Best Split-Screen PS4 Games (Updated 2021)

what ps4 games have split screen

what ps4 games have split screen - win

What is a good split screen campaign PS3 or PS4 game also I already have borderlands and diablo.

submitted by anatoli1234 to gamingsuggestions [link] [comments]

[COD] What COD Games Have Split Screen Campaigns On The PS4

I am looking for something that isn't to sci-fi or futuristic.
Thank you.
submitted by _username_inv4lid to CallOfDuty [link] [comments]

What are some good split screen/shared screen online games (that aren't FPS) my friend and I can play together? I have XBONE or PS4.

My friend and I really love Rocket League because we can sit in the same room and play against people online. We'd love to find another game that offers the same option - but are struggling to find such a game that is not a FPS. My buddy likes sports games, but really any type of game other than FPSs would be good. FIFA and NHL hockey seem like they should offer this but don't, otherwise they would be perfect.
Edit: I found one game that's a lot like Rocket League and perfect for what I was looking for. It's called Discjam. It's a lot of fun if you like rocket league.
submitted by elchucknorris300 to gaming [link] [comments]

Stardew Valley 1.5 released on console and PC!

Stardew Valley 1.5 is now available on console (Switch, PS4, and Xbox One) and on PC (Windows, macOS, and Linux)!
Feel free to ask here if you have questions about the update. Remember to use >!spoiler here!< to mark spoilers (it'll appear like spoiler here). Please be aware that thread titles cannot be hidden by a spoiler tag and must be kept spoiler-free.

About the update

Bugs and known issues

Gameplay questions for 1.5

Modding FAQs (PC only)

See the announcement thread on SMAPI for FAQs and help!
submitted by Pathoschild to StardewValley [link] [comments]

FAQs and beginner questions

Welcome to Stardew Valley! Here are some common answers to get you started. Feel free to ask questions here.

General questions

Game updates

Ongoing issues

Multiplayer

Other

submitted by Pathoschild to StardewValley [link] [comments]

Stadia really needs a good Battle Royale that supports M&KB!!

Original Stadia Founder here! I got my stadia running a day before release on Destiny 2 and was instantly blown away. I've had my pro subscription for a year an a half now.
So, my beef with Stadia and I've been saying this since day one!!! Is that we need more multiplayer competitive games. We've all heard the naysayers complain before even trying Stadia "Oh the latency/input lag will make the experience horrible". In my year and a half of playing Doom, PUBG, Serious Sam, CP2077 and Destiny 2 I have never had any issues and everything felt fluid. IME Destiny 2's pvp is great. Seriously amazing.
Also I'd like to mention, that I am not a conroller FPS player. I can play solo FPSRPG's with a controller, but I really won't unless I'm absolutely bored and have no other options. Also, when PUBG released on Stadia I stopped playing anything else and probably spent about 20 hours a week on it. Then PUBG removed M&KB support!! Wow it was such a dick move. Since then I haven't really gone on Stadia much, I'm sitting here at my desk at work. Library full of games, but nothing to play, because I don't have a controller. Also since PUBG screwed me over, someone recommended Warzone on the PS4, which supports M&KB 🤯🤯🤯Since then I've probably averaged 20 hours a week on Warzone via PS4.
Today, I'm sitting at my desk. Empty office. Wishing I could pwn some nubs but I can't.
There must be gamers on this sub that know how addictive Battle Royales are. It doesn't seem like the people over at Stadia HQ do though... Even if you look at the numbers I mean PUBG has millions of players world wide, Warzone is making a killing and of course the behemoth FORTNITE needs no explanation.
Now, of course - - I know, these types of games need a high player pool to work, that is why I am not suggestion Google develop a new game I'm saying force PUBG to support mouse and keyboard and enable crossplay!
Also call up epic games and get Fortnite! Huge player base to bring in right? I don't see why they haven't already.
Now that I think about it, why are there no Mobas or RTSs?
Command and conquer was the amazing back when I was growing up. Dota, Dota 2, LOTR Battle for middle earth, Starcraft, I could go on and on. I mean all these games were massively addictive due to the competitive nature of the games. When I grew up and life happened I stopped playing all these games. I don't think I am alone in this. Who wouldn't want to play Civ on the go? I literally still play C&C and LOTR since they are so old they run great on my potato of a laptop, issue is that the online servers have been down for 10 years!
BY THE WAY. Where are all the split screen games? Couch Multiplayer. I have two Stadia Controllers and at this point I'll mention that I own a cafe/lounge and I have my chromecast setup there where me and customers get to gaming all the time. Mostly Mortal Combat, NBA 2k20 and a bit of Serious Sam. But, there are no racing games. There are no deathmatch games(Unreal Tournament anyone?!).
It's been a year and a half and so far the quality of the service has been AMAZING! The list of titles is constantly growing but, it seems like there are so many missed opportunities. For example, modern games don't support split screen because of performance issues right? Well, Stadia should have much higher processing capabilities right? Am I wrong in saying that it would be much easier to do on Stadia? I went to game exchange the other day asking the guys for shooting game that me and my wife can play split screen? No suggestions. Good racing game we play split screen? No suggestions. There is a huuuuuge void in this market and that's what business is about. Providing what others cannot at a good price.
Let me finish this incoherent mess of a post by saying, as a business savy individual I don't understand the lack of split screen arcade games. Two player games seem like the single most effective way to introduce more people to the service. Would Netflix be what it is today if there was no way for friends to come over and watch the movie with you? As a OG gamer, it is very disappointing that they spent their development budget on a Portal knockoff when they already have a huge library of single player games and then they built Crayta which seems great, I just wish they would support it and make it playable for the average person. I could write an entire post just about how they could make Crayta's game creation easier to use and more universal so that people might actually develop something in it.
EDIT: I'd like to add a final thought.
Look at how many indie games are on this platform. Why?? Like seriously why? How much does that cost? The more games the better. It's not a bad thing to have a large library, but there are countless 2d side-scrollers available on Android and iOS. Really on PS4 as well. Steam is filled with them. Stadia gives us these games for free so I try and one every once in a while but every single time the same thing happens. 5 minutes in and I'm like wow, I will never play this again. I thought the whole point of Stadia was to get an all in one experience, PC performance, Console features, available anywhere there is wifi on any device running Android. All for one low monthly price. They should have used their budget ( which I heard they will no longer be developing Stadia exclusive games so they probably don't have a budget now ) on creating games that bring people together and games that don't work well on other platforms, but work well on Stadia.
submitted by -Zubber to Stadia [link] [comments]

Feedback survey is out! I've compiled a list of things that the community has been asking for so you can easily copy and paste.

Mihoyo is actively looking for things to improve on and the feedback form is a great platform for us to do it on. Below is a list of points I've compiled from various discussions on Reddit (along with some of my own wants) for your ease of copying and pasting on PC. Feel free to add what you want and I'll update the list!
Introduce daily log in rewards like other gacha games.
World bosses shouldn't cost resin because it's already gated by time. And with new world bosses being added as the game grows, then completing them all along with artifact and elite boss grinding becomes unfeasible.
Artifact stats rely on too much RNG. Either give us some sort of control on stats or don't charge us resin to get awards so we can just grind endlessly in domains.
I didn't pull the 5 star on this banner because experience books are so scarce and I don't want to commit to leveling up a new character with low resources. Make the mobs drop better scaling experience so we can grind mobs for a reason.
Drops from elite bosses should be better and scale with WR.
Picking up items on PS4 is a hassle as there is a delay for when the pick up item icon appears, often giving only a split second to react and press the button.
Monas dash is bad as it is detrimental to the player when trying to dodge enemy attacks. This mechanic should be reworked before putting it into new characters.
Electro reactions are weak compared to other elements. The only one that's good is superconduct and even then, that only benefits physical dmg and not electro users.
Give us character skins (that do not have stats attached to them, purely cosmetic only).
Max friendship level character gliders.
Pets and travelling companions.
Make the world more lively by having the cast characters just appear in cities and the wild.
I continue to want two-factor authentication and better security for my account.
Resin should gain a higher cap at higher world levels.
The dragonspine event was so nice, because nothing needed resin. It was wonderful to just... Play the game and grind rewards without being limited by resin.
Please add the ability to "abandon" or pause a quest that is locking co-op participation.
We really need a universal constellation item. Even if it was just 1 per month. I would love to play a max level con 5 star but there is no way I'm whaling that hard or saving primos for 6+ months. Also better compensation for pulling a maxed constellation character.
Change the goblet artifact primary attribute to Elemental damage bonus by default.
Have the ability to disable unlocked constellations. Example: Allowing a C6 Bennett to go back to C5 so he can use the Chongyun melt comp.
Make chat default to the people you're in co-op with.
"Repeat All" for expeditions.
Scaling expedition rewards.
People leave domains because either they don't know that you can repeat a domain while inside or because there's a 6 second timer before the host can select repeat domain again.
Add the option to bind party change to a key/button on controller instead of having to go to a menu, it is especially helpful in co-op.
I'd like to have the option to select my World Level from any of the levels that have been unlocked.
Make every 'Click anywhere to continue' screen be sensitive to any keyboard button clicks.
More map pins! 99 is not enough.
Fishnets to easily catch fish.
Bug nets to easily catch fireflies, and crystal bugs.
Ability to see characters skill cooldown on the UI.
Health bar for shields for own characters.
Add controller support for mobile players.
Ability to reroll artifact stats (main stat or single substat) at the cost of resin.
submitted by Rhyd01 to Genshin_Impact [link] [comments]

The Ultimate guide for OFFLINE features, split-screen, Bots, LAN Play in Cold War

1.11 UPDATE NEW FEATURES ZOMBIES HAS SPLIT SCREEN OFFLINE NOW!

1.11 update news

-Zombies now allows 2 player split-screen in offline, you can add a controller as well as start/boot the match fine, however the same issues persist with offline split-screen, visual/menu glitches/bugs just like the normal multiplayer split-screen
-Multiplayer offline split-screen is working again, it seems to have all the same issues it had prior to the 1.09 update where it got broken, rough menus, class selection not working in certain scenarios, I've also found Nuketown 84 in split-screen will crash every time it loads into the match...etc etc.
- RAID and PINES map are available offline now
-Prop hunt is available offline now, however no bot support.

1.10 update - literally nothing added for offline

1.09 update - literally nothing added for offline

KNOWN MAJOR OFFLINE ISSUES/BUGS all present in latest 1.08 'season one' version (tested on PS4/PS5) Please read these as it may answer some questions instead of posting a comment.

*NEW BUG/GLITCH as of V.08\*
- V1.08 you can no longer play split-screen offline, when adding player 2, it will attempt to add player 2 and just fail each time....
- when playing split-screen multiplayer (versus) player 2 can do create-a-class but only edit the main weapon, they can not edit any attachments
- when playing split-screen multiplayer (versus) often player 2 can not select a class when starting the match at all.

- offline zombies has no option for split-screen or adding a controller when playing offline period (unsure if this is a glitch or the fact zombies has no split-screen option offline at all
- online zombies, has the option to add a second player for split-screen, but even when you do this the game won't launch and will often come up with a error stating this mode has exceeded the maximum amount of players, (unsure if ths is a glitch or the fact zombies isn't supposed to be split-screen at all)
- Search and Destroy and VIP Escort modes, do not support offline bots at all
- the maps Armada and Crossroads do not support offline bots at all currently for any mode
- the maps Armada and Crossroads have a small variant for normal modes, however when playing VIP escort mode only, you get the full expanded large scale combined arms map (with vehicles) however again no offline bot support, unsure if this is a glitch or not.
- various interface/menu bugs within the menus/lobbys
- multiple instances of glitches when playing in split-screen, gunsights missing/notloading, hands dissappearing etc etc.
- multiple settings not working, loadout restrictions settings completely broken and not working right, guns misnamed, M82 is called the XM4 etc and turning off or enabling what is supposed to be the M82 turns off both or enables both the M82 and XM4, really broken.
- I have to do more testing but I've had two instances on PS5 where my campaign save will dissappear completely after playing split-screen multiplayer.
- unsure if a glitch or designed this way.
If you find any bugs/issues or fixes that I haven't do let me know in the comments or flick me a PM, Finding new stuff every time I play it.
I'll endeavour to keep this guide updated over the next couple of months, do be with me as I can't update EXACTLY on time every time a new update comes out..
All testing done with the PS4 and PS5 version of the game (v1.03) (now updated to V1.07)
I have updated the game now to V1.05, I can confirm nothing has changed for offline with this update, what is down below is still current including no OFFLINE split-screen option for Zombies and the Crossroads/Armada maps still do not support bots.
I now have the PS4 as well as the PS5 version of the game, It's exactly the same, nothing additional, no extra bots/maps/modes/features, exactly the same issues, exactly the same stuff.
Some people are asking about the Dualsense for it, it's neat, the guns all feel slightly different, so the resistive triggers have different 'pulls' for different weapons, big LMGs the aiming trigger is a slow steady pull where as a pistol is very lightweight and barely any resistance, the vibration stuff, pretty standard, although again every gun feels a little different, nothing mind blowing, but neat feature. Astros Playroom on the other hand is amazing for the dualsense.
All testing done on PS4 Pro and PS5, running in an offline environment, no internet on the console, boot from cold startup, booting up Black Ops Cold War OFFLINE and playing OFFLINE.
This guide is aimed at people who enjoy the offline part of Call of Duty (yes there are people like us) If you play online thats fine, no need to make a stupid comment like "why are you playing offline in 2020 what a loser etc etc"
I've done this for several years, this guide is for fans of offline play and aimed to get CORRECT information to people who need it

