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Cake day: August 3rd, 2023

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  • After my friends recommendation, I gave the cod mw trilogy a try. First one was good, but shows its age (thise red dot sights are awful).

    2nd is great, and my favorite. Seeing a major conflict in the usa, dropping down in a small neighborhood, fighting for your life in a random burger restaurant, its great.

    MW3 is good, but its hard to top usa being invaded. Loved Yuri tho.



  • Trying to replay the early ac games. After finishing ac brotherhood, tried to get revelations running on steamdeck… for an hour. The issue as no surprise was drm and ubisoft. They had an old uplay launcher burned into the game, so I had to install a newer one with proton tricks. (This video saved me)

    So bit annoyed, started the game and there have been some questionable changes, some buttons are switched around, there are now two weapon wheels, hookblade feels a bit clunky, but I haven’t gotten far yet.

    Dunno why, but it feels a bit bloated, the parkour feels worse, and Ezio always want to jump into haybales for some reason.


















  • Bit late, but your last point reminded me about Foxhole, a top down war game, which have these mmo like bits, and also has a cyclic wars, but these don’t give any advantage in the next war.

    I don’t play it, but the biggest downsides I heard are 1) losing ground on the battlefield (progress) while logged out, as you can’t help your faction while offline, and 2) the players working in logistics (collecting ores to craft supplies for the frontline) find that gameplay loop repetitive/boring, while its crucial for the faction victory.

    I guess it makes sense this is one of the biggest hurdles in pvp mmo, since in pve mmo the enemies wait for you, and it isn’t possible to lose major progress, especially offline. (random thought: is Rust a pvp mmo? That’s kinda cursed.)

    The other problem with cyclic games is the non existent progression, since things reset. Most mmo players do the 10+ hour grinds on quests for the shiny thing or the prestige titles, like getting lv99 in Runescape. Even in Escape from Tarkov at the end of wipe most players stop playing, since they feel it would be a waste of effort.

    The idea of boons or things that carries over is interesting, but of they stack through multiple wipes there could be a super guild who gets an unfair advantage.

    So yeah, surprisingly, game design is hard (also I dont have any gamedev experience, just like thinking about it)