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Perspective on the State of Destiny and What it can do to Improve, written with care by a longtime hardcore fan of the games

This post ended up being pretty long-winded but I feel I made my thoughts as clear as I could for what it is. I see a lot of disconnect between what popular content creators, whose careers it is to make content for destiny, and what average players have to say regarding a few things. I feel like I can at least attempt to make a somewhat decent middle of the aisle argument, since I have been somewhat active in the streaming community on twitch with a small audience, but its not my career, and most everyone I know that plays Destiny has done it merely on the side of other games, or as their main game, with gaming being simply a hobby for them. I have tried to compile takes I've seen from streamers and youtubers, as well as from average players, as well as my own thoughts. Take this post as that: my own thoughts. I am by no means saying these are 100% the only problems or solutions to this game's issues, but this is what I've seen firsthand with it and what I think could be done to fix it. Im gonna reference another similar game, Warframe, a bit due to my experience with it as well and compare it to Destiny.

I'm gonna start off by saying, I am not trying to bash bungie with this post, nor am I trying to defend their every action with it, and even though this post is gonna probably die in new, here's some food for thought. Destiny 1 Launched in a fairly rough state in terms of content quantity, but theres a good reason that many of the core playerbase, myself included, chose to stick around. Why was Destiny 1, which was at the time devoid of much in the way of content, stick around and build a fanbase, while games such as Anthem, which had similar issues, were unable to? (I'm aware that Anthem had other issues as well, but even then I would expect it to build a following of people who just love the game for one reason or another, like Destiny did).
I think the answer to this question lies in the fact that Destiny 1 had some potentially very engaging content that the playerbase latched on to, and as far as I am aware, no other shooter games at the time outside of the Borderlands franchise and potentially Warframe provided similar experiences, but Destiny, which plays very different from both of those games, naturally attracted people who became fans of it.
When I mention potentially engaging experiences, I am talking things such as the Vault of Glass Raid, as well as the nightfall strikes which rotated weekly with some potentially very crazy modifiers on it. In addition, there were reasons to chase these activities, even in D1 Year 1. Nightfalls were generally seen as the best way to get most of the game's exotics, as well as being strikes but cranked up to 11. Raids were the ultimate thing to chase however, with many of the Raid weapons competing for the title of "Best in Slot" (Such as Fatebringer, Black Hammer, and Hunger of Crota, if we are leaving exotics out of the question. Sorry Gjallarhorn and Ice Breaker) for their respective slots during the time of their release. Much of this can be seen in how many of the legendary raid weapons are remembered fondly by the Veteran players still playing Destiny 2. In my opinion, this factor, combined with both the fact that the game's max level could not be reached without raid armor, and the fairly chill community of PvE players at launch, made it fairly easy for me to find a team for these aspirational activities that I could never have run. I even ended up joining a raid team back on Xbox One with the LFG group that helped me finish VoG for the first time, and I made friends that I still play games with 6 years later. Basically, Destiny 1 Year 1 was, for me at least, some of the most fun times to have been playing Destiny. (Small note, I think its not a good thing for the Raid armor to be the only way to reach the max light level but its part of what fueled engagement in Year 1 raiding compared to
So what makes me see Destiny 1 Year 1 as a much more competent time in the game's lifespan than Destiny 2 Year 3, which has far and away more content, but little player interest in that content? I would start with the Core Activities. Bungie considers the Core Activities to be the Crucible, Strikes, and Gambit. Oddly enough, I would argue that Destiny 2 has more engaging strikes than Destiny 1, with more complex bossfight mechanics and arenas designed to create a more engaging experience for the player, while most Destiny 1 strike bosses were essentially "Big Captain/ServitoHydra/Colossus/Ogre with tons of health." So why do so many people I know argue that Destiny 1 had better strikes?
I believe the reason lies in the fact that strikes actually gave good rewards in Destiny 1, even in Year 1. Heroic Strikes in Year 1 were the game's primary source of Strange Coins, which were the only currency which Xur accepted. Therefore, when you logged in and played 3 Heroic strikes to get your 27 weekly coins per character, you would, upon Xur's visit that weekend, feel the reward of your work in those strikes. Even if Xur came and didn't have something you wanted, you could save your Coins and visit Xur again the next week and purchase both a Weapon and an Armor piece, since you didn't spend last week's coins. It also incentivized playing on multiple characters, as the coin drops were not account based, but character based. In my opinion, part of when Exotics stopped feeling "Exotic" was when Destiny 2 launched and streamlined Xur's currency into legendary shards, which most players have a large enough number of that they can spend them like they're monopoly money. (As a small side note on strikes, with the addition of the Taken King expansion at the start of Year 2, a lot of strike specific loot was added to the game which further incentivized running playlist strikes compared to their seemingly small incentive to play in Destiny 2).
I feel it is helpful to take a step back and look at a big picture of the game and how it is played. In Destiny as a whole, there is not an overwhelming amount of loot, just a few pages of each type of gun. Compare this to a game like Borderlands, where there are tons of different guns and there are a much larger variety of weapons when you take into account the unique foundries. When comparing it to Warframe, which has a much bigger focus on Abilities and Stats, you will find that the Armor in this game provides a different angle for how the game is played and therefore more of a diversity in how the game can be played. In Warframe, I can choose to be a tanky juggernaut, or a support, or a stealthy assassin. The classes in Destiny, by comparison, do not provide as big of a difference in gameplay (this isn't a bad thing, but it IS a part of how the game is played and how it feels to play the game.) Combine this with the fact that the Guardian arsenal is much more limited in scope than games like Warframe, where the different types of weapons and even the individual weapons in one type vary extremely wildly from one another.
Now that we've established the fact that Destiny provides its players with less tools than similar games in the genre, (again, not a bad thing, but a fact of the game that must be addressed in its design process) we can look at what makes the current state of the game and its content feel less engaging. Guardians, with their limited arsenal, must have engaging playgrounds in which to push these limited arsenals to the test. Destiny 1 had only one raid at launch, but many of the encounters in the raid could be tackled in a few different ways, allowing for players to have tested their potential with different loadouts. A potential counterargument to this is the idea that the optimum loadout was not set in stone like it has been in the past few seasons, but even in D1Y1, there was the "god tier" loadout of fatebringer, black hammer, and gjallarhorn that destroyed encounters, but people still raided every week because there was good loot to chase that could be used in the strikes that they had to run in order to buy their weekly exotic from Xur. Currently, the only raid that is viewed as worth completing is Garden of Salvation, and the guns from that raid have no chance at being "Best in Slot", due to the fact that many other guns, namely the pinnacle weapons, have taken over those titles. This creates little incentive for the average player to run Garden of Salvation again aside from getting Pinnacle Gear to use as Infusion Fodder, but this can be acquired much easier from other sources. From the looks of it, Bungie SEEMS to think that sunsetting gear will fix this problem, but if the loot simply isn't good, people won't chase it due to the fact that the raid itself isn't incredibly popular, unlike the Destiny 1 raids, which provided compelling environments for the player to use their weapons in. Basically, games like Warframe can afford to have repetitive content with little compelling loot in the content, due to the massive variety of tools the player is given to complete that content, since the content itself simply exists to push the limits of the player's equipment. However, games like Destiny cannot afford to have repetitive content or uncompelling loot, since the player's tools are limited much more, and are merely tools for completing the content, with the content itself being the main attraction.
A good explanation of this difference can be found in the fact that in games such as Warframe, as the player grinds with their equipment in order to hone its stats and make it able to slot more mods, therefore making individual pieces of equipment, be them weapons or armor, stronger through the grind. Destiny does not have this (another obligatory "Not a bad thing, just the nature of Destiny as a game") as I can grind a million strikes with the same loadout equipped, but aside from the overall power level of my character, those weapons have not improved at all in terms of strength. Basically, Destiny's power level system does not actually make the players STRONGER, but instead tweaks the damage that you will deal in content close to your power level. This is fine if it is handled correctly, but recently, it has felt as though Bungie has looked at boss design the wrong way, and therefore it feels as though the fights are less challenging, aside from whatever mechanics the encounter may employ. In the Vault of Glass, not only are the trash mobs and exploding harpies threatening, but so is Atheon as well. Atheon provides a threatening presence in the arena that players cannot easily go near for danger of getting killed. Even during damage phase, Atheon continues firing splash damage blasts at the players, and while this can be counteracted by using the Aegis relic's bubble shield mode, that strategy causes players to lose potential DPS with the trade off being increased safety, since the Shieldbearer could easily use the super of the shield on repeat to add damage to Atheon. Contrast this to Garden of Salvation, which provides a similar fight as well as a boss that fires at the team. However, during what should be the most tense part of the fight, Damage Phase, the boss sits still and floats into the air for no obvious reason. This makes the fight simply a sequence of Complete Mechanic, followed by a DPS check, and then repeat if you didn't kill the boss. Crown of Sorrow is another example, as Gahlran simply sits still during DPS, but ends up being worse than the Sanctified Mind in that he also is never the primary threat on the field. The primary threat is always a yellow bar enemy or his deception, but