FAQ Starts here

What do you mean when you use the word OFFLINE?
To clear up any confusion as many people seem to confuse the terms OFFLINE and LOCAL PLAY, these are two VERY different things.
If I use the word OFFLINE in this guide at any point, I mean OFFLINE, no internet on the console, no WiFi, no Ethernet, Console as well as game has been cold booted with NO INTERNET WHATSOEVER.
Can you play Call of Duty Black Ops Cold War OFFLINE without an internet connection?
Yes once your game is at version 1.03 (latest current version at time of release) You can play the game fully offline.
Like Modern Warfare 2019, the game is quite large (100.4GB for PS4 at of time of writing) It also like Modern Wafare 2019 is divided into PACKS
The Base game has the following PACKS, which you need to have installed if you want to play every mode available.
Call of Duty: Black Ops Cold War Single Player LicenseCall of Duty: Black Ops Cold War Multiplayer License
Call of Duty: Black Ops Cold War Zombies License
Call of Duty: Black Ops Cold War - Campaign 1
Call of Duty: Black Ops Cold War - Campaign 2
Call of Duty: Black Ops Cold War - Campaign 3
Call of Duty: Black Ops Cold War - Multiplayer Base Install
Call of Duty: Black Ops Cold War - Zombies Base Install
Call of Duty: Black Ops Cold War - Dead Ops Arcade Pack
Call of Duty: Black Ops Cold War Content 1 - 6 License (1 file for each) ( I believe this is just DLC stuff)
The console versions like WWII, Black Ops 4 and Modern Warfare 2019 will work OFFLINE after patching/updating, the PC version however due to Battlenet is ONLINE ONLY, even for Campaign/offline bots.
Can you install and play Black Ops Cold War from the disc without installing any updates/patches?
No you can not, like Call of Duty WWII, Black Ops 4, and Modern Warfare 2019 before it, the physical copies of the game do not contain all the files nor can you play the full experience OFFLINE via the disc only, you can only play a few multiplayer maps vs bots, thats it.
*A MANDATORY INSTALLATION/UPDATE IS REQUIRED FIRST\*
Can you play the Campaign OFFLINE?
Yes as mentioned before, as long as you have updated your game to the minimum version of 1.03 (latest current release) the games campaign will be playable OFFLINE.
Can you play the multiplayer (versus) OFFLINE?
Yes as mentioned before, as long as you have updated your game to the minimum version of 1.03 (latest current release) the games multiplayer will be playable OFFLINE.
Can you play the Zombies mode OFFLINE?
Yes as mentioned before, as long as you have updated your game to the minimum version of 1.03 (latest current release) the games multiplayer will be playable OFFLINE.
**Can you play the Zombies Onslaught mode OFFLINE? (exclusive to PS4/PS5 for 1 year)**yes
Is there Split-screen support in mutliplayer versus?
Versus Multiplayer has 2 players split-screen per console maximum
Is there split-screen support in Zombies?
EDIT: Version 1.11 has finally added the ability to play zombies OFFLINE split-screen, however its still rough, but it does work.
Is there co-op campaign or split-screen campaign?
Campaign is single player only.

What does the aspect ratio for split-screen look like? Is there any 'black bars' on the sides?
Split-screen for multiplayer versus has both Vertical and Horizontal options.
Horizontal split-screen (TOP and BOTTOM) has black bars on the left and right.Vertical split-screen (LEFT and RIGHT) has black bars on the top and bottom.
Is there OFFLINE LAN support, (2 or more systems connected offline for multiplayer) ?
You can play 2 players PER CONSOLE in multiplayer versus. Zombies is ONE PER CONSOLE currently, LAN is broken though unless you go online and download temporary hotfixes, so basically you need all consoles to be online, connected to servers, get hotfixes (so every game/console is on the same version and then it will work) this is the exact same issue Modern Warfare has. Its stupid. true proper OFFLINE LAN play is pretty much broken in the last two CODs.

OFFLINE BOT SUPPORT

Is there offline bot (AI Enemies/teammates) support?Which modes support them?How many Bots per mode?
Yes there are offline bots
you can have a total of 12 players in each core game mode, so if playing SOLO, you can have 11 bots.
I can confirm if playing split-screen you can still have 11 bots in the game total.Previous versions of the game only supported 7 bots in TDM and FFA game modes, this was fixed in V1.07. all modes support 11 bots.
you can not add bots to the Crossroads or Armada maps at all.
VIP Escort and Search and Destroy game modes do not support offline bots.
Can you make assymetrical/uneven teams?
Yes, however you can't go over the maximum of 6 players per each team,
So you can't for example do a team death match with you on one team vs 11 bots on the other team.
6 v 6 max
How many players can play each mode? (assume bots means players too here)
2 REAL players in split-screen and up to 11 bots (6 players/bots per team)
Edit: I didn't notice before as I mainly play objective modes not FFA or Team Deathmatch,
If you play Free-for-all or Team Deathmatch the bots cap at 7, not 11
What difficulties are there for the bots?
Recruit, Regular, Hardened, Veteran
are there loadout restrictions and can we force the bots to use certain loadouts?
There is an option for loadout restrictions in the menu, however It dosen't affect bots, you can turn off custom classes but sadly there again is no option to set what the DEFAULT classes are (like how Modern Warfare Remastered allows)
Right now the restrictions screen is VERY broken, half of the weapons are sharing the same name, for example the M82 Sniper rifle is incorrectly labelled as the XM4 (assault rifle) I turned off EVERYTHING but the M82 but it has the XM4 enabled (as its obviously broken) I have turned off everything but the XM4 and there are still weapons that are accessible.
So hard one to test right now, It's restricting some weapons but I can only tell from the player side no the bot side, Patches are needed to test this feature properly.
are there friendly/teammate bots for Zombies mode?
No there are no friendly AI/teammates/bots in Zombies mode.
What are the bots like, and how do they play?
I've had a quick go (I'll update this more later) but they feel like how they did in MW 2019.

Create-a-Class/Loadouts/Customisation

Is there an offline progression system? or is everything unlocked for offline play?
There is no offline progression system, everything is unlocked from the start, all attachments, gear, weapons etc is available offline from the start
What about customisation/camos etc?
Yes you can apply camos, change reticles offline, it looks like everything is unlocked here
What is available in offline create-a-class?
A ton, I'll add a video in the comments later with a showcase of everything, it's comparable to how MW was at launch.
How many custom classes can you have? can you save/rename them?
You can have 5 custom classes per player offline, yes you can rename/save them.
What Operators are available offline?
All launch Operators are available offline
NATO:
Mil-Sim:
HunterSong
Operators:
ParkAdlerBakerSimsWoods
Warsaw Pact
Mil-Sim:
VargasPowers
Operators:
PortnovaBeckGarciaStone

Multiplayer VERSUS


What game modes are available offline?
Team DeathmatchFree-For-AllSearch & DestoryDominationHardpointControlVIP Escort
What about the Larger Combined Arms modes?
Although the maps like Crossroads (which was the big snowy map in the beta with snowmobiles etc) are here, these are not the combined arms versions, these are smaller cut down versions of these maps, you can only do 6 v 6 in offline.
Is there a realism mode? or Hardcore Mode?
No realism mode, there is no hardcore 'mode' like MW2019, however there are Hardcore versions of TDM, FFA, SND, and DOM.
What multiplayer maps are available?
ArmadaCartelCheckmateCrossroadsGarrisonMiamiMoscowSatelliteNuketown 84 (added for offline in update V1.07)
What interesting custom game settings are there? anything different/new?
Nothing out of the ordinary, all pretty standard fare at launch.
Can I save custom game modes OFFLINE?
Yes you can save them.

Zombies

Is everything unlocked for create-a-class?
Yes, everything is unlocked, it's the same weapon selection from multiplayer versus, however you get 1 weapon, not 2, and a field upgrade which are zombies themed special powers.
Is there settings like in Black Ops 4, where you could adjust zombies/custom game settings?
Sadly no, it seems very scaled back more like the normal zombies modes from the older Black Ops games.
What modes are available for zombies offline?
Round based (standard zombies)Dead Ops arcade 3 (top down twin-stick shooter mini game mode)Onslaught (PS4/PS5 Exclusive for 1 year)
What maps/scenarios are available for offline zombies?
Round based (standard zombies)
Die Maschine
**Dead Ops Arcade 3 (mini game)**Rise of the Mamaback
Onslaught
Moscow (same as the multiplayer Moscow map....just with zombies)
What is onslaught mode anyway?
so its basically a VIP escort thing, you have a floating orb, that has a protective cirlce around it, you need to stay in the circle to live, zombies come at you, you shoot em, orb moves to a new location, rinse and repeat. Neat but you aren't missing much if you are a PC/Xbox player.
submitted by Voxelsaurus_Vex to blackopscoldwar [link] [comments]

FAQs and beginner questions

This is an old FAQs post. See the newer FAQs instead.
Welcome to Stardew Valley! Here are some common answers to get you started. Feel free to ask questions here. :)

General questions

Game updates

Multiplayer

Other

submitted by Pathoschild to StardewValley [link] [comments]

World Brothers is awesome!! (a rambling bunch of words in nor certain order, some spoilers)

I'm making this mainly so if you come from my mindset you have a better idea of what you're getting into.
I love edf. Starting with 2017 on Xbox 360. I've bought every game, even PS Vita. I imported 5 and obviously this (PS4, but wanted the split screen and frames). I hated iron rain, insect Armageddon was fine but not as good as the main series blah blah blah.
I'm only 11 levels into world brothers, I've loved every level and it may be my favorite edf entry.
If you love edf for the crazy over the top moments, all the stuff you can do, variety, etc.... You'll love this game.
If you love edf because of a serious tone it might not be for you.
In my mind though, this game doesn't take too many crazy "un-edf" risks like I thought iron rain did, but it only adds to what someone who loves edf crazy stuff would like (ohhhh I'll explain).
I also think for once, they didn't try to cater to a western audience (I.E. Iron Rain and Insect Armageddon) , and I think that's what finally made this an awesome third party entry... I will be buying it again when it gets here, I'm that happy with it.
Here's a list of a bunch of moments and things I could do that stood out and put a smile on my face that I didn't see too many people talking about.
You probably know by now you can take a team of 4 people and switch on the fly, yes if you play multiplayer that means 4 PER person, you're NOT sharing. I really think that are things that they could have done to nerf it so combinations didn't feel OP, that is not the case here.
You CAN take 4 wing divers, fly up with one, switch to another near the end of their flight running out, and get a full tank, and do the same with all 4, and go SUPER high/far. Now you do have to land in order for all of them to refuel but still. There's also no penalty if your boost runs out. I.E. you can still use your weapons or switch to another guy.
Red ants bite you and won't let you go? Switch to another character and get your character out of there.
You can use a weapon with a reload like the Fork comes to mind. A lock on missle launcher that shoots like 15 rockets at once, but while it's reloading you can use another person, so YES, you can have 4 people with this gun, and basically shoot them non stop in a loop. Shoot, switch character, shoot, switch character...etc...
There's a character then drops a magic carpet in front of them, it gives you a few seconds to jump on it, then it raises into the air (essentially this is a floating platform you can put out anywhere). You can jump on this thing, go high up into the air, switch to a sniper and go to town, switch to a wing diver and have a height advantage to jump off from, etc... It's awesome!
One of my favorite things to do so far is an air raider, wing diver combo. One of the air raiders attacks is to launch and air raid missle drop, but the con is, you throw a grenade type object to signal where you want the drop, but it has a pretty weak throwing range...SO, I get a wing diver, fly above where I want it, switch to the air raider, throw the grenade/beacon, switch back to my wing diver and fly out.... It so cool!
There are so many crazy characters too but they all have sort of relation to old edf characters or a combination, and there are some cool new variants. I don't want say these too much because it was so cool seeing them for the first time or unlocking them.
Also I'm sure you've seen, but I'll clarify, there are no weapon drops in the traditional edf sense, this was fine though. Instead you find characters (usually 3) on each stage. Whatever weapon they have, you unlock, if you find the same character again, it levels them up, and the main benifit of this, is it allows them to use more weapon types.
At first, each character can only use 1 category of weapons. So think of a ranger, but it can only use sniper rifle type weapons, no rocket launchers or anything else. But when you find that ranger again, you now can use a second category of weapons. It may be rockets, it may be wing diver type weapons. They categorize all the weapons into 10 categories... I am super excited that at some point I will be able to fly around as a wing diver, and shoot at people with limpet grenades.
Last, difficulty ... This is a pretty easy edf game, and I am hoping to get some challenge soon. Let me clarify though. So far I have been doing nothing but hard BUT, I have been playing 2 player split screen, in offline mode.. this is trandionally easier. Also being in 2 player also means the focus isn't on just me, so I'm dealing with maybe half the enemies. I have done some stages again solo, and they were harder but still manageable. This gives me hope for hardest and inferno. I really can't wait to tackle a level, lose, then go back with a combination of people that I think would fit that level better.
I also haven't been able to call in weapons but there have been some on levels. They also control like a dream.
Armor pickups also give you a little bit of health, awesome addition.
Kind of a bummer, doing hard mode, doesn't give you credit for easy and normal, you have to do all 3, but this is fine as it gives me more of an opportunity to level up my characters. Also it sounds like there are half the levels of the normal edf games so having to replay a levels 5 times AND not having to do it for each class again and again is still less times overall. In EDF 5. You only had to technically beat a level 3 times instead of 5, but you also had 4 classes, so if you wanted 100% you were doing each level 12 times minimum... This one, only 5.
I mentioned it earlier but it controls amazingly.
I haven't done the online yet, too lazy to put my Japanese psn on my ps5 and honestly having enough fun solo.
I haven't used any translation apps, but through messing around and my knowledge of edf games (this is very helpful) I am able to figure everything out pretty easily.
There are wearables it looks like, nothing cosmetic, but they give you boosts of some kind, I haven't messed with it because I haven't needed to and it seems new to the series so figuring it out would be harder.
Reviving your characters still takes half your health. But again unless all 4 of your characters go down, you can basically revive yourself. And instead of it being instant reviving does take a few seconds.
Blowing up buildings and such is still there, as is exploding bad guys, dismembering them etc... It's just adorable now.
Okay I hope that helps someone's decision.
submitted by Anotheryoma to EDF [link] [comments]

My Year in Gaming 2020

So, I've been loving reading all the posts about the games you all have played this year and I was inspired to also share my games. I will not go too much into the games but mostly share a few short thoughts on them. Also, I will list them in chronological order, i.e. the order in which I played them through. There will also be one or two recent games that I played at release.
 
January
Lego City Undercover (Wii U): My first Lego game and I had a lot of fun with it. Others have described it as GTA for children and this might be rather accurate. It has a fun open-world, a lot of collectibles if you like those, the characters are great, and the whole game just makes fun of many movie tropes and many of the lines made me actually laugh. It is a great game for children but also adults as many lines are clearly direct toward adults, especially all the movie parodies may not be picked up by younger gamers. All in all, I loved this game and I am looking forward to other Lego games (open for any recommendations).
Score: 8/10
Pokemon Silver (Game Boy/Color): It wasn't really the first playthrough but I wanted to play one of the old Pokemon games that I have played in my childhood since I had stopped after the third generation and the only newer games that I have played were the Sun/Moon games. It aged pretty well even with some of the outdated mechanics. Had a lot of fun and I was blown away by the endgame content since I never discovered that as a child.
Score: 9/10
 
February
Concrete Genie (PS4): Unexpectedly fun game. You play as this boy with a magic brush with which you interact with the world and which is also the main mechanic of the game to defeat enemies and solve small puzzles. Loved the art style of the game, loved the adorable creatures you could create, and it had a nice message.
Score: 8/10
 
March
Yonder: The Cloud Catcher Chronicles (PS4): A wonderful little game. I loved the look of the game. It was beautiful and gave off a really cozy vibe. There are no real (if any) enemies. You rather collect things, carry out tasks given by the villagers while still having an overarching story, albeit a rather negligible one. It got a little repetitive toward the end but that was probably because of my effort to achieve the platinum trophy. The mechanics were also not all fully-fledged out but it is all in all a very charming game.
Score: 7/10
Picross 3D: Round 2 (3DS): What can I say? Plain old Picross with a ton of content (my playtime was roughly 83 hours). I loved playing this at night in bed right before sleeping. If you like Picross games I can highly recommend this one.
Score: 10/10
 
May
Days Gone (PS4): Fun open-world zombie game. Has a charismatic and likable protagonist and I had a lot of fun exploring the world. For some, the beginning might be rather slow but I was hooked from the beginning. The story can be generic at times but I still enjoyed it a lot. And one of the best aspects was the hordes. Oh boy, are they scary when you first encounter them but working toward defeating them is incredibly satisfying. Also, loved the soundtrack. There were moments when a track set in and you had to ride your bike from one point to another and you were just vibing with the music. I am looking forward to the second game.
Score: 8/10
A Way Out (PS4): Played it with a friend, loved it more than I expected I would. It is a unique take at a co-op game with a split screen. I really liked how one character was doing something entirely different while the other one is throwing chickens into the air. In all seriousness, the game and the story would be nothing special if it weren't for the co-op aspect but that makes this game just so good. One moment you have action filled sequence and in the next you're playing piano with your buddy. There were many great little moments in this game and it even switched up the gameplay at some points. It surprised us in many ways in the six hours we played the game.
Score: 8/10
 
June
Yakuza Kiwami (PS4): My first Yakuza game and I loved every minute of it. It does not have a big map but that little district is filled to the brim with wacky characters and side quests, a lot of fun mini-games and activities, while the main story is rather serious and suspenseful. Love Kiryu, the protagonist, and the fighting mechanic. The finishers are just brutal, but so much fun. But I will never grasp the mechanics of mahjong.
Score: 9/10
Firewatch (PS4): A short "walking simulator". Beautiful art style and setting. Gave off a rather cozy vibe and the little mysteries were interesting enough but it didn't really click with me.
Score: 5/10
Gris (PS4): Beautiful art style, beautiful level design, and it really touched me on an emotional level without a single dialog. Also, the music is just incredible, it added so much in specific moments. It is a short game, so you could easily play it in one afternoon.
Score: 10/10
The Last of Us: Part II (PS4): One of the games that I wasn't patient with and played on release. It had a big controversy as most of you surely know, but I loved this game to bits. Beautiful graphics, improved gameplay mechanics, interesting and lovable characters and so many incredible details. You could see the love that was poured into the game. There were some aspects I did not enjoy and which I cannot mention without spoiling the game but they were negligible. In fact, my score may even change to a perfect ten when I play this game a second time with a fresh perspective. Whatever the case may be, I commend Naughty Dog for their daring direction they took with this game even if it did not resonate with everyone.
Score: 9/10
 
July
Death Stranding (PS4): (Might contain a slight spoiler!)Another controversial game that I thoroughly enjoyed. I do not know why it hooked me so much to play as a delivery guy but it did. It has an interesting albeit often confusing story. I liked the characters and fell in love with the BB. And the soundtrack was just incredible, one of my favorite tracks was "BB's Theme". I think I have never cried so much while slowly walking through an empty world. It is a weird game but I loved it nonetheless.
Score: 8/10
 
August
The Walking Dead Definitive Series (PS4): I wanted to finally play the complete Telltale Walking Dead Series. I played the first two seasons back when they were released on the PS3 and loved both seasons, especially the first one. Loved all four seasons, even though the third one is the weakest. But the fourth one was a fitting and beautiful farewell from the developers after the demise of Telltale. It was really bittersweet to see the credits. Also, cried like a baby. Would play again.
Score: 9/10
Flipping Death (PS4): Fun, little puzzler. You play as Penny who meets an untimely demise and is mistaken as the replacement for death while he goes on vacation. It is a wacky story with charming characters and interesting gameplay mechanics. Had a lot of fun with it.
Score: 8/10
Batman Arkham Asylum (PS3): My first Batman game and it was incredible fun. I realize now where many games with similar mechanics have been inspired by. The fighting is fun albeit sometimes clunky. I liked the setting of the asylum (I always assumed it was just in the asylum, did not expect a whole ass island) and I am already looking forward to the other games.
Score: 8/10
 
September
Grand Theft Auto 4: Complete Edition (PS3): Finally got around playing this through. I played it several times in the past decade but always only a few hours. It has now become one of my favorite entries in this series. The graphics on the PS3 are really bad since it was not properly optimized. It is kind of blurry but I got used to it. The story was really entertaining and was one of the best in the series. I liked Niko, I liked the setting of Liberty City and I even got used to the abhorrent driving mechanics. The DLCs were also fun although I enjoyed the Ballad of Gay Tony more than The Lost and Damned.
Score: 8/10
A Plague Tale: Innocence (PS4): Great game by a smaller studio. The setting of the Inquisition and the Plague was fresh and unused and I liked the brother-sister dynamic. There are no games that I know of where you play as the older sister with a younger brother and this kind of resonated with me as an older sister. The story got a little weird toward the end and I think the developers had to cut some content but it did not affect my enjoyment too negatively.
Score: 8/10
 
October
Okami (PS4): Oh boy, have I fallen in love with this game. For some reason, I had always put off playing this game and I finally did and did I enjoy every single minute of it. The art style is just chef's kiss, that watercolor kind of graphics is just beautiful. I loved Amaterasu, I loved Issun and I loved all the other characters in this game. The gameplay was fun and the ending had no right to be so emotional.
Score: 10/10
Assassin's Creed (PS3): My first AC game and I liked it very much. The protagonist was not that likable and the missions were rather repetitive (you basically did the same three types of missions over and over again) but I could understand why it was so revered back when it was released. The aspect of climbing basically everywhere was a lot of fun albeit not always accurate. And even today, the arrival at a new city is really mesmerizing and I can only imagine how blown away people were back then.
Score: 7/10
Enslaved: Odyssey to the West (PS3): A fun little gem with great voice actors. Fun gameplay mechanics and an interesting story albeit not fully fleshed out. But I liked the dynamic between Monkey and Trip. A shame that a sequel is unlikely. I would have loved to see a continuation.
Score: 8/10
The Escapists: The Walking Dead (PS4): I like the idea of the Escapists games but this one got rather repetitive and even had a game-breaking bug that I had to figure out somehow because the developers never made an effort to fix it. Funnily enough, it was the patch that broke the game so I had to play without it for that level.
Score: 6/10
Soma (PS4): A psychological horror game that poses many philosophical questions about one's mind and identity, and what makes us human. It was kind of a project with a friend who cannot play horror games on her own but liked to watch me play. We had a lot of fun but the enemies were quite unnecessary and rather strenuous and annoying than scary. However, as I wrote, the story was interesting, and the ending kind of caught me off guard even though I kind of expected it.
Score: 7/10
 
November
Little Dragons Café (PS4): It is a charming game in the likes of Harvest Moon but it misses its potential. It gets repetitive pretty fast and the controls are a bit clunky. The mechanics of running a café also got stressful at times and this combined with the exploring part was not very well balanced; I felt rushed so many times I played it on and off again for a bit but I was glad when I finished the story. It is a shame that it was not more fleshed out.
Score: 6/10
Monster Hunter World (PS4): I played this game on and off again since the beginning of 2019 but really intensively at the beginning of 2020 with some friends. It is the best Monster Hunter in the series as it is more friendly to the new players and not as cryptic as the other games (but still you have to figure out a lot by yourself and or just having a lot of tabs open on your phone). It is so much fun fighting the different monsters, grinding for better weapons and armor. I had the most fun with my friends, all using different weapons and just trying to finish off a freaking Kirin. At some point, I just decided I was done with it with over 180 hours of game time until I will buy the DLC.
Score: 9/10
Sleeping Dogs (PS4): I did not expect much but fell in love with this game. It has an interesting story and picks up on the undercover detective trope, so it is not the most original idea but is executed well enough. I liked the protagonist and loved the setting of Hong Kong. I also liked that there was emphasis put on melee fighting rather than gunfighting. The DLCs were not as fun but were a sweet bonus. I would love a sequel to this.
Score: 8/10
 
 
So, this became longer than expected and I am sorry for any mistakes or not being as eloquent as other posts here but I enjoyed writing this up and reflecting on all the games I have played this year. Thank you, if you took the time reading any of it.
Edit: For some reason I totally forgot one game: A Way Out. I have added that to the list.
submitted by mizzylarious to patientgamers [link] [comments]

Bugs I've Experienced (and why I almost gave up playing)

I have had a PS4 copy of this came since Christmas 2020, and I have been so enraptured by it, but there are some bugs that are a consistent problem. I shall list them off on level of severity (1 being highest).
  1. I am not invincible during Perfect Parry mode cutscenes. a) This happened when I showed my friend a little bit of Perfect Parry mode with fighting Sayu, and in the middle of her first cutscene, robots appeared and started jumping, and I got hit by one of them im the cutscene and died. Sayu wasn't even finished talking.
b) This happened just a few minutes ago, where I was fighting Yinu in PP mode. I got to the end of the second to last phase (aka Natura's cage). I beat Natura (what I call the mom) right before she headbutts the ground. There was a ring of bombs around her head when the cutscene triggered. May and Zuke were teleported right on top of one of the bombs, and I died. I attempted Yinu PP mode over 40 times, and I was excited to finally beat Yinu. After that, I wanted to try again, but I didn't want to get more angry.
  1. Yinu's large note parry attack in phase 2 of PP mode when the battle is outside doesn't always trigger, leading me to either attack Natura's hand or dying to her ground slam. It would be nice to have a signal to where it shows Yinu doesn't attack, or make her attack every time, like in the first phase.
  2. Player 2's location depends on Player 1's location. I believe resolving this with a split screen whenever they aren't within the view radius of the other player or forcing the players to stay inside the barriers of the screen. I played with my mom, and it was very inconvenient for the both of us.
  3. Sayu's laser attacks would be late (firing after the signals are gone). This is a moderate concern, because sometimes I would get hit by it, and it is a pain to deal with in PP mode.
  4. When skipping 1010's Neon J audio, it would always carry over to the second cutscene Neon J has. The third and final curscenes he has are unaffected. This ONLY applies to Neon J.
  5. When returning to Tatiana's first battle cutscene, her dialogue is delayes for about 2 seconds. The very first time it happened (my first retry) May and Tatiana kept talking iver each other, and the audio did not match Tatiana's lip movements. That particular instance has'nt shown up again.
  6. This is just a graphic glitch. When equipping stickers, I almost always get the wrong design in the workshop.
I think these are errors with easy solutions, and I want to know if buying another copy would be a good idea, as I think that people can get crappy copies of console games. That is just an inference, though. Love the game, hate the bugs.
submitted by Immortal_Zorn to NoStraightRoads [link] [comments]

