------------------------- Stats: MIG: 20 (+1 Living Lands) CON: 14 DEX: 12 PER: 12 INT: 16 RES: 04 -------------------------------------------------------------- Skills: Survival 12, Athletics 9 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) 2: Wildstrike Shock (!)(or whatever element you like) 4: Novice's Suffering(!) 6: Veteran's Recovery(!) 8: Weapon Focus Peasant(r) 10: Greater Wildstrike Shock(r) 12: Two-Weapon-Style(r) 14: Outlander's Frenzy 16: Heart of the Storm Abilities 9: Spell Mastery: Nature's Vigor 11: Spell Mastery: Taste of the Hunt 13: Spell Mastery: Nature's Balm 15: Spell Mastery: Form of the Delemgan Story Talents: - Second Skin - Dungeon Delver - Song of the Heavens - Galawain's Boon (+1 MIG) - Gift from the Machine (+1 MIG) - Effigy's Resentment: Maneha (+1 MIG) --------------------------------------------------------------- Items (!=important, r=recommended): Weapon Set 1: fists (!)(Novice's Suffering) Weapon Set 2: two hatchets (r) Boots: Sandals of the Forgotten Friar (r) Head: Hermit's Hat Armor: Wayfarer's Hide/Sanguine Plate Neck: Mantle of the Dying Boar (obviously )/Fulvano's Amulet Belt: Wildstrike Belt® Rings: Pensiavi mes Rèi, Ring of Thorns Hands: Mourning Gloves/Gauntlets of Swift Action --------------------------------------------------------------- Hi again! Another late build for PoE - I was invited for a second interview by @Aestus again, this time for PoE. And since I talked about some PoE build ideas in the forum but never posted them, we thought this was a good opportunity to do so. The Vigorous Warthog is a Boar Druid - obviously. The Boar form grants two very good abilities while shifted: a wounding lash on your tusk weapons and also a constant regeneration effect similar to a Fighter's Constant Recovery. Speaking of Constant Recovery: the cross-class talent "Veteran's Recovery" does stack with the boar regeneration so we'll take it, too. We can build around those things and create a Druid who is surprisingly sturdy and at the same time does great melee damage while shifted, especially against enemies with thick armor. Wounding - as you might already know - scales with Might, and the healing you do does as well - so we have a double motivation to raise our Might high. This also helps all our spells that deal damage and heal us and others. We want to deal the majority of our melee damage when shifted - but Spiritshift is not endless and often enough we will shift back before the fight is over. For that we might need some fitting backup weapons. Best to use some who don't need a lot of mony and resources to be good, they are for backup only after all. Soulbound weapons come to mind or even a summoned weapon such as Firebrand: they scale without resources. Or - just hear me out - we use our fists. Novice's Suffering works in a weird way: it leaves your fists' base damage untouched but instead adds a rahter big flat damage bonus to them. Since most damage bonuses use the weapons' base damage as... well... base, adding damage bonuses to fists doesn't do much. But on the flipside damage maluses like grazes also don't influence the damage output much. The flat bonus however doesn't get influenced by anything - except Might! Yes, again Might - another reason to pump it. This leads to a set of backup weapons that does increbibly consistent damage, even if the wearer hasn't that much accuracy (like a Druid for example). And except the talent point they cost nothing. Later we add the Sandals of the Forgotten Friar. They add a second (small) flat dmg bonus to unarmed attacks and is also influenced by Might. Now we maxize it during character creation (Dwarf, Aumaua or Human for bonus Might - or even Nature Godlike for the chance to get stackable +3 MIG when under 50% endurance) and use a nice +MIG item (I chose a ring but it doesn't really matter). Outlander's Frenzy can give us another +3 MIG. But we can also use the Sanguine Plate for that: wait until you were hit by a crit and Frenzy procs, then spiritshift: the Frenzy will stay with you - and you spared a talent point. I picked the Wayfarer's Hide however - mostly because of the looks. Use the Blighthollow Resting in Caed Nua for +3 extra Might, it lasts for 3 rests in the wilderness. Make sure to pick up the Wildstrike Belt. What it does it pretty amazing (and obscured by its vague description): it will ad 10% to your Wildstrike damage it says. But what it really does: It adds +10% to your Wildstrike lash, raising it from 30% to 40%. But it also adds 10% to your Greater Wildstrike lash! Those two are separate lashes - and the latter one is only 15% which has to overcome enemies DR/4, too. Low lashes often get eaten up by enemies DR, so raiing this 15% lash to a 25% lash is great. Now your Wildstrike does +40% elemental lash damage and +25% elemental lash damage. No it's totally worth it to pick up one of the elemental damage talents like Heart of the Storm. It will raise both lashes, too: from 40% to 48% and from 25% to 30%. Now you do almost as much lash damage as physical tusk damage. And remember: wounding, buffed up by lots of MIG, comes on top! All Rogues who witness this go home crying and decide to attend Druid Evening School... Your Boar + Veteran's Regeneration is very good, too, allowing you to hang out at the front line after some levels. And you can always increase it with a powerful healing spell of course. The best apporach is to first cast some useful spells (Avenging Storm, Form of the Delemgan, Nature's Balm etc.) and only then rush into battle, swinging tusks left and right. And should Spieitshift end before the fight ends you can punch around with your meaty fists - or cast spells of course. Against crush-immune foes you can use a set of solid hatchets: they grant some deflection and deal slash damage - and they share the same weapon focus as fists. 99% of times you won't need them though. Since Novice's Suffering fists don't profit much from damage bonuses I skipped Savage Attack, Appr. Sneak Attack etc. and instead focused on Might, speed and lash improvement. Cheers and have fun!1 point
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^ Oh, as usual, to be clear, I am not saying "Indy game sucks." There's fun to be had, it is what it is. Certain audience types will love it to death I'm sure. But it's main draw is nostalgia for Indiana, his character and original films. Just don't expect interesting/deep gameplay, mechanics, AI, reward-motivation, action, etc. I suppose I was hoping for at least a little more old school tombraider-ing feeling perhaps. The answer to that is no. I'm not sure I'll finish it, really. Depends what Gizeh offers.1 point
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the sifu episode of secret level are as depressing as first two hour of playing the game still couldn't do half of the unlockable combo1 point
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Hi, if I'd only read until I would have suggested Druid for PoE and Single Class Druid for Deadfire. Druids in PoE are just great (and can be great in melee fights, too) and my lastest playthrough in Deadfire was with a SC Fury using the great Sword Effort (extremely potent if you combine Avenging Storm and Effort's Hemorrhaging enchantment). Forgotten Sanctum was a breeze - I just brute-forced the Oracle into Oblivion with a thousand Avenging Storm procs on top of my Great Maelstrom. But then I read about the weapon requirements. While Abydon's Hammer can be great for a Druid (+4 MIG while casting) you won't use it in melee (but Spiritshift) - and Modwyr in Deadfire is of little use for a Druid of course. --- Kind Wayfarer is not such a bad choice I think. Don't know about Abydon's Hammer because Kind Wayfarer's FoD is best used with a two-weapon setup - but in Deadfire a Kind Wayfarer with Modwyr and maybe the Watcher's Blade can work well. If you go single class you can use Divine Retribution at Power Level 9 and a fellow Chanter who summons skeletons to gain unlimited Zeal for endless spamming of Flames of Devotion/White Flames. This is very useful in difficult encounters because you deal damage with very high accuracy (FoD: +10 ACC, Ring of Focused Flames: +10 ACC) and heal your party (and yourself) at the same time. Then it's also no problem to use Sacred Immolation: the self damage gets easily healed by your own White Flames. But you'd need one (or more) Chanters in the party who can constantly deliver weak summons (easiest way is chanting Many Lives Pass By). --- Classes which usually make it easier to really steamroll the late game with a party are Monk, Bloodmage, Priest, certain kinds of Druids (see above, but also Bloodmage/Lifegiver), SC Beckoner is bonkers with 8(!) Animated Weapons as I recently experienced (used him to support a dual pistol SC Kind Wayfarer, Beckoner stole the show but the KW was very nice, too), Tactician has the potential to break the game as well. I don't see any pure melee guy with Modwyr really walzing through encounters in the late game. Their impact can be important, but it's usually too limited to single target damage most of times. That can be useful to take down priority targets, but it doesn't feel like steamrolling. The aforementioned Kind Wayfarer has the benefit that he heals (all the time) while dishing out weapon damage (and AoE damage). Wouldn't say he steamrolls anything - but he surely makes every party a whole lot sturdier. --- I forgot that you could make a Berserker/Troubadour and use Grave Calling as main weapon. This is a game breaking setup (kill your own skeletons with Grave Calling which procs a Chillfog which kills your skeletons which procs more Chillfogs and so on) - but it's hard with a party (they usually cannot come close) and also kind of boring at some point. Also is hard on the graphics card...1 point
