starcitizen
Star Citizen Essence_of_Meh 7 minutes ago 100%
Inside Star Citizen: Alpha 4.0 - Engineering https://youtu.be/h8fKhnphE68

cross-posted from: https://lemmy.world/post/19953911 > Guests: > - Bastien Cruette, Systems Designer II > - Thorsten Leimann, Lead Systems Designer > - Guilleremo Bilbao, Gameplay Programmer III > > TL;DW: > - Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations). > - Resource Network is a replacement for the old Pipe System. > - New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways. > - New components coming with engineering: > - Fuses > - Life Support Generator > - Engineering will be a start of moving away from ship HP pool and towards physicalized component HP. > - Life Support system consists of: > - Temperature > - Atmosphere composition > - Pressure inside a room > - Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators). > - Initial release will have a limited number of misfires. > - Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside. > - Damage penetration depends on weapon and ship armor. > - We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ. > - Only size 1-2 components can be replaced with a tractor beam. > - Engineering screen shows: > - Location of each component. > - Connection between them. > - Component status (HP). > - Life support and Cooling status. > - Component temperature. > - Notifications about issues. > - Fuel displayed on the engineering screen "will be relevant in the future". > - You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station. > - Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type). > - Doctor Benny (TARDIS) montage at the end. > > This is the last ISC until Citizen Con.

1
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starcitizen
Star Citizen Essence_of_Meh 7 minutes ago 100%
Inside Star Citizen: Alpha 4.0 - Engineering https://youtu.be/h8fKhnphE68

Guests: - Bastien Cruette, Systems Designer II - Thorsten Leimann, Lead Systems Designer - Guilleremo Bilbao, Gameplay Programmer III TL;DW: - Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations). - Resource Network is a replacement for the old Pipe System. - New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways. - New components coming with engineering: - Fuses - Life Support Generator - Engineering will be a start of moving away from ship HP pool and towards physicalized component HP. - Life Support system consists of: - Temperature - Atmosphere composition - Pressure inside a room - Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators). - Initial release will have a limited number of misfires. - Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside. - Damage penetration depends on weapon and ship armor. - We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ. - Only size 1-2 components can be replaced with a tractor beam. - Engineering screen shows: - Location of each component. - Connection between them. - Component status (HP). - Life support and Cooling status. - Component temperature. - Notifications about issues. - Fuel displayed on the engineering screen "will be relevant in the future". - You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station. - Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type). - Doctor Benny (TARDIS) montage at the end. This is the last ISC until Citizen Con.

2
0
starcitizen
Star Citizen Essence_of_Meh 20 hours ago 66%
Roadmap Roundup - September 18, 2024 robertsspaceindustries.com

cross-posted from: https://lemmy.world/post/19923948 > Moved into the Alpha 3.24 column, targeting a 3.24.X release: > - Acidic Caves > - Rock Caves > - MFD Rework and New Displays > > Added to Release View: > - Argo ATLS

1
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starcitizen
Star Citizen Essence_of_Meh 20 hours ago 100%
Roadmap Roundup - September 18, 2024 robertsspaceindustries.com

Moved into the Alpha 3.24 column, targeting a 3.24.X release: - Acidic Caves - Rock Caves - MFD Rework and New Displays Added to Release View: - Argo ATLS

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hololive
hololive Essence_of_Meh 4 days ago 100%
[Original MV] Houshou Marine - How about Paipai Mask? https://youtu.be/hv2vo94FOF4

Another fantastically animated banger from Senchou.

8
0
starcitizen
Star Citizen Essence_of_Meh 6 days ago 80%
Star Citizen Live: Cargo & Hangars https://youtu.be/3a6av7BoNTw

cross-posted from: https://lemmy.world/post/19740016 > Guest: > - Chad McKinney, Senior Lead Gameplay Engineer > > TL;DW: > - Jared's head will be scanned for one of the games. > - "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live." > - ATC and transit were the most problematic parts to implementing the new hangar loop due to their age. > - Transit is already in the process of rewriting, ATC will follow in the future. > - Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation. > - Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company. > - Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state. > - "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI) > - Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff). > - Answers from *Rick Porter* & *Ian*: > - "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)" > - "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)." > - They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used. > - We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released. > - Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually. > - ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices. > - No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future. > - Hangar decorations being unruly is a problem with physics, more info in the [last week's chat with Benoit](https://youtu.be/I0AdNFF286Y). Will improve as server performance increases. > - Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future. > - We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens. > - ATC is probably the oldest system in the game. > - Spawning vehicles from freight elevator is still planned. > - They're looking into making the process of calling up your ship faster. > - Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment. > - They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later. > - Hover trolleys had some physics and game loop issues, they'll come back eventually. > - Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items). > - Inventory search will include more item data/fields in the future. > - Mining bags not working with freight elevators is a technical issue, they're aware of it. > - There will be an option to spawn multiple ships at the same time in the future. > - Option to name cargo boxes is still in design stage but it's planned. > > No SCL next week, this one might be the last one until after Citizen Con.

3
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starcitizen
Star Citizen Essence_of_Meh 6 days ago 83%
Star Citizen Live: Cargo & Hangars https://youtu.be/3a6av7BoNTw

Guest: - Chad McKinney, Senior Lead Gameplay Engineer TL;DW: - Jared's head will be scanned for one of the games. - "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live." - ATC and transit were the most problematic parts to implementing the new hangar loop due to their age. - Transit is already in the process of rewriting, ATC will follow in the future. - Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation. - Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company. - Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state. - "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI) - Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff). - Answers from *Rick Porter* & *Ian*: - "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)" - "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)." - They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used. - We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released. - Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually. - ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices. - No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future. - Hangar decorations being unruly is a problem with physics, more info in the [last week's chat with Benoit](https://youtu.be/I0AdNFF286Y). Will improve as server performance increases. - Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future. - We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens. - ATC is probably the oldest system in the game. - Spawning vehicles from freight elevator is still planned. - They're looking into making the process of calling up your ship faster. - Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment. - They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later. - Hover trolleys had some physics and game loop issues, they'll come back eventually. - Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items). - Inventory search will include more item data/fields in the future. - Mining bags not working with freight elevators is a technical issue, they're aware of it. - There will be an option to spawn multiple ships at the same time in the future. - Option to name cargo boxes is still in design stage but it's planned. No SCL next week, this one might be the last one until after Citizen Con.

8
2
starcitizen
Star Citizen Essence_of_Meh 1 week ago 83%
Inside Star Citizen: Alpha 3.24.2 - Zeus and MFDs https://youtu.be/zHYhi7se4F8

cross-posted from: https://lemmy.world/post/19696130 > Guests: > - John Crewe, Vehicle Director > - Ben Curtis, Vehicle Art Director > - Nathan Lange, Senior Vehicle Artist > - Falko Poiker, Vehicle Designer Principal > - Kevin Turenne, Vehicle Artist Senior I > - Alexander Palmer, UI UX Designer III > - Gabriel Hector, Systems Designer III > - Joe Dines, UI UX Designer II > - > > TL;DW: > - RSI Zeus MKII: > - There's a front entrance (ladder). > - "Zeus is an evolution on RSI style." > - "It's a stepping stone ship." > - ES (exploration) and CL (cargo) variants will release together. > - It took a year to create. > - MFDs: > - Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic). > - Self status info will depend on active operator mode, there's a unique version for turrets. > - Weapon status view is completely new. > - Scanning and comms are moved to MFDs. > - New diagnostics view with component health, errors and critical issues. > - Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc). > - Some visual changes to in-cockpit radars. > > Lots of visuals so watch the episode for a full experience.

