It’s not a patient game yet, but I caved and got Alan Wake 2 the other week. In the early stages so far (the game’s quite scary!) but loving it.
I’m
impatiently waiting for next week-end when the Elden Ring DLC releases. It counts if I have to wait, right?I have gotten back into non-patiently playing Helldivers, but I think I’ll spend the weekend playing Hex of Steel, CtA:Gates of Hell and Dawn of War:Soulstorm with thr Unification mod, same as I’ve been doing all week.
Well that, and watching the 24h of Le Mans race, this saturday!
Golf
Stupid games and win stupid prizes.
Monster Sanctuary! And helldivers 2
Megaman 8-bit Deathmatch, Heroes of the Storm, Pizza Tower, and DnD!
Super Mario Sunshine, going for my first 100%
Is it patience if I’ve already played it? The wife and I are running through metal gear solid 3 after beating 2. PS3 emulator is snappy and the metal gear HD collection is pretty good!
Maybe metal gear solid peace walker can count as patient, as I haven’t played that yet.
PS3 emulator is snappy
RPCS3 is a great emulator! They can be a pain to set up or tweak for performance but that one in particular is a very smooth experience.
Having some trouble getting peace walker going on the emulator. Not a lot of issues to find while searching either. Bazzite on either AMD or Intel with Nvidia GPUs.
So in the meantime, we have dusted off the PS3 to use my mgs4 disc hah!
civ6! ive never played civilization before, but my kid says its great and it was on sale for 3$
If you don’t enjoy it, don’t discount the franchise. Personally I prefer civ 4 over civ 6, and civ 4 has the bonuses of 1) being the only video game to ever win a Grammy award and 2) extensive voice work by Leonard Nimoy
I’ll back up that Civ 4 has been the best entry in the series so far.
Civ 5 is when they dropped unit stacking, which made combat much slower and more finicky since you couldn’t just build up a massive deathball and tear across the map, and Civ 6 doubled down on that design space by tying city upgrades to individual tiles as well. They’re not bad changes, and they do add more strategic depth to the combat and city-building, but they do make an already slow game substantially slower, since combats that used to be done in a turn or two now require several turns of rotating and repositioning units to get them in and out of the fight.
Civ 4 was the last “pure” civ experience, building off and adding to the previous games without sweeping mechanical changes to shake up the meta.
what did you not like about 6?
Too clunky and slow paced for me compared to previous installments. Also not a huge fan of how the different victory conditions/requirements were balanced compared to older games. They just crammed too many new mechanics in there for the game to flow like it used to. If you’ve never played civ before these things may not even bother you since you have no previous experience with earlier installments to compare it to.
thanks! ill try 4 if 6 seems annoying with those characteristics
I liked 5 because a few large cities (going tall) was way more viable, which I prefer over making tons of little cities (going wide).
Got the first Moving Out game on supersale and my kids are loving it. I’m always on the lookout for coup coöp games to play with them.
Still spreading managed democracy in Helldivers 2. Waiting for the Elden Ring DLC to land though!
I’m about to leave town for the weekend so missing out on most of the new patch. Hope you dispense some liberty on my behalf!
That’s not very patient gamer of you lol
I just finished both Borderlands 3 and God of War (2018) so I’m in gaming limbo again.
Leaning toward Stardew Valley, Noita, or finally buckling down to finish Far Cry 3.
You can give My time at Sandrock a go, it is similar to Stardew Valley but with a more linear story. Still the game has plenty of content to keep you entertained for a longer period of time and it is enjoyable, and chill.
I recently started playing Noita. Can confirm, much time is needed for such a simple yet intensely complex game. Incredibility fun, enormously infuriating, also all your own fault. Perfect 5/7 would recommend
I’ve started and bounced off Noita a couple of times already. It’s been fun but I do need time to dig in and wrap my head around the mechanics.
I’m stuck on wand building at the moment. I’ve watched a couple video guides explaining how it works, but something still isn’t clicking. None of the wands I’m making have worked the way I expect them to, and I’m not sure what I’m not understanding.
It is a little confusing and I agree that they don’t always work the way I expect. I will say that going for a single type will ultimately hold you back if you just aren’t getting the proper spells. Best to just generate something that works to some degree.
Cast delay and recharge rate are the two most important stats outside of “shuffle” in which you always want “no”. Cast delay is the time between spells and after all of them are cast, recharge rate is the time before casting the new full spell list.
The order in which you place spells is important and I still have to mess around with them a bit since I don’t understand it as well as I thought I did. But there are casting “blocks” which is like a set of commands. This is why you want shuffle “no” because then it will always cast left to right. Casting a trispell will cast whatever spells are in the next 3 slots (at the same time) including another trispell, which will then add the next three blocks (as an example). Then you have to do some math to see what all the cast delay and recharge rate total numbers are. That’s how you see what your wand will ultimately do. If you can get cast delay to 0 or lower it will chaingun but pause almost like a shotgun if the recharge rate is higher than the cast delay. The wand will always be held back by the larger of the two (cast delay or recharge rate).
IDK if this clarified or helped at all but if you have more questions I might be able to answer or provide resources for you.
The issue I’ve been trying to work out is getting modifiers to work consistently. My understanding is that modifiers are supposed to stack and affect the next projectile spell to the right, but they either don’t apply at all or will apply sporadically, and I haven’t figured out what rule I’m missing.
I assume some modifiers just don’t work with some projectiles, but the game doesn’t seem to communicate whether this is the case. I also suspect it has something to do with shuffle, as you warned against, but I haven’t been getting any non-shuffle wands for experimentation, and my starter wand doesn’t have much mana to work with.
It doesn’t help that I can only experiment with builds in the airlock chambers between levels.
The specific issue I remember having last night was that I couldn’t get the pentagon shot modifier to apply to any of my projectile spells no matter what I did.
I did get the flametrail modifier working consistently, so I’m doing something right, but I’m not sure what was different between that and the pentagon spread modifier I was trying.
Modifiers (generally) cost mana too, so you have to add that mana cost to each cast of the wand. If you have a 5 mana cost spell and a 30 mana modifier, you end up with 35 mana per cast. If your wand has a total capacity of 100 mana and a recharge rate of 100MPS, you’ll get 2 casts with the modifier (70 total mana) and one cast without until you regen to a capacity total of 35 mana (or greater) to cast with the modifier again. If you have a dual or tri cast spell and put the modifier before that, it will apply the modifier to the whole cast block adding the modifier mana requirement to each spell in that block. If at any point that exceeds your capacity, it won’t add the modifier at all.
Right, so if you have 3 spells on a shuffle wand, and 1 modifier in front of one, than the modifier will only affect the cast “block” of that one spell. Since it is a shuffle wand it can choose to cast any of those three which gives you a 30% chance of casting a modified spell. This is why non-shuffle is so important. You can always tell if its a shuffle or non-shuffle wand by whether it has a gemstone on the wand. If it does have one, it will be NON-shuffle, if it does NOT have a gem, it will be shuffle.
A non-shuffle gives you consistency and the ability to make those spell “blocks”
That’s part of what makes the game tough is how you only get to tinker with the wands in those mid-way points, unless you get a perk that says otherwise. But a pro-tip, your second wand, the bomb wand, you can switch your main wand’s spell to that and it will usually work in a pinch to give you a rapid fire shot with low mana regent. Not optimal, bit functional when no other options exist.
The pentagon one, IIRC, if used with a single spell will just shoot around you in 5 directions. But if you have a trigger spell you place it like so [Trigger spell] [Pentagon] [damage spell]. I believe pentagon has a pretty high mana consumption so that may have prevented you from having the total capacity needed to successfully cast it. Therefore you would have just casted an unmodified spell.
LMK if you need more info!
I was not counting mana cost, no. So it’ll just drop modifiers if it doesn’t have enough mana, and still cast the base spell? That does explain some of the behavior I was seeing. I figured it would fail to cast entirely if I didn’t have enough mana for the full block.
One theory I had, if you can confirm, is that shuffle doesn’t just shuffle spells, it shuffles all spell nodes.
So if I have a 4-slot shuffle wand with: PPMP (P = Projectile Spell, M = Modifier)
I was thinking the cast table could either be:
P1 - 33%
P2 - 33%
MP3 - 33%
Or
P1 - 25%
P2 - 25%
MP3 - 25%
P3 - 25%
Depending on whether the modifier block was a valid place for the shuffle to land.
I was planning to try to build some wand experiments to differentiate which of these scenarios is true. Good to know that mana can be a confounding variable.
Edit: Also, is shuffle fully random or does it draw without replacement like a deck of cards until all stored spells are cast and it can recharge? Just thought of this and realized I hadn’t tested for it.
You know, I’m not actually entirely sure if it sees the modifier as a valid selection, but yes, it will kill a modifier and cast a non-modified spell if it does not have the capacity. The only time it will not fire at all is when 1) the base spell has a greater cost than total capacity. Or 2) you are out of casts for spells that have a cast limit (donated by a number within the spell’s block).
A shuffle wand will always cast all spells available in the selection before hitting the recharge, I can say that for sure. So if you have 5 spells each at 20% chance, then you cast one, you have a 25% for each of the remaining four, then 33%, then 50% then you will 100% cast the spell you haven’t cast yet before the wand goes through recharge and all spells become available again.
When talking about dual casts and tri-casts I’m not entirely sure how it resolves what to cast when mana capacity is an issue, but I believe it goes left to right, and checks the validity against your capacity, yes=cast no=not cast which would be why someone would end up casting a couple, but not all of, a block’s spells.
Spells and modifiers all can add (or remove) mana, modify cast delay/recharge delay. So do keep an eye on how that all gets changed based on what spells you use. One spell selection could be the difference between chaingun or a slow firing one shot. Some spells have 1 second delays built in (which technically can be overcome)
I recently started a new Stardew playthrough after leaving it for a couple years. Damn that game is so good. It’s like a perfect little dose of relaxation.
Playing through ff7 rebirth and was trying to finish a dragon age origins play through I’ve had going on since 2022. I’ve had rebirth since launch but I’ve only really had a chance to play it from last week as I’ve been ill most of the year until recently. Also have dragons dogma 2 which I haven’t played much for the same reason.
Probably Bowser‘s Fury (Switch), Balatro or Trine 5 (PC), and Marsupilami (Deck) for me!