no god anywhere

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  1. Haha +1
    no god anywhere reacted to JB_ in What Are You Working On?   
  2. Like
    no god anywhere reacted to MultiLockOn in What Are You Working On?   
    That crying/laughing/screaming emoji ya'll were using the other day needs to be in the reacts as a sarcastic laugh lmao that emoji actually made me laugh
  3. Downvote -1
    no god anywhere reacted to a Chunk in What Are You Working On?   
    Since we're all riled up already, let's talk about downvotes.  😉
     
    Should they stay or should they go?
     
    I thought they would be fine, but I'm honestly not really a fan of how they've been used.  And this isn't because of the recent downvotes, so don't mistake it for that.  It's something that I've been monitoring and questioning all along since I added it.
     
    While none of the reactions add anything of real substance, some of them can at least be entertaining.  The downvote isn't entertaining to me at all.  It let's everyone know that there's a disagreement or dislike behind it, and while sometimes bringing things like that into to the light can be beneficial, it's generally just leaving me confused and wishing that the person downvoting would type out what their problem is or just ignore the post altogether.  I also just don't like looking at that red arrow for whatever reason, and that's just a personal thing.
     
    I'm open to keeping it.
    I'm open to removing it.
    I'm open to adding other reactions that express frustration, disagreement, or dislike of a post.  I honestly think I'd prefer that these not impact Reputation though.
     
    What are your thoughts on this?
     
    And just for fun, let's make good use of the downvote reaction...
    If you think downvote should stay, downvote this post.
    If you think downvote should go, upvote it with the reaction of your choice.
    If you think downvote should be replaced with something else that doesn't impact Reputation, or if you have some other ideas, post what you'd like to see.
     
    I'll consider this an unofficial poll.  And I still reserve the right to make my own decision after hearing and seeing everyone's feedback.
  4. Interesting +1
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    No were making progress. Arcanum wasnt designed without a key in mind, then magically added. It was designed with it in mind. Thats why it wouldnt play well without the key on the map right? So how can you justify that the map is playing well for the 3 people who dont have the key when one person does? Especially considering objectively, more options available to everyone creates more complexity and less restriction. Does the person who has the key have too many options available to them? I wouldnt say so. Id say its still a predictable environment even if everyone had a key. The key concept and closed doors creates less depth and more restriction.
     
    I agree the bare minimum of good design is not synonymous with restriction and what was said after.  But there is a scale that you can use categorize the level of restriction a well designed and working map has and undoubtly arcanum is at the lower end, as well as any other key map whos design is inherent to the key functioning. You wouldnt even put eden, plaza, rig, etc  near arcanum on this scale yet they are good designs for 2v2. All im saying is key maps are more restrictive. You literally couldnt make a key map work with a design like those listed above. I dont understand why this is such an insanely hard concept to understand for you, or why you refuse to admit it. I just dont get it.
     
     
     
     
     
     
  5. Interesting +1
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    You know what, I think you could make a good key map that plays well without the key doors being accessible in regular play. I dont agree with multi, it isnt impossible.
  6. Interesting +1
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    No were making progress. Arcanum wasnt designed without a key in mind, then magically added. It was designed with it in mind. Thats why it wouldnt play well without the key on the map right? So how can you justify that the map is playing well for the 3 people who dont have the key when one person does? Especially considering objectively, more options available to everyone creates more complexity and less restriction. Does the person who has the key have too many options available to them? I wouldnt say so. Id say its still a predictable environment even if everyone had a key. The key concept and closed doors creates less depth and more restriction.
     
    I agree the bare minimum of good design is not synonymous with restriction and what was said after.  But there is a scale that you can use categorize the level of restriction a well designed and working map has and undoubtly arcanum is at the lower end, as well as any other key map whos design is inherent to the key functioning. You wouldnt even put eden, plaza, rig, etc  near arcanum on this scale yet they are good designs for 2v2. All im saying is key maps are more restrictive. You literally couldnt make a key map work with a design like those listed above. I dont understand why this is such an insanely hard concept to understand for you, or why you refuse to admit it. I just dont get it.
     
     
     
     
     
     
  7. Haha +1
    no god anywhere reacted to Xzamplez in What Are You Working On?   
    Rock is best
  8. Like
    no god anywhere reacted to Westin in What Are You Working On?   
    I'd say the goalie is a great example, actually. While he's not moving, the raw hand-eye coordination required makes it a super respectable position.
  9. Interesting +1
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    Okay well take this in steps.
     
    1. So two entrances is the least amount necessary to provide a chance to pinch as a team. I agree and its pretty much the bare minimum of how many routes you can offer, because one way in and out(a dead end) almost isnt a thing.
     
    2. If there was a scale rating of what is restricted to what isnt. Wouldnt bare minimum be on the bottom of that scale? Objectively that is one above your base line of restriction, a dead end.
     