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As said, biggest cancer in gaming: Nintendo trusting its audience more than even M-rated games by other studios out there (not saying that Indy is M-rated). Clearly there is something very off in what happens during playtesting already -- or at least things have become far too severe. I remember Josh Sawyer posting horror stories about that here too... even from back then. Like people not even buffing before fights in Icewind Dale, thus complaining fights were too hard. I mean, I was a total D&D newb back. But no buffs, really???? The problem of course isn't the feedback. But what's then done with it. I'm going into Indy with the "blockbuster" mindset -- to be fair, Indy has always been popcorn even at the cinema. Just the very best of it. It's ironic that back as a kid I used to play games that seemed to treat me like an adult -- whereas as an adult, I face many games that treat me like a kid! But yeah, in today's climate... I think this interview says a lot about it. “It was a long process to figure out exactly what puzzles should and shouldn’t be in the game,” Andersson continues. “For a big adventure game like this, there often aren’t many good references for how to integrate interesting and challenging puzzles. We wanted a bigger challenge than you normally see in big action-adventure games out there, something where you actually have to think, while still being accessible to a ton of people and making sure that the player never gets stuck. Mechanisms Become Mechanics: Inventing Puzzles for Indiana Jones and the Great Circle - Xbox Wire "Bigger challenge than what you normally see" has become rather relative.1 point
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I'm replaying Dragon Age: Origins after a very long time. It's going great so far, though after a lot of aggravation initially just to get the game to run. I first tried running my Steam version, which would launch some sort of "Configuration Utility" which immediately kept crashing. No matter all the tricks I found online I could not get it to run. So that was a waste of $4 buying the game on Steam. Then I tried running my original copy of the game in the EA App. That worked, but it crashed constantly if I used a graphics setting higher than the default setting, or if I used any mods involving graphics/cut scenes upgrades. But once I fixed all that, and only limited myself to a handful of gameplay mods, it's been running fine. But clearly there is a reason why there are so many mods out there for the game. The game has so many small issues that simply would not be tolerated in a contemporary game. So I have to wonder why EA hasn't moved to create an enhanced/remastered version of all three older DA games like what they've done with Mass Effect Legendary Edition. That I would surely pay for.1 point
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Unless I become a convicted terrorist, I’m sure my citizenship(s) will stay just fine More than could be said about my old workplace There are plenty of jobs in Melbourne but I don’t want to live there (yes, I’m picky like that). I’ll spend a year or two in Europe while keeping an eye on QLD, seeing if something doesn’t pop up some day. Not the first time I move to Europe because of work (stayed there two years last time)1 point
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https://www.aljazeera.com/news/2024/12/11/ghana-to-botswana-why-african-voters-are-throwing-out-ruling-parties There is an understandable tendency to focus on the negative stories in Africa but as I often maintain the reality of Africa is a mixed bag of progress and erosion, success and failure And lately there have been several really positive election outcomes where elections were free and fair or the incumbent party accepted the loss and there was a peaceful transfer of power and this includes Namibia, Ghana and Botswana Its not so much about leadership change but rather free and fair elections that are accepted as credible and legitimate for citizens and for investors We have seen a disappointing reality of military coups in places like Mali and Niger and this type of authoritarian leadership just ensures less accountability and very little changes for citizens who grapple with massive economic and societal problems within these countries So even though it may seem arbitrary free and fair elections matter in the context of Africa and its transformation projects As I always say Democracy may not be perfect but its still the most effective and most sustainable system of government compared to others. And this applies to most countries with the exception of China or several ME countries which dont have a historical resonance around Democracy so its not as important or required to have a well run country1 point