Diablo Immortal AMA with Wyatt Cheng (Lead Designer) and Caleb Arseneaux (Lead Producer)

Hello folks,
Today folks who are part of the technical alpha for Diablo Immortal had the opportunity to ask questions in an AMA style format for Wyatt Cheng (Lead Designer) and Caleb Arseneaux (Lead Producer). Below is the full text of the AMA. Enjoy!
sVr: Will there be seasonal buffs or events ? (RedDragonFlayer)
Caleb Arseneaux (Lead Producer): So we are definitely looking to have a variety of cool events. There's actually one event in the game right now which is the Challenge Rift Event. You can see this on the left side of the main menu. The backend that drives that event can and will be used to run new events in the future. Maybe we'll make Halloween a special thing?
sVr: Will PvP have a reward system? (RedDragonFlayer)
Caleb Arseneaux (Lead Producer): We have more plans for PVP that we can't talk about just yet. But I hope you guys have been able to check out the Bilefen Zone Trial. One thing I can say now is that none of our PVP plans are going to move the game towards an eSport. What we want is a fun place that players of all types can gather and have a good time killing each other.
sVr: We have runes, however, they are just materials currently. What about Runewords and what made you "not include" them? (Swootcandy)
Wyatt Cheng (Lead Designer): No current plans for Runewords. Runewords are super cool, but their functionality overlaps a bit with Legendary items. We wanted to include runes as a consistent thematic element so using them as a reagent in the crafting recipe seemed cool.
Leviathan: Can you speak towards Hardcore and if it will be in? If not, philosophies on why?
Wyatt Cheng (Lead Designer): Hey Levi. Not only does Diablo Immortal extend character progression, but it is also an inherently social experience, in that we want to encourage players to join guilds and build in-game friendships. Having your buddy permanently disappear from your guild because their character died in an unfortunate and gruesome way could be a fun idea for some, but it's not the experience we're looking for, so we do not currently have plans for Hardcore mode.
MuggleMama: Is there a reason some legendary gear needs to be identified but some does not?
Caleb Arseneaux (Lead Producer): Sometimes we identify the gear when you get it from somewhere like the free track on the Battle Pass, but the legendary drops from the rest of the game should be unidentified. Right now there's actually a bug in the game that makes this inconsistent, and we'll be fixing that in the future.
Leviathan: Some of the people on my stream notice (and love) that many of the sounds are from old Diablo games. Are they placeholders or there to stay? Great nostalgia.
Wyatt Cheng (Lead Designer): All the sounds you hear are intended to stay unless we have a reason to change it. Personally I love the nostalgic sound of gold falling on the ground.
Leviathan: Will there be a transmog system or ways to customize characters so that people can differentiate themselves from one another?
Caleb Arseneaux (Lead Producer): We are not currently looking at a transmog system but we do have a couple things which are similar. The first is that we are looking at a way for your to manage your legendary powers more easily. No details to share about this right now but stay tuned.
The second is that we are planning to have full body cosmetic outfits. These will be available as a real money purchases in addition to being on the paid track of the Battle Pass.
sVr: What are your plans to "circumvent"/"restrict" the continuous powercreep inherent to ARPGs (with each major content patch)? (Demonic Eevee)
Wyatt Cheng (Lead Designer): Hey sVr. I'll answer in two parts. We plan to cap Paragon progression and gradually raise that cap with each new content update. Legendary powers are designed to scale and will carry forward to higher level versions after content updates as well. Gems and Legendary Gems can also be unsocketed and carried into a new sweet item in the future. The second part would be with regards to the numerical tuning. Without diving too deep into the math right now, one of the reasons we have both "Attack" and "Offense Rating" as well as "Life" as well as "Defense Rating" is so that these attributes can scale linearly over time, while still making you feel more powerful. Normally you need exponential numerical growth to really feel the power difference, but the dual-attribute system should allow us to avoid crazy large damage numbers over time.
Leviathan: Will the Bestiary have statistical details on enemies (like if they have Armor and such - could help with gearing/more info) or be more flavorful/lore based?
Caleb Arseneaux (Lead Producer): The Bestiary entries are going to show more about the lore of the creatures than gameplay related details. We want to reveal more of the world every time you get a new page.
Leviathan: How is the Power stat on items calculated? What does it take into consideration?
Wyatt Cheng (Lead Designer): Power is calculated from all the stats on your item. The attributes on your item (strength, int, fort, spirit, willpower) are all 15 points each. Your particular build might value one attribute over another, but we didn't want to try and guess which ones you are looking for so they are all weighted equally. Then there are extra points added for magic and legendary properties. Again, we try not to make judgement calls on which property you might want for your character, the points added varies with the level of the item but not with the property itself. Finally, sockets are given a base score (I believe it's 48? Don't quote me on that) to make the socket appealing. Ultimately the "Power" of an item is supposed to give a rough gauge of which item might be better for somebody who doesn't want to do a lot of math but the actual best item might differ for somebody who wants to do a lot of min/maxing.
Dredscythe: Reforge seems to be unlocked at 45 (current level cap). Is that the plan when 60 is the new level cap, or can we get access at lower level 30, 45, etc.?
Caleb Arseneaux (Lead Producer): Reforging is available when you get a Legendary item to Rank 6, not when you reach a certain level. It might not be common to get to that point before max level due to the amount of crafting materials needed to rank up your items.
Dredscythe: The XP to level ramps up after 30 quite a bit, what’s the plan going forward looking at 60. Aimed for play time in hours range?
Wyatt Cheng (Lead Designer): I can't give any specific time amounts because we'll be analyzing data and feedback from the Tech alpha to possibly go back and make adjustments to the 1-45 experience as well. However, a few high level goals: (1): The amount of XP and time required to level post 45 continues to increase in the same way that things increased after 30. (2): We like the way level 1-20 feels in that it's very fast which is great for getting people into the game. (3): As a singular data point the last level from 59 to 60 should be about 2.5 hours for most players.
Neinball: Is it possible to use the phasing tech when interacting with quest givers/story points so that we don’t get swarmed with mobs while unable to control our characters?
Caleb Arseneaux (Lead Producer): In Technical Alpha we have an issue where sometimes you are attacked by mobs while you are in a dialog sequence with an NPC. We definitely will be fixing this in the future.
echohack: Upgrading individual items and gems is a major shift for Diablo Immortal from previous games. We currently know about several upgrade systems: Gems, Legendary Gems, Charms, Reforging, and Salvage. What limits are being put into place to prevent Pay2Win from dominating these upgrade systems? Are there some upgrade systems that will be driven by gameplay only, and never influenced by monetization (such as the current Blacksmith / Salvage system)? (Chaosteil)
Wyatt Cheng (Lead Designer): Echohack, great question! When we set out to make Diablo Immortal one of the first "tentpoles" we laid down is that the gear should be earned strictly through gameplay. I think the question understates just how important gear is (and by extension salvage/rank up) and how it affects gameplay... it's the majority of your power. I think it's worth noting that I don't think the "hunt" part of the item hunt feels strong enough yet and we hope to tune it more after the Tech Alpha. sVr alluded a bit to this in feedback he gave relating to the stats on items (still waiting for you to send over your details sVr!!!) The "magic" attributes that roll on items such as "+3% damage for your primary attack" don't feel impactful enough yet, and the attributes that initially appear on an item might be a bit light compared to the attributes gained from rank-up. Beyond items, Paragon is another example of a system you use to upgrade your character solely by playing the game. We don't have XP boosts and that was a conscious decision. At its core everything you do in Immortal is tied to gameplay: how you progress, acquire gear, earn various items, etc. all have to be done by actually playing the game, there's no way to bypass that.
echohack: Will bluetooth controllers, or other mobile phone controllers such as the PS4 / PS5 / Xbox / Nintendo Switch Pro / Razer Kishi be supported?
Caleb Arseneaux (Lead Producer): We get this question a lot! During Technical Alpha we're focused on making the best mobile experience for our players. However, because it's been such a common request from the community we hope that we can test controller support in the future.
Lord Fluffy: It seems pretty clear that a lot of assets were reused from Diablo III? I assume work wasn’t done to actually recreate these assets exactly as they were in D3. So, assuming you’re somehow importing them... why not import everything to give us a a way bigger pool of Elder Rift maps?
Caleb Arseneaux (Lead Producer): We are still in active development on the game, so the assets in Technical Alpha now will not necessarily be the versions we ship with. I'll talk about environments for a second because you brought up Elder Rift maps. The game engine for Immortal is in many ways capable of higher quality in art than we were able to achieve in Diablo 3. On top of that, we have a large talented art team that have their own creative ideas on how Sanctuary should look in Immortal. So between the tech and the team we have invested a lot in making new zones that have never been seen before, but also recreating zones you have seen so they are fresh and reflect our commitment to quality.
echohack: Can you talk in more detail about rewarding players for exploration? Specifically, can you talk in more detail about Lairs and "Legendary Monsters" (name?) -- these seem very interesting!
Wyatt Cheng (Lead Designer): The Lairs are intended as fun side dungeons that are rewarding to explore when you come across them but not quite common enough to explicitly farm. Ideally when you're out in the world for other reasons, like main questline, a Zone Trial, or doing bounties you see a Lair and think "ooooh! Shiny!" and jump in, but we don't necessarily want you to wander the world aimlessly looking for them as your top priority. With regard to Legendary Monsters, they're a bit similar to Lairs in this regard, but with the possiblity that you may or may not ask some guild mates to come and join you if they're online. I'd love to know if you all think we're close on these goals.
echohack: Is the current hub-and-spoke model for towns similar to what we will see at release? (ie: Westmarch the main hub with minor towns in other zones)
Wyatt Cheng (Lead Designer): Yes - the way the minor towns are set up with Westmarch as the capital city is the plan for release.
Lord Fluffy: Would Blizzard ever consider a pay to play server of Diablo Immortal where you couldn’t pay to win?
Wyatt Cheng (Lead Designer): Hey Fluffy! We really want to introduce Diablo to as many players as we can around the world, and we believe the best way to do that is with a free to play game. It's also important for us to make one shared experience and not split up the community. I was watching your stream when you were pushing Challenge Rifts and I know some concern was brought up that this wouldn't be as enjoyable for you when the Crests are ultimately purchasable in the future. In that regard, I think an important note is that Challenge Rifts are not going to be the ultimate end game that Greater Rifts are in D3. I don't want to spoil anything right now, but I will say it includes both PvE content and activities for larger groups of players. Grats on getting #1. BTW, in Australia there's a Barbarian who cleared 40. :wink:
sVr: For the remaining 15 levels to 60, is each class going to see new skills? (or are the current skills stretched over to 60)?
Wyatt Cheng (Lead Designer): The tech alpha does not include all the skills characters will be able to learn when the final version of the game is released. There are 2 additional skills per class and we are hoping to add more skills to each class post-launch as free expansion content.
Mugglemama: Will phasing be used to reduce the number of people you see in places like Westmarch? Or will it become overloaded with players?
Caleb Arseneaux (Lead Producer): There are a few things we're doing to help combat having too many players on screen. First, when many players are in the same zone at once we do spin up a second copy of that zone and divide the players between the different areas. Secondly when a large number of players are on the screen at once we do some dynamic culling of players who may be farther away from you to help performance. Even right now we are hanging out in Westmarch and you can see how characters fade in and out depending on their proximity to you. We will continue to tweak and improve this system so that points of interest in Westmarch are not overcrowded.
ECHO Gaming: How will the battle pass work across multiple character accounts. If you purchase the pass will it only work for one character per account or across all characters on that account.
Wyatt Cheng (Lead Designer): Hey Echo. The current plan is that you purchase the Battle Pass once and it unlocks the benefits and paid reward track on all of your characters. Pretty sweet right? While we're on the subject I want to clarify that we are currently thinking of a monthly battlepass that starts at the beginning of each month and ends at the end of the month. During tech alpha the duration is set to 2 months only because we didn't want the battlepass to reset partway through the tech alpha in the event it goes past Dec 31 (duration of tech alpha still TBD. We are getting lots of good data and fixing bugs on the backend as it relates to server stability and other behind-the-scenes stuff).
Orelus: Will there be additional zones with upcoming patches once released or any plans for another classes joining the roster?
Caleb Arseneaux (Lead Producer): Yes! We are planning for more of everything. New Zones, new Dungeons, more legendary items, quest lines and bounties. We will even be working on new Classes to add. All of this will become a part of the game for everyone to enjoy for free without purchase.
Raxxanterax: How will the sharing of resources (if at all) be implemented into the released version of immortal? Currently our paragon levels seem to carry over to other characters, will anything else? Shared stash? Any other shared resources?
Wyatt Cheng (Lead Designer): Hey Raxx, I lurked in your stream on Saturday, it was nice to see you enjoying the game. Right now most of the progression is done on a per-character basis. Before I dive in I want to caveat that this is definitely an area of design that might change (or might not). We would love for more things to be shared between characters but the problem we ran into is that we also have bonuses (such as bounties, first kill of the day, battlepass) that reward you for activities on a daily/one-time basis. We don't want the best way of progressing your main to be rolling up a stable of alts and then funneling all the resources into your main.
Neinball: So after starting up a new character: is it meant to be a whole new experience (no shared currency, completely reset battle pass, etc) per character or a limitation of the alpha? And do paragon levels on those new character only unlock at max level?
Caleb Arseneaux (Lead Producer): Paragon is shared across characters but only unlocked when those characters reach max level. We did this to have a more meaningful leveling experience similar to World of Warcraft when your main character is the primary focus. We wanted to to make sure that a level 33 Demon Hunter and a level 34 Wizard had reasons to group and tackle hard challenges and create a social environment that is beneficial to the game. If that level 33 Demon Hunter had 300 paragon points to spent they would not need to engage in leveling the same way.
Leviathan: Has there been anything from the reports, videos, streams, that has surprised you in the alpha whether pleasantly or unpleasantly?What do you think of the alpha thus far, community reaction, etc.
Wyatt Cheng (Lead Designer): I'm really overwhelmed by the positive reception. It's definitely been a busy two years and it's very rewarding to be able to "show don't tell". I think one moment that gave me a chuckle on Sunday was opening two streams at once (I think it was Gregg and Raxx?). The two of them were partied up. I was on my anonymous-smurf account and joined them in the party. But then Gregg booted me from the party! LOL. Fortunately I could hear Gregg talk in stream about how I think he was poking around the UI.
Caleb Arseneaux (Lead Producer): We've been saying that "playing is believing" mantra for a long time. It's great to finally see you all play the game and hear their reaction. I've been watching multiple streams constantly for days and it's only made me more excited about making this game! Also I really thought I was good at CR pushing until a few days ago :frowning:
Lord Fluffy: Will there be end-game currency conversion? hitting that arcane dust blocker on the alpha right now and the progression slow down feels pretty bad. Just playing for rare drops and having thousands of reusable parts.
Wyatt Cheng (Lead Designer): Tuning the materials is one of the areas we're looking at for technical alpha. Things are constantly in flux during development, and the ratios of crafting materials is an area we wanted to learn more from this test. I don't know if running out of Arcane Dust feels any better than running out of Scrap Materials (you're always going to be blocked by /something/). One solution is to provide a conversion mechanism, but another solution is to provide different activities for different resource types. Maybe activity X is good for parts, activity Y is good for gold, and Z is good for Arcane Dust. All that said, it's awesome to see people getting to this part of the game, and this will definitely help inform decisions for the next phase of development.
Raxxanterax: How important are clans going to be? In Diablo 3 theyre mostly just another looking for group channel. Are clans in Diablo Immortal going to have more importance?
Caleb Arseneaux (Lead Producer): Guilds in Diablo Immortal are a great way to group up with like-minded players and we have achievements to help guide some of the activities. But I have to say that we have larger plans for social groups beyond what Guilds are in Technical Alpha. Can't say more than that today but we are excited to share more in the future.
Megax: What information do you intend to add to the bestiary? I couldn't find a way to decipher what power each rare and elite monster brings with it. The icons help but it is still not the complete information
Caleb Arseneaux (Lead Producer): The Bestiary will contain lore information on the many enemies to defeat in Immortal, but will not contain gameplay details. The Elite monster powers are dynamic every time they are spawned in the world. I think it's a good point of feedback that we should make sure that these powers are easily understood by our players.
Wudijo: Do they plan on trying to do a low config version for like 2-3 years old phones?
Caleb Arseneaux (Lead Producer): During Technical Alpha we intentionally have a pretty narrow list of supported devices that help us test compatibility, performance and stability. At ship our game will support as many devices as possible. And even after installing the game, you can customize the graphics quality to suite your preferences.
Wudijo: Items being the root of Diablo, will they add primal kinds of items in DI?
Wyatt Cheng (Lead Designer): There are no current plans to have Primals (or Ancients) in the game. That said, we do want to add more content after launch and Primals and Ancients are certainly on the table. However, I think systems like that are more interesting when they are also tied to new content (new ways to interact with the game).
Wudijo: At BlizzCon they said a fully fledged mobile game with no PC version, is it still the case or will this change?
Caleb Arseneaux (Lead Producer): We are focused on creating the best mobile Diablo experience. We are excited to bring the epic action rpg elements to Diablo veterans and newcomers alike on their mobile devices.
Wudijo: If there are no primals, what would be the other version, like uniques kinda replacing legendaries in D4, but for DI?
Wyatt Cheng (Lead Designer): For launch I feel the item system we have with game-changing legendaries and the rank up system is fairly robust. We do need to examine and tune the numerical values on attributes but no major changes planned right now. (but this is tech alpha, so things are always subject to change)
Wudijo: Considerations for another skill slot for movement or utility skill only?
Wyatt Cheng (Lead Designer): We have explored that but no current plans. We're pretty happy with the control scheme right now and want to avoid adding too much more complexity.
NotPatrick: What is the design intent, pacing and soft limits for your gameplay and paid systems? For example, gear upgrading and the amount of crafting material, paragon, and how to engage with the market?
Wyatt Cheng (Lead Designer): The short answer is we want the game experience to be enjoyable for both players who want to remain free and those who choose to spend money. How all of these systems interact with the player experience is something we're paying close attention to, and tuning them will be important to get the balance right.
Caleb Arseneaux (Lead Producer): Hey everyone I'm going to sign off for now. It was great hanging out and getting to answer all of your questions. I just want to say that this Technical Alpha is just a part of the game we are making and have much more to reveal in the future.
Wyatt Cheng (Lead Designer): Thanks for all the great questions. A few extra tidbits of information that I picked up from watching videos and streams over the past few days.
Auto-navigation is unlocked for a zone when you complete the main questline for that zone. That's why it's not obvious at first, but then available later (most often when a bounty sends you back to a previous zone). We could do a better job communicating this.
I don't know how many of your found Guild Achievements, but I've already made a note that we need to iterate on the UI here. If you open up your guild page and hit the arrow to expand to full screen, there's a UI for guild achievements.
Thanks again for all the great questions and I'll see you around!
submitted by echohack4 to Diablo [link] [comments]