this doesn't make the players feel like they're fighting a massive boss that's been possessed by Hive magic, but rather makes them feel like they're clearing trash mobs, waiting for a bather(which is a mechanic from a different raid might I add) to spawn, then punching it to clear it, all while playing a minigame of the Witch's Blessing and crystals, only to then get to shoot a big boss that they aren't really fighting against, but rather waiting to shoot. Granted Gahlran shoots fireballs but those fireballs do very little damage and are extremely slow. Compare this to Atheon or Oryx, who are actively fighting the player during all parts of the raid. Even in the Oryx encounter, he will keep shooting despite the players having their immortality buff. This at least makes the player feel as if Oryx is fighting back at the player fireteam instead of simply channeling an attack before getting stunned. Essentially, the raid bosses need to fight back against the player somehow so that they are forced to stay on their toes even in damage phase. If strike bosses can shoot at me while I'm trying to damage them, then I would expect raid bosses to attempt to do so as well. Calus is the last example of this kind of design I can think of in a main raid (The raid lair bosses do shoot rockets at the players so they get credit but I don't count those as full raids with a comprehensive loot pool, rather as additions to the Leviathan's loot set, they do not count in terms of "main" raids. Sorry Argos and Val Ca'Uor). Calus will occasionally detonate an explosive on the plates required for damage. This at least allows the players to make a decision between staying on the plate longer for maximum DPS, and bailing to the next plate earlier for maximum safety, similar to the decision in the Atheon fight between shielding with the Aegis or attacking with it. This kind of boss design is important to making raids feel like the apex of our work in PvE, rather than the odd state they seem to find themselves in now.
Furthermore, Bungie seems to be trying to shift the PvE sandbox around with certain changes that they have made in order to force diversity into the raid encounters. This becomes problematic as it simply makes the DPS check stage of bossfights harder instead of encouraging the players to find their optimal method of strategy. If the boss is going to sit still 20 feet in the air while exposing his crit spot, and also being in the middle of a damaging pool of Vex fluid makes Izanagi's Burden, a high damage, long range precision weapon, should be a natural choice for players, similar to how Touch of Malice was the optimal choice for fighting Oryx due to the immortality buff during damage phase. This is the reason that the data for Garden of Salvation showed an overwhelming use of Izanagi's Burden in the boss encounters. It made sense to use such a precise, but powerful, weapon. Nerfing snipers due to their overwhelming use in Garden caused such outrage not due to snipers being overpowered, but due to the fact that they were the most viable option in this encounter. If snipers were truly overtuned then they would have been the weapon of choice for encounters such as Shuro Chi, another stationary boss, but they weren't, since this fight can be tackled more easily with a shotgun. Shotguns are simply more viable for fighting Shuro Chi, and so they are used for this. I will point now to Aksis, the final boss of Wrath of the Machine's raid. I remember when swords were first added to Destiny in The Taken King, and they were considered something of a neat novelty, but not all that viable. The reason for this was due to the fact that the raid encounters of the time usually demanded something along the lines of a rocket launcher or machine gun in the heavy slot, which provided similar potential stopping power to a sword while also being able to hit bosses in a pinch for big damage compared to other primaries, partly due to the fact that the special slot was usually taken up by a sniper rifle. This changed when Rise of Iron and Wrath of the Machine dropped. Now, swords, specifically the Dark Drinker, were the optimum choice for parts of this raid. Why? The encounter fit the sword well. A tool in our arsenal, which had previously not had a use, was now the top tier. This won't happen if bungie continues their trend of boss designs, since making long range, precision based encounters will only push us towards snipers. Gutting them back to their pre-Shadowkeep values only hurts the number of people that will be willing to attempt these encounters since now they take much longer and require much more of the same loadout instead of pushing players to try new weapons, even if they're still sniper rifles. After these nerfs, Whisper of the Worm is now far and away the best sniper for fighting the Sanctified and Consecrated minds, but Izanagi's Burden has been left to rot after having very limited time to shine. Before, we had a true decision to make in terms of which toys we wanted to play with, but now, Whisper is the best and everything else feels much worse.
On another note, I didn't want to talk about Sunsetting, seeing as its a very controversial topic, but I guess I will since it seems like its relevant to my thoughts on the content and engaging. I do not want to defend sunsetting, as I am very much a believer of the "play your own way" style (if you want to call the versions of the game "sandboxes" then give us the freedom of a sandbox and don't make us play the way you want us to Bungie). However, I agree with certain aspects of sunsetting while disagreeing with others. Currently, certain guns like the Recluse are just simply put the optimal options for much of this game's content. This is nothing new, however, as I previously mentioned the Fatebringer, Black Hammer, and Gjallarhorn, all of which dominated Year 1 Destiny 1. However, these weapons were all sunset when the Taken King came out. But don't people love the Taken King? Yes, they do, myself included, but there is a VERY good reason that we do. The content was engaging. Essentially having to start from the beginning didn't feel bad since I was excited to do the content. Replacing my Fatebringer with a Doom of Chelchis scout rifle from King's Fall felt good, since I loved that scout. I loved Fatebringer too, but it was fine to put it down and chase new guns, as long as chasing those guns was fun. Kind of a "its the journey not the destination that matters" feeling. The problem with sunsetting as Bungie has proposed us is this: they haven't shown us (recently) that they can make compelling content to get those weapons from. I have no problem retiring my Recluse, or my Luna's Howl, as long as whatever I have to do to get my next great gun is engaging content. This, like Bungie has stated, also avoids power creep, while also giving the players an opportunity to continue playing the game they love in new ways. The biggest problem with that, however, comes from two factors. The seasonal model of content, and the lack of new things being added into the game at a rate that players can explore what new items they like. Seasonal style content has given us thus far: one ok season(undying) one pretty good season(dawn) and one pretty bad season(worthy). Part of the problem is that each season adds a few guns, and to get them, players must grind a horde mode or some similar event to get the new gear. This is boring and repetitive for a game like Destiny, which has such a limited amount of gear to play with, and the enjoyment is in the gameplay. For a game like Warframe, horde modes are fine since players are trying to push the limits of their gear, whereas in Destiny, I want the gameplay to push the limits of my ability to play the game, given that much of the gear is at least decent at conquering what the game throws my way. The second problem combines the issues with the seasonal model and the issues of gear not being added at a good enough rate. Every season, guns are added, and at the end of that season, will be removed from being obtainable. This pushes players with a fear of missing out to play, but it will NOT make them enjoy the content provided. Players will enjoy good content because it is good and engaging, not because they got to play the same horde mode again to get a new round of good weapons. Sunsetting becomes an issue in this context. Bungie, with their transition to a la carte seasons, have stated "don't pay for any content you don't want, you can play whatever interests you" but if they decide to sunset mass amounts of good gear people like to use, then they create a problem should players set the game down for a season or two, then come back later and find they have nothing to work with, and a very limited number of available options to obtain at the time of their return. In truth, weapon sunsetting would be fine if Bungie gave us a large enough loot pool every season that we could enjoy, but if you only like a small variety of weapons, and then sunsetting takes away the old guns you liked, yet the new seasons don't provide good replacements of the same type, you're out of luck. If the loot pool was much deeper, this issue wouldn't be as big due to the fact that each season players are given the opportunity to try several different things, but currently this simply is not the case. A deeper loot pool, combined with good content each season, would make a much better experience.
I understand that Bungie has stated that D2Y2 took a lot out of their team, and I wholeheartedly believe that they are trying to give us at least some content we like. The hard truth is, they no longer have the resources that Activision provided to them in order to make content and keep it coming out. In the off chance Bungie ever sees this post, my number one piece of advice to the team is to just slow down. When it comes to games, quality over quantity is important. I don't care if there's a new season every 90 days if the seasons themselves provide little engagement. The point of an interactive experience is that the player should be able to be engaged in the experience, not feel like they are simply doing chores (like 9 million seraph towers). The game's technical state has also declined quite a bit. This game worked on my old PC before I built a new one, and I was impressed since that thing never ran well on most games. However, I have noticed, in addition to the server and bug related issues, the game just doesn't run as well anymore(at least on PC). I truly love Destiny, it's honestly my favorite game that I have played in recent years, and the Destiny community has provided me with many of my closest friends from gaming, and if you guys at Bungie are struggling to make content at the pace you think you should, just slow it down. You guys can make some truly amazing things from your game. I know you can, I've seen and played it for myself. I am willing to wait longer for more engaging content drops. For more of the old days looking for secrets in the Vault of Glass, for more attempts at decoding binary since I was the only programmer amongst my old Raid team on Xbox One. Even Destiny 2 has shown it can shine. Forsaken was fantastic, but the game has flaws that need some addressing, and I feel that this post is already long enough, so I'd like to just say to Bungie if they somehow see any of these points: learn from your old content what people like and do not like about Destiny. Stop attempting to make Destiny something that it is not with all of the MMORPG style mechanics. Just make Destiny like it has been before. I know it'll never be perfect, but it will always be improving, and that's what's important in evolving a game.