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Hiding the evidence. I have fun with this part. (had to lighten the pics some, it's dark in there)1 point
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If you start to wonder for whatever reason, that Russia really cannot be so ****ed up country, as people say, you find this1 point
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"Everything wrong with anime", the series. Oh dear. edit: on the bright side, I don't think I need to feel bad about loving StrikerS in spite of the fanservice any more.1 point
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This build was created for a collaboration with @Aestus who runs the Youtube channel Aestus_RPG. This is build 1 of 3 from that collaboration. A link o the published videa will follow once it's out. ----------------------------------------- This build is mainly meant for inspiration. You don't need to follow it in detail to have fun. If you understand the key features - the basic idea what makes this build special - you can usually deviate from non-core attribute-, skill-, gear- and ability selection and form the build to your own likings and ideas. ----------------------------------------- aldar G'Angreen was born amidst the wild and unpredictable landscapes of the Living Lands. Kaldar's clan, skilled hunters, had been living on some icy peaks of the Living Lands. From an early age, Kaldar was drawn to the quiet, mystical side of the world. His family, though tough and pragmatic, were also devoted followers of Berath, the god of death and the cycles of life. His mother, a revered herbalist and healer, had taught him the ways of plants, potions and scrolls. She also instilled in him a respect for the natural cycles of death and rebirth. Kaldar was always intrigued by the balance that Berath governed—how life, death, and the passing of seasons were all intertwined in the endless flow of time. In his youth, Kaldar began to serve as an acolyte in his clan’s small shrine to Berath. But while others focused on the priestly aspects of service, Kaldar felt a deep calling to combine his spirituality with the physical world. He spent time meditating on the inevitability of death and the necessity of killing for survival. While others saw death as a tragic end, Kaldar recognized that it was as much a part of nature as the birth of new life. For him, Berath was not a distant, abstract force, but an ever-present reminder of the cycles that governed his world. One fateful day, Kaldar’s life took a tragic turn when his clan's valley was struck by a massive avalanche caused by the eruption of a nearby volcano. It surged through the valley, sweeping away homes and lives. Kaldar’s family was torn apart in the disaster, and though Kaldar survived, he lost many loved ones, including his parents. In the aftermath of the disaster, he found himself standing on the edge of the ruined valley, staring into the snow that had claimed so much. His grief was immense, yet it was here that Berath’s voice first spoke clearly to him. Berath's words were not of comfort, but of purpose: "The cycle is not undone by mourning, but by accepting it." It was in this moment that Kaldar fully embraced his role as both priest and warrior. He vowed to honor the goddess by ensuring that the natural cycle of life and death continued, even in the face of chaos and destruction. His grief gave way to a profound understanding of the delicate balance of life, death, and rebirth, and he dedicated himself to both protecting his people and serving as a guide for those whose souls crossed into the afterlife. Kaldar took up his greatsword, a weapon forged by his ancestors and passed down to him on the day he took his vows. While his spiritual power could heal the dying, offer prayers and ease suffering, he knew that Berath’s will could sometimes only be carried out through action. His greatsword, capable of cleaving through the toughest of creatures, became a symbol of his devotion to the god of cycles. The sword now struck when Kaldar’s spells had done their work. After offering his prayers, he would pick up the weapon, his greatsword carving a path through enemies and ensuring that Berath’s will was done. Soon he was known as St. Gangrene. Now, Kaldar travels beyond his homeland, drawn to the Dyrwood by rumors of imbalances in the cycle of life and death. He has heard whispers of unnatural occurrences - a plague