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starcitizen
Star Citizen Essence_of_Meh 1 week ago 88%
Inside Star Citizen: Alpha 3.24.2 - Zeus and MFDs https://youtu.be/zHYhi7se4F8

Guests: - John Crewe, Vehicle Director - Ben Curtis, Vehicle Art Director - Nathan Lange, Senior Vehicle Artist - Falko Poiker, Vehicle Designer Principal - Kevin Turenne, Vehicle Artist Senior I - Alexander Palmer, UI UX Designer III - Gabriel Hector, Systems Designer III - Joe Dines, UI UX Designer II - TL;DW: - RSI Zeus MKII: - There's a front entrance (ladder). - "Zeus is an evolution on RSI style." - "It's a stepping stone ship." - ES (exploration) and CL (cargo) variants will release together. - It took a year to create. - MFDs: - Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic). - Self status info will depend on active operator mode, there's a unique version for turrets. - Weapon status view is completely new. - Scanning and comms are moved to MFDs. - New diagnostics view with component health, errors and critical issues. - Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc). - Some visual changes to in-cockpit radars. Lots of visuals so watch the episode for a full experience.

7
1
starcitizen
Star Citizen Essence_of_Meh 1 week ago 71%
Upcoming Ship and Vehicle Loadout Changes robertsspaceindustries.com

cross-posted from: https://lemmy.world/post/19689109 > >Hi all, > > > >As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore. > > > >You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles. > > > >In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry. > > > >The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints. > > > >**AEGS Reclaimer** > >- 1x S4 Cooler and 1x S4 Shield Generator > > > >**AEGS Redeemer** > >- 6x S2 Shield Generators > >- Manned Turrets now 2x S4 Weapons > > > >**AEGS Vanguard** > >- 1x Medium Power Plant (Sentinel has an additional Small Power Plant) > > > >**ANVL Carrack** > >- 2x Large Power Plant > > > >**ANVL Gladiator** > >- 1x S2 Power Plant, 1x S2 Shield Generator > >- Wing missile hardpoints now all S4 > >- Wing weapon hardpoints now both S4 > > > >**ANVL Hurricane** > >- 2x S1 Power Plants > > > >**ANVL Valkyrie** > >- 4x S2 Shield Generators > >- Remote Wing Turrets now 1x S4 Weapon > > > >**ARGO MPUV-1C & 1P** > 1x S0 Power Plant > > > >**ARGO Mole** > >- 1x S3 Shield Generator > > > >**ARGO RAFT** > >- 3x S2 Shield Generators > > > >**CNOU Mustang Gamma & Omega** > >- 1x S1 Shield Generator > > > >**CRUS Starlifter C2 & M2** > >- 2x S3 Power Plants > > > >**CRUS Starlifter A2** > >- 3x S3 Shield Generators > > > >**CRUS Star Runner** > >- 1x S3 Shield Generator > > > >**DRAK Caterpiller** > >- 3x S3 Shield Generators > > > >**DRAK Buccaneer** > >- 1x S1 Shield Generator > > > >**DRAK Vulture** > >- 3x S1 Shields Generators > > > >**ESPR Prowler** > >- 4x S2 Shields Generators > > > >**MISC Freelancer (All)** > >- 2x S2 Power Plants, 3x S2 Shield Generators > >- Manned Turret weapons now 2x S3 > > > >**MISC Hull A** > >- 1x S2 Shield Generator > > > >**MISC Hull-C** > >- 2x S3 Power Plants, 4x S3 Shield Generators > > > >**MISC Prospector** > >- 3x S1 Shield Generators > > > >**MISC Starfarer (All)** > >- 3x S3 Shield Generators > > > >**ORIG 350r** > >- 1x S1 Power Plant > > > >**ORIG 400i** > >- 1x S2 Power Plant, 1x S2 Cooler > > > >**ORIG 85X** > >- Remote turret weapons now 2x S2 > > > >**ORIG M50** > >- 1x S1 Shield Generator > > > >**RSI Constellation (All)** > >- Manned Turret weapons now 2x S3 > > > > > >Thanks for reading and remember, all stats are subject to change.

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starcitizen
Star Citizen Essence_of_Meh 1 week ago 76%
Upcoming Ship and Vehicle Loadout Changes robertsspaceindustries.com

>Hi all, > >As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore. > >You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles. > >In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry. > >The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints. > >**AEGS Reclaimer** >- 1x S4 Cooler and 1x S4 Shield Generator > >**AEGS Redeemer** >- 6x S2 Shield Generators >- Manned Turrets now 2x S4 Weapons > >**AEGS Vanguard** >- 1x Medium Power Plant (Sentinel has an additional Small Power Plant) > >**ANVL Carrack** >- 2x Large Power Plant > >**ANVL Gladiator** >- 1x S2 Power Plant, 1x S2 Shield Generator >- Wing missile hardpoints now all S4 >- Wing weapon hardpoints now both S4 > >**ANVL Hurricane** >- 2x S1 Power Plants > >**ANVL Valkyrie** >- 4x S2 Shield Generators >- Remote Wing Turrets now 1x S4 Weapon > >**ARGO MPUV-1C & 1P** 1x S0 Power Plant > >**ARGO Mole** >- 1x S3 Shield Generator > >**ARGO RAFT** >- 3x S2 Shield Generators > >**CNOU Mustang Gamma & Omega** >- 1x S1 Shield Generator > >**CRUS Starlifter C2 & M2** >- 2x S3 Power Plants > >**CRUS Starlifter A2** >- 3x S3 Shield Generators > >**CRUS Star Runner** >- 1x S3 Shield Generator > >**DRAK Caterpiller** >- 3x S3 Shield Generators > >**DRAK Buccaneer** >- 1x S1 Shield Generator > >**DRAK Vulture** >- 3x S1 Shields Generators > >**ESPR Prowler** >- 4x S2 Shields Generators > >**MISC Freelancer (All)** >- 2x S2 Power Plants, 3x S2 Shield Generators >- Manned Turret weapons now 2x S3 > >**MISC Hull A** >- 1x S2 Shield Generator > >**MISC Hull-C** >- 2x S3 Power Plants, 4x S3 Shield Generators > >**MISC Prospector** >- 3x S1 Shield Generators > >**MISC Starfarer (All)** >- 3x S3 Shield Generators > >**ORIG 350r** >- 1x S1 Power Plant > >**ORIG 400i** >- 1x S2 Power Plant, 1x S2 Cooler > >**ORIG 85X** >- Remote turret weapons now 2x S2 > >**ORIG M50** >- 1x S1 Shield Generator > >**RSI Constellation (All)** >- Manned Turret weapons now 2x S3 > > >Thanks for reading and remember, all stats are subject to change.

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starcitizen Star Citizen 3.24 Mastermodes Survey - Please participate
Jump
starcitizen Star Citizen CIG working on a new game? - Star Citizen Spectrum
Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    That's why I'm waiting for more info. There will be plenty of time to give them shit if this turns out to be another active project in the pipeline.

    6
  • starcitizen Star Citizen CIG working on a new game? - Star Citizen Spectrum
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    I'll wait for more info before taking out my pitchfork but boy do I hope this isn't a new game. They can't be this stupid, can they? If they'll even hint at doing something new before the stuff we're waiting for is finished and released I'm done with the project for good.

    Lets hope this is some kind of side app connecting to SC or something.

    7
  • games Games Crew 2 is on sale for a dollar on Steam, Epic, Xbox, & PlayStation until 23rd of September
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    Ubisoft also announced both The Crew 2 and The Crew Motorfest will have an offline mode (twitter post, screenshot). Looks like the Stop Killing Games campaign is working.

    Speaking of, if you're in EU make sure to sign the The European Citizens' Initiative petition - we're already over 30% required signatures!

    19
  • games Games An in-depth look at Romance in video games
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    I think an important step would be to not be afraid of creating characters with actual... well, character. It was somewhat mentioned in the video but it seems like devs are unwilling to make NPCs with their own likes and dislikes, ones that might disagree with players instead of being all over them no matter what. This might be a slight exaggeration but boy do I wish we had more "real" feeling NPCs in games. I'm sure I'm not the only one who couldn't care less about being the most important being in the universe and would rather be treated as an equal part of the world.

    From a mechanical standpoint, relationship system in Scarlet Hollow feels like a good step into making interactions more natural (here is a detailed look by one of the devs) but I realize it's a lot of work for something a good chunk of players won't care about. I understand why this isn't something many (especially bigger) devs would be interested in using but it's still a disappointment.