TLDR:
Current content is too bland and repetitive and Bungie keeps trying to make the game into something it isn't, but it isn't working and the game should go back to doing what it does well
EDIT: added TLDR
submitted by Kzungu to DestinyTheGame [link] [comments]

Portrait (One-Handed) Megathread

@Admin - is thread pinning a thing here?
Thanks to the following users for contributing to the original thread:
OldSchoolRPGs IvanLR l-o-o-o-o-l Fellhuhn SonyCedar Rhinoar passthepass2 bob101910 mjselvig SidFishGames ACalmGorilla Xyrd pinkythereddog masterdude Dravvhen ijoshea Red_Gyarados88 flyingcloud11 Hugmesoftly MysticalKittyHerder Kinghtmare_2002 poopskins Yumeito vtrickzv Ceona puuhs_mama RowThree MrKupka ferallknight2 ZoopaJr SepticGnome DashieKin BreakingInReverse CageBearsBottoms Skypeh DarkBlueMullet UndeadAura Skooller mynery Neeyt stony419 Deurstopper kecup10 drowsy_damad kagrenzel27
Special thanks to Yumeito for instructions on how to make any game run in portrait mode.

User descriptions are favoured over the author's descriptions from the app store (only games which didn't leave their description have a copy-paste of the description from the app store).

THE LIST (alphabetical):

10000000 - A Dungeon Crawling Puzzle RPG Matching Game. Run the dungeon, match tiles and run for as long as you can
Achikaps - A simple economic strategy
AFK Arena - Sit back and relax in a beautiful world full of epic tales, exciting adventures and an abundance of rewards. Rediscover the fun of mobile gaming again!
Alluris - It's basically Choose Your Own Adventure with good graphics and a ton of content/unlockables. Paid offline with a demo.
Almost a Hero - Is this idle RPG clicker game Almost A Hero actually any good? (LAUGH) Do chickens fly south in the winter? Of course it is. We have stacks of flawed and slightly brave characters for you to evolve and train. Epic battles where you can get killed as many times as you wish. Beguiling magic to be leaned. Dark secrets to uncover. Lurking evil to be defeated. Look, we’re not going to lie to you, only losers and oddballs fit into our family. A blindfolded archer, a shape shifter who never gets it right, an explosives expert who’s blown himself up more times than he can remember. They’re all here. So if you don’t think you’ve got what it takes to be a hero - this is the game for you! Almost A Hero! There’s never a dull moment with these nutters! They put the ‘ooh’ in kooky!
Antiyoy - excellent strategic & conquest game, completely free, updates with user content, just great !
Arena Allstars - A turn-based strategy game where you compete with up to seven opponents in an epic real-time battle. If you are looking for a quick matchup, choose Team Co-Op Mode and take down your opponents in less than 10 minutes. Draft your team, execute top-level strategies and strive to be the last person standing! Compete in the monthly tournaments to earn rewards and ascend the ranks in Arena Allstars.
Bleentoro - A simple logic game. It has no advertisements or microtransactions. Features: Easy to learn, Campaign and sandbox modes, Simple UI, Smooth animations
Buriedbornes - Great turn based old-school RPG where you proceed through a dungeon generally with 100 or more floors. You choose your path between left and right and can face monsters, or get new equipment/skills and experience different events with curses or boons. Many character classes to choose from if you spend a decent amount of time playing and unlocking them. A large part of the game is deciding which equipment or skills to take when looting to replace what you currently have, with some pretty crazy abilities on both.
Cado - Rotate the world to fall to the goal in an infinite amount of random generated levels. Find and collect fun and crazy gamemodes and try them out in the extras menu. But don´t touch these red obstacles or you will die a slow and painful death and burn in hell for eternity (and respawn after that). Maybe.
Card Crawl - A solitaire-style dungeon crawler game played with a modified deck of standard cards. Clear the dungeon of 54 cards by using item-cards, slaying monsters and managing your limited inventory. On each run, you can use five ability-cards (mini deck building) to gain unique skills. By collecting gold, you can unlock 35 more ability-cards to access new tactics and even higher scores.
Card Thief - Move through a deck of cards as a stealthy thief. Sneak in the shadows, extinguish torches, pickpocket guards and steal valuable treasures without getting caught. In your thief hideout you can use your stolen goods to unlock powerful equipment cards. Each heist you can use 3 equipment cards to become a skillful master thief.
Cards Keeper - Challenge yourself in a brand new adventure to become the ultimate Keeper of Cards! Write your own legend playing by different characters with unique skills. Fight against dangerous monsters and mystical bosses, upgrade Heroes equipment, power up abilities, find rare artifacts and complete quests. Be sure, there're more indescribable mysteries waiting to be found...
Chessplode - Chessplode is modern chess for everyone, it makes chess fun even if you're bad ¯\_(ツ)_/¯, one simply move... can change all game.
Clash Royale - Enter the Arena! From the creators of Clash of Clans comes a real-time multiplayer game starring the Royales, your favorite Clash characters and much, much more. Collect and upgrade dozens of cards featuring the Clash of Clans troops, spells and defenses you know and love, as well as the Royales: Princes, Knights, Baby Dragons and more. Knock the enemy King and Princesses from their towers to defeat your opponents and win Trophies, Crowns and glory in the Arena. Form a Clan to share cards and build your very own battle community.
CLICK-POCALYPSE II - CLICKPOCALYPSE II is an incremental/idle RPG. Create a party to bravely explore terrible dungeons and mercilessly exterminate every monster in the world. Find items, go up levels, learn spells, upgrade abilities, and earn achievements.
Clicker Heroes - The massive hit game from Steam and PC browsers comes to mobile with new features! Clicker Heroes is the idle RPG that started the subgenre! Embark on your quest and begin a simple, yet incredibly fun adventure. Tap to attack monsters, hire and level up heroes to unlock their unique abilities. Slay monsters for gold, find treasure, and explore new worlds.
Cookie Clicker - The original idle game where you bake cookies to rule the universe! This is the official Cookie Clicker app by Orteil & Opti. Accept no substitutes!
Cryptogram - Decipher the hidden text to reveal the motivational quote! Can you figure out the pattern in each puzzle? You'll be rewarded with a thoughtful message by one of hundreds of different poets, preachers and prophets!
Deep Town: Mining Factory - DIG DEEP and uncover the hidden story behind Deep Town and along the way dig deeper and build higher to produce more resources! 🔨🔧⛏
Destiny Child RPG - about collecting girls and create the best decks to fight in ragna raids, worldboss, pve or pvp.
Digfender - Beneath your castle an enemy lies waiting. Grab your shovel and prepare your defenses!
DOKU - Minimal Material Sudoku - A Sudoku Puzzle app for clean and casual gameplay. Master the classic puzzle game in the comfort of Android's native Material Design language.
Doodle Jump - Journey up a sheet of graph paper, perpetually jumping from one platform to the next, picking up jet packs, avoiding black holes, and blasting baddies with nose balls along the way. Laugh with delight as you blow past other players' actual score markers scribbled in the margins. And be warned: this game is insanely addictive!
Downwell - Its retro art style is really nice to look at, and the gameplay keeps you coming back. Definitely worth the 3 bucks. It's also available on the Switch for the same price too.
Dragalia Lost - The only gacha I'll even consider playing at this point. Even with their generosity I still debate playing because of the addictive nature of gachas. I play very casually now. But this is the best gacha, bar none. And it's portrait when 99% of the rest are landscape.
Dragon Ball Legends - Get ready for the all-new Dragon Ball smartphone game that fans around the world have been waiting for! Battle it out in high quality 3D stages with character voicing! Enjoy 1 on 1 action against rival players from across the globe!
Dragon Quest V1 - V2 - V3 - V4 - V5 - V6 - V8 - The game that started the legend of DRAGON QUEST is here at last for mobile devices! Discover the RPG that won the hearts of two generations! Enter a fantasy world of sword, magic, and monsters in one standalone package!
Enframe - portrait puzzle game (shameless self plug as I am the developer)
Farm Punks - Grow hilarious fruit and shoot them down a mountain with your giant cannon! How far can you roll? Take control of each fruit as it rolls down the mountain and try and earn as much cash as you can before it turns to mulch!
Feud - Feud is a turn-based strategy game made by some guys you haven't heard of yet. Originally a board game designed by Dave Cordell, it's been polished and tweaked and generally mucked about with to bring it to the glowing screen you're reading this description on. Unless you printed it out? Think of the trees. Please.
Fire Emblem Heroes - Nintendo's hit strategy-RPG Fire Emblem series, which has been going strong for more than 25 years, continues its journey on smart devices. Fight battles customized for touch screens and on-the-go play. Summon characters from across the Fire Emblem universe. Develop your Heroes' skills, and take them to new heights. This is your adventure—a Fire Emblem that's like nothing you've seen before!
Galaxy Warrior: Alien Attack - Guide your spaceship through the vastness of space destroying menacing aliens and powerful bosses. It would seem that there is nothing to discover in the Solar System. But in the most remote corners of the Universe mankind has come up against cruel resistance. You are the only one who can save the galaxy from an alien race of invaders!
Golf Blitz - Great PVP golf game made by the same guys who made Super Stickman Golf 3. Though I wish they'd release a 4th installment, this is a good alternative.
Hidden Folks - Search for hidden folks in hand-drawn, interactive, miniature landscapes. Unfurl tent flaps, cut through bushes, slam doors, and poke some crocodiles! Rooooaaaarrrr!!!!! A strip of targets shows you what to look for. Tap a target for a hint, and find enough to unlock the next area.
Holedown - Dig deep underground by shooting balls and breaking blocks, traversing your way to the planet cores. With limited shots per round and some blocks fixed firmly to the wall, thoughtfully strategize and aim for maximum impact. Knock down as many blocks as possible while collecting crystals for upgrades and getting deeper beneath the surface.
Hoplite - A turn-based strategy game focusing on tactical movement around small maps. Enjoyable if you like roguelikes that require tactical movement and almost puzzle-like combat. Upgrade your abilities or stats as you progress through each floor.
Hyper Heroes - TAP, SWIPE & SLING your heroes to send them smashing towards hordes of monsters, unleashing explosive power on impact and looting epic treasures!
Just Change Color - it's arcade title, every level takes less than minute to complete (but may depend on skill and level of character you play with). It was designed to kill few minutes on bus, toilet, in bed and similar situations
Kittens Game - Kittens Game is a village simulation text game. You manage a village of kittens as they acquire resources and unlock new technologies. Over 30 different buildings, 50+ resources, hundreds of technologies and upgrades. No ads or micro-transactions!
Lichess - Chess. Nice turn based game where you can select the speed of games and also have the option for correspondence play/asynchronous play. I also just enjoy trying to solve the puzzles built into the app as they really get you thinking. There's also plenty of stuff in game to help learn in the Study section and being able to analyze your games/openings.
Magic The Gathering Puzzle Quest - Magic: The Gathering and the original Match 3 RPG are re-imagined in Magic: The Gathering – Puzzle Quest, an epic deck building, strategy and deep leveling role playing game!
Mario Kart - Mario and friends go global in this new Mario Kart as they race around courses inspired by real-world cities in addition to classic Mario Kart courses! These destinations will be featured in tours that rotate every two weeks! In addition to courses based on iconic locales, some of your favorite Mario Kart characters will get variations that incorporate the local flavor of cities featured in the game!
Meteorfall: Journeys - Extremely polished card-based roguelike. Classes are each fairly unique, and each run feels great.
Mighty Heroes - It's nice to have a card game that can be played in portrait mode. I just grabbed this off the play store myself so I'm not sure how balanced or nuanced the play is yet but I've enjoyed the 2-3 hours I've put into it so far. If you play you'll get serious Hearthstone vibes, but the combat is a bit different as your monsters only attack straight ahead, and don't generally take damage when they attack.
Miracle Merchant - In Miracle Merchant you become the apprentice of a master alchemist who creates potions for thirsty customers. By mixing and combining different ingredient cards you create powerful potions based on the needs of your customers.