that refuses to end, souls that do not pass to the newborn and deaths that seem wrong, as if they were taken before their time. Kaldar believes that Berath is calling him to right these wrongs, and he knows that his strength and his divine connection will be crucial to restoring balance. His true purpose lies in bringing death when necessary, but also ensuring that life flourishes where it is meant to. But mostly bringing death when necessary... =================================== St. Gangrene =================================== Difficulty: PotD -------------------------------------------------------------- Class: Priest -------------------------------------------------------------- Race: Dwarf (optional) -------------------------------------------------------------- Background: The Living Lands - Colonist -------------------------------------------------------------- Stats: MIG: 21 (+1 Living Lands) CON: 10 DEX: 15 PER: 14 INT: 15 RES: 03 -------------------------------------------------------------- Skills: Survival 8, Lore 10, Athletics 8 -------------------------------------------------------------- Talents (a=auto, r=recommended, !=important) 2: Inspiring Radiance® 4: The Pallid Hand® 6: Weapon Focus Soldier® 8: Aggrandizing Radiance® 10: Runner’s Wounding Shot 12: Two Handed Style 14: Apprentice's Sneak Attack 16: Savage Attack Abilities 9: Spell Mastery: Blessing 11: Spell Mastery: Holy Power®, retrain to Instill Doubt at lvl 15 bc. of Apprentice’s Sneak Attack 13: Spell Mastery: Dire Blessing 15: Spell Mastery: Devotions for the Faithful® Story Talents: - The Merciless Hand - Dungeon Delver - Song of the Heavens - Galawain's Boon (+1 MIG) --------------------------------------------------------------- Items (!=important, r=recommended): Weapon Set 1: Tidefall (!) (for hitting foes, legendary, Corrosive Lash) Weapon Set 2: Abydon’s Hammer® (more Might for casting spells) Boots: Shod in Faith® Head: Maegfolc Skull Armor: Angio’s Gambeson, Vengiatta Rugia Neck: Cloak of Comfort Belt: Girdle of the Driving Wave® Rings: Seal of Faith, Ring of Protection Hands: Gauntlets of Puissant Melee, Celebrant's Gloves --------------------------------------------------------------- Hi! Another late build for PoE - I was invited for a second interview by @Aestus again, this time for PoE. And since I talked about some PoE build ideas in the forum but never posted them, we thought this was a good opportunity to do so. St. Gangrene is a Priest of Berath who wants to hit enemies with a great sword - once all the casting is done. To do that we combine very high Might and combine it with the unique great sword Tidefall - and of course high Might is great for healing as well as damaging spells... and Holy Radiance's damage gainst vessels, too (it actually scales extremely well with MIGH in combination with tha Priest's favored dispositions, one-shotting most vessels at some point)! Later we can even use Abydon's Hammer for some extra Might when we are casting damaging or healing spells. The reason why high Might works very well with Tidefall: its wounding enchantment is a 25% raw lash, but unlike other lashes it scales with Might. More Might means higher lash damage. Higher Might also means higher weapon damage, which in turn raises the lash damage as well: win-win. You can then add some melee dmg bonuses with Savage Attack, Two-Handed Style ad Apprentice's Sneak Attack, which raises the damage further. In order to achieve ridiculos Might we maxize it during character creation (Dwarf or Aumaua, Human also works, Living Lands) and then always use the best +MIG item we can find until we get the Maegfolc Skull (+4). If combined with Holy Power, later Champion's Boon or Minor Avatar (+8 to everything) and Aggrandizing Radiance (+2 to everything, stacks) the Might score slowly grows towards 40 points. Use the Blighthollow Resting in Caed Nua for +3 extra Might, it lasts for 3 rests in the wilderness. ~40 Might means +90% damage and healing - and it turns the 25% wounding lash into a 48% lash - so to speak. Combine with a 25% elemental lash and the melee damage is pretty impressive - outright outrageous for a Priest. The healing bonus even works for healing that affects health: Wound Binding for example (you might consider taking it, it can prevent frequent resting because of los health) but also potions of Infuse with Vital Essence. If you drink such a potion before the combat ends it can restore quite some health for you. All that Might is also benefical for the second nice enchantment the weapon has: draining. With draining you'll add a portion of the damage you deal to your endurance, healing you. Lots of great sword damage = lots of healing. A Priest of Berath (starting ACC of 20 only) can use the talent "the Pallid