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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)LO
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665
Joined
2 yr. ago

  • I'm guessing it was the goal but it didn't work as well as they'd hoped. I've got a couple of the freebies but I've stuck mostly with Valve because most of my games are already on Steam and they haven't seriously fucked up yet.

  • Each tier gives a marginal improvement over the last, but as far as I can tell there's only ten tiers (Five colors, each with a normal and '+' tier.) I can say combat feels pretty good with melee weapons, pistols/revolvers, shotguns, and grenades. I haven't tried the other weapons a whole lot but I imagine they feel just as good. Only thing that's a little weak maybe is Quickhacks, but even then I've got a few that will kill mooks outright.

  • So pre 2.0, all the weapons, armor, cyberware, etc. had a level assigned to them in addition to the rarity that determined how big the numbers were, and it forced you to go through your vendor trash each time on the off chance that the numbers were better on any particular weapon you found. Now, every weapon of a particular type has the same parameters depending on rarity tier (white through gold) so if you have a higher tier of the same weapon, it's explicitly, if marginally better, and this keeps you from having to sort through 20-odd weapons every time you go sell, which drastically speeds up the process. Even more so if you stick with the unique iconic weapons, which can be upgraded with materials up to tier 5.

    As a side-effect of this, the marginal increases can't boost the legendary item's damage that much higher than the common rarity, so even the most common weapons still deal adequate damage, so enemies aren't spongy like they used to be.

  • I love it now, everything feels punchy because you're not gated around finding new weapons every level. I'm sticking almost exclusively with the iconics that can be upgraded, but as far as I can tell the only difference between generic weapons is the tier they're in, the damage appears to be the same no matter what level you find the weapon at. Some other changes:

    • Armor is tied primarily to cyberware now, which has a limited capacity based on level and a handful of perks that increase the cap.
    • Cyberware has impactful changes to playstyle, granting new bonuses like higher melee attack speed, increased RAM, or restoring a portion of stamina on kill
    • Perks have drastically increased effects that often come with conditions that encourage active playstyles (e.g. 50% faster grenade recharge if you have no charges left)
    • Healing items and grenades have a pool of charges rather than being single-use.
    • Natural healing is faster, but healing items are less immediately accessible (No more sucking down inhalers in the middle of a firefight)
    • All the Skills have been consolidated into just five that correspond roughly to the five attributes' associated weapons, and they level quickly. Every five levels grants a bonus associated with the attribute (Netrunning (Quickhacks/Smart Weapons) increases max RAM and RAM recharge speed, for example)
    • Weapon upgrades are no longer gated by Tech
    • Clothes are almost entirely cosmetic. Any that grant mechanical benefits (Armored vests, for example) can be worn under outfits comprised of any clothing you have in your closet.
  • I'd like to think it was my indignation at the API changes affecting 3rd party developers and horrible abuses of moderator privelige, but I think in my heart I know it was really just because RIF was going to stop working and I hate the official app.

  • Shivers - that game absolutely nailed the atmosphere, and for the players that don't know the ixupi hotspots and the game's tricks, it's genuinely terrifying. I'd say give it a look, on GoG you could do worse for six bucks.

  • Fun fact - that 'puzzle' has its difficulty set by your processor's speed. The game uses a set amount of time to determine the best move for the computer, and plays the best it's got after that time. On slower processors of the time, it would only be able to calculate so many options before needing to come to a decision, but because it didn't account for better hardware, the computer can make the best move every single time, causing it to be unwinnable even if the human player also plays perfectly.

  • Honestly I think that game has possibly one of the best 'first rooms' in horror game history, like even with the low poly graphics, that thing jumping through the window, giving you the impression that shit is happening and you need to move, and then doubles down with the zombie out of the floor, and that if you know what's coming, you can prevent both. It's a shame the final section is filled with janky-ass platforming.

  • Mm-hmm, very much 'Deer in the headlights.' And it wasn't just him - remember how even after the election was over, Fox & Friends were running hit pieces on Hillary for weeks? The whole Republican empire had planned on losing, they had no idea what to run in the event Trump won.

  • It is a bad thing! How are investors holding on to dozens of empty units at ridiculous prices supposed to get a return on investment if the market's oversaturated with living spaces?

    Looks like we're gonna have to start tearing them down to reduce supply.