Night of the Full Moon - A stand-alone card game. There is no mandatory beginners guide, no internet connection, no brush map, no ten strokes. The plot will be played in the card battle. Each NPC and BOSS are given a mission and a temperament. Different choices will bring different endings.
NYTimes Crossword - Solve and enjoy the same puzzles printed in the daily newspaper in this app built by The New York Times.
OK Golf - NEW COURSE! - Llyncapel Ruins, Wales. It's not real golf, but it's OK! OK Golf is the essence of golf, refined to a tee. Play a quick round anywhere, anytime on stylish dioramas inspired by classic golfing destinations. Easy to play, hard to put down, perfect for all ages and handicaps!
Onitama - Immerse yourself in an ancient Japanese setting and discover Onitama, an exciting, fast-paced strategy game! Onitama is somewhat reminiscent of chess and rather addictive with its dynamic game mechanic in which warriors face off so their master may win the game. Concentration and luck are the only weapons you'll have at your disposal! You'll need to fully master mind and body to defeat your opponents.
Ordia - A one-finger platformer where you play as a new life form taking its first leaps into a strange and hazardous world.
Piczle Lines DX - The follow-up to the highly praised prequel Piczle Lines DX offers hours of addictive, mind-bending logic-puzzle fun! Create pictures (PICture puzZLE) by connecting the right dots. With an ever-expanding puzzle mode, as well as a gripping story mode Piczle Lines DX will keep you entertained for hours and hours!
Ping Pong King - "I'm Ping Pong King" is a very fun and exciting table tennis game. The goal of this game is to beat 16 rivals and win the crown; these funny stickmen can be world’s best champion, your boss or super grandma. It’s an easy finger-tapping game, simply tap right or left of the screen to control your stickman. Be careful not to miss any ball, or you'll fail this contest!
Pizza Boy GBA Pro - **This is Game Boy Advance emulator.... NOT a Game Boy Classic/Color emulator!** The finest emulator of Nintendo Game Boy Advance is here!
Pocket City - Build your own city as mayor. Create residential, commercial, and industrial zones. Build parks and recreation spots. Respond to crime and disasters. Watch your city come alive! This is the FREE version of Pocket City. The full version contains more features, including a sandbox mode where everything is unlocked! Get the full version for the best experience!
The Battle of Polytopia - An Epic Civilization War - The Battle of Polytopia has begun. Lead your civilization into war in this low poly turn-based strategy game. Adventure into this world of blocks: explore, gather resources, farm, mine ore... Build an empire of epic proportions, train your warriors and send them to fight with armies of other civilizations. A new take on the classic strategy 4X game with beautiful low poly art.
Puzzle & Dragons - A gacha based puzzle game, where you build your team of monsters and try to overcome enemies with different abilities in dungeons. There's quite a lot of depth to the game but it can get super grindy if you are trying to keep up with the collaborations and events in game. Think bejeweled but where you can make multiple matches of 3 or more gems in one turn. Each of your monsters has one or more special abilities that can be used, and you have one "leader" with passive abilities and a friend's monster you can bring along that also provides a leader ability. I still come back to this but when I was first into it I couldn't put it down for the longest time until I burned out. It's nice that there is a coop mode as well.
Really Bad Chess - Really Bad Chess is just like chess, but with totally random pieces. Try 8 Knights, 4 Bishops, and 3 pawns — why not?
Reigns - Sit on the throne as a benevolent (or malevolent) medieval monarch of the modern age and swipe your royal fingers either left or right to impose your will upon the kingdom. Survive the seemingly never-ending gauntlet of requests from your advisors, peasants, allies, and enemies while maintaining balance between the influential factions of your kingdom. But beware; each decision you make might have implications and unfortunate consequences down the road that could put your reign and family’s dynasty at risk!
Rising Empires 2 - 4X fantasy strategy - Rising Empires 2 is an epic 4X turn-based strategy game in a fantasy setting, where six races strive to build the strongest civilization and lay claim to all the land on the Surface and in the Netherworld.
Rogue adventure - Rogue Adventure is an incredible fusion of turn-based deckbuilder card game, rpg and roguelike, with an old style game pixel graphic. Discover different worlds, each with unique enemies and dangers, defeat all the bosses to become a hero. Find hundreds of different cards and powerful skills to create your perfect deck. Unlock new classes to try different strategies and have unlimited fun. Each run is unique, choose your path, find enemies, elites, bosses, merchants and treasures, and build your perfect strategy.
Shattered Pixel Dungeon - Best roguelike on the phone IMO and one of my favorites. Been playing since '15.
ShooMachi - Is It Wrong to Try to Strike a Bonanza by a Shoot 'em up game? Retro JRPG style Bullet hell Shoot'em up game ShooMachi
Shop Titans: Epic Idle Crafter, Build & Trade RPG - YOU are the new craftsman in town. Help the heroes in epic battles against fearsome monsters that lurk in the dungeons. Personalize and design your store, build epic armor, swords and gear for the heroes to defend your village. Team up with blacksmiths, tailors, priestesses, carpenters and herbalists to make your business prosper. Trade, sell or auction your products to the highest bidders from other shops. Sell your goods to warriors and even add a surcharge!
Siege: Titan Wars - Similar to Clash Royale but much faster based and rather unique as well. I dropped most of my other games besides this one and COD.
Skyforce Reloaded - The spirit of the retro arcade shoot‘em ups, captured with modern visuals and design. New entry in the series will keep you entertained with all the things you’ve came to love in scrolling shooters. Meaty explosions, incinerating lasers, collosal bosses and diverse aircrafts to pilot.
Star Traders RPG - Play this free RPG before you upgrade to Elite and enjoy hours of turn-based strategy for free! The Trese Brothers never run ads in our games -- enjoy an ad free, permission free experience! Command your officers and crew from the bridge of your star ship to travel, trade, and battle across the immense Star Traders Quadrant. Employ a wide variety of strategies as an Assassin, Bounty Hunter, Trader, Pirate or Smuggler. Can you manage your resources, crew and officers well enough to turn a profit in the complex economy that’s sprawling across the on-going interstellar conflict?
Sudoku - The Clean One - Basic Sudoku game. Don't play it all that much anymore, but it was the best of the bunch when I did.
Super Fowlst - Great little roguelike that can get quite intense. I usually play more chill games but this one scratches that Action-game itch when I get it.
Tap Healer - Healing Touch - A great game that gives you the feeling of playing a healer in an MMO. You'll have npc allies that will tick damage on the enemy as you use your different abilities/talents to keep them alive. If you enjoy playing as a healer in RPGs this game is worth checking out, there's not really a story but as you progress you can actually see what it's like to play a healer in small dungeons or eventually large raids.
Tap Titans - The world has been overrun by terrible monsters and titans - It needs a hero to bring peace to the land, and that hero is you! As our leader, you must grab your blade and vanquish the terror. With the help of other warriors you can summon along the way, collect artifacts to make yourself stronger and destroy the dark forces to bring peace to the land.
Tap Titans 2 - The battle continues! Grab your sword and gather your heroes to battle mighty Titans in more than 70,000 levels. Enter tournaments, collect pets and become the ultimate sword master. An immersive Idle clicker RPG experience for all. The Titans are back, so join the adventure and tap tap tap to victory!
The Greedy Cave - In a land far, far away there once was a vast continent called Milton. It was a land where the power of rule came by the sword and the arcane, where Men who devoted themselves to the blade or to magecraft, could become the finest warriors, wisest wizards or the greatest adventurers. In this land, there are several kingdoms divided by borders but united through history. Countless stories of alliances, upheaval, and moments of peace bedeck this tapestry, but that is a tale for another day.
The Quarry - Great resource management game. Where you mine and transport resources to build and mine more. Just like factorio!
The Sequence 1 - A unique puzzle game. Build a sequence using special modules to transfer binary cell. Find solutions to solve 72 levels with simple and complex structure. Are you ready for a challenge?
The Sequence 2 - This is the next chapter of successful puzzle game [the Sequence]. It features new modules and introduces new game mechanics. Create moving sequences to bring "Binary Unit" to the destination point. Many levels could be solved in different ways, which allows to improve one's results and get into a higher position in leaderboard. Think out of the box to get to the next level! Create unique mind-blowing sequences!
Tower Fortress - A mysterious tower has risen! It emits plumes of noxious green smoke from its summit making people sick. Strange creatures infest the tower but if nobody tries to ascend it we will all be doomed! Are you that hero?.....
Triple Town - An original puzzle game in which you try to grow the greatest possible city. The larger the city you build, the more points you score. You build your city by matching three or more game-pieces: combine three grasses to make a bush, three bushes to make a tree... until you've filled the board with houses, cathedrals and castles. Along the way, you'll have to outwit giant bears who will try to block your progress.
Troll Patrol (Early Access) - A puzzle game which combines the tile-matching and RPG genres by offering a unique experience: Play as the last defender of the threatened troll den where vicious village people and heroes from far away castles and kingdoms knock down your door. Stand firm, take whatever weapon is close and fight them off to get your family and friends to safety. Protect what is rightfully yours, your home, your heritage. They come for blood, for revenge, to still their blood thirst. But you won't allow it.
Trueskate - The ultimate skateboarding sim.
Twinfold - Twinfold delves into the duplicity of duplication. A roguelike about merging golden idols and squashing angry faces. Manipulate a labyrinthine tableau with the swipe of a finger. Merge and munch on golden idols level up and gain game-changing abilities.
Ulala Idle Adventure - Whether you’re sleeping, eating, or taking the subway - come play Ulala: Idle Adventure! Ulala is an idle MMORPG, which brings to life the excitement and adventures of the Stone Age in a fun and social way!
Void Tyrant - Build a deck as you battle across the galaxy, gathering powerful cards along the way. With strategy and a bit of luck, you might be able to reclaim the Eyes of Chronos. A single-player adventure, play with 500+ cards and three unique classes to engineer a custom deck to your own design. Rooted in the simple hit-or-stand mechanics of blackjack, Void Tyrant is an easy to understand roguelike with engrossing depth. Battle quirky aliens, disarm traps, upgrade your spaceport, and face off with the sinister Wruut.
Ware Wolf Online - Defend your village from the forces of evil or become a werewolf and hunt your friends! Join the mystery game, fight for your team and find the liars among your ranks. Werewolf Online is a multiplayer game for up to 16 players. Each game has different teams such as villagers or werewolves all fighting to be the last team standing. Use special abilities to uncover the roles of other players and convince your fellow players to work with you.
You Must Build a Boat - Travel the world in your boat, from the top of the Mage Tower to the bottom of Hell
submitted by simonwood0609 to AndroidGaming [link] [comments]