New survey is out! I've collected suggestions from the community for you to easily copy and paste

Mihoyo is actively looking for things to improve on and the feedback form is a great platform for us to do it on. Below is a list of points I've compiled from various discussions on Reddit (along with some of my own wants) for your ease of copying and pasting on PC. Feel free to add what you want and I'll update the list!
Introduce daily log in rewards like other gacha games.
World bosses shouldn't cost resin because it's already gated by time. And with new world bosses being added as the game grows, then completing them all along with artifact and elite boss grinding becomes unfeasible.
Artifact stats rely on too much RNG. Either give us some sort of control on stats or don't charge us resin to get awards so we can just grind endlessly in domains.
Make the mobs drop better scaling experience so we can grind mobs for a reason.
Drops from elite bosses should be better and scale with WR.
Picking up items on PS4 is a hassle as there is a delay for when the pick up item icon appears, often giving only a split second to react and press the button.
Monas dash is bad as it is detrimental to the player when trying to dodge enemy attacks. This mechanic should be reworked before putting it into new characters.
Electro reactions are weak compared to other elements. The only one that's good is superconduct and even then, that only benefits physical dmg and not electro users.
Give us character skins (that do not have stats attached to them, purely cosmetic only).
Max friendship level character gliders.
Make the world more lively by having the cast characters just appear in cities and the wild.
I continue to want two-factor authentication and better security for my account.
Resin should gain a higher cap at higher world levels.
Please add the ability to "abandon" or pause a quest that is locking co-op participation.
We really need a universal constellation item. Even if it was just 1 per month. I would love to play a max level con 5 star but there is no way I'm whaling that hard or saving primos for 6+ months. Also better compensation for pulling a maxed constellation character.
Change the goblet artifact primary attribute to Elemental damage bonus by default.
Have the ability to disable unlocked constellations. Example: Allowing a C6 Bennett to go back to C5 so he can use the Chongyun melt comp.
Make chat default to the people you're in co-op with.
"Repeat All" for expeditions.
Scaling expedition rewards.
People leave domains because either they don't know that you can repeat a domain while inside or because there's a 6 second timer before the host can select repeat domain again.
Add the option to bind party change to a key/button on controller instead of having to go to a menu, it is especially helpful in co-op.
I'd like to have the option to select my World Level from any of the levels that have been unlocked.
Make every 'Click anywhere to continue' screen be sensitive to any keyboard button clicks.
More map pins! 99 is not enough.
Fishnets to easily catch fish.
Bug nets to easily catch fireflies, and crystal bugs.
Ability to see characters skill cooldown on the UI.
Health bar for shields for own characters.
Add controller support for mobile players.
Ability to reroll artifact stats (main stat or single substat) at the cost of resin.
Sensitivity adjustments for charged bow shots.
submitted by Rhyd01 to Genshin_Impact [link] [comments]

In 2020, I played 40(ish) games. Here are my thoughts.

