sorta ^^
sorta ^^
it is a well known industry standard design philosophy.
“At the time, a console title cost something in the realm of $100 in today’s dollars (or over €85-95), which made each game purchase an investment requiring long consideration and thoughtful planning. At that price, every game needed to last weeks, if not months, to justify the investment. Most games achieved this with the good old “Nintendo-hard” philosophy: Brutal challenges make a relative dearth of original content last longer.”
Corporate greed has killed all of my favorite mmos, and every new mmo that comes out is further down the spiral.
So I decided to make my own damn game, a mashup of my top 5 favorite defunct mmos. Base gameplay/progression/dynamic events from Tabula Rasa, Star Wars Galaxies crafting/building, Firefall jumping/gliding/thumping, the mechs from Exteel, and the territory control map from Planetside 1.
It’s 100% a shameless asset flip, and currently jank af, but pretty fun at the moment.
And it was based on an arma mod from 2012.
When an MMO launches it normally has little content and uses difficulty to pad playtime, especially subscription MMOs like WOW and pre-one tamriel ESO. Typically an mmo reduces difficulty of old content over time, when new content becomes available.
I do agree that the effect is much more pronounced the more popular a game is. LoTRO at least added some of the overworld challenge back with an optional difficulty slider after community backlash, and I’m not sure that a less niche game would have bothered.
IDK. I skipped horse archers in my latest dark elves playthrough of total war warhammer 3, because they are so trash. No shields + large targets means they die really easy to missile fire, And since you can’t use a longbow on horseback they lack the range to engage other archer units without taking a few volleys first.
Basically they are only good for fighting factions like undead that that have no ranged units.
Games made in the early 90’s were made for cartridges and floppy disks with limited memory and couldn’t contain a lot of content so difficulty was used to increase playtime.
Aye. Like all design paradigms, there are places where they can be useful or can be used to achieve a certain feel.
I actually hate “choose from a menu combat” but have thought of a few cases where it would make sense - for example a Legend of Galactic Heroes style space warfare game based on hyper-realistic combat between massive fleets of 20,000+ ships each, which according to lore, line up in nice neat firing lines and shoot at each other for 12+ hours until one side has won via attrition. There is no way to simulate that in real time and be fun, and the ranges at which combat happens in deep space means that there is basically literally no room for maneuvering once the battle has began…
This is actually a few different design paradigms you are talking about.
The first is the exploration map transitioning into a battle map during encounters. The second is randomly spawning encounters. The third is forcing players to fight those encounters. Games like Zelda 2 had a exploration map transition into a battlemap, but the encounters are visible on the exploration map and could be avoided if you want so they were never forced or random. On the other hand games like Shining in the Darkness had exploration and battle on the same map; there was no transitions and the view perspective did not change, the game just randomly forced you to fight encounters while you walked around. Then you have something like Vermintide 2 which is a realtime first person action rpg/shooter where random monsters are spawned in at random times on random places on the map to attack you, but the monsters only spawn out of sight in places you are not looking at, and you are not forced to fight them.
IMO battle transitions and forced encounters are outdated mechanics designed around the technical limitations of 8 bit era systems, while random encounters are a great way to improve exploration and overall replay value of a game.
So we should distrust hamas on this but not when they talk about the Gaza death toll?
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Jews did not have equal rights in the Jerusalem Sanjak until the Ottoman Reform Edict of 1856.
Before that you had things like the 1847 ethnic cleansing of Jews in Jerusalem, or the 1834 looting of Safed.
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What you are claiming is factually incorrect. Hamas is in the West Bank and no amount of denialism or insults will change that fact.
Media reports since 2022 suggest that Hamas and PIJ, with Iranian backing, have aided increased militant action in the West Bank (where actions by Israeli forces and settlers may endanger Palestinian civilians) to target Israelis and undermine the PA.
https://crsreports.congress.gov/product/pdf/IF/IF12549
The Israeli military says it has killed the head of the Palestinian armed group Hamas in Jenin and two other fighters, as a major operation continues for a third day in the north of the occupied West Bank. Israeli security forces shot dead Wissam Khazem and then carried out air strikes on the other two as they attempted to flee, a statement said.
https://www.bbc.com/news/articles/c5ykjx57kz8o
Al-Qassam Brigades, the military wing of the Islamic Resistance Movement (Hamas), mourned today a military commander in the Jenin Refugee Camp in the West Bank, amid the ongoing large-scale “Israeli” incursion. The commander Wissam Ayman Khazem “ascended to martyrdom following an airstrike that targeted him after an engagement with uncover Israeli forces east of Jenin” – according to Hamas’ statement on their official Telegram channel.
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Not yet, there are a few bugs i need to squash before I’m ready for the next round of testing.