MAME 0.207

MAME 0.207

It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists.
With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system.
Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

Theory of Siege toxicity.

Just a theory. (WARNING: Incoming wall of death...text*)
The game requires people to accept and behave in a way that is at odds with the average FPS gaming experience. Let me explain.
First of all let's point out it's an FPS. First person shooters are notorious for being competitive and cut throat. Not saying FPS is generally the most toxic (MOBA games I'm looking at you) but they definately are not the least toxic by any means. At a basic level people arent going to be as nice or cooperative as other genres. You're basically playing a "who's a better killer" simulator without the parts that make conflict suck in reality. There is a whole different discussion we could have about how this kind of gameplay influences and reinforces aggressive behavior that neurology has proven, but, I AM STEERING, THE FUCK CLEAR, OF THAT. In most games the player just respawns and has another go until the time or points reach an end, which is mindless and fun. Even hyper competitive games like CSGO allow servers to create custom conditions that are great for blowing off steam and playing casually (modding/orange rooms/etc). Siege doesnt have a place for players to go in this regard, its either competitive game modes or unsupported 3 year old game modes. But it's important to remember Siege has Casual and Ranked game modes, and they are nearly identical and played almost identically. The only alternative is Terrorist hunt and situations which are lackluster to say the least. That leads to another couple of points and the rest of this death by text document rant.
Most games you play are solo experiences that dont punish you for making mistakes or hold you accountable to your teammates. In a game that doesnt offer alternatives to this situation you already have fertile ground for toxic behavior.
Most online shooters are made to make players feel like 80s action heroes that can badass their way through most challenges. Your character has the ability to adapt to all of the games situations without the help of anyone. You fill any role and can absorb damage without slowing down (even recharging health or living through headshots in some cases). Everything is intuitive from the start (similar to other FPS games), and doesnt distract from the core gameplay loop of: out frag/kill your opponet. Games like COD, Battlefield, Halo, even (arguably) CSGO do this by prioritizing the individual experience and making team play a secondary/less crucial priority. Even at their highest levels of play, the dominate teams are the ones with the best individual fraggers. Siege is designed with opposite principles, and doesnt let you have a alternative familar game mode to enjoy.
Just a quick note. Fraggers are generally players who play for kills exclusively. Their gameplay style relies and is predacated on being a consistant better shot, having better reflexes for ADS, and normally are the goto clutch player in most games. They also tend to use their k/d as a metric for judging their overall proficiency when comparing themselves to their peers. This encourages k/d focused players to build a superiority complex that inevitably leads to toxic encounters
So Siege emphasizes the opposite. While fragging still has its place, 1v1 gunfights dont dictate who will win nearly as much. In rainbow the victory is decided to the side that takes more care to prepare. This is expressed in factors such as positioning, improvisation, map knowledge, cooperation, communication, and many other abstract aspects that need to be developed over time... often through trial and error. None of which are recorded or accounted for by the game, and unfortunately arent factored in to who you play with or against when queuing. Instead of this, you are solely ranked by points you accumulate through a binary system of wins and loses. There are plenty of well written posts on this subreddit that detail the misunderstood MMR system and its negative influence on the game and community. That being said, this perpetuates the misperception that K/D is the most important factor. Many people still believe that the team with more fraggers decides the outcome of the match, and ones own ability to solely frag is the measure of an overall good player. Although accuracy and reflexes play a part in ones ability to execute plays, they dont superseed a players ability to thoughtfully prepare, understand, and make mindful tactical decisions that set up these opportunities. This is why not all diamond players dominate teams single handly. A group of 5 average players that consistently play together can achieve a higher rank because as a unit their win/loss reflects their unit's effectiveness. Of course there are exceptions, people have solo'd to diamond. It's important to point out though that diamond is 1% of that regions playerbase, and these players ability to spend more time on the game than others makes all the difference. This leads to the next point.
Rainbow also revolves around no respawning, and leaves everyone with only one opportunity to impact a round. Its important to note that this isnt common practice in the FPS genre. So the average player will have been playing respawn centered games for most of their gaming lifetime, and now are forced to take a time out whenever they make a unsuccessful choice and die. This is punishing all the more since they no longer effect the match directly. Instead they are forced to watch their teammates, and most folks cant help but watch with a critical eye. In some ways the game is designed to make them critical, this is a learning from the mistakes of others approach. The issue with learning from the mistakes of others has two points in Siege:
  1. The game's skill ceiling is always getting higher, and there is an overwhelming amount of information and variables to learn and consider on a individual let alone team level. Many people have more important responsibilities outside a video game to devote this kind of time and energy to learning. Expecting them to learn is too much to ask of people, most are just casually playing to blow off steam after a day of school or work. So random players of random commitment are placed together. With only two games modes that dont adequately do the job of dividing the casually committed and the competitive playerbases, this leads to the second point.
  2. The match making algorithm that places players against one another is terrible. Outside of the issue of smurf accounts, players often get pitted against players/teams that are drastically higher or lower rank than their own. Diamonds and silver players can and often do meet in ranked play, this usually results in blowouts that arent fun for anyone, breeding even more resentment and toxicity. Add to that they are playing with strangers whom they do not owe anything to and you get the even more griefing and toxic messaging. Some of this is understandable, at least during the first years of Siege's life span. A person with hundreds of hours of playtime being forced to watch someone with even half the time would grow impatient and intolerant. Siege's long learning curve is almost exclusively counterintuitive and a matter of trial and error. Having to sit through a game situation that you've already seen before isnt useful. But after 3 years of letting the culture of the community cement into toxicity more people are so embedded that toxicity is the accepted ediqqute.
It's important to point out that most players have the Fragger mindset as well. They hold other players to this standard of thinking and evaluate them in accordance to it. In other games this would be warrented, but in Siege this is an invalid approach to growth and ignores all the finer details that make the game good and unique. But that doesnt mean people realize it, or own up to it, and if they did, they dont care enough to act differently. Instead of learning from player mistakes, or doing the alternative by assisting teammates while dead with information they default to cynical, pessimistic, and above all toxic behavior. This does a wonderful job of exasperating the toxic community problem. As stated before the community culture has had to accept the toxicity since Ubisoft has failed to handle the issue as a priority early on. Why does Ubisoft put the toxicity issue on the back burner and only implament band-aid solutions? Hopefully my next point can shed some light on this.
Siege is going into year 4, and is clearly developing with the intention of a game that wants to compete with CSGO for the #1 FPS esport. The unfortunate problem is that Ubisoft doesnt have the money, experience, and ability to support the game the same as Valve has shown with CSGO. Everyone aware of this also has the standards and expectations CSGO has set after decades of being the example of esports, but fail in thecomparison to see that Siege and Ubisoft are still struggling to get there.
Ubisoft admitted at the before the Grand finals in Rio yesterday, that they are still understanding their own game. They made something entirely new with this game and are ignorantly feeling it out. That means how they balance it, introduce new content, and how to balance their goals and consumer demands. This is tricky because Siege is unique in terms of video game design and there isnt a clear model to copy the success of. They are basically learning how to support their game by trial and error just like we as players are learning how to play it, by trial and error.