    Maybe AI will be able to help somewhat with this problem in the future but I'm not going to hold my breath on that.

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  • hololive
    hololive Essence_of_Meh 1 week ago 100%
    Todoroki Hajime - BANCHO https://youtu.be/DZTXaq23534

    30 minutes of pure brainrot to accompany today's ReGLOSS MV. Yes, it's official.

    5
    1
    hololive
    hololive Essence_of_Meh 1 week ago 100%
    ReGLOSS - Feelingradation [OFFICIAL MV] https://youtu.be/u4uDiV3u-do

    Happy anniversary to ReGLOSS girls! Also, 3D Live on Sep. 28th!

    2
    0
    patientgamers Patient Gamers [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    I'm sticking to slowly clearing my backlog for now but thanks for the recommendation! So much to play, so little time...

    2
  • patientgamers Patient Gamers [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    Oh, I didn't try to imply you did. It's just I've seen a lot of talk about this route being more... rough (on a story rather than quality level), so to speak? If that's the case I'm just not in a headspace for something like that and would rather play it when I'm in a position to better appreciate what's there. Maybe I just misunderstood people's thoughts about it, that's also a possibility.

    Either way I do want to go back to it eventually, if only to spend some more time with both characters (I do find them fun whenever they show up in other routes).

    2
  • starcitizen Star Citizen 800 Player Server Test Starts in about 30 min (update: last minute issue delaying it until tomorrow morning)
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    Ahh, fair enough. I didn't have time to catch up on the last week's shows yet, sounds like it might be worth it. Thanks!

    2
  • patientgamers Patient Gamers [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    A lot of comments I've seen about Shizune's route suggested it probably wouldn't be something I'll enjoy, that's why I decided to skip it for now. I might give it a shot some day but for now I'm just happy with all the other great stuff in the VN.

    3
  • patientgamers Patient Gamers [Katawa Shoujo] A dating sim about handicapped girls... by 4chan? And it's good????
    Jump
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    1 week ago 100%

    Katawa Shoujo is great!

    I played it years ago and decided to replay it again a few months back. My initial playthrough was limited to Hanako's route (got a bad ending which I'm kind of baffled by after the replay) so this time I wanted to try out the other ones as well. Rin's story ended up being a surprise highlight of the whole process in a way I wasn't really prepared for (had some very familiar thoughts showing up there). Her whole story just clicked with me and wouldn't let go until some time after finishing it.

    All the other routes were great as well (haven't touched Shizune/Misha one) and I'm glad I decided to give it another shot for an expanded experience. It was worth it and made me wish for more games with disabled protagonist/characters (without using it as their main characteristic obviously).

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  • starcitizen Star Citizen 800 Player Server Test Starts in about 30 min (update: last minute issue delaying it until tomorrow morning)
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    Essence_of_Meh
    2 weeks ago 100%

    Thanks for the details. Isn't RMQ already in? I remember it being mentioned in regards to personal hangars before 3.24 release (umless that's what you mean by new).

    Either way, I wish them luck. We could really use some networking improvements.

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  • starcitizen Star Citizen 800 Player Server Test Starts in about 30 min (update: last minute issue delaying it until tomorrow morning)
    Jump
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    Essence_of_Meh
    2 weeks ago 100%

    I find this to be a curious decision considering the state of servers recently. Has anything improved since the last patch to justify this?

    4
  • patientgamers Patient Gamers Monthly Recommendations Thread: What are you playing?
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    Essence_of_Meh
    2 weeks ago 100%

    I tried playing Bahamut Lagoon, a Japan only SNES TRPG, but had to stop due to some technical issues with the unofficial translation. The little bit I did manage to play (prologue and the first scene after that) was interesting enough so I'll definitely try again, I just need to get back to my PC so I can research what's wrong with it.

    To keep with the theme I started Jeanne d'Arc, the PSP TRPG, instead. I like the art style, animated cutscenes and gameplay. Not a huge fan of the fantastical elements but they're not a dealbreaker either. I'm not sure what to think about the story just yet - I like it for the most part but there are some things that make me a bit wary since they might potentially turn into tropes I'm not going to be happy with. It's a "wait and see" for now since I'm still pretty early on. It's good so far.

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    Essence_of_Meh
    3 weeks ago 100%

    Huh, I was already planning to take a break until 4.0.x and it seems like I won't lose much. Thanks for the update.

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  • starcitizen
    Star Citizen Essence_of_Meh 3 weeks ago 100%
    Inside Star Citizen: Alpha 4.0 - Conflict Resolution https://youtu.be/Le8hz1RkHvk

    cross-posted from: https://lemmy.world/post/19196970 > Guests: > - George Rankin, Senior Level Designer > - Zac Preece, Senior System Designer I > - Glenn Kneale, Level Designer I > - Eddie Hilditch, Assistant Environment Art Director > - Loek Gijsbertse, Lead Environment Artist > > TL;DW: > - Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping). > - NPC will have improved "classes and archetypes". > - Some locations will be marked as special zones where NPCs will stay during combat. > - They hope server meshing will improve server FPS. > - Incoming NPC classes: > - "Techie": light armor, SMGs, more aggressive. > - "CQC": shotgunners, even more aggressive. > - "Juggernaut": heavy armor, LMGs. > - NPC traits are coming. > - One of the factions will have pet Kopions fighting alongside them. > - Factions will differ in gear, combat skills and available quests. > - New joinable factions: > - Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky) > - Citizens for Prosperity (accurate during combat, more "civilian" gear) > - Both of the above fight against Xenothreat. > - Xenothreat fights more cautiously and defensively. > - More insight into some of the new settlements in Pyro. > - 4.0 will add watchtowers for snipers (player and NPCs) to settlements. > - Pico daleks confirmed? > > Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some. Edit: Fixed the faction name.

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    starcitizen
    Star Citizen Essence_of_Meh 3 weeks ago 88%
    Inside Star Citizen: Alpha 4.0 - Conflict Resolution https://youtu.be/Le8hz1RkHvk

    Guests: - George Rankin, Senior Level Designer - Zac Preece, Senior System Designer I - Glenn Kneale, Level Designer I - Eddie Hilditch, Assistant Environment Art Director - Loek Gijsbertse, Lead Environment Artist TL;DW: - Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping). - NPC will have improved "classes and archetypes". - Some locations will be marked as special zones where NPCs will stay during combat. - They hope server meshing will improve server FPS. - Incoming NPC classes: - "Techie": light armor, SMGs, more aggressive. - "CQC": shotgunners, even more aggressive. - "Juggernaut": heavy armor, LMGs. - NPC traits are coming. - One of the factions will have pet Kopions fighting alongside them. - Factions will differ in gear, combat skills and available quests. - New joinable factions: - Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky) - Citizens for Prosperity (accurate during combat, more "civilian" gear) - Both of the above fight against Xenothreat. - Xenothreat fights more cautiously and defensively. - More insight into some of the new settlements in Pyro. - 4.0 will add watchtowers for snipers (player and NPCs) to settlements. - Pico daleks confirmed? Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some. Edit: Fixed the faction name.

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    Essence_of_Meh
    3 weeks ago 100%

    PTV is the first car we ever had, it's just slightly updated now. STV is the "jeep" one. Driving off into the void will still require flying your buggy to a space station as there's no personal hangars outside planets at the moment (I guess you could jump down Crusader technically).

    As for wiping the hangar, the issue right now is that apparently hangars can remove your decorations but won't put them back into your inventory (so you probably won't be able to use them again until next major patch). Again, that's just from a brief reading earlier, didn't try it myself.

    2
  • games Games Croc: Legend of the Gobbos (2024) - Teaser Trailer
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    Essence_of_Meh
    3 weeks ago 100%

    Can't say I share your experience with either game but I can understand it doesn't work for everyone. Personally, I can't really imaging playing this, Kao the Kangaroo or old Tomb Raider titles without tank controls for example.