Roughly a year ago, I jumped on the end of a bandwagon of posting up what I played throughout the previous year (that being 2019). That list was a whopping 33 games long, for which my excuse was some personal issues that gave me an unusual amount of free time. Now, roughly a year later, there has been a global issue that has given me an unusual amount of free time!
This year's list has around 40 games on it, which seems like more than I played last year, but I also played a further 16 VR games in 2019 that I had posted about elsewhere. Still, my total hours played is probably greater because I got really in to some of these at the lowest points of 2020.
This is a very long post, with a paragraph or two for each game. For those who prize brevity (or are browsing on mobile, I guess), I apologize. I've provided a short list of games I found to be stand-out in one way or the other immediately below this; then I have a few lists of games categorizing them by whether or not I recommend them and my perception of their popularity. Then there's ~25,000 characters of my expanded thoughts on the various titles. I recommend ctrl+f if you want to know my thoughts on a given game.
A BRIEF TL;DR OF MADE UP AWARDS:
Game of My Year: Disco Elysium
(runner up: CrossCode)
Most Time, Best Spent: No Man's Sky
Hiddenest Gem, I Think: Super Daryl Deluxe
Oldest Game I Played For the First Time: Vampire the Masquerade: Bloodlines
Best VR Game: The Walking Dead: Saints & Sinners
Biggest Disappointment: Indivisible
Commonly Recommended and/or Popular Games I Also Recommend: Disco Elysium, The Outer Wilds, Vampire the Masquerade: Bloodlines, Detroit: Become Human, Rimworld, Cave Story+, Deus Ex (2001), Superhot, Death Stranding, Sonic Mania, Among Us, Return of the Obra Dinn, Mirror's Edge, No Man's Sky, Elite Dangerous
Highly Recommended, More Obscure Titles: Cursed Castilla, The Messenger, Cosmic Star Heroine, CrossCode, Super Daryl Deluxe, Overgrowth, 100% Orange Juice, Barony, Druidstone: The Secret of the Menhir Forest
Popular-ish Games I'm Ambivalent About: Middle-Earth: Shadow of Mordor, Middle-Earth: Shadow of War, Pokemon Shield, Animal Crossing: New Horizons, Subnautica, Indivisible
More Obscure Games That are OK, I Guess: Graveyard Keeper, The Final Station, Chantelise, Out There: Omega Edition, The Invisible Hours, Dual Universe
Games I Actively Disliked: Fantasy Blacksmith, This is the Police
VR Exlusive Games (all more or less recommended): Sairento VR, Espire 1: VR Operative, The Walking Dead: Saints and Sinners
Without further ado, here's my List of Games I Played, Mostly in 2020, in a Very Particular Order that Only Makes Sense to Me
A Few Mild-to-Moderately Obscure Titles I Highly Recommend
Cursed Castilla (Maldita Castilla EX) (PC) - This is basically inspired by Ghosts and Goblins. It has a fun aesthetic and 'story' based around Spanish knights(?) crusading against demons. Its gameplay is a bit more forgiving than Ghosts and Goblins, but is still excellently done side-scrolling platforming in an SNES style. I highly recommend it for folks looking for a retro throwback.
The Messenger (PC) - This is to Ninja Gaiden as Cursed Castilla is to Ghosts and Goblins. It is much easier than its legendary forebear, but it's a fun retro romp through a ninja-themed tongue-in-cheek world. Gameplay is smooth with lots of movement options and fun boss fights.
Cosmic Star Heroine (PC) - Another SNES-esque game, this time harking more to Chrono Trigger and other RPGs. I had this on my list for a long time, and upon picking it up I was shocked that it looks like exactly the sort of game I would have made had I ever seriously gotten into it beyond dicking around in RPG Maker. There's a huge cast of characters, each with unique skills that all chain off each other and need to be managed through intricate cooldowns, all with a system that steadily increases damage over the course of combat to ensure nothing goes on too long.
Unfortunately, this was all so complicated for me to keep up with I bounced after the first couple of chapters. It's still an excellent experience, but you do need to either be in the right headspace or absolutely adore this sort of game and/or systems.
CrossCode (Gamepass on PC) - This is another 2D game with gorgeous pixel art that wouldn't look too out of place on the SNES. This time it's an action RPG with a sort of hokey 'you're playing an MMO' story ala Sword Art Online. The narrative actually goes to interesting places, though, but I won't spoil it. The gameplay is a top-down brawler sort, with a lot of choices between throwing energy balls, beating on things with your melee attack, and casting various elemental spells. There are also a handful of dungeons with progressively more interesting puzzle gimmicks, though it mostly involves variations on block pushing and ball bouncing. I do see this game mentioned sometimes, but not as much as it deserves, IMO. The only downside is the itemization and equipment takes a little too much inspiration from MMOs, but it doesn't really hold the action part of the game back much.
Super Daryl Deluxe (PC) - This is an absoutely criminally underrated game which I had mistakenly thought was more popular because several folks in my friend group had played it. This is a Metroidvania-esque title that plays more like a side-scrolling brawler, with a wide variety of skills to choose from and upgrade as you gain collectibles. The core brawler gameplay is just a real treat on its own. The game's narrative is a very surreal high-school themed experience, with the strangely silent protagonist running increasingly bizarre errands through bizarre worlds themed after typical school courses, like Science, History, and Music/Art. The aesthetic is a pleasant sort of squash-and-stretch cartoony thing. Despite a kind of mediocre payoff plotwise, I still enjoyed my time with both the gameplay and the narrative just because of that 'what's going to happen next?' factor. I highly recommend anyone with a remote interest in it to give this game a shot while it's still on sale on Steam.
Some of My Favorites That are Also Popular and/or Contentious
Disco Elysium (PC) - I cannot praise this game highly enough. It's a roleplaying game in the truest sense of the word. There is no combat, but the skills you choose and develop have so much impact on how you progress through the story it's kind of nuts. Every little bit of detail in the world is interwoven with others and while the core mystery of the game is a little simplistic, all of the sidequests and tertiary stuff impact each other and it is in general fascinating. The writing is excellent and the feeling of pulling at strings until you figure out what's going on is something I've never seen matched by another game of this type. I don't want to say anymore as I'll inevitably enter spoiler territory, but if this type of game is up your alley at all, I recommend picking this up.
The Outer Wilds (PC) - I played this immediately after Disco Elysium, and despite being two very different games, they excel in the same place: everything is so masterfully interconnected. The central mystery of The Outer Wilds is about what the heck is going on in your solar system, not a murder mystery, but nonetheless everything you see has some impact on something. It's absolutely fascinating piecing it altogether. Unfortunately, the core gameplay is a bit looser - some of the physical puzzles are tedious or obtuse, and the spaceflight in this game is difficult to control. You will pitch yourself into the sun more than once, usually on accident. I can't give it quite the same glowing recommendation as Disco Elysium because while you can blunder through and enjoy that game, it's entirely possible to be stymied entirely by The Outer Wilds.
Vampire: The Masquerade - Bloodlines (PC) - This is such a strange piece of history. The game looks like it belongs in 2004 right until you meet one of the central characters from the act one plot, whose model wouldn't look terribly out of place in an indie game today. Honestly the whole game is like this given its apparently troubled development history, with some aspects shining bright and others just being awful. The writing is absolutely great from start to finish; the gameplay dips and dives from point to point, especially the oft-dreaded sewer levels which kept seeming not quite that bad except that they just kept on going. Some setpieces are well-realized dungeon romps, and sometimes you're beating off zombies in a crackhouse for way too long. Overall, it's just good enough that I'd recommend it as an invesment of your time if you can forgive a few gameplay sins in the name of good writing and a solid plot.
Detroit: Become Human (PS4) - This one had been on my list for quite a while. It's essentially a modern adventure game in the vein of TellTale, and while I'm not sure I'd say it entirely succeeds at the idea of making choice meaningful, the ridiculous number of branches in the story is absolutely unreal. The game even maps out all these branches for you after completing a chapter, often leading to a 'what the heck could have gone differently there?' sort of thing. This is my first David Cage game, so I don't have a history with his style. I found the plot to be merely so-so, and of the three playable protagonists, two are a little too simplistic and tropey for my tastes. However the writing and dialogue in Connor's segments is second to none, and I would love an entire buddy cop game in this style. Overall, I'd recommend it for what it is - a hamhanded morality tale with crazy production values.
Stuff You've Likely Seen Before
Rimworld (PC) (replay/new content) - Rimworld is a top-down colony building game where your colonists crash-land on a lowtech Rimworld at the edge of human space. You build a shelter and work towards either constructing you own spaceship or building up enough supplies to hike to one you're told the location of. It's got a solid gameplay loop in this vein, and I played it this year because of the Royalty expansion pack, which introduced a new faction and end-game goal - impress the feudal leader of a fleet over the Rimworld to take you to the stars. Overall, I highly recommend Rimworld to fans of the genre, and the Royalty expansion is also worth it as it spices up combat with psychic 'spells' and whatnot.
Middle-Earth: Shadow of Mordor (PC) - While this game does wear its Batman: Arkham Games inspiraton on its sleeve, it's a little more than that. Combat is more central than in the Batman games, and it's just a lot of fun skewering orcs and taking down Sauron's armies using the vaunted 'Nemesis' system. Shadow of Mordor - the first one, since I know it's easy to mix them up - is a nice, brisk game that has a reasonably quick core plot and doesn't overstay its welcome. In fact, I was left wanting more, so...
Middle-Earth: Shadow of War (PC) - In a lot of ways, this game is more of the same. It does, however, introduce more itemization; while in Mordor, you simply upgraded your weapons by completing challenges, War requires you to level up and replace weapons as you go. This does create a few more interesting systems with damage types and whatnot, but ultimately I stopped because the new elements just weren't much fun and I didn't need that much more Middle-Earth Batman in my life. The plot also goes from 'Well, it's Tolkienish, I guess' to just being kind of dumb all around.
Cave Story+ (PC) (replay) - It had been a while since I beat Cave Story, so I picked this up and did a full run including the 'true ending' hell run. For those who haven't played it, Cave Story is a charming little side-scrolling shooter with a variety of fun weapons. There's not a lot to say beyond that; it's a short, sweet retro experience I also recommend.
Deus Ex: Game of the Year Edition (PC) (replay) - I'm referring to the 2001 game, not the Square Enix one from whenever that was. Deus Ex is probably one of the earliest 'with RPG elements' games. At its core it's a first-person shooter set 20 minutes into the future, but your weapon efficacy is determined by skill points you earn by exploring, completing objectives, and interacting with NPCs. The plot has a lot of classic cyberpunk and conspiracy plot beats to it and I highly recommend it even though the core gameplay feels dated in 2020. It is still an absolute masterclass in level design, with so many little hidden secrets, bonuses for exploring, and ways to complete your objectives. I kid you not when I say that after a dozen playthroughs over 20 years, I still find entirely new side areas and routes. There are multiple modernizing mods; I used Deus Ex Revision, available through Steam if you own the base game there.
Pokemon Shield (Switch) - I wasn't patient for this, and in fact probably actually beat it in 2019, but it wasn't a Patient game at the time so it didn't make last years list. That said, it's Pokemon - you almost certainly have your own opinion on it at this point. That said I still felt sort of disappointed even with low expectations going in, as it was basically as brain-dead as other recent entries in the series. It's a shame we're not seeing more out of it given how stupidly huge the franchise is.
Animal Crossing: New Horizons (Switch) - This is a 2020 Pandemic Classic, but I kind of bounced off it despite enjoying previous Animal Crossing games. The only gameplay evolution is to add a weird survival-game element of your tools breaking and admittedly a sort of neat crafting/terrain alteration system, but this was gated behind so much grind I just felt I could get this same experience, only better, elsewhere.
Subnautica (Gamepass on PC) - Subnautica is a survival/exploration game set on an alien world after a crash landing. Basically the entire game is spent in the ocean, hence the name. The game is gorgeous and has some fun encounters, but the core gameplay is a bit of a slog, requiring you to scour the ocean floor for bits to find upgrades and slowly solve how to get your ass off the world. The intent is to force you to build multiple bases, but I short-circuited this by building the Giant Monster Submarine Mobile Base. Following the breadcrumbs of the plot is alright, but then you occasionally just hit a 'go scour the ocean floor for wreckage so you can get the upgrade to go past this arbitrary depth'. I think I dropped the game shortly before its climax because I just couldn't be bothered anymore.
Indivisible (PC) - This is a gorgeously animated game that at first glance, looks like Valkyrie Profile with a Metroidvania-ish overworld. In practice, though, it's very linear and the combat system has little more depth than button mashing. The narrative tries to do some interesting things but ultimately falls flat due to some mixed messages with tones and general pacing issues. The voice-acting talent in this game is top tier, though. Overall, I feel like this is a 'good enough' popcorn filler game that's worth your time, but I also feel like it could have been so much more.
Death Stranding (PS4) - I got a fairly solid deal on a used copy shortly after launch, so I wasn't exactly Patient. Hideo Kojima Pretends He's a Film Guy isn't exactly a gripping narrative, but I actually enjoyed the literal walking simulator gameplay. Other players affect your experience indirectly, sort of like the Dark Souls message system. But rather than crude jokes about awesome chests or but holes, they leave material goods. By this I mean both useful equipment and literally dropped cargo, and they literally alter the terrain by forming 'desire paths' as more people take the same route. The whole game is fascinating even if a lot of it is just Kojima being weird.
Superhot (PC) - I don't have a lot to say about this other than I played it. It's basically an FPS where you are in constant bullettime, with the world only advancing extremely slowly until you move. It creates a sort of puzzle game as you figure out how best to dispatch foes without getting overwhelmed. I played the VR version on PS4 in 2019, which has no locomotion. I preferred the 'puzzle solving' elements of this version where you actually have full freedom of movement rather than simply leaning in place.
Sonic Mania (PC) - This is a short and sweet love letter to classic Sonic. I only ever got into the blue blur with the Gamecube MegaCollection, so this just seemed like a welcome return to a familiar gameplay style. I don't have much more than a vague thumbs-up recommendation for folks looking for, well, more classic Sonic.
Among Us (PC) - I really appreciate the chance to murder my friends and convince them they didn't. I don't really see the appeal of playing with randos, but if you can get six-to-seven people together on Discord it's a grand old time. Your experience with more may vary.
Return of the Obra-Dinn (PC) - Sleek graphical style, and neat puzzle-esque gameplay. Basically, you're an insurance... person asssessing what happened to the crew of a ship in the Age of Sail (I forget the exact year). You progress through the stylish black-and-white ship using a magical timepiece that lets you see the last moments of the various corpses you find. The goal is to discover what happened to each of the several dozen crew members on board - how they died, whether they somehow got off the ship, and what (or who) killed them. It has some flaws, as a puzzle game, but it's still well worth trying out if this is the sort of thing you're into.
Mirror's Edge (PC) - I made it about three-quarters of the way through this game years ago, but dropped it for... some reason. It's famously a game about free-running, and it's essentially one long puzzle game about how to maneuver around an urban environment by maintaining momentum, jumping, climbing, and swinging. It's serviceable enough in all respects, though I had a rough time figuring out how to proceed in a couple of areas. The aesthetic is slick, and the plot is merely serviceable.
Some More Obscure Stuff
Overgrowth (PC) - This game is slightly hard to describe. Basically, it's a... character action game based around physics, I guess? About an anthropomorphic rabbit who fights other anthropomorphic animals. The plot has a gritty low-fantasy bent to it, but the meat of the game is in doing crazy high-jumps around the environments (including some parkour!) and sneaking around to grab weapons and slaughter your enemies. Both you and your enemies have very low health pools. The physics do feel a bit janky and floaty, but you can still do a lot of crazy cool stuff - like a flying kick that all but guarantees a kill, but if you miss leaves you very open.
100% Orange Juice (PC) - This is basically Honest Mario Party for weebs. It's typically referred to as orenji, i.e. RNG (randomly generated number). You roll a dice to move your ridiculous anime girl around a board, then roll some dice to see what happens, from simple combat to gaining stars to a very small smattering of minigames. Your goal is to go around the board and make it to your home square with a certain number of stars or a certain number of 'wins' from defeating other players or NPC encounters in combat (your choice). If you do this five times before anybody else, you win! It's a charming little game to goof around with friends on, and often very cheap.
Graveyard Keeper (PC) - It's like a grimly humorous version of Harvest Moon or Stardew Valley. A literal braying ass delivers corpses to your graveyard, you have to bury them with appropriate headstones and whatnot or, you know, throw them in the river I guess. Overall it's a bit too grindy and repetitive despite having a fair number of gameplay systems (having to kill bats on your way to quarry stone for headstones, etc.) Some folks might enjoy the dark humor more than I did, and the gameplay is roughly in line with something like Stardew Valley, so if you want a twist on that formula, give it a look.
The Final Station (PC) - This is a side-scrolling game in which you operate a train across a country while weird shit happens. Gameplay is split between tending the train, which involves fiddling with the train systems as they go down and tending to passengers by delivering food or medicine. At each station, the gameplay is more of a side-scrolling shooter mode where you methodically fight weird zombie-like creatures while looking for the access code to release your train for the next leg while gathering as many supplies as you can. The narrative is jank and intentionally obtuse, but I dug the moment-to-moment gameplay. Overall it gets an 'eh' from me.
Barony (PC) - I played this with my friends when it had a free weekend on Steam. It's a 3D Roguelike that plays in real time rather than the standard turn-based. You have several base classes that determine starting skills, but over the course of a run you may well develop an entirely different set. It's pretty standard stuff if you're used to Nethack or Dungeon Crawl, but the novelty of having multiplayer was good for a weekend. If my friends weren't such dumb butts I'd probably have played more of it.
Chantelise (PC) - This is one of those mid-2000s Japanese action games that got a Steam port at some point. It's got some janky camera issues and a fairly basic combat system where you swing your sword around and gather gems that allow you to release various elemental attacks depending on what's in your gem queue. The story's your typical anime bullshit with two sisters trying to discover why one of them got cursed to be a fairy. It's a solid romp if you can manage to acclimate to the weird camera and input scheme.
Druidstone: The Secret of the Menhir Forest (PC) - I was interested in this because it was by the folks who did The Legend of Grimrock. It's an isometric strategy game with the typical vaguely-X-COM 2012 inspirations. There are some interesting choices to be made in ability and equipment loadouts and I vaguely enjoyed the first several missions, but the story didn't grip me and the combats were a mix of uninteresting slugfests and overly tense 'how do I reach the objective while not dying?' sorts of things, at least as I recall it now. This is on my list of things to go back and give a more proper shot as I wasn't really quite in the headspace for it on my first try.
Out There: Omega Edition (PC) - I believe this is a port of a mobile game that is basically a weird sort of existential space exploration. You move from star to star, trying to keep your supplies topped off, and progress towards your homeworld. There are a few different endings, and in general the writing is OK. It's a fun little space-themed choose your own adventure/resource management sort of rogue-like-ish (I hate that I typed this) game.
I Didn't Like These Very Much
Fantasy Blacksmith (PC) - I installed this thinking it'd be a fun little sim game. While it is kind of neat to run around messing with the tools to go through the full process of heating an ingot, beating it into a blade, and performing minigames to sharpen and do final assembly, there's so damn much waiting involved. To profitably sell a sword, you need to wait until you hear knocks on your door (which may well be in the middle of you doing a time-sensitive step in the process). You have to wait for deliveries. You can mine in your basement, for some reason, but it's so agonizingly slow and, again, if you hear some knocking - you better rush to the door! Overall, this game was a disappointment.
This is the Police - On the surface, I really liked the idea of Duke Nukem voicing a tired old cop, with gameplay revolving around time management as you play admin and dispatch for your various police officers. It also has a great, sleek aesthetic and general presentation. In practice it's a needlessly gritty drama about crime and corruption with very little feedback on how well you're doing at the actual game portion. I intentionally ignored the mafia's attempts to bribe me into ignoring their activity, and my game officially ended when the main character got shot in a driveby at breakfast. The fact that it was preordained that I had to be a dirty cop, combined with the fact that the only warning of this was the same 'The Mafia will remember that.' message with no further escalation or actual warning about it being a gameover condition lead me to drop it there (on top of others saying this isn't the only incident of being in a losing game state without any real forewarning).
And Now for Some VR Games
The Invisible Hours (PS4) (also has a flat-screen mode) - This isn't really a game, as there's literally zero interactivity. All you can do is move the camera around, pause, and rewind. It self describes itself as a sort of play, which is appropriate. You follow the seven or so individuals as they interact and reveal more about their own personal mysteries and the central murder mystery. The plot is a little campy and the drama a bit melo, but overall it's still a neat ride and a novel experience, even if you aren't literally in the middle of it as it unfolds in VR. It's a neat use of a few hours of your time.
Sairento VR (PS4) - For those who don't know, VR is absolutely filthy with wave shooters - simple arenas where enemies come until you have spent enough time murdering them all. Sairento is basically one of these with the twist that throwing your hands in the air causes you to do a sick ninja flip into the air and slows down time while you mow down enemies with whatever silly cyberpunk weapons you have. It's all well and good for some dumb fun, but its central gimmick doesn't really carry it given the price tag. There are other, better shooters and explorations of VR mobility.
Espire 1: VR Operative (PS4) - This piqued my interest due to being a stealth game. The highlight, in my opinion, is your ability to climb almost any wall, which along with some solid, classic Deus Ex level design, leads to a lot of neat options for sneaking around. The campaign is fairly typical both plot-wise and gameplay objective wise, and after a while sneaking around in the rafters just doesn't carry the game anymore. By the end I'd just given up on stealth and was mowing down my enemies, which is also a viable gameplay choice. Overall it was OK, I guess.
The Walking Dead: Saints and Sinners (PC) - This is the first totally new game I played with my recently acquired HP Reverb G2. This is the first VR game I've played that really seemed to benefit from the previous years of design. Everything just seemed smoother and less janky. The core gameplay is basically scavenging and finding items you're sent for, which is well-suited to VR and the genre. Combat is very satisfying, and I had several tense moments where either there were too many enemies to handle in melee and managing the reloading and gunplay was just frantic enough to feel 'authentic' to a zombie apocalypse. The plot is very modern Walking Dead-ie, which you probably already have an opinion on. In the end I put more hours into the 'Trial' mode, which will being Yet Another Wave Shooter, was actually tense and engaging compared to the many, many previous games with the same formula. I think this has to do with the very satisfying 'pierce the skull' motion and literally grabbing zombies by the head and shoving them back to help manage crowds. All in all, I now consider this a quintessential VR experience alongside Beat Saber.
Unlimited Time Dumps
No Man's Sky (PS4, PC) - Like a non-trivial number of people, I watched the Internet Historian's The Engoodening of No Man's Sky. The game was on sale, it had relatively recently received a VR update for PSVR, and I said screw it and picked it up. This was right around when we were all realizing just how serious the whole pandemic was going to be, and I dumped an ungodly number of hours into the game during March through May. What I appreciated most about NMS - apart from being fairly breathtaking in VR, even in the muddy potato-water of a PS4 Pro's graphical capabilities - is how seamlessly the transition from on-foot to starship gameplay was. Neither is super deep, and the game is mostly about following quests from point-to-point, meandering exploration, or at-best-serviceable basebuilding with some survival elements. But it's all done well enough in the same package that it's entrancing. If you do pick it up, for the first time or to mess around, be sure to check out the crazy folks at the Galactic Hub.
Also yes, I bought NMS on both platforms. I used a program called iVRy to be able to use my PSVR headset on PC, but despite my best efforts I was never able to get anything other than head tracking working. NMS is sort of playable without motion controllers, until you try to build and your hands are behind you so you can't actually place anything. But this setup was fine for...
Elite Dangerous (PC) - There's a YouTuber by the name of Exigeous who says that Elite Dangerous is a pretty alright spaceship game if you play it normally. But if you play it with a VR headset, you are flying a fucking spaceship. I could not agree more. I spent an embarassing number of hours putting this game through its paces from late Spring through the Summer. The game has imeccable sound design, unbelievably good presentation, and a very solid space-dogfight flight model.
Unfortunately, it's hard to recommend almost anything else about the game. Doing almost anything involves either multiple-minute commutes in 'SuperCruise', the only-somewhat-faster-than-light in-system movement mode, or multiple loading-screen warp jumps between stars to get where you want to be. 'Space trucking', or trading, is very janky, as the economic simulation is fairly minimal. Doing anything to the 'background simulation' and affecting the galaxy requires a Herculean effort with a Byzantine system that is less clear than mud. The game probably has the most interesting asteroid mining systems, from relatively simple but pleasant to execute laser mining to cracking the cores with explosives and hoovering up the goodies, but it's still a very simple loop and relies on the aforementioned jank economics. The real strengths are the breathtaking universe (if you can stand jumping and supercruising for hours), and the remarkably complex, modular system for fitting your ships. This is especially true of combat, and with over two dozen ships to choose from there's a wide variety of options from stacking shields and wading into 'melee' with various lasers and kinetic weapons to hull-tanking and railgun sniping.
I'm still very mixed on Elite, but it's basically a must-have VR experience for the atmospheric aesthetics and sound design alone.
Dual Universe (PC) - I'm breaking patient rules here, as this 'released' as a beta in August, but it was in Alpha for a while before that. This is an MMO with influences from EVE, Avorion, and Space Engineers. It intends to be a 'civlization building' game where players run the sandbox. The core gameplay is voxel-based spaceship building, where you can freely design the ship's hull and apply various flight elements to give it capabilities (atmospheric flight, space engines, guns). Production of these elements is done by running Industry machines, and while it's not as complex as something like Satisfactory or Factorio, there is still a fun element of industrial planning (though currently this is a grind-gated gameplay loop).
It calls itself a Beta but feels much more like an Alpha, and frankly NovaQuark is a newbie developer who doesn't seem to have much of a clue. If this game didn't scratch all the right itches for me, I probably wouldn't even mention it; but it's such a fascinating project and is the only true MMO I know with such extensive usage of voxel deformation from everything from ship damage to terrain to mining, with an EVE-like sandbox ethos at least stated.
A Conclusion
If you read all that, I'm so sorry. This yearly roundup means a lot to me as I put my thoughts in order about what I played over the year, and recall some of the more obscure stuff I had forgotten I played. (In particular, I really enjoyed Overgrowth, which I played in July or so, and had totally forgotten Indivisible which I bought at the end of the 2019 Steam Sale, and was a real mixed bag).
I did play a few other games this year, but this list is exclusive to games I at least gave a fair shake of a few hours rather than simply playing for a tiny bit and putting down. My primary methodology was to pull the highlights out of my brain, then check the play history of my consoles (which is fairly inaccurate, probably). My PS4 got a lot of use on one game this year (No Man's Sky), but my Switch sat largely-dormant. PC was my primary platform, where Steam's excellent 'sort by recent activity' function gave me a fairly comprehensive list of what I had played and when.
I think my New Year's Resolution will be to actually post more about games as I play them here on /patientgamers, if only so I can just link to some posts and do a quicker list next year (though hopefully 2021 won't see me with quite so much free time).
submitted by OwenQuillion to patientgamers [link] [comments]