Note that Ubisoft as a company doesnt generally make competitive multiplayer games, they are known for Assassins Creed primarily. Ubisoft does have more money than most competitors from its franchises, but they dont have anything like STEAM (ironically where are we buying rainbow on PC?). Valve is a private company as well, and Ubisoft is publically traded...this is why you get company priorities that have consquences like the Chinese censorship situation for example. Maybe (wishful thinking) when their global market goals are achieved then maybe...maybe we will see the quality of life improvements and other bugs ironed out as they will have reached their goal of dethroning CSGO. I dont believe Counter strike will be dethroned of course, but the "fps esport" market share may be more divided in the future between the games. This also is assuming Overwarch or another game doesnt change anything going forward.
The reason I wrote those last three paragraphs was to point out an underlying factor that perpetuates the toxicity. You have a situation where this game, that is striving to be a global esport like CSGO, is making decisions and putting resources solely to realizing that goal over building a casual player base. This comes at the expense of terrorist hunt, casual mode, and new game modes so they can instead devote all their resources to the global esport goal. Meanwhile the majority of the 35 million person player base is casually playing the game, with their own short term interest in mind. Ubisoft on one hand is playing for the long game, with the aim of a strong competitive scene. This dynamic creates tension with players as they perceive this as a game that refuses to address issues like hit registration, glitches and bugs, and releasing/ fixing imbalanced content. Players respond by having a bad attitude before even logging on since they view the game with a stigma. Sort of like if they had a car that is a lemon, the dealership keeps fixing it just enough to keep it on the road, at the same time not enough to keep it out of the garage. Since the alternative FPS games to choose from are battle royal, annual titles like CoD and Battlefield, and older games they stick around since there isnt much choice. This "got nothing better to play/ what's the point" attitude is a toxic casual mindset in of itself.
You can add the China situation, or the vow of silence the developers have taken recently towards reddit. But hopefully you see now that toxicity isnt a year 3 problem exclusively. There are many variables and these ones I've pointed out just get added to the pile.
This all is pointing to some obvious solutions Ubisoft has as options. Why they haven't taken them as we near the eve of the Siege's fourth year? We only can assume. But nonetheless these are steps that would act as a antidote and being people back in.
  1. Elaborate and expand the casual game mode/s to give players a way to divide themselves from players with more competitive values.
-First and foremost, allow spawn and site selection in casual. This feature being ignored has single handedly trivialized how ranked is played. What I mean is, folks look at ranked as a joke. Since the MMR system is jacked up and you cant pick sites casually...so you might as well play ranked casually. This misstep is so obvious, that having to write it out and explain this for the 100th time is killing my own and everyone else's brain cells...leading to more stupidity and more toxicity.
-Halo 3 is a great example of how a casual playlist can satisfy these players who wanted a place to blow off steam and not take the game seriously. YouTube channels like PriesT showcase custom games like shotgun roulette, strategy roulette, knife only, and border patrol that could be made official by Ubisoft to just name a few. Counter Strike has just as many examples as well (gun game). This would be just like what Bungie did with grifball, mongoose racing, and other fan made games that use assets that already exist in the game to create casual playlists and content. There are people out there that want to be Diamond shotgun roulette players.
-As much of a disaster as the outbreak event was, I stand by my belief that it should have stayed in the game as an alternative game mode. I realize a different Ubisoft studio made the mode, and it wasnt/isn't going to get more support, but keeping it would of added more value to the game (in a year that didnt add much). The potential options of how to tweak this formula to work is pretty versatile and I think Ubisoft gave up an opportunity here. A opportunity that would have lessened the criticism they are facing right now at the end of year 3. Besides, not keeping it in the build just wasted all the man hours and work of those developers. To what end that project was useful to Ubisfot besides selling outbreak alpha packs is beyond me.
-I know that Ubisoft has claimed that data file size or something or another was a limiting factor to adding content to the game. This is confusing though as they add a new map and operators every 3 to 4 months to the existing model. If this really is the case then I'm just curious how they intend to achieve their 100 operator goal and the maps that will come along with them. I'm not an expert on coding or working in gaming, but this seems fishy and hard to believe. Please reply if you can shed light on this topic as ignorance about it causes more community backlash and toxicity.
  1. Take Ranked out of Beta/ changes to draw a line between Ranked from Casual
-Just as casual playlists ought to be developed to give its players a place for what they want, so should Ranked playlists. I'm not going to make a case that ranked needs a significant overhaul, just things the community has already been calling for (for years). Taking the pick and ban system to ranked for one. If players that "play ranked causally" take issue with this the solution is simple, add choosing spawn/site locations to a casual playlist to facilitate this demand. You've got to keep em separated, those competitive and casual people are oil and water. Not doing so is striking a match and fanning that toxic flame.
-Increase the MMR values of ranks or add a multiple diamond level (1,2,3) and a master level. The thinking behind this is that the MMR system wont be altered anytime soon and more ranks will separate the players better than right now. But in a perfect world they would just scrap this model and make a better MMR system from the ground up. The issue of matching with players all over the board and not consistently with those of your own rank causes toxicity.
-Change Gold to Silver as the default rank upon completing 10 placement matches.
-At the very least if any of these points are unreasonable or unrealistic then at least settle for this. Take a season to dedicate development toward getting Ranked out of beta. Pause the map rework/buff, maybe even pause the operators. Just operation health the Ranked playlist into something that isn't a consistent negative talking point about the game.
  1. Griefing toxic behavior system.
-As mentioned before Ubisoft hasnt prioritized a solution to the toxicity in the game in a significant way. They've had report suspicious behavior, report toxic behavior, voice and chat mute buttons, and various ban policies. Lets not even get into the most recent text chat ban situation. Over the last 3 years none of these have reversed the growing toxicity trend. Meanwhile the the game they idolize to become, counter strike, has provided ample examples of how they counteract their team killing and communication problems.
-Counter strike server owners have had the ability to literally set damage observing code to detect consistant team damage to counteract griefers for example. They also handle team killing with forgive/punish systems that are developed to such a excessive degree that you can punish the perpetrator in multiple creative ways (bleed out, head explode, light on fire, insta death, to name a few.) To think that Ubisoft cannot implament a simple forgive feature with a yes/no prompt is unforgivable.
-I realize the server situation is anything but ideal or near to what counter strike has. My point is that clear and effective examples have existed since 1996, and its 2019 nearly. This ridiculous state of mishandling a simple problem in favor or pursuing their Esport agenda has grown the stigma attitude I mentioned and allowed the cancer of toxicity to spread to the vital organs of the community, like here on reddit. Reddit has become so fed up pointing out the obvious that they have basically given up, and when attempts to talk about these problems are brought up, the community ignores them or downvotes them.
If you read this whole wall of words then all I have to say is thanks. I appreciate you taking the time to. Hopefully this explains my point of view that Siege is a unique game that exist and is supported in a way that hasnt been done before. The growing pains are tough, but I believe this game will improve. I wouldn't have given it 3 years if it didnt, believe that, and I assume you wouldn't read all this if you didnt relate to that sentiment. But a case has to be made about the neglecting nature of Ubisoft's behavior toward these persistent problems. Problems that arent taken care of only becoming bigger ones, and eventually people will move on..they already are. This neglect also is the reason the community is so toxic, you cant blame them for becoming jaded. If these changes were made sooner the fact is that there would be less immersion breaking moments, and more time enjoying the game, from there that positivity only snowballs. Ubisoft shouldn't be waiting until player populations drop to an unacceptable point to be spurred into action (operation health). Also thanks for tolerating typos and whatever weak points I've made. This was originally a response to a different post that ended up becoming a full blown essay that I just needed to get out apparently.
Thanks for reading, and I hope this can begin a discussion towards a constructive direction since lately it's been anything other than that.
submitted by Saucery89 to Rainbow6 [link] [comments]