    To be clear, your comment is exactly what I meant - you tried and don't like it, that's absolutely fine. There's plenty of games I couldn't get into due to controls or mechanics so I feel you. On the other hand, I met people who refuse to even try to engage with certain mechanics and that's what I'm not a fan of. I'm all for remakes/remasters/rereleases updating things to let more people enjoy the old thing and hope this will be the case with Croc. And hey, even if they change something in a way I don't like, there's always* the classic version.

    * Though not always an official way to get it.

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  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearES
    Essence_of_Meh
    3 weeks ago 100%

    Haven't played but looking at first impressions suggests stuff is still broken.

    Some highlights:

    • inventory kiosks in habs are unusable (there's a workaround apparently?)
    • spawning your ship in Orison doesn't work
    • invisible hangar doors are still a thing
    • personal hangars can disappear the stuff you placed around them

    On the other hand I've seen some people with no problems so it's a classic SC experience, I guess.

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  • games Games Croc: Legend of the Gobbos (2024) - Teaser Trailer
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    Essence_of_Meh
    3 weeks ago 100%

    Ah, I thought people had some specific issues besides the game having tank controls. Fair enough.

    I'm not going to begrudge someone for not liking a control scheme (unless their only reason is not wanting to learn how to play differently) but I do think some people dislike it without even giving it a fair shake. The thing is, these games were designed with this control scheme in mind and switching to a modern one can be detrimental to the experience (compare playing REmake with and without tank controls, the latter makes navigation and avoiding enemies much easier).

    Oh well, everyone has their own dislikes.

    Edit: I read a bit more and apparently the game always had an option to play with some kind of "modern" controls when using a controller with sticks? I'm guessing they'll probably polish those.

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  • games Games Croc: Legend of the Gobbos (2024) - Teaser Trailer
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    Essence_of_Meh
    3 weeks ago 100%

    I totally agree. I just don't have much expectations towards big publishers anymore, I guess. Not many approach the topic of remakes/remasters from the point of view of celebrating their history unfortunately. Heck, we had multiple instances of publishers removing the old versions from sale just to push people to the new one.

    Low effort or not, companies (and many players to be honest) rarely care about their legacy.

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  • games Games Croc: Legend of the Gobbos (2024) - Teaser Trailer
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    Essence_of_Meh
    3 weeks ago 100%

    As much as I like this idea I don't think many publishers would look at it and said anything other than "yeah, not worth the money". We probably have a higher chance for the classic versions landing on GoG than being added as a freebie to a remake - they want you to play the new shiny thing, not the old one after all (that and no need to provide support to the old version).

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  • games Games Croc: Legend of the Gobbos (2024) - Teaser Trailer
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    Essence_of_Meh
    3 weeks ago 100%

    I've seen a lot of comments about the controls and I don't really get it. I've played through both games about two years ago, I think, and didn't have any problems with either of them. Maybe I'm just used to the jank due to playing a lot of older games but I remember both titles playing fine.

    I'm curious how they'll modernize the controls. The little gameplay present in this teaser looks pretty close to the original and I don't think they talked about this in detail. Whatever they'll do I just hope it'll allow people to play and enjoy this little gem. It deserves it.

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  • games
    Games Essence_of_Meh 3 weeks ago 100%
    Croc: Legend of the Gobbos (2024) - Teaser Trailer https://youtu.be/ul3FywF3voA

    HD remaster of the first Croc title will be released for “all the current consoles and PC". There's no specific release date beyond "2024" at the moment. [Here's](https://www.gematsu.com/2024/08/croc-legend-of-the-gobbos-remaster-announced-for-consoles-pc-alongside-argonaut-games-revival) an article with additional info and screen shots. Main points: - HD graphics keeping the original art style - updated controls - digital museum containing development assets, design documents, concept art and more

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    hololive
    hololive Essence_of_Meh 3 weeks ago 100%
    Aqua's graduation stream is in 10 hours https://youtu.be/fDtUy1PTor0

    Let's send off our favorite ~~onion~~ gamer maid with a smile everyone!

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    hololive
    hololive Essence_of_Meh 4 weeks ago 88%
    ENigmatic Recollection Trailer https://youtu.be/OnMxjFRlywA

    >◆1st OFFICIAL STREAM >August 30th 19:00 (PDT) >◆Introduction > >Once upon a time, the girls are summoned to the mysterious Kingdom of Libestal. >Unable to remember anything from before their arrival, they become entangled in the kingdom's conflicts. >The girls are asked to defend the land from looming danger and are thusly entrusted with the kingdom's fate. > >Ominous creatures---- > >ENigmatic stories lost within the kingdom----- > >What fate awaits them at the end of it all? > >Expect a grand tale of adventure and valor starring all 19 hololive English members! >◆What is "ENigmatic Recollection"? > >It is a collection of stories in which the members of hololive English play a part. >Through streams, animations, and songs wrought anew, immerse yourself in fresh narratives woven from myriad realms beyond.

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    0
    games Games Heroes of Might and Magic: Olden Era – Official Reveal Trailer
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    Essence_of_Meh
    4 weeks ago 100%

    I feel like that should be the default stance. One thing that gives me hope is the early access release - there's a chance they're approaching the game seriously and will use it to make something great.

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  • steamdeck Steam Deck How good is the Steam Deck really? (Not a gamer)
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    Essence_of_Meh
    4 weeks ago 100%

    It's a decent piece of hardware designed for ease of use similar to consoles while also allowing people as much control as a normal PC. How well it works depends completely on what kind of games one wants to play.

    I tend to play mostly indie and older titles, both PC and console ones, and Deck works great for that. The few AAA games I tried worked without issues but your experience might vary based on when they were released, whether they use third party launchers, DRM etc.

    Deck was a bit of an impulse buy for me but I can't say I regret it. It's a neat device and a great way to get into PC gaming, well worth the asking price in my opinion.

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  • games
    Games Essence_of_Meh 4 weeks ago 93%
    Heroes of Might and Magic: Olden Era – Official Reveal Trailer https://youtu.be/IH1YJacgWnI

    **Planned Release Date:** Q2 2025 [Steam page](https://store.steampowered.com/app/3105440/Heroes_of_Might__Magic_Olden_Era/) Some info: - Will release on Steam Early Access. - Full non-linear campaign. - Randomly generated scenarios. - Co-op and multiplayer modes. - User-generated content thanks to an in-game map and campaign editor.

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    starcitizen Star Citizen Retiring the Legacy Launcher
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    Essence_of_Meh
    4 weeks ago 100%

    Funny you say that... I haven't used it myself yet but apparently it has an issue creating folders for the game files when used through WINE. They promise they'll make it ready before the October deadline but you know how CIG is.

    The good news is folks from LUG offered to help with identifying Linux related issues so maybe things will work out decent enough.

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  • vtubers VTubers Hiya! Any linux experts out there that could help me?
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    vtubers VTubers Hiya! Any linux experts out there that could help me?
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    Essence_of_Meh
    4 weeks ago 100%

    I'm not an expert nor experienced with this software so I can't help with the technical parts but have you tried posting on Linux specific communities? Some potential candidates would be:

    • !linux4noobs@programming.dev
    • !linux@lemmy.ml
    • !linux@lemmy.world
    • !linux@programming.dev

    I'm sure they have plenty of wizards there.

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  • games Games Xbox Unveils Four New Accessibility Offerings
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    Essence_of_Meh
    4 weeks ago 100%

    Maybe so. Also, I reread the article and there are more mentions of PC than I initially thought. I just kind of glanced over them between all the talk about Xbox, a term that's also used in regards to Windows gaming (something I forgot when I posted this).

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  • games Games Xbox Unveils Four New Accessibility Offerings
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    Essence_of_Meh
    4 weeks ago 100%

    They could also not do anything at all and leave those players on their own. Sure, it would be great if all of those options were available from the start but most of MS's work on accessibility wasn't developed back then. At least they can be used with PCs and should be compatible with their future consoles.

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  • starcitizen Star Citizen Star Citizen Live: Q&A Contested Zones and Asteroid Bases
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    Essence_of_Meh
    4 weeks ago 100%

    Just to clarify, I'm meant the future "policing" systems, ones they kind of vaguely mentioned before but probably aren't even designed let alone implemented far enough to be released in 4.0.

    As far as I'm aware, Pyro release will be the usual wild west with the addition of slightly more integrated reputation system.

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  • starcitizen Star Citizen Roadmap Roundup - August 21, 2024
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    Essence_of_Meh
    4 weeks ago 100%

    The big update was them finally updating the progress tracker, the fact that it took them 8 months to show this little is a different matter. Release view is updated regularly so the list is usually pretty short.

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  • games Games Xbox Unveils Four New Accessibility Offerings
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    Essence_of_Meh
    4 weeks ago 100%

    I haven't used Windows in a while now so feel free to correct me if I'm wrong but it always felt like PCs were a bit of an afterthought for Microsoft. I know it changed somehow but have no idea how much so my random guess would be: it's simply be a case of "lets market these with our main gaming product: consoles".

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    Star Citizen Essence_of_Meh 4 weeks ago 100%
    Roadmap Roundup - August 21, 2024 robertsspaceindustries.com

    cross-posted from: https://lemmy.world/post/18906421 > Progress Tracker finally got an update (only until the end of 2024) and there was a change in how things are tracked. > > Release View: > - Moved target release date of patch 4.0 to Q4. > - Added "New Missions - Repair, Charge and Drain" to patch 4.0.

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    starcitizen
    Star Citizen Essence_of_Meh 4 weeks ago 100%
    Roadmap Roundup - August 21, 2024 robertsspaceindustries.com

    Progress Tracker finally got an update (only until the end of 2024) and there was a change in how things are tracked. Release View: - Moved target release date of patch 4.0 to Q4. - Added "New Missions - Repair, Charge and Drain" to patch 4.0.

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    starcitizen Star Citizen Retiring the Legacy Launcher
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    Essence_of_Meh
    4 weeks ago 100%

    It's been in public testing for a few months now, just wasn't ready for full on migration (there's still an issue with 2 factor authentication not sticking for some users for example). Seems they finally deemed it ready for prime time.

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  • games Games Xbox Unveils Four New Accessibility Offerings
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    Essence_of_Meh
    4 weeks ago 100%

    Same here. While I'm very critical of Microsoft and tend to avoid a lot of things they're involved in their continuous work on improving accessibility is one thing I've been really impressed with. I hope this approach will become more and more prevalent in both the gaming industry and in general as well.

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    Star Citizen Essence_of_Meh 4 weeks ago 90%
    Retiring the Legacy Launcher robertsspaceindustries.com

    cross-posted from: https://lemmy.world/post/18902255 > >Hi everyone! > > > >As part of our ongoing efforts to improve your experience, we’ll be retiring our Legacy Launcher on October 1st, 2024. It’s been an incredible journey with the Legacy Launcher, but now it’s time to bring everyone together on the new and improved RSI Launcher 2.0. > > > >Many of you are already familiar with and actively using Launcher 2.0, which we debuted about five months ago. To ensure you’re benefiting from all the latest features and improvements, if you haven't yet, we encourage you to make the switch to RSI Launcher 2.0 before the Legacy Launcher is phased out. > > > >[Follow the link below to learn more about RSI Launcher 2.0.] > https://robertsspaceindustries.com/comm-link/transmission/19818-Introducing-The-RSI-Launcher-20 > > > >If you encounter any issues swapping over, don’t fret! Please take advantage of the Issue Council to submit a ticket, and make sure to include your logs (found under Application settings - “GET LOGS”). > Our team is committed and ready to resolve any problems you might face. And over the next month, we’ll be closely monitoring your feedback to ensure the transition to the new Launcher goes as smoothly as possible. > > > >As always, thank you for your continued support! > We can’t wait for you to experience all the exciting new features coming with the RSI Launcher 2.0. Happy exploring, and we’ll see you in the 'verse!

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    starcitizen
    Star Citizen Essence_of_Meh 4 weeks ago 100%
    Retiring the Legacy Launcher robertsspaceindustries.com

    >Hi everyone! > >As part of our ongoing efforts to improve your experience, we’ll be retiring our Legacy Launcher on October 1st, 2024. It’s been an incredible journey with the Legacy Launcher, but now it’s time to bring everyone together on the new and improved RSI Launcher 2.0. > >Many of you are already familiar with and actively using Launcher 2.0, which we debuted about five months ago. To ensure you’re benefiting from all the latest features and improvements, if you haven't yet, we encourage you to make the switch to RSI Launcher 2.0 before the Legacy Launcher is phased out. > >[Follow the link below to learn more about RSI Launcher 2.0.] https://robertsspaceindustries.com/comm-link/transmission/19818-Introducing-The-RSI-Launcher-20 > >If you encounter any issues swapping over, don’t fret! Please take advantage of the Issue Council to submit a ticket, and make sure to include your logs (found under Application settings - “GET LOGS”). Our team is committed and ready to resolve any problems you might face. And over the next month, we’ll be closely monitoring your feedback to ensure the transition to the new Launcher goes as smoothly as possible. > >As always, thank you for your continued support! We can’t wait for you to experience all the exciting new features coming with the RSI Launcher 2.0. Happy exploring, and we’ll see you in the 'verse!

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    games
    Games Essence_of_Meh 4 weeks ago 95%
    Xbox Unveils Four New Accessibility Offerings news.xbox.com

    New additions: - Xbox Adaptive Joystick - 3D Printable Files for Adaptive Thumbstick Toppers - 8BitDo Lite SE 2.4G Wireless Controller - ByoWave Proteus Controller - New Toggle Hold Feature - Accessible Packaging for Xbox Adaptive Joystick and New Xbox Series X|S Console Options

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    games Games inZOI - Exclusive Gameplay Trailer
    Jump
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    Essence_of_Meh
    4 weeks ago 100%

    This looks really cool. I hope they can pull this off since I'm really itching to play a sims-like again. It'll probably fry my PC but it's a risk I'm willing to take.

    Edit: There's a free character studio available on Steam to play around with.

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  • starcitizen Star Citizen Star Citizen Live: Q&A Contested Zones and Asteroid Bases
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    Essence_of_Meh
    4 weeks ago 100%

    I think these ideas sound like a good starting point to thinking about such things in a way realistic for SC universe. They would probably have to be a bit less black and white since it's a game, people make mistakes and some would surely found a way to use them for trolling or griefing but that's a better starting point than "players should group up and take care of the problem themselves". On the other hand however, some of the devs are the exact people who would be the most affected by such restrictions and we can't have that, can we?

    Seriously though, I can't wait for CIG to actually start talking about details of the reputation system and how they think they can prevent issues plaguing multiplayer games since their inception. I don't expect much considering they want to reinvent the wheel (as always) but I really want to know what their plan is.

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  • starcitizen Star Citizen Star Citizen Live: Q&A Contested Zones and Asteroid Bases
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    Essence_of_Meh
    1 month ago 100%

    Same here though I didn't have much desire to begin with as I couldn't care less about participating in PvP, especially in a lawless system. I'll probably make 2-3 attempts to view the sights, get shot and go back to packages and playing doctor in Stanton.

    That said, I'd be lying if I said I'm not a little interested how this experiment plays out. Will the player base turn Pyro into a shit show? Probably. Will CIG see that (again, after seeing all their previous attempts at having trust in their players) and do something to improve things for the "carebears"? I have my doubts but I'm open to surprises.

    There is one thing I'm certain about however: FFS RELEASE THIS DAMN THING SO YOU CAN START ON IMPLEMENTING ACTUAL CIVILIZATION. If there's another Pyro focused presentation at Citizen Con I'm going to punch a child.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 100%
    Star Citizen Live: Q&A Contested Zones and Asteroid Bases https://youtu.be/B_1w2j3t_yg

    cross-posted from: https://lemmy.world/post/18733075 > Guests: > - Kaan, Lead Level Designer > - John, Level Designer II > - Manuel, Senior Level Designer > > TL;DW: > - "Asteroid bases are like bunkers 2.0" - more content space, more sandbox type of missions, more gameplay types. > - Asteroid bases can also be worth visiting if you don't have a mission (there are puzzles and treasures). > - Contested zones will have multiple entries from both interior and exterior of a station to limit bottlenecks. > - At specific "depth" of a contested zone players can find exfiltration routes that will bring them back to a safe-zone. They are one way. > - Reminder that contested zones are intended as a PvP space. > - Jared: "Our job in those situations (griefing) is to find alternatives for the players who are suffering at the hands of PvP - provide ways they can counter it, provide alternatives that provide the same experience (...) When the player runs out of options and gets killed over and over again, that's when there's a problem." > - There are 5 contested zones in Pyro at the moment, more or less evenly spread. > - Some contested zones require specific items to access them. > - Contested zones have short, mid and long term "branches" - the last one might requires items to access as well. Some of those items have to be gained from other places. Longer branches = better rewards. > - Current plan for asteroid bases is to have both combat and "safer spaces" - not **safe** safe, as in PvP will be possible, but without enemy NPCs. > - There will be functioning asteroid bases in the future, not in 4.0. > - They'd like to implement less obvious traps in the future (like booby trapped chests etc), will have to be scanable or recognizable in some other way. (Jared wants a mimick) > - Contested zones are created with 4-5 person groups in mind, up to 40 people per "dungeon". > - Early sections of contested zones are soloable, deeper parts will require help. > - Asteroid bases are always visible on the map (no need to find them/pick a mission to travel there). This might change later down the line. > - "There's new stuff coming to Stanton in 4.0." > - Pet Kopion variant coming in 4.0 (NPC owned only for now). > - Contested zone difficulty will vary depending on depth and on which station you're in. > - SC didn't have the tech to distribute player rewards for doing in-game things until recently (Operation Overdrive). > - Ghost Arena was inspired by the "Running Man". > - Current (deserted) asteroid bases have no official landing places (pads, hangars) available. Future ones will act as gas stations with place for small-medium ships, might have docking tubes for bigger ones. > - Asteroid bases are done partially by hand instead of fully procedurally (they use hand made room sets instead of randomizing each room individually). > - No gravity or power manipulation for contested zones initially, there are key cards and fuses though. > - Contested zones will offer rewards unavailable in any other way. Provided example was ship components (military, stealth, competition ones, only certain variants not all). > - 4.0 will finally bring back ship components making a difference to ship performance. > - You'll have to use freight elevators to extract larger loot from contested zones. > - Asteroid bases aren't planned as a step towards player owned locations ones at the moment. > - Contested zones will be regularly updated as new items and systems come online. > - Some locations in contested zones will have time pressure elements (timed gates, respawning and patrolling AI etc). > - There are 3 variants of asteroid bases (combat, puzzle mixed) at the moment.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 100%
    Star Citizen Live: Q&A Contested Zones and Asteroid Bases https://youtu.be/B_1w2j3t_yg

    Guests: - Kaan, Lead Level Designer - John, Level Designer II - Manuel, Senior Level Designer TL;DW: - "Asteroid bases are like bunkers 2.0" - more content space, more sandbox type of missions, more gameplay types. - Asteroid bases can also be worth visiting if you don't have a mission (there are puzzles and treasures). - Contested zones will have multiple entries from both interior and exterior of a station to limit bottlenecks. - At specific "depth" of a contested zone players can find exfiltration routes that will bring them back to a safe-zone. They are one way. - Reminder that contested zones are intended as a PvP space. - Jared: "Our job in those situations (griefing) is to find alternatives for the players who are suffering at the hands of PvP - provide ways they can counter it, provide alternatives that provide the same experience (...) When the player runs out of options and gets killed over and over again, that's when there's a problem." - There are 5 contested zones in Pyro at the moment, more or less evenly spread. - Some contested zones require specific items to access them. - Contested zones have short, mid and long term "branches" - the last one might requires items to access as well. Some of those items have to be gained from other places. Longer branches = better rewards. - Current plan for asteroid bases is to have both combat and "safer spaces" - not **safe** safe, as in PvP will be possible, but without enemy NPCs. - There will be functioning asteroid bases in the future, not in 4.0. - They'd like to implement less obvious traps in the future (like booby trapped chests etc), will have to be scanable or recognizable in some other way. (Jared wants a mimick) - Contested zones are created with 4-5 person groups in mind, up to 40 people per "dungeon". - Early sections of contested zones are soloable, deeper parts will require help. - Asteroid bases are always visible on the map (no need to find them/pick a mission to travel there). This might change later down the line. - "There's new stuff coming to Stanton in 4.0." - Pet Kopion variant coming in 4.0 (NPC owned only for now). - Contested zone difficulty will vary depending on depth and on which station you're in. - SC didn't have the tech to distribute player rewards for doing in-game things until recently (Operation Overdrive). - Ghost Arena was inspired by the "Running Man". - Current (deserted) asteroid bases have no official landing places (pads, hangars) available. Future ones will act as gas stations with place for small-medium ships, might have docking tubes for bigger ones. - Asteroid bases are done partially by hand instead of fully procedurally (they use hand made room sets instead of randomizing each room individually). - No gravity or power manipulation for contested zones initially, there are key cards and fuses though. - Contested zones will offer rewards unavailable in any other way. Provided example was ship components (military, stealth, competition ones, only certain variants not all). - 4.0 will finally bring back ship components making a difference to ship performance. - You'll have to use freight elevators to extract larger loot from contested zones. - Asteroid bases aren't planned as a step towards player owned locations ones at the moment. - Contested zones will be regularly updated as new items and systems come online. - Some locations in contested zones will have time pressure elements (timed gates, respawning and patrolling AI etc). - There are 3 variants of asteroid bases (combat, puzzle mixed) at the moment.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 88%
    Inside Star Citizen: Alpha 4.0 - Social Behavior https://youtu.be/Yg1Tvz5gCnM

    cross-posted from: https://lemmy.world/post/18686677 > Guests: > - George Rankin, Senior Level Designer > - James Kay, Lead Content Designer > - Loek Gijsbertse, Lead Environment Artist > - Eddie Hilditch, Assistant Environment Art Director > > TL;DW: > - Settlements on each planet of the Pyro system will differ based on the amount of radiation and heat they have to deal with. > - Pyro landing zones are more spread out and less secure. > - Each settlement is aligned with specific faction which may affect where you'll be able to enter depending on your reputation. > - Farmsteads: > - Small communities that suppose to "feel like home". > - They're more spread out and have greenhouses and farms (with harvestables) as well as missions. > - Scrapyards > - They are the rare alternative to space stations when it comes to servicing your ship. > - They can be recognized by sunken "landing pits" for ships. > - You can do the usual space station things (repair, refuel, rearm). > - No ATC, it's all self-service. > - New mission types: > - Repairing or jump starting machinery. > - Gathering crops. > - FPS salvaging. > - Trade posts: > - Focused on trade, as the name suggest. Have everything from weapons, through ship components to food. > - Products will differ based on location. > - Offer primarily hauling focused missions. > - There's a showcase of various settlements with info on what and where they are as well as what to expect there.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 90%
    Inside Star Citizen: Alpha 4.0 - Social Behavior https://youtu.be/Yg1Tvz5gCnM

    Guests: - George Rankin, Senior Level Designer - James Kay, Lead Content Designer - Loek Gijsbertse, Lead Environment Artist - Eddie Hilditch, Assistant Environment Art Director TL;DW: - Settlements on each planet of the Pyro system will differ based on the amount of radiation and heat they have to deal with. - Pyro landing zones are more spread out and less secure. - Each settlement is aligned with specific faction which may affect where you'll be able to enter depending on your reputation. - Farmsteads: - Small communities that suppose to "feel like home". - They're more spread out and have greenhouses and farms (with harvestables) as well as missions. - Scrapyards - They are the rare alternative to space stations when it comes to servicing your ship. - They can be recognized by sunken "landing pits" for ships. - You can do the usual space station things (repair, refuel, rearm). - No ATC, it's all self-service. - New mission types: - Repairing or jump starting machinery. - Gathering crops. - FPS salvaging. - Trade posts: - Focused on trade, as the name suggest. Have everything from weapons, through ship components to food. - Products will differ based on location. - Offer primarily hauling focused missions. - There's a showcase of various settlements with info on what and where they are as well as what to expect there.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 87%
    Free Fly Reminder (Aug. 15th - 22nd)

    cross-posted from: https://lemmy.world/post/18655795 > In case you missed it there will be a Free Fly starting today, August 15th, until August 22nd. [Here](https://robertsspaceindustries.com/comm-link/transmission/20112-This-Week-In-Star-Citizen)'s the latest "This Week In Star Citizen" with the announcement. > > Good luck to anyone trying to play the game during this time, I hope you'll have fun!

