26 Best Couch Co-Op Games to Play With Your Partner | Ars

fun games to play on pc multiplayer

fun games to play on pc multiplayer - win

Overfall

**Welcome to the official subreddit of Overfall!**
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Armored Warfare on Console

Subreddit for the console versions (PS and Xbox) of the MMO game Armored Warfare. Armored Warfare is a free-to-play, online tactical military video game that puts you in control of some of the most incredible, modern destructive machines to grace a battlefield. All are welcome.
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All things relating to Mika Mobile's Battleheart and Battleheart Legacy games for Android and iOS.

A fan subreddit for all things relating to Mika Mobile's Battleheart, Battleheart II, and Battleheart Legacy games for Android and iOS.
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[COD] Hi I’m wondering which cod I should get as my first one (I have parents that only let me play teen games until now) and I’m just wondering which is more fun I play on pc btw and want to play multiplayer

View Poll
submitted by SupremeKid72 to CallOfDuty [link] [comments]

What's a good/fun multiplayer game to play on PC?

submitted by GalaxyCat11- to AskReddit [link] [comments]

Small school appropriate Multiplayer games or any small fun games to play on school Pc. Help needed

I am in a computer class and my teacher gives us a lot of free time on the computers. She says we can play games but they can’t involve real guns. Games like mw2 isn’t allowed. I need help finding games that I can play with classmates. A game with less than 20 GB would be good. Maybe a water gun FPS game or paintball or something. Just a small fun game in general. The game doesn’t have to be free.
submitted by datduong1145 to gaming [link] [comments]

Finished my $1500 PC recently but rarely play games on it, seems like a waste. I like fun, realistic or multiplayer games. Help me choose a fun game to play.

Hello, I live in Vietnam (Asia) and sorry for my bad English.
My 2 favorite games are LoL and FIFA 17 (career mode). I play them every day and never get bored with them. I like fun, realistic, great graphic or multiplayer games. That's why I only play Fifa career mode; ultimate mode seems too unreal, casual for me.
But I cannot get myself to finish games like GTA V, the Witcher 3, Assassin's Creed Unity,... on PS4 or Watch Dogs 2 on PC.
I don't like CSGO because sniper rifles in that game are unrealistic, easy and overpowered, the AWP scope remains steady whatever you do lol.
I have just built a high-end PC (i7-6700, gtx 1070, 16gb ram) recently and only play LoL seems like a waste.
I'm considering buying WWE 2K17 (ps4), Titanfall 2, Star Wars Battlefront or Battlefield 1.
What do you guys think? Help me choose a game for my new PC, thank you.
Update: For multiplayer games, please recommend games that have Asia servers.
submitted by tronatula to gamingsuggestions [link] [comments]

Interested in joining pc or mobile gaming or create a server to play with friends join the zero deaths club now for free rp and multiplayer gaming now.. Come on in and meet with members around the world and join the class-d's around the world be a member and join the fun! Enjoy broskis and siskis!

Interested in joining pc or mobile gaming or create a server to play with friends join the zero deaths club now for free rp and multiplayer gaming now.. Come on in and meet with members around the world and join the class-d's around the world be a member and join the fun! Enjoy broskis and siskis! submitted by terry98000 to DiscordGamingServers [link] [comments]

Pc game to play that has local multiplayer/split screen but also is fun on SP.

Looking for a game that has a split screen option or local multiplayer option but still is fun to play on single player. HOWEVER, one of the ps4 controllers we got has a broken stick. (The right one). So it can't be like an fps.
submitted by ItsYaBoiDJDJ to ShouldIbuythisgame [link] [comments]

Looking for fun games to play with friends on pc over multiplayer

submitted by BangTrainOwner to gamingsuggestions [link] [comments]

UK/BTS/UTC Looking for friends to play on PC R6 and any other multiplayer games to have fun

Hi not my first time being here but I can't seem to find people to play with on PC I mainly Play R6 but have put up to 53 hours on solo :( I'm not bad at it and can hold my own and having a team would be great mainly looking to have fun but winning is everything ,willing to play other games if your 18+ and from the UK or anywhere around add me on steam Sxmplee
submitted by ST0RM-v to GamerPals [link] [comments]

Slay the Spire and its "family"

https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png
Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.

General info

First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).

Dream Quest clones

Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...]
Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...]
Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...]
Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).

Slay the Spire clones

Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...]
Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...]
Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...]
Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...]
Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...]
Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]

Other Games

Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...]
Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...]
Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]

Conclusion

As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
submitted by Exotic-Ad-853 to AndroidGaming [link] [comments]

I heard you guys like reading patch notes... So how about a fake one?

General / QoL

Gameplay

Gacha / Shop

In Consideration

Items

Coop

Battlepass / 12 Episode Anime

Quests

Elemental Reactions

  • Vaporize's Steam deals aoe damage
  • Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
  • Overloads damage (pyro->electro) now deals x2 (pyro) damage.
  • Overload's knockback decreased significantly
  • Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
  • Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
  • Superconduct's negative armor debuff is moved to Melt
  • Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
  • Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
  • Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
  • Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
  • Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
  • Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)

Enemies

  • Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
  • Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
  • Enemies attack cycle improve. Fixed bug when enemies stop attacking. Baedou Problems.
  • Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
  • Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
  • Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
  • Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
  • Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
  • Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
  • Smol Geo Vishap now drops less geo shields
  • Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
  • Smol Geo Vishap now burrows a bit less frequently
  • Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
  • Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
  • Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
  • Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.

