Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.

Introverted, yet I enjoy discussion to a fault.

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Joined 2 years ago
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Cake day: June 13th, 2023

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  • Unless they were looking, they wont have seen it. And as far as I know, just the cursor being active sends the “typing” indicator in some apps. When I see it for just a second I just assume someone hovered over the chatbox for a bit.

    No-one thinks it’s weird for it to pop up for a second and then go away. Or for it to appear for a good while and still not get you a message. Sometimes I’ll write a first draft of a response right away, then leave it there for hours while I think about it some more, before finalizing it.

    It would be smart if chat apps implemented a minimum, where “typing” won’t apper until you’re three words into writing a response or something.

    That way it wont go off over nothing. It’s still useful, it lets you/them know whether you’re getting/giving an immediate response, so you/they know whether the conversion is continuing right away, or later.


  • I don’t actually think you can call it that.

    I’m pretty sure they’ve spent every cent, considering how much they have in fact produced.

    The part that boggles me to this day, is that they spend the money on making a litany of insanely high quality assets and features, with seemingly no plan for how they’ll fit together.

    And then they proceed to spend even more money, and time, on trying to fit it all together into something that functions like a complete system.

    And that’s before you discuss their obsession with “realism”. What there is to play, is marred with balancing issues. Better ships are just… Better. Because they insist on weapons and ships functioning “logically” within the game universe, rather than in whatever way is the most fun.

    Fighters beat bigger ships because equipping the same weapons, a fighter can hit every shot it takes at a slow moving giant. Meanwhile the travel-time of weapons make the fighter completely unkillable for the big ship, because the fighter can land shots from a range where its own speed allows it to dodge literally everything the big ship might send its way.

    They’ve been buffing the shields and ammo counts on bigger ships, but all that does is make the fight last longer.

    The project is real, but it’s a mismanaged catastrophe.









  • With a duo, if the second player is walking around the ship/not aboard, Buddy will man the guns. If the second player is manning the guns, it will reload the guns (even crafting the required supplies when doing so). It does not seem like it will put out fires, or do repairs.

    In solo, he will use the sensors, he will man the guns, perform repairs, empty the materia collectors, accompany you on space walks, carry items back to the ship for you… Basically a ton of stuff.

    What I was really impressed with is that Buddy still helps out in a duo. We would have been in trouble otherwise. Keeping the ship together during a big fight is a full-time task, so when a fire starts up, mines grab onto the hull, or repairs become necessary, the second player can hop off the guns and Buddy will take over while you put out fires, fight off boarders, etc. It’s great.

    And reloading the guns just means a duo can keep fighting as long as nothing is going wrong with the ship.

    Essentially, you get to do the fun and chaotic parts, while Buddy picks up any slack when too many things need doing at the same time.


  • MentalEdge@sopuli.xyztoGames@lemmy.worldJump Ship Demo is Live!
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    24 days ago

    Played this too on the weekend, aside from clearly unfinished stuff, I was thoroughly impressed.

    They even thought of solo/two player cases, with a robot crewmember that helps out with more stuff the fewer human players are on-board.

    A whoo boy, the sound design is delicious. The first person guns, the ship weapons and engines both when flying/using them, and hearing them when running around the ship. The jumpdrive. The MUSIC.

    The team is clearly pouring their souls into the game and it shows. The vibes are excellent.






  • Oh we did the same.

    5 and 6 are a BLAST with a buddy. Throughout 5, we kept randomly asking each other, “oh hey, this is a horror game, right” as the latest ridiculous action bullshit was happening on-screen, and laughing our asses off.

    In 6 in particular, in Ada’s campaign, she is alone… But since everything had to support co-op, for her missions a character called “agent” shows up. He’s just a faceless soldier for player 2 to play as, and every time he disappeared for the duration of a cutscene, and re-appeared for gamplay, it absolutely destroyed us.

    Stuff like Ada clearly going through a door, alone, but then him somehow showing up on the other side the second the animation is over, happens CONSTANTLY.

    We had this whole head-canon about how he’s an Ada simp that’s always there, just out of frame, and invisible to all the characters. A mysterius man even more unexplained than Ada.

    They’re absolutely atrocious RE games, but some of the best fun you can have with a friend.