go find my post where I said it would be improved by just having an option to fast travel out which is more immershun than just happening to have an exit at the endwndrbr wrote: ↑ August 19th, 2025, 03:59"Skyrim is a masterclass of game design because every crappy smugglers den, a cave or a crypt has a convenient back door that lets you skip the backtracking".
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We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
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The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity. If you compare RSE with its ORAS remake, in RSE you are having to conserve your money and your items, go to Pokemon centers and spend your carefully saved up money to stock up on potions and revives and escape ropes before hitting the road or going into a dark cave, and then you need to still have enough supplies to be able to exfiltrate once you have done what you needed to do there. I also felt more immersed in the world when I would be hiking on a road and then loop back around a mountain to pass through several old towns on the way back to my objective. But then starting with ORAS, every time you complete a minor story objective, you get teleported back to safety. It feels very incoherent to be going from one place to another disconnected place. And I don't feel like I am triumphing over the world and a master of hiking and preparation when I don't need to prepare for the second half of a trip. I think the teleporting only really works in games which are about the story first, not the gameplay, and the devs know that the player doesn't give a **** about the gameplay and just wants to get to the next plot twist ASAP.rusty_shackleford wrote: ↑ August 19th, 2025, 03:48Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
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I didn't know you guys enjoyed backtracking so muchVal the Moofia Boss wrote: ↑ August 19th, 2025, 04:02The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity. If you compare RSE with its ORAS remake, in RSE you are having to conserve your money and your items, go to Pokemon centers and spend your carefully saved up money to stock up on potions and revives and escape ropes before hitting the road or going into a dark cave, and then you need to still have enough supplies to be able to exfiltrate once you have done what you needed to do there. I also felt more immersed in the world when I would be hiking on a road and then loop back around a mountain to pass through several old towns on the way back to my objective. But then starting with ORAS, every time you complete a minor story objective, you get teleported back to safety. It feels very incoherent to be going from one place to another disconnected place. And I don't feel like I am triumphing over the world and a master of hiking and preparation when I don't need to prepare for the second half of a trip. I think the teleporting only really works in games which are about the story first, not the gameplay, and the devs know that the player doesn't give a **** about the gameplay and just wants to get to the next plot twist ASAP.rusty_shackleford wrote: ↑ August 19th, 2025, 03:48Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
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if you want to reply to my post you must read all 187 pages prior to it btw
do NOT fast travel to page 188
do NOT fast travel to page 188
Last edited by rusty_shackleford on August 19th, 2025, 04:32, edited 1 time in total.
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In any game that teleports you out when you finish the dungeon, you know you're going to get ambushed the one time it doesn't.
That happens in Lands of Lore 3 at the Brotherhood of Nod base.Tangerine wrote: ↑ August 19th, 2025, 04:40In any game that teleports you out when you finish the dungeon, you know you're going to get ambushed the one time it doesn't.
Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.rusty_shackleford wrote: ↑ August 19th, 2025, 04:03I didn't know you guys enjoyed backtracking so muchVal the Moofia Boss wrote: ↑ August 19th, 2025, 04:02The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity.rusty_shackleford wrote: ↑ August 19th, 2025, 03:48Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
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rusty_shackleford
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walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might beDemoGraph wrote: ↑ August 19th, 2025, 08:17Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.rusty_shackleford wrote: ↑ August 19th, 2025, 04:03I didn't know you guys enjoyed backtracking so muchVal the Moofia Boss wrote: ↑ August 19th, 2025, 04:02
The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity.
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It just means that the dungeon (or game system) is a bad RPG.rusty_shackleford wrote: ↑ August 19th, 2025, 08:55walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might beDemoGraph wrote: ↑ August 19th, 2025, 08:17Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.rusty_shackleford wrote: ↑ August 19th, 2025, 04:03
I didn't know you guys enjoyed backtracking so much
I really liked getting out of giant caves in Thief games. If you clean em up, it's like a victory lapse. If you don't the enemies are still there and they still pose a challenge.
Or Morrowind without teleportation and satellite map. You actually had to stock strength potions to be able to carry all the loot. Or store a loot somewhere and return after it. And if a dungeon was far away, I was actually glad to see the city walls. All of that gives verisimilitude.
If your game is combat-oriented, then yes, it is a tedious nothingburger.
Last edited by DemoGraph on August 19th, 2025, 09:03, edited 1 time in total.
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What does that have to do with your character walking thru something you already walked thru without you having to sit there and watch?wndrbr wrote: ↑ August 19th, 2025, 10:07"Picking a dialogue option and then getting teleported to a quest giver is a good game design"
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As I agree that I much more prefer the travel back, I would love to accept this task as well to see if it can change my mind or, at the least, to see what you mean. I myself always dislike when a game teleports me, as it truly makes me feel as if the game is telling me what is skipped is "irrelevant", but it's not to me. Some games that do this I come to expect, but they are usually very on the narrative type more than games like Wizardry VI or Icewind Dale styled, that I much more enjoy.rusty_shackleford wrote: ↑ August 19th, 2025, 03:58I assign you the task of playing technomancerwndrbr wrote: ↑ August 19th, 2025, 03:54sounds like some MMO time waster where traversal and exploration doesn't matter so nothing of value gets lost by adding a convenient fast travel button.rusty_shackleford wrote: ↑ August 19th, 2025, 03:48Games that have the option to immediately "return" to an area(quest giver, whatever) after collecting/completing something are an example of a quest being designed by someone who actually plays video games
- Talk to a questgiver
- Go to an area marked on a map
- Do task
- Skip walking back by pressing a convenient button
May as well skip other segments if your game is such a soulless formulaic bugman slop.