Things I like, Dislike about Stadia (From a casual player)

Hello Everyone!
Just wanted to give some input into Stadia's gameplay as of today in my opinion.
To give a little intro. I'm not a pro player nor I own any other consoles aside from a SNES and a Anbernic RG-350 although I have played Ps1 and 2. this should tell you a bit about my taste in games and how ignorant I am about newer consoles (Xbox, ps4 & 5, and others)
I decided to buy the Stadia simply because I wanted to play Cyberpunk and racing games with my brother. we had been thinking about a PS5 but as we all know... they don't exist lol
so we googled a few options in terms of gaming and came across Stadia. we bought and we loved it!!! but after a few weeks of play and learning about it, I have a few notes I would like to share and also hopefully some of you can help as well.
This is all my own opinion so feel free to disagree/agree.
THINGS I LIKE🙂:
CONTROLLER: the Stadia controller OMG!!! it feels amazing, the weight distribution and size fits perfectly. And I really enjoy the clicking noises, they sound precise and not mushy.
EASINESS OF USE: the installation of the whole thing is simple and fast.. the app is really easy to use and its pretty much straight forward. (notes on this under things I don't like as well)
MULTI LOCATION PLAY: Its all wireless, which to me is actually really cool as I can simply take my controller anywhere and play on the go.
COST: the cost of the whole thing is a no brainer. compared to $400-500 for an actual console.(more on this under things I don't like) Stadia pro ($10 extra monthly) is really good if you are definitely putting more time on this platform as you get access to multiple free titles and 4k if available I believe.
LAGGING/GLITCHES OR POOR CONNECTION: I have experience 0 lag when playing even thought this is a 100% cloud gaming. (I do have fast internet and I also have an ethernet connection to it) compared to SNES and Anbernic, the graphics are amazing (I know I know lol)
FAMILY SHARE: there is family share!! which means I can share my games with someone else and they can play it without buying the actual game.
STORAGE: Unlimited free storage space from games!
GAMEPLAY: Games are smooth and quick. The controller is quick and responsive there are no loading screens!!!! at least from what I have seen Achievements!! This is a guilty pleasure as I get really excited to see achievements unlocked. I guess it gives me a sense of playing in a regular console. There's a free tier of games and Stadia's library is only getting bigger which means more games under the free tier. Streaming, and although I haven't used it I can see the potential specially for YouTube monetary gains or simply to showcase your gameplay. Online free play!
There is a lot more I cold go into such as State share, but I'm not too familiar it so I won't speak on it
THINGS I DONT LIKE👿:
I definitely dislike that after a year, there are multiple AAA titles missing such as Fortnite and COD but I assume they will be available in the near future.
MULTIPLAYER: my brother and I bought Stadia mainly to play together. Whether it's split screen, online, or multiplayer... This has proven to be very difficult in certain games.. we spend almost 30 mins trying to figure out how to multiplayer DBZ With no luck. We were able to play a few other titles together but very limited and I hope this changes....
APP: The chat app is POINTLESS!!!! It's like texting but with extra steps.(Unless there's an online keyboard I'm not using) NO SEARCH BAR!!!!! Like seriously..... That's like Instagram without pictures 🤦🏻‍♂️🤦🏻‍♂️🤦🏻‍♂️ I'm not even sure what the reasoning behind it is... (IOS APP) Seems a bit dumb....Stadia needs to have a native app on the TV ( I believe it's in the works) Simply because everything you do on Stadia has to fall on the phone at some point. which is annoying because I don't see the reason behind having to go back to your phone for messaging, adding games, settings etc, when I could easily do this directly from my TV... I guess the reasoning behind it in my opinion is that your phone is essentially the console or an extension of the "cloud console" it just seems weird.
COMMUNITY: The Stadia community is still bare compared to renown consoles but I have a feeling that it will grow eventually making online player games more entertaining.
CONTENT: I think this will change and has been changing but Stadia needs to add more games faster to start competing with the big consoles. there is a lot of work to do before this platform can be taken more serious.
IT COULD GET PRICEY.... Soo this one could definitely be subject to each individual.... In my case it seems odd that you have to buy the game at retail price.. but it's cloud gaming so you technically do not own it... If you want 4k and a couple of monthly free titles then you need to pay $10 monthly for pro. And that's not including pre-orders and add … Again this one is subject to each individual...
SIDE NOTES AND PERSONAL OVERVIEW:
To end this lengthy P.O.V discussion LOL I want to add that Stadia has definitely filled a gap of free time I previously had. And I enjoy playing the available titles such as cyberpunk, ff, and Hitman and the new additions of exclusive games and smaller titles is definitely welcomed
For the average player looking for a time pass that does not want to drop a huge amount of money, or simply wants to play casually, I think the Stadia is a great choice.. I think Google is definitely adding improvement and I think Stadia is starting to be taken more seriously by not only players but also 3rd party gaming companies...but as I stated before, I think Stadia needs to move quickly or it will fall behind Luna and other cloud gaming services.
For whoever is reading. Please correct me if there is outdated/incorrect information or if you want to add additional information.
Thank you for reading!
submitted by jarias21646 to Stadia [link] [comments]