    3. The key holder has more options to enter or exit these rooms. Lets say three.
     
    4. The key holder is less restricted.
     
    5. Therefore other players are more restricted, because the key level design requires it to be this way to work.
     
    6. If everyone had a key then everyone has more options. Less restriction.
     
    7. If no one has a key, then the map is restrictive to everyone. Arcanum without a key is restrictive.
     
    Especially in comparison to almost everything else and in your own words "most maps in general." Where did i lose you?
     
     
  10. Downvote -1
    no god anywhere reacted to Westin in What Are You Working On?   
    I'm just not smart enough I guess
  11. Downvote -1
    no god anywhere reacted to Soldat Du Christ in What Are You Working On?   
    Idk if this comparison will land, but have you played overwatch @no god anywhere? All the characters have different movement options, so depending on who you're playing as you will pretty much be playing a completely different map than the guy next to you, some characters can pretty much go and do whatever they want, and some characters are restricted to a few options. Arcanum is a lightweight version of that, only one guy has more movement options...
     
    Anyways that might be an irrelevant point because i suspect the segmentation of roles isn't really your issue, but just that when you play halo specifically you want to move around maps in a swiss cheese like fasion, because going back to go forward is too unintuitive for most players. I remember when we where arguing about arcanum a long time ago and you brought up and example where you spawned in red corner and your teammate was on blue corner and you didn't like how you couldn't help your teammate if they got in a fight because there is a big door in your way. And i remember thinking later on why that was a bad point because if your teammate is getting shot from blue corner than by deduction of where you both are, the enemy targets must be on the high catwalk or receiving teleporter, which means just walking a few steps over the the swinging lantern bridge would mean you could cover the bridge and atrium keeping an enemy from pushing your teammate
     
    But anyways 🤷‍♂️
  12. Like
    no god anywhere reacted to SaltyKoalaBear in What Are You Working On?   
    I've just been busy, been traveling past few days. I promise I'll give you a detailed response when I have the time to give it. Don't want to short change the response if that's understandable. 
  13. Like
    no god anywhere got a reaction from a Chunk in What Are You Working On?   
    I assume this is referring to me, except i never said that. I said it doesnt add anything, not that it doesnt exist. It doesnt add anything as in could i be making any decision holding the key that i couldnt make if the key mechanic didnt exist? Though i will point out that there are decisions i cant make if im not holding the key, that i could make if the key mechanic didnt exist. If removing opportunity, and having to choose a different option because less are available to me is "adding tactical depth" then thats objectively wrong.
     
    The key mechanic is not really my gripe, its the level design the key mechanic requires to function and how its a pointless tradeoff. Unless you prefer to be forced into a more linear gameplay, which is objectively less complex than having all options available to all players at all times.
     
    Again, im open minded and you can clarify for me where my thought process may be wrong but this would be the second time i asked. If you responded to me the first time we could have skipped your "so what youre saying is...." post.
  14. Like
    no god anywhere reacted to JB_ in What Are You Working On?   
    Jokes on you guys the delay won't do anything except just that... Delayed launch of an incomplete game.
     
    Let's be honest. With 5 years down the drain and nothing to show for it, they're clearly delaying it to get the game playable (performance/crashes) they're not delaying it for quality/polish.
     
     

     
     
    i'd love to be wrong but.... LOL 
     
     
     
    HOLY SHIT I JUST RELIZED WHAT IS XBOX SERIES X GOING TO LAUNCH WITH?
     
     AHAHAH 343 YOU FUCKED MICROSOFT OVER. 343 IS GETTING AXED.
     
    THAT STUDIO IS GETTING SHUT DOWN IN A YEAR OR 2. CALLING IT NOW
     
    stepped on the wrong toes now
     
     
    like literally Micosoft just lost their money. That's software and hardware sales pretty much down the drain until a good game release for it. HA f you 343
  15. Interesting +1
    no god anywhere got a reaction from Kantalope in What Are You Working On?   
    https://mobile.twitter.com/Halo/status/1293261002037841920?s=19
     
    Infinite delayed till 2021. Let's gooooooo.
  16. Interesting +1
    no god anywhere got a reaction from Kantalope in What Are You Working On?   
    https://mobile.twitter.com/Halo/status/1293261002037841920?s=19
     
    Infinite delayed till 2021. Let's gooooooo.
  17. Interesting +1
    no god anywhere got a reaction from Kantalope in What Are You Working On?   
    https://mobile.twitter.com/Halo/status/1293261002037841920?s=19
     
    Infinite delayed till 2021. Let's gooooooo.
  18. Interesting +1
    no god anywhere got a reaction from Kantalope in What Are You Working On?   
    https://mobile.twitter.com/Halo/status/1293261002037841920?s=19
     
    Infinite delayed till 2021. Let's gooooooo.
  19. Like
    no god anywhere reacted to Soldat Du Christ in What Are You Working On?   
    1 week 
     
  20. Downvote -1
    no god anywhere got a reaction from Westin in What Are You Working On?   
    @MultiLockOn
     
    "...because you somehow feel like you see a path and deserve to traverse it."
     