Characters

  • Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
  • Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
  • All characters passive talents are now combat related.
  • All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.

Ayaka

  • Alternate sprint binded to a different hotkey.
  • Yes I came from the future.

Albedo

  • Elevator can be activated to go up and down by using the F key.
  • C2 stack counter / indicator via particles (think of razor geo sigils)
  • C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
  • C6 crystallize shield has a different shape (leaf)

Amber

  • Increased ultimate radius by a tiny bit.
  • Allow targeting of ulimate by holding the ultimate button.
  • If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
  • If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.

Barbara

  • Restored Barbara's Energetic Voice Lines
  • New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
  • C6 Revive indicator is now visible as a buff.
  • C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.

Beidou

  • Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
  • Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
  • The ultimate's chain lightning deals tiny spark damage if it didn't jump.
  • C2 chain lightning has a different color.
  • C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
  • C4 perfect counter grants the maximum damage bonus
  • C4 shield has a different color.
  • C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)

Bennet

  • C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
  • C6 Ultimate restores up to 100% hp.

Childe

  • Improved manly posture when in aiming mode
  • C4 Riptide slash and flash uses different coloparticles/animation
  • C6 has an indicator when it works and when it is available

Chongyun

  • Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.

Diluc

  • What seriously? You really want more?
  • Fuck this guy in particular
  • Elemental Sword Duration Indicator added
  • C6 his flames has some bluish tint

Diona

  • Fixed shield duration bug and increased by additional 1.1 seconds per claw.
  • Shield ratio based off max hp increased by 10%
  • C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
  • C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
  • C6 radius is increased and uses a different color.

Fischl

  • Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
  • Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
  • Shadow Raven Let Night F---!!!
  • C4 Ultimate hp restored now scales off damage dealt by the ult.

Ganyu

  • holding the elemental skill allows you to aim and won't make you backdash
  • C4 Freezing Field changes color intensity per damage increase
  • C6 free frost charged arrow now works with normal unaimed attacks.
  • C6 uses a different particle color. Sometime it turns into a bazooka.

Jean

  • Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like.
  • Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
  • Base Attack Increased by +5
  • Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
  • Ultimate radius is increased
  • Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
  • If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
  • Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
  • Ultimate now slowly succs enemies to the center(without lifting them up)
  • Ultimate Damage is consequently reduced.
  • C1 Uses a different colored windblast
  • C2 Buff Indicator
  • C4 uses a different color wind field
  • C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
  • C6 Ultimate will get you to keep the windsaber for the ult's duration
  • C6 Shield Buff Indicator via Particle and Status Icon

Kaeya

  • Base attack incresed by 5
  • Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
  • C2 Icicles light up when you defeat an enemy indicating that it really works
  • C4 Barrier is of different shape
  • C6 uses a different icicle particle for bling purposes

Keqing

  • Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
  • When in single player mode, casting your ultimate produces a bullet time effect.
  • C4 Buff Indicator
  • C6 Description is confusing as fuck.
  • C6 Buff indicator
  • C6 Makes your sword light up like a lightsaber.

Klee

  • Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
  • Throwing Jumpty Dumpty provides 0.1s iframe during her spin
  • Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
  • C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
  • C6 klee uses different bombs

Lisa

  • A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
  • Option to wear glasses as a Librarian added.
  • Climbing voice volume is re-mastered in asmr microphone, in all languages.
  • Requires "i am of legal age" consent in the user center
  • Elemental skill (press) aoe slightly increased.
  • Base attack increased by 15.

Mona

  • Alternate dash is now binded to alt key.
  • Hydro Puppet now deals half damage upon cast and half damage upon explosion.
  • C6 normal attacks use a different attack animation.

MC (Anemo)

  • Palm vortex can be casted in midair to break your fall (but not propel you up)

MC (Geo)

  • When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one

Ningguang

  • Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
  • C6 has a chance to use different attack animation.
  • C6 star jade now resembles a primo gem.

Noelle

  • Elemental Sword Duration Indicator added
  • C1 heals have a special effect and voice line when conditions are met.
  • C2 upgrade uses a different charged attack animation.
  • C4 uses a different barrier color
  • C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.

Qiqi

  • C2 reworked as -15% attack debuff
  • C4 reworked as -20% elemental resistance debuff
  • C6 cooldown/availability indicator.
  • C6 has a different bling/color

Razor

  • Transformation Duration Indicator added
  • C1 increased damage now really works
  • C1 now has a buff indicator that it really works
  • C2 now has a special crit indicator
  • C4 armor shred now has a (claw mark) armor shred indicator that it really works
  • C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
  • C6 covers your sword with electricity (like diluc) when it is charged and ready
  • Yes I play razor a lot.

Sucrose

  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
  • C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
  • C2 ult has a different color
  • C4 has an indicator that it works
  • C6 buff indicator

Venti

  • Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
  • C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
  • C4 buff indicator.
  • C6 uses different vacuum color

Xiangling

  • Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
  • C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
  • C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
  • C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
  • Yes flat is justice.

Xingqiu

  • Floating Swords Duration added
  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
  • C4 Elem Skill leaves a faint rainbow (when ulted)
  • C6 Swords emit faint rainbow color. Rainbow power motherf-

Xinyan

  • Hitting large enemies counts as 2 enemies.
  • C1 buff indicator
  • C2's level 3 shield has some bluish flames
  • C6 charged attack uses a diffent attack animation or has an indicator that it works

Xiao

  • Transformation Duration Indicator added
  • C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
  • