Cleinhun

Phaedrus' Street Crew
  • Content count

    476
  • Joined

  • Last visited

Posts posted by Cleinhun


  1. Night in Minecraft. The mobs in that game aren't even hard if you're a little bit careful, but for some reason that game makes me feel super vulnerable. One time I was in a cave and I dug out part of the ceiling andaskeletonfelldownOHGODITSRIGHTONTOPOFMEFUCKFUCKFUCK and then I died because I don't know how to react properly to things.


  2. Frankly I wish LoL had never been brought up because this tribalist bullshit is just the worst.

    I tried to express my opinions on this in a way that was fair, and that would promote discussion, because I actually think it's a pretty interesting subject. I guess that didn't really happen.

     

     

    Bristleback?! Are you kidding me.

     

    Rubick MAYBE.

     

    But nah.

    Listen, man. I respect your opinions and all that, but your opinions are stupid and dumb.

     

    Seriously, though, how is Bristleback not hilarious? He football fights like a motherfucker. You run around like an idiot and punch people in their stupid faces. You remove all of their armor and never die. I guess Timbersaw has kind of a similar playstyle, although he's more mobile and less dedicated to football fighting.


  3. The Rupture "bad" design thing is interesting to me, because it shows the differing design philosophies of Dota and LoL (neither of which I would call the "right" or "wrong" way). Adding a Rupture-like ability to LoL would be a terrible design choice because nothing in that game works that way. LoL designers are very careful to make sure all spells work the way players expect them too, so having one that doesn't would be jarring. But in Dota I think it's totally fine. Dota has tons of things that don't work in a way that is totally obvious, so it's expected that in order to play Dota well, you're going to have to look up some things. When you have to look up some things regardless, the relative cost of one more thing to look up is pretty low.

     

    There's another aspect to the "bad" design that does bother me, the parts of the game that work the way they do because that's how it was in wc3 DoTA, and people are just used to it by now. The best example I know of is the blink mechanics, specifically blink dagger (I think it applies to other blink abilities, but I'm not 100% on that). When you use blink dagger, you click a point, and of that point is within blink dagger's range, you are teleported to that point. If, however, you click a point outside of blink dagger's range, you are instead teleported to a point in that direction, but only 80% if the maximum distance. This strikes me as total horseshit. I've seen people argue that it makes it take more skill to use properly, and while this is tecnically true, it does so in a way that is both arbitrary and purely mechanical. If abilities didn't have hotkeys and you had to click on the icon first, this would also make the game "take more skill", but I can't imagine anyone arguing in favor of that change. When I first started playing, I considered things like denying and neutral stacking to be in this category of "bad" design, but I quickly realized that these add an actual, meaningful amount of strategic depth, so I learned to be ok with it.


  4. Ok, I'm going to say something that will probably make some people mad but hear me out. I think League is a more casual game than dota.

     

    WAIT COME BACK

     

    I know the word "casual" is pretty stigmatized, but I'm not using it to dismiss League in any way. What I mean is, in League, characters generally have higher mana regen, and spells tend to cost less and have shorter cooldowns, whereas in dota a single spell tends to have a bigger impact on the game. This means that in League you can generally throw spells around willynilly and have a good time, and it's reasonably effective. In dota, you can't do that without running out of mana, so you have to be more selective about when you cast them, but when players start casting a bunch, you know something big is happening.

     

    I don't really understand why Riot is pumping so much money into esports, and seemingly so little into alternate game modes like dominion. Competitive League, at least as far as I am aware, is more about capitalizing on small advantages that it is about making big plays, and while that is certainly challenging, I don't find it especially interesting to watch. whereas dominion plays well into what I feel are the strengths of the game. I'd go into more detail but I think this post has little enough to do with this podcast episode already.


  5. The idea that heroes can die but still pass on some of their power to their children is kinda of neat, but the system they mentioned for this (the relics) is the most exiting thing to me. It's obviously pretty common to have stories with some artifact that was passed down from generation to generation, but giving actual gameplay significance to that takes the family sword from being neat to being awesome.


  6. Congrats to "Wolfman", the winner of game 3! Come forth and reveal your true identity!

     

    Now that the game is over, I can share my favorite moment from the game without having to worry about revealing who was (not that anyone would care, but I digress). Around 2 weeks into the game, I (under the alias "S Wizard") had arguably the strongest position, with wolfman a close second. Wolfman (who I did not share a border with) sent me the following message:

    Well this cycle things get interesting. In 16hrs Swiz will get weapons 7, and at approximately the same time any ship that had started moving from Phaderus old empire will arrive at his border Swiz's.

    That said i'm 90 certain he wont bother attacking. If i was in his position i'd just econ up and invest into science secure in the fact no one will attack while I have a weapon advantage.

    What i'm trying to say is this, im pretty sure he's won. I just have no fucking idea what anyone could/would do to prevent it.

    quickly followed by this:

    Ahh well thats what happens when your tired trying to send msgs :D
    Anyways as you may gather i'm pretty sure your victory is inevitable now


    This, of course, was extremely suspicious. I assumed this was a ploy to convince me to turtle while he grabbed stars from the players between us, but I'm curious to find out if it was actually a hilarious mistake.

     

    Then a few days later I made a bad judgement call that cost me the game. GG everyone involved.


  7. I'm beginning to wonder about the choice to remove the increased travel speeds hasn't solved one problem (that things got too hectic to work around any sort of real life), with another (that it's harder to break a deadlock, and there's less combat tricks to play)

     

    I also feel like it only kind of solves that first problem, too. Late in the game people have so many ships and there are so many places to attack from that if you go to sleep you can still wake up boned since you can't send reinforcements in time.


  8. I imagine there may well be a period where everyone from the first 3 games is feeling to shell shocked/bitter/madly happy to even contemplate a 4th game. But maybe as the stories of triumph and horror begin to leak out it will lure a fresh crop of players to their doom.

     

    I'm actually finding myself getting a little bored at this point. This is the first game of Neptune's Pride I've played that hasn't been essentially over by around 2 weeks in. I think that 2 weeks is about how long I can stay interested in the game. Once it does actually end, I have some good stories I'll probably share, and I suspect other people do as well.


  9. I don't really make internet friends, so it would be impossible for me to meet someone irl that I knew online. At gdc I learned that apparently my go-to reaction when seeing someone I know because of a game they made or a podcast the host is to avoid talking to them and walking away. But then the thumbs meetup happened and that somehow went well.


  10. I guess I am one of the few people who actually thinks the gimmick of the WiiU is compelling. The tablet controller allows for local asymmetric multiplayer with hidden information, which is typically only seen in board games. If nintendo is serious about supporting indie devs (at gdc they announced compatibility with unity), I wouldn't be at all surprised if we start seeing a number of worthwhile multiplayer games.