    I wont debate a strawman. Ive been around, you should know better than this. I stated my POV based in reason, not of the emotion it makes me feel.
     
    "Saying it doesn't add anything to the game is pretty disingenuous."
     
    If my wife stopped opening her legs except when i did chores, it wouldnt add anything to my marriage. Designing a map with minimal pathways and then making a gimmick out of accessing more otherwise isnt adding anything to the game. Not only through readdition of more pathways being accessible to the key holder, the gameplay it creates(more achievable in a standard map) doesnt even make up for the simplified pathing for the majority of players without the key.  Its still a net loss.
     
    "If you like the "classic" nature of Halo's weapons and powerups (and I've used quotations for a reason, it should read "bullshit") then no, you won't like the key"
     
    Shocker. You dont like halo so therefore a game that plays like halo would be "patently worse experience in every way and I mean that." No, anything that doesnt play like halo on halo would be patently worse and i mean that. I dont need to add power weapons behind doors(on literally any disc map) so you can play it to know it would be better than your route. It would be the standard halo experience with an added layer of depth without good level design as an expense. Besides, the proof is still your own burden. Your method of key design hasnt shown anything needing to be disproved.
     
    "I wanted something that was inherent to the map because tying it to a gametype implies that the map could be played without the gametype and key attached.  And to be totally honest, that's just not possible.  You will never come up with a good key design that can just as easily be subtracted from the map and still 'works', it can't be done because then it's not designed around the key.  And it needs to be built around it. It's not just difficult, it's literally not possible. "
     
    Good paragraph. This is why it wont work, assuming we have the same idea of what "a good key design" implies and under halo circumstances. Its an inherent flaw. Besides, you could achieve the same level and more of desired gameplay and enjoyment from just loading up a disc map without a key to go fetch. When you think about it, you managed to create a devolution of level design by tying the key into the map.  Great work.
     
     
     
    ❤️ you multi.
  21. Downvote -1
    no god anywhere got a reaction from Westin in What Are You Working On?   
    @MultiLockOn
     
    "...because you somehow feel like you see a path and deserve to traverse it."
     
    I wont debate a strawman. Ive been around, you should know better than this. I stated my POV based in reason, not of the emotion it makes me feel.
     
    "Saying it doesn't add anything to the game is pretty disingenuous."
     
    If my wife stopped opening her legs except when i did chores, it wouldnt add anything to my marriage. Designing a map with minimal pathways and then making a gimmick out of accessing more otherwise isnt adding anything to the game. Not only through readdition of more pathways being accessible to the key holder, the gameplay it creates(more achievable in a standard map) doesnt even make up for the simplified pathing for the majority of players without the key.  Its still a net loss.
     
    "If you like the "classic" nature of Halo's weapons and powerups (and I've used quotations for a reason, it should read "bullshit") then no, you won't like the key"
     
    Shocker. You dont like halo so therefore a game that plays like halo would be "patently worse experience in every way and I mean that." No, anything that doesnt play like halo on halo would be patently worse and i mean that. I dont need to add power weapons behind doors(on literally any disc map) so you can play it to know it would be better than your route. It would be the standard halo experience with an added layer of depth without good level design as an expense. Besides, the proof is still your own burden. Your method of key design hasnt shown anything needing to be disproved.
     
    "I wanted something that was inherent to the map because tying it to a gametype implies that the map could be played without the gametype and key attached.  And to be totally honest, that's just not possible.  You will never come up with a good key design that can just as easily be subtracted from the map and still 'works', it can't be done because then it's not designed around the key.  And it needs to be built around it. It's not just difficult, it's literally not possible. "
     
    Good paragraph. This is why it wont work, assuming we have the same idea of what "a good key design" implies and under halo circumstances. Its an inherent flaw. Besides, you could achieve the same level and more of desired gameplay and enjoyment from just loading up a disc map without a key to go fetch. When you think about it, you managed to create a devolution of level design by tying the key into the map.  Great work.
     
     
     
    ❤️ you multi.
  22. Haha +1
    no god anywhere got a reaction from Box_Hoes in What Are You Working On?   
    She works at a candy factory, doesnt drink, and theres no babysitter. Id probably still be at home arguing about a key map in a 5 year old game i dont even play anymore.
  23. Haha +1
    no god anywhere got a reaction from Box_Hoes in What Are You Working On?   
    She works at a candy factory, doesnt drink, and theres no babysitter. Id probably still be at home arguing about a key map in a 5 year old game i dont even play anymore.
  24. Like
    no god anywhere reacted to icyhotspartin in What Are You Working On?   
    But if you buy her chocolates and wine and a ticket to a musical... 😉
  25. Like
    no god anywhere got a reaction from Box_Hoes in What Are You Working On?   
    Feel free to elaborate. Im open minded. What objective truths, what tactical gameplay etc?