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 100%
    Free Fly Reminder (Aug. 15th - 22nd)

    In case you missed it there will be a Free Fly starting today, August 15th, until August 22nd. [Here](https://robertsspaceindustries.com/comm-link/transmission/20112-This-Week-In-Star-Citizen)'s the latest "This Week In Star Citizen" with the announcement. Good luck to anyone trying to play the game during this time, I hope you'll have fun!

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 88%
    Star Citizen Live: Q&A Jump Points https://youtu.be/aTEGisf04Lk

    cross-posted from: https://lemmy.world/post/18466238 > Guests: > - Rick Porter, Design Director > - Edward Fuller, Senior Principal Systems Designer > > TL;DW: > - You won't be able to jump through the permanent jump point to-from Pyro with CS3+ > - Pyro will have different crime stat jurisdictions (doing crime near the jump point will affect your UEE CS, doing it elsewhere won't). > - There will be different options to clear your CS in Pyro (one is going to jail, they aren't sure about others yet). > - Using permanent jump points will use quantum fuel. > - Trying to exit the jump point early (bashing against the walls) will damage your ship (distortion damage, wear and tear on components), don't use it as a shortcut. > - Jump tunnel difficulty will differ by jump point type (permanent will be easier), turbulence (more for smaller ships but also more space to maneuver). > - Jump tunnel showed during recent ISC didn't have the obstacles that will be present on live release. > - **Reminder that what's shown during ISC and other showcases is tuned up for ease of presentation.** (this if for people who started freaking out about how fast and easy the fire starting/spreading was in yesterday's ISC). > - Jump drives will affect ship handling when flying between jump points. All jump drives will have the same "disruption HP" on initial release, in the future they'd like to play with various stats (including handling during jumps). > - No combat in jump tunnels (need to switch out of nav mode and that fails the jump). > - No, they did not test dudes shooting personal weapons through the open door (theoretically everything that leaves your ship's "bubble" should be yoinked out of the tunnel). > - They decided to group everyone in one place instead of allowing to jump from any direction due to how the tunnels work (it has one entrance going in specific direction). > - You don't have to sit in front of the JP after getting into the jump queue, you can fly around far away from other people. Don't have to wait in nav mode either. > - There will also be turrets, AI and all that defensive stuff but they're willing to other systems if necessary. > - ATC is part of permanent jump point experience because UEE wants to control who's allowed to attune to the jump point. > - How permanent jump points work in non UEE systems is still to be decided. > - Turrets are totally deadly, just look for a good server. > - They have "some systems" they hope will come online for 4.0 that will hopefully combat griefieng. > - There are people in CIG that want total chaos and death (no shit) as well as "carebear advocates" (well, at least Jared is). > - "If you wanna be a griefer I want to give you this experience but people who don't want to be griefed need a safe space." > - "Shotgun approach" to exiting jump points means ships will end up a kilometer or so away from each other rather than thousands kms. It's mostly a way to avoid ships rear ending each other. > - There are multiple exit points from jump points in addition to the "shotgun approach". > - There are things in Stanton that aren't available in Pyro. > - People who died during a jump will respawn wherever they set their spawn point. > - Can't tow ships through jump points. > - No plans to reintroduce jump gate (big ring structures around jump points). > - "We deserved over the years some amount of criticism for prioritizing looks over functionality. This is the first time this is reversed." (in regards to the removal of jump point rings) > - There has been a change in SC development: more focus on gameplay, performance and systemic mechanics instead of eye-candy. > - No plans for different sized permanent jump points for now. > - Transient jump points can be found using their radar signatures. > - Transient jump points won't be in 4.0, only the permanent Pyro-Stanton one. > - Transient jump points will persist **at least** for hours. > - They have plans to use transient jump points for access to events. > - Yesterday's ISC didn't have smoke in most of the b-roll footage but smoke will be present on live.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 85%
    Star Citizen Live: Q&A Jump Points https://youtu.be/aTEGisf04Lk

    Guests: - Rick Porter, Design Director - Edward Fuller, Senior Principal Systems Designer TL;DW: - You won't be able to jump through the permanent jump point to-from Pyro with CS3+ - Pyro will have different crime stat jurisdictions (doing crime near the jump point will affect your UEE CS, doing it elsewhere won't). - There will be different options to clear your CS in Pyro (one is going to jail, they aren't sure about others yet). - Using permanent jump points will use quantum fuel. - Trying to exit the jump point early (bashing against the walls) will damage your ship (distortion damage, wear and tear on components), don't use it as a shortcut. - Jump tunnel difficulty will differ by jump point type (permanent will be easier), turbulence (more for smaller ships but also more space to maneuver). - Jump tunnel showed during recent ISC didn't have the obstacles that will be present on live release. - **Reminder that what's shown during ISC and other showcases is tuned up for ease of presentation.** (this if for people who started freaking out about how fast and easy the fire starting/spreading was in yesterday's ISC). - Jump drives will affect ship handling when flying between jump points. All jump drives will have the same "disruption HP" on initial release, in the future they'd like to play with various stats (including handling during jumps). - No combat in jump tunnels (need to switch out of nav mode and that fails the jump). - No, they did not test dudes shooting personal weapons through the open door (theoretically everything that leaves your ship's "bubble" should be yoinked out of the tunnel). - They decided to group everyone in one place instead of allowing to jump from any direction due to how the tunnels work (it has one entrance going in specific direction). - You don't have to sit in front of the JP after getting into the jump queue, you can fly around far away from other people. Don't have to wait in nav mode either. - There will also be turrets, AI and all that defensive stuff but they're willing to other systems if necessary. - ATC is part of permanent jump point experience because UEE wants to control who's allowed to attune to the jump point. - How permanent jump points work in non UEE systems is still to be decided. - Turrets are totally deadly, just look for a good server. - They have "some systems" they hope will come online for 4.0 that will hopefully combat griefieng. - There are people in CIG that want total chaos and death (no shit) as well as "carebear advocates" (well, at least Jared is). - "If you wanna be a griefer I want to give you this experience but people who don't want to be griefed need a safe space." - "Shotgun approach" to exiting jump points means ships will end up a kilometer or so away from each other rather than thousands kms. It's mostly a way to avoid ships rear ending each other. - There are multiple exit points from jump points in addition to the "shotgun approach". - There are things in Stanton that aren't available in Pyro. - People who died during a jump will respawn wherever they set their spawn point. - Can't tow ships through jump points. - No plans to reintroduce jump gate (big ring structures around jump points). - "We deserved over the years some amount of criticism for prioritizing looks over functionality. This is the first time this is reversed." (in regards to the removal of jump point rings) - There has been a change in SC development: more focus on gameplay, performance and systemic mechanics instead of eye-candy. - No plans for different sized permanent jump points for now. - Transient jump points can be found using their radar signatures. - Transient jump points won't be in 4.0, only the permanent Pyro-Stanton one. - Transient jump points will persist **at least** for hours. - They have plans to use transient jump points for access to events. - Yesterday's ISC didn't have smoke in most of the b-roll footage but smoke will be present on live.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 78%
    Inside Star Citizen: Alpha 4.0 - Playing With Fire https://youtu.be/vaKzp5ZP7Q4