All Reported and Known Bugs So Far

EDIT I'll be adding a strikethrough to issues that have been fixed and adding new ones from the top down and basing fixes off of patch notes. If something has been fixed that I missed please let me know. Vice versa. Please continue reporting things as well. Thanks!
There has been a huge amount of bugs reported in various places one at a time but not anywhere listing them all in one place. I wanted to make a list with everything shared. I'll do my best to keep it updated as well with any new reports. Here's the current list of reported bugs/issues:
General Issues:
  1. Users on all platforms are reporting their consoles Hard Crashing and some have even reported their device temporarily bricking. This has been confirmed personally and by dozens of others. Far and wide the biggest issue.
  2. Weapon XP is seemingly non-existent in high rounds. The most efficient Weapon XP grind was to kill everything from rounds 1-3, leave, repeat. What a stupid way to play.
  3. Camo Challenge progression in it's entirety seems hit or miss. Specifically SIGMA & RPG Kills not counting towards the camo challenge progression. Multiple users reporting it. Also people getting XP for the 1911 when they are not using it.
  4. Users are reporting their camo progression being reset to Level 1 after they got their weapons to gold. More reports of this in the most recent patch.
  5. Solo XP is bugged to only receive what looks to be 1/3rd of the intended XP rate before the 2XP. So while double XP is added it is 1/6th of the rate that public lobbies earn.
  6. Zombies/Plaguehounds can get stuck in rocks/debris while extracting making it impossible to exfil.
  7. Chopper Gunner can fly in a straight line while NOT making you nivulnerable to taking damage. Once your chopper flies through the map clipping through mountains you will come back to your player being downed.
  8. Hitting the box AND Upgrading weapons via salvage seems to have a bug where it will replace your weapon with a non-pap'd replica of your secondary that looks to be pap'd but it is not. I've seen 3 separate videos of this issue.
  9. The "Trapper" Calling card seems to stop at 255/500 for progression. Multiple users reporting this exact number is where they are stuck.
  10. Brain Rot kills seem to count as kills with the M1911 causing it to gain small amounts of XP when any gun with brain rot is used.
  11. Napalm Burst doesn't seem to award weapon XP.
  12. Multiple users reporting they cannot go past Level 100/Prestige. The solution to this is apparently to play Multiplayer games lol.
  13. When trying to Pack-a-Punch, if you click too fast it will purchase the Tier I upgrade twice charging you 10k points.
  14. Host migrations can cause you to get stuck in the "Pick a Class" screen and be unable to exit it. Only way to resolve the issue is closing the game. Also happens when trying to pause in public lobbies.
  15. In Dead Ops Arcade, entering a Mech Suit near a border can put you outside the border. This prevents you from progressing as you are unable to move forward to the next levels.
  16. When using akimbo pistols, the right pistol deals more damage than the left pistol. It's believed this is caused by the Pistol Class skill upgrade only applying to the right pistol.
  17. Reticles for sights can display upside-down.
  18. The Atom Smasher reticle can show up as the Overlord reticle.
  19. Zombies and Megatons can become invisible.
  20. Whatever is happening here: [https://www.reddit.com/CODZombies/comments/k3224infinite\_megatons/?utm\_source=share&utm\_medium=web2x&context=3]
  21. Emoting while holding akimbo pistols proceeds to emote using a 3rd hand.
  22. Users are receiving Dark Aether camo when they still have many weapons not finished.
  23. Users reporting they are unable to enter the anomaly portal even though other members of their games are able to.
  24. The player can lose one of their weapons and only be left with their fists. If they attempt to purchase anything while in this state, their money is spent but the player receives nothing in return. No exact cause determined yet. Very commonly reported after being downed with the raygun.
  25. Rewards earned after matches do not seem to fully award what the game should have provided for both EXP and Crystals. Sometimes providing no rewards at all. This causes other issues stated below.
  26. After Action report will show you at a completely different level than what it shows in the top right of the screen. Not always 1-2 levels off, I've seen this at least up to 12 levels different.
  27. Megaton's and PlagueHounds can randomly one-shot players regardless of their health or armor status. Assuming Megaton one shot's without armor, there are videos of people with armor on being one-shot.
  28. A host migration can create an issue where the FPS will drop to single digits. It's like playing in a laggy slow motion. I've experienced this twice personally. I'm unsure if it is due to the connection of the forced host being unstable/weak or another unknown issue.
  29. The host of the lobby will not receive the full amount of crystals or EXP they were stated to have earned through the game. I've personally tried to recreate this issue but cannot.
  30. If the game/settings are updated on the backend in any way while a player is in-game, the player will receive no XP, Weapon XP, or crystals for the entire match. It basically acts as though the match never existed.
  31. Character unlock challenge progression is broken and doesn't progress correctly. Both Zombies and multiplayer challenges are affected.
  32. Leaderboards are broken on both PlayStation and Xbox. Most players are showing up as "Unranked" regardless of playing any matches. This is an issue with both Multiplayer and Dead Ops, possibly Zombies as well.
  33. Some users have reported viewing these leaderboards causes their console to errocrash and require a hard reboot or unplug to fix the issue.
  34. Plaguehounds and Megaton's can teleport in front of the player while moving into a different area. I can confirm this as it's happened to me in Tunnels/Control Room at least 5 times.
  35. Split Screen is not working at all on ANYTHING. Like wtf... Other users have reported adding a second player on local play not working at all.
  36. The "Jumpscare Zombie" from the box will automatically reset/turn down your sensitivity and not return it back to it's original settings.
  37. Players have reported a visual glitch with lighting changing from bright and sunny to very dark randomly. Seems most of these reports are from Next-Gen Consoles which are also reporting issues with Ray-Tracing not working at all.
  38. Calling Cards will automatically reset to the default card. Cause is unknown but I can confirm the cards do reset randomly multiple times.
  39. Users reporting their ps4 pad will disconnect when starting a Zombies game. It then cannot be fixed unless you completely restart the console.
  40. A player leaving on round one and rejoining a game while extracting on round 20/30 will receive multiple dark ops challenges. I'd confirm this but I did these already and it requires friends...
  41. Users reporting that picking up the free perk in "Onslaught Mode" will crash their game.
  42. Tier III Upgrade for Aether Shroud can teleport you under the map in certain areas. I could not recreate this but there's video of it.
  43. Swapping Ammo Mods will fully replenish ammo on that weapon regardless of the tier. This basically is a $2000 Ammo Crate for any weapon at any tier you can Pack-a-Punch. Seems to be intended.
  44. Users reporting that if you server pause the match, there is a issue that you will not be able to un-pause the match.
  45. Entering the Dark Aether while having Aether Shroud activated will cause graphical issues. This is normally fixed by using Aether Shroud again. I can confirm this is an issue and the solution works too.
  46. Multiple reports of PC crashes and error codes. A lot of them seemingly due to explosions like the Megaton Exploding, C4, Combat Bow, War Machine, etc.
  47. Multiple reports that a match with 4 players will crash around wave 80-85. Unsure of console/PC.
  48. Multiple reports & videos of people falling under the map. Many times near the Pack-a-Punch machine and right after the Coffin Dance E.E.
  49. Multiple reports of users not receiving the Dark Ops Challenge for reaching Round 100 after successfully doing so. I cannot confirm this as I'm not a pro gamer.
  50. Users reporting their camos being unlocked during a game but not actually unlocked after the match. I can confirm this to be true.
  51. When selecting the Skills tab after a match, the game will freeze. Sometimes it will unfreeze after a period of time, sometimes it will not.
  52. The Mystery Box has a graphical issue on consoles where only 1-2 guns will show up rather than rolling through all the weapons like normal. Someone confirmed this is not an issue on PC.
  53. The trial that tasks you to "Stay in the Control Room" acts like it's progressing but at times does not. I tested this and have no direct cause or solution.
  54. Exfiltration can be impossible at times as some Zombies will be across the map or unable to be killed. This may be caused by zombies running away whilst using a chopper gunner. Megaton's also spawn during this stage and may count as one of the zombies taking up extra time during their splitting animation. Also reports of kills not counting during exfil.
  55. Users reporting that Plaguehounds are missing their footstep audio.
  56. Users on PC reporting that their audio/game settings are being randomly reset. Specifically the zombie health bars and audio settings (switching mic input and audio output.)
  57. A graphical menu bug where field upgrades in the skills menu will show up in different locations than where they were previously. Perks and Classes seem to be set correctly.
  58. You can roll the D.I.E. and Raygun in the box even if you already have them. If you go to take the box weapon as a replacement of your current weapon, the box weapon will just disappear. Only happens with Raygun & D.I.E. it seems.
  59. Users reporting the Exfil Vote expiring/staying onscreen and preventing further votes from being put up. This also prevents the use of the Up and Down buttons on the D-Pad in other manners as well. Issue reported on consoles only so far.
  60. Getting kills using weapons with Ammo Effects like Brain Rot, Shockwave, etc. will not award Weapon EXP if the kill is via the Ammo Affect. Example being if a Brain Rotted Zombie from your LW3 kills 5 zombies, none award the Weapon EXP.
  61. User reporting that after teleporting using Tier III Aether Shroud, they were unable to move from the place they teleported to and became Zombie food.
  62. Xbox Users reporting the game hard crashing their console. This has happened to me personally twice on Xbox One. Users also reporting it from Xbox Series X. We both own the Series X compatible game. No word on PS or PC. Updated & Moved to #1
  63. When leveling up in a game when close to prestiging, after the match, the game will remove some of the levels you earned. If you started at Lvl 50 and earned XP up to P1 Lvl 10, the game can reset your level automatically back to somewhere around 48 or so.
  64. Users reporting not being able to find a match regardless of the Open NAT type. I've had this issue twice myself but its normally fixed with a game restart.
  65. Users reporting being unable to pause their game in a solo game.
  66. User reporting they are unable to have another Aether portal spawn after unlocking Pack-a-Punch and doing the Coffin Dance E.E.
  67. Multiple reports of the Megaton being invincible after splitting.

(Spoliers) Easter Egg Issues:
  1. The Family Photo dropped by the final anomaly will despawn if not picked up in a short period of time. This prevents further E.E. progress. I've confirmed this.
  2. Multiple reports of the Fuse Cutting Machine not spawning in order to get the fire upgrade for the D.I.E. Weapon. Also reports of issues picking up the fuse. This prevents E.E. progress.
  3. When retrieving the free D.I.E. Weapon from the skeleton, multiple users have reported the weapon not being there. Just a skeleton holding nothing.
  4. Shooting the box with the "Supercharged Shot" for the lighting upgrade does not cause the lightbulb on the box to light up. This prevents E.E. progress. (Side note: I ran into this twice in a row then took a step back and shot it from a bit farther away which worked.)
  5. Multiple users have reported their game crashing at varying steps during the Easter Egg. More reports of it towards the steps to defend Orlov.
  6. After defending Orlov, the voice lines will not complete. This creates a scenario where no doors will open, no zombies will spawn, and the final step of the extraction process never starts. I can confirm this issue and can say neither downing a player or a host migration fixes it. You are literally forced to quit the game or down yourself.
  7. Multiple users have reported that when splitting a Megaton under the research pod, the specimens are not sucked into the pod or only one of them gets sucked up. I have had an issue personally where only one gets put into the pod so I can confirm.
  8. User reporting the Flask placed under the tree can despawn after being placed.

Regardless of the bugs and camo progression being a joke, Zombies seems fun. Been enjoying it and hope the upcoming season just adds more. Also feel free to report the issues to Activision here. Additionally, here's Treyarch's Trello Board: [https://trello.com/b/jLwmgJbt/treyarch]
submitted by Zewmy to CODZombies [link] [comments]

what ps4 games have split screen video

PS4 is generally used for its online platform, but many people don't realize it is also great for playing split-screen multiplayer games. These games vary in genre but they all have one thing in common, that you and a friend can play in your home on the same exact couch.. Your friends may not own a PS4, or you only have one console in your residence, but these games allow the fun to continue ... If you want to spend some good time with a loved one or friend, gaming using the best split-screen PS4 game is the way to go. Unfortunately, not many people are familiar with the split-screen PS4 games because today's market gets flooded with multiplayer options.They are also not popular because of their difficulty in programming. Best PS4 Split-Screen Multiplayer Games In 2020 – It can often feel like proper split-screen multiplayer is a forgotten relic of the past these days. Why go through the hassle of wrangling all ... A Way Out is an action-adventure split-screen game that was released on the PS4 in 2018. The game was developed by Hazelight Studios and published by Electronic Arts. It’s only playable in split-screen mode or online and is operated from a third-person perspective. The game features up to 4 player split-screen coop and to date remains one of the most popular games on any platform, including Playstation. I don’t think I have to explain Minecraft t you: you wake up stranded, get up, punch a tree and go on to recreate to-scale Statue of Liberty. Overcooked, Crawl, and Rocket League are probably your best bets out of the 91 options considered. "Requires close cooperation" is the primary reason people pick Overcooked over the competition. This page is powered by a knowledgeable community that helps you make an informed decision. The best split screen PS4 games are a perfect choice for gaming with a friend or family member. While plenty of great PS4 games offer multiplayer components, games that offer split screen ...

what ps4 games have split screen top

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what ps4 games have split screen

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