Try not to stare too long~
guy shot me from 40 meters as i was playing rook earlier and i went “aw” on prox chat. he just said “i love you” and i couldn’t think of anything else to say as he stabbed me to death besides “i love you too”
:[
Yes. Prepare for a lot more of that.
- Back again?
I am so sorry.
It's still satisfying to get a little farther any time I do though. It also showcases how many mistakes the base game allows you to get away with, how forgiving The First Berserker: Khazan really is compared to how much worse it could've been - because these challenge-modes ARE that.
Like 1CCing an arcade game, it's a fun and meditative frustration to chip away at improving, growing marginally-more-consistent at it with every day of attempts. I'm honestly not sure if I will ever be good enough to clear either of these boss rushes, but particularly Berserker's Bloodshed.
Very few of the boons you can leverage in the course of a normal Khazan playthrough apply here. And if you lose, you have to retry all of it from the beginning. Resource-management is important, and you can checkmate yourself later if you do poorly early.
Thinking about what the "Ultimate Challenge" game-modes in Khazan remind me of in terms of the sheer insurmountable feeling of them, the despair, how flawlessly you have to play and for how long...
...And I come to realize it reminds me of shmups/bmups/arcade-games in general.
Traxus reputation-gain is slow as balls when you have to grind to LV10 to get more Priority Contracts. Luckily, today is Free Traxus Kit day... and so we prepare for the winter...
Jesus this is insightful banger after banger.
I see what they're going for but it can still feel a little untrustworthy at high difficulty.
Hmm. Inconsistent stun applies mainly to Handguns specifically which are the weakest gun-type with the most plentiful ammo.
Shotguns, Magnums, Rifles and the like either Knockdown every interaction or outright Kill under the right conditions. (Close-range/headshot) and ammo for those is scarcer.
my OC Kassandra
The hood version
Hugo Martin's "just kill the player when they're doing something wrong" approach for Doom Eternal was some nice pushback on this idea. I don't think a game should ever be boring no matter what the skill level of the player is - if they're bad it should be frustrating and discouraging, but not boring
One of my least fav design patterns in games that's shockingly pervasive is "punishing" bad gameplay via tedium rather than failure. Devs realized that they can make games more casual friendly if the failure state is just a type of "winning slower" rather than losing, as a consequence even action -
Crimson Desert appears to be The Videogame Ever Made
MOLECULAR DISASSEMBLY COMPLETE
TRANSFER TO DESTINATION IN PROGRESS...
That Repeater is a bot-shredder and absurdly ammo-efficient at it.
That context can also shift and change unexpectedly, both due to players and due to map-events, even micro-level occurrences like you happened to get something really good and now you re-evaluate how much you really want to stay here.
Marathon is enjoyable to be bad at due to boasting, like many good games, DEGREES of success. A lot of the game is also fuzzy, ambiguous, wobbly and organic, there are formal objectives but to a great extent you determine your goals and often switch to different ones on a whim based on context.
Rossi
xD