MAME 0.207

MAME 0.207

It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists.
With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system.
Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to MAME [link] [comments]

[Steam] Winter Sale- Hidden Gems II; The Eleventh Hour

Personal Note: If you found any other hidden gems, or just have something to say, say it in the comments! It's the eleventh hour and people can actually hear you now!

Inspired somewhat by the recent post of Hidden Gems, I found that it's largely become completely congested. As such, I'll coalesce a lot of the deals posted by the guys there here, instead. I'll add others in case I find any of them in the original thread.
Personal Favorites
Puzzle Games found by crabbit
Random picks by ND1Razor
Unusual Games found by thelazyreader2015
RPGs loved by thelazyreader2015
Games Thrice Reposted by ParanoidAndroid1309
strikan33 posts the base list
With some other titles, Art4dinner recommends:
Gramis Silently slides:
A small list by thinkforaminute
Story rich, atmospheric game dragged into the light by BabyMustache
Less than a quid by Dux0r
A list of openish world RPGS from thelazyreader2015
Wishlist and personal favorites from gpt999
Misc Recommendations
With the large quantity of the old deals posted, I'd love to see any other hidden gems there might be out there. I'll post the two major things from the previous thread (The massive posts on Coop games and the massive post on games less than three dollars) below, and I'll post any other collections or mild reccomendations I find above.
submitted by Ullyses_R_Martinez to GameDeals [link] [comments]

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