    cross-posted from: https://lemmy.world/post/18419302 > Guests: > - Leo Vansteenkiste, Principal VFX Programmer > - Edward Fuller, Senior Principal Systems Designer > - Guillaume Gardella, Senior VFX Artist I > - Francesco Litrico, VFX Programmer III > > TL;DW: > - 4.0 will only have fire inside ships. > - Fires start based on: > - Damage (when ship item HP reaches 0). > - When items with high level of wear misfire (random chance). > - Weapon impact. > - Warming the ship room to high enough temperature by opening the door on a warm planet for example (technically possible, there's no planet hot enough for that to happen). > - Bringing already burning items into a ship. > - Fire propagation is based on fuel (surface), oxygen and temperature. > - Every surface material has different properties that affect how quickly it burns. > - Other objects like cargo or ship components can also catch on fire. Player can't (but will take damage). > - Fire will burn the oxygen to a point of asphyxiation. > - Plenty of footage of using fire extinguisher. > - Fire can restart if you don't put it out properly. > - Fire extinguishers have limited amount of "ammo", you need to put them back to their storage stations to refill them. Recharge will not work if life support system is down. > - Fires can be put out by removing oxygen from a burning room (turning of life support, opening doors in space). > - Visual damage caused by fires has to be fixed at a proper repair location (station), manual repairs can only fix the functionality of destroyed items.

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    starcitizen
    Star Citizen Essence_of_Meh 1 month ago 91%
    Inside Star Citizen: Alpha 4.0 - Playing With Fire https://youtu.be/vaKzp5ZP7Q4

    Guests: - Leo Vansteenkiste, Principal VFX Programmer - Edward Fuller, Senior Principal Systems Designer - Guillaume Gardella, Senior VFX Artist I - Francesco Litrico, VFX Programmer III TL;DW: - 4.0 will only have fire inside ships. - Fires start based on: - Damage (when ship item HP reaches 0). - When items with high level of wear misfire (random chance). - Weapon impact. - Warming the ship room to high enough temperature by opening the door on a warm planet for example (technically possible, there's no planet hot enough for that to happen). - Bringing already burning items into a ship. - Fire propagation is based on fuel (surface), oxygen and temperature. - Every surface material has different properties that affect how quickly it burns. - Other objects like cargo or ship components can also catch on fire. Player can't (but will take damage). - Fire will burn the oxygen to a point of asphyxiation. - Plenty of footage of using fire extinguisher. - Fire can restart if you don't put it out properly. - Fire extinguishers have limited amount of "ammo", you need to put them back to their storage stations to refill them. Recharge will not work if life support system is down. - Fires can be put out by removing oxygen from a burning room (turning of life support, opening doors in space). - Visual damage caused by fires has to be fixed at a proper repair location (station), manual repairs can only fix the functionality of destroyed items.

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    visualnovels
    Visual Novels Essence_of_Meh 2 months ago 100%
    Minato Soft Reignited My Love for Visual Novels

    The last two months were a real roller coaster of emotions for me. After a good few years of looking through my backlog of VNs without actually reading any of them I stumbled upon an old, interestingly sounding game titled "Majikoi! Love Me Seriously!". Despite a lot of high praise I found about it online, I jumped into the story without expectations and boy oh boy was it worth it. This discovery ended up with me going through a good chunk of the series (from the original game, through sequel and A disks) as well as Wagahime (the latest major release of the studio). I've read more VN content in the last month or two than I did in the last few years - not only that, I still want more. All thanks to Majikoi. I can't say I'm a VN expert. I've read maybe a dozen titles before this, so I can't say how good the series is compared to other titans of the genre. I can however say that the original game is my favorite VN and something I ended up loving way more than I thought possible. It's such a wonderful story about friendship, self-improvement and working towards your goals it makes me warm and fuzzy inside just remembering it. Sure, it has its issues (some stemming from when it was created, some from the fact it's an eroge) but all of those flaws end up melting away after finishing each route. It's a rare case where a game clicked with me enough I'm unable to hold onto my grumblings about the bad stuff. I don't know what I'm going to read next. On one hand the world of VNs is so vast and filled with quality there's no end to interesting stories. On another, I don't know many titles that feel like Majikoi and that's kind of what I'm still craving for. Guess I'll just have to search and hope for the best. Sorry for rambling. I've been cleaning my hard-drive today and decided to watch the credits movie from the first game before archiving it - even that made all of the feelings flood back to the point I needed to get this of my chest. I love this stupid game, it makes me happy.

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    starcitizen
    Star Citizen Essence_of_Meh 2 months ago 82%
    Inside Star Citizen: Alpha 4.0 - What We Do In Space https://youtu.be/NKzsE0LYvuM

    cross-posted from: https://lemmy.world/post/18182379 > Guests: > - Kaan Cakir, Lead Level Designer > - Stephane Charre, Environment Artist II > - James Kay, Lead Content Designer > - Assistant Environment Art Director > - William Weissbaum, Assistant Narrative Director > - Antoine Fauville, Senior Level Designer > - John Lang, Level Designer II > - Kristofor McMahan, Associate Design Director > > TL;DW: > - Pyro has 12 space stations in total. > - Pyro space stations are bigger than the ones in Stanton. > - Rough & Ready gang own majority of Rest & Refuel stations in Pyro. > - Ruined Station (one from Citizen Con) has been expanded. > - Hangars will have direct access to the Cargo Deck. > - Hangars in Pyro will have external freight elevators to allow for (un)loading of ships like Hull-C. > - "Win station will have something called Ghost Arena". > - Contested Zones are like MMO dungeons > - Open space with loot. > - Easily accessible directly from the "normal" part of the station. > - Some routes are hidden behind puzzles, traps and key cards. > - Various levels of difficulty, various rewards. > - These are free-for-all zones. > - NPCs there are not linked to missions and will respawn on a timer. > - There will be Kopions running around, maybe more in the future. > - Boss fights are also planned, not confirmed for 4.0. > - Social parts of space stations are still green zones, no combat allowed. > - They showed clips with light-enhancement scopes. > - Asteroid Clusters are very different to the ones in Stanton. > - Asteroid Bases can be abandoned, used for missions etc. They also have loot, obviously.

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    starcitizen
    Star Citizen Essence_of_Meh 2 months ago 80%
    Inside Star Citizen: Alpha 4.0 - What We Do In Space https://youtu.be/NKzsE0LYvuM

    Guests: - Kaan Cakir, Lead Level Designer - Stephane Charre, Environment Artist II - James Kay, Lead Content Designer - Assistant Environment Art Director - William Weissbaum, Assistant Narrative Director - Antoine Fauville, Senior Level Designer - John Lang, Level Designer II - Kristofor McMahan, Associate Design Director TL;DW: - Pyro has 12 space stations in total. - Pyro space stations are bigger than the ones in Stanton. - Rough & Ready gang own majority of Rest & Refuel stations in Pyro. - Ruined Station (one from Citizen Con) has been expanded. - Hangars will have direct access to the Cargo Deck. - Hangars in Pyro will have external freight elevators to allow for (un)loading of ships like Hull-C. - "Win station will have something called Ghost Arena". - Contested Zones are like MMO dungeons - Open space with loot. - Easily accessible directly from the "normal" part of the station. - Some routes are hidden behind puzzles, traps and key cards. - Various levels of difficulty, various rewards. - These are free-for-all zones. - NPCs there are not linked to missions and will respawn on a timer. - There will be Kopions running around, maybe more in the future. - Boss fights are also planned, not confirmed for 4.0. - Social parts of space stations are still green zones, no combat allowed. - They showed clips with light-enhancement scopes. - Asteroid Clusters are very different to the ones in Stanton. - Asteroid Bases can be abandoned, used for missions etc. They also have loot, obviously.

    6
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