I have many others to finish yet, but will prioritize Mars War Logs and get to Technomancer after
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In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.rusty_shackleford wrote: ↑ August 19th, 2025, 08:55walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might beDemoGraph wrote: ↑ August 19th, 2025, 08:17Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.rusty_shackleford wrote: ↑ August 19th, 2025, 04:03
I didn't know you guys enjoyed backtracking so much
In the cases of towns or other populated spaces, the world ought to be interesting enough that you would not mind the walkback. Usually this is achieved with random enemy encounters or sporadic quests that are triggered by pure chance, or even limited-time offers on shops! But otherwise, it's not easy to keep an area interesting if the player's combed through it already once or even twice. A "return to questpoint" button is lamentable, but understandable in those cases.
Last edited by Valter on August 19th, 2025, 12:05, edited 2 times in total.
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Sometimes fun things happen on the way back. I recall there's a part in Witcher 3 where fast travel is disabled because a certain scripted scene needs to happen.
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There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutesValter wrote: ↑ August 19th, 2025, 12:04In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.
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Says the baseball watcher.rusty_shackleford wrote: ↑ August 19th, 2025, 12:33There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutesValter wrote: ↑ August 19th, 2025, 12:04In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.
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Every game should have teleport-to-click like it's VRrusty_shackleford wrote: ↑ August 19th, 2025, 12:33There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutesValter wrote: ↑ August 19th, 2025, 12:04In the case of dungeons absolutely. I cannot tell you how glad I was, when playing DA:O, to reach the end of the Deep Roads and not have to walk back 20 minutes' worth of legwork.
When I first began KCD and was let loose at the South-eastern town, I began breaking into houses at night to steal from chests. I remember the intense first few hours of the gameplay when I would be robbing the shops in town and overencumbered, and very slowly walking down the road at night hoping not to get caught by the guards. That was tense.DemoGraph wrote: ↑ August 19th, 2025, 08:17Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.rusty_shackleford wrote: ↑ August 19th, 2025, 04:03I didn't know you guys enjoyed backtracking so muchVal the Moofia Boss wrote: ↑ August 19th, 2025, 04:02
The teleporting in the new Pokemon games starting with ORAS kills the sense of adventure and geographical continuity.
Did you all know about the YouTube "games"?
Note: always watch this guy at 2x speed for more amusement value.
Note: always watch this guy at 2x speed for more amusement value.
Last edited by Rand on August 19th, 2025, 16:19, edited 2 times in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Reject your retarded-wing political programming and learn to think.
If you can.
I saw CallMeKevin do a video on YT games, but haven't seen Ryan's yet. Didn't finish Kevin's. George is hilarious, though. Found him via Pitch Meetings and then his independent work.Rand wrote: ↑ August 19th, 2025, 16:18
Walking through a long empty dungeon that has already been cleared of all dangers is indeed tedious. If it at least has a bit of a challenge when forcing your way through the previously traversed area, I'm a bit more ok with it.rusty_shackleford wrote: ↑ August 19th, 2025, 08:55walking from the end of a dungeon to the start is not fun no matter how much you guys pretend it might beDemoGraph wrote: ↑ August 19th, 2025, 08:17Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.rusty_shackleford wrote: ↑ August 19th, 2025, 04:03
I didn't know you guys enjoyed backtracking so much
Last edited by SpellSword on August 21st, 2025, 11:15, edited 2 times in total.
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90% of games that decide to have lore about gods are just copy-pasting from the elder scrolls wiki
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I played Stealth Master until it circled back to the beginning, it was all right for a casual stealth game you can do in minutes.
90% of them are goddesses.rusty_shackleford wrote: ↑ August 21st, 2025, 15:5190% of games that decide to have lore about gods are just copy-pasting from the elder scrolls wiki
Failing upward once again.
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This is like some weirdo pervert insane scientist breeding the most disgusting and nightmarish chimeras just to see how bad it could get. Bethesda's writing is already mindbogglingly terrible. Adding some Veilguard ***** (guessing on the ***** part but it's highly probable) will allow them to reach new levels of awfulness. Honestly, I'm interested now. Can't wait to see how bad it turns out.
"Oh, it all makes sense now, brother."
I used to just disdain these things and wanted nothing to do with them, but being on the HQ has truly given me this "I hope it gets worse, can't wait to see what happens" type of thing. Might even make pocorn and watch one of those horrific shows Finarfin sacrifices himself to report on if whatever this evolving chimera produces will be on there!logincrash wrote: ↑ August 25th, 2025, 07:29This is like some weirdo pervert insane scientist breeding the most disgusting and nightmarish chimeras just to see how bad it could get. Bethesda's writing is already mindbogglingly terrible. Adding some Veilguard ***** (guessing on the ***** part but it's highly probable) will allow them to reach new levels of awfulness. Honestly, I'm interested now. Can't wait to see how bad it turns out.
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Meaning, someone should try to fight you for the loot while you defend the mule train.DemoGraph wrote: ↑ August 19th, 2025, 08:17Taking a loot out of the dungeon should be an adventure in itself. Especially a heavy loot.
Good. Bethesda should die already.
I would actually be okay with that if I don't personally have to micromanage that walking.rusty_shackleford wrote: ↑ August 19th, 2025, 12:33There are so-called "humans" reading this thread right now that actually believe you should just watch your character walk for 20 minutes