Hand" to get +10 accuracy with great swords, which lifts him on the level of Fighters (30 base ACC). Add Weapon Focus Soldier and the usual accuracy buffs a Priest has (Blessing, Devotions, Minor Avatar etc.) and you can see that hitting enemies will not be a problem at all. It's still a Priest so the main focus is on the spells - but often, once you are finished with your spells or want to spare spells for later, you want to do something mundane with your Priest. This one can. It's also great to be able to whack some sense into backline rushers who think they can just annoy your casters. To make the melee combat more fun and interesting I added Runner's Wounding Shot (the 80% DoT stacks with Wounding) and the Girdle of the Driving Wave (which gives you Knockdown 1/encounter which can be super useful against rushers) - so you will have two special melee attacks per encounter at least. If you want to get even more you can pick up Envenomed Strikes instead of Savage Attack or Apprentice's Sneak Attack. It's 3/rest - but very strong if you take it early - and its damage scales well with Might, too. Remember: you can always retrain... Also Gatecrasher Gloves can be fun: Clear Out with high MIG and good INT is no joke. Cheers and have fun!1 point
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I remember in the original Tombraider, you'd enter a room, look about, and start hitting the jump key to see what ledges you could grab onto. Or you'd try jumping a chasm from different spots until you found the right "spot". eg, there were no icon prompts, you had to trial and error quite often. I miss those days. In other words, this Indy game - I am reminded of the cat Stray game, where you were not allowed to do anything if there was no icon prompt. It's not quite as severe as that, but it's the feeling I have while roaming the tightly designed/linear areas/dungeons. Glance all around looking for prompts to tell you where you can go. In Stray it bothered me not because of the very simple type of game that was. Plus, y'know, cute kitty. In this Indy game, where it's supposed to be a grand adventure or something, it's a bit deflating. edit: I see no option to turn icon prompts totally off EDITEDIT: oh, also, constant unasked for chr. voice hints, even with the puzzle setting not on easy. I would like a "shut up" option. The main things about the Indy game seem to be: story/cutscene factor, lore, the occasional simple puzzle (so far, occasionally a little pattern recognition or clue brain work needed but nothing major) filling out all the collectable lists (which often are part of some sidequest), and if you so desire, purposely aggroing lots of fascist Nazi's (vs. 1-3 at a time via stealthy) to see if you can not die. The "tomb exploring" is at least starting to be more vicariously enjoyable tho. Atmosphere, graphically, hoping one doesn't miss a collectable etc. EDIT: I have been half ignoring most sidequests. I keep picking up stuff that triggers them, and/or finding collectables related to them, but I haven't been purposely tracking them. Focusing on main story and general map exploration.Some areas are locked initially etc.1 point
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According to this guy, you chose wisely. The vid's not about Indy, but asking "more powah, more vram?" 3060/12 seems to beat 4060/8 in that regard. Not just in fps but in "movement/pacing smoothness". It's not that one cannot use 8gb still, but that on these types of games, it's going to mean lower settings, less smooth, sometimes a lot less fps, if the vram isn't enough. 8gb vs 12+gb really just depends on what kind of games one plays. If you're interested at all in some now or future AAA sorts of games tho, and getting something new/upgrading, better get 12gb min. 16 would be better if buying new/can afford. Edit: not relevant to 1080 perhaps, but at my DLSS-4k/Low Textures, I had upped a lot of other settings to High/it kept 60ish for a while, but when I hit the Vatican area my FPS plummeted and I had to put them back to Medium. eg, global illumination, shadows, some others. I don't think the vram went much higher (maybe .5gb) but the fps seriously tanked at High vs. Medium's lol.1 point
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@Mamoulian War Mamie, Slovakian GTA game " Vivat Slovakia is an open-world game set in the newly independent Slovakia, a country on the dividing line between East and West. As remnants of communism linger, weakened institutions allow corruption to thrive, and power falls into the hands of the highest bidder. Fueled by money and violence, the “wild '90s” era brings a city steeped in intrigue and danger. " Day I purchase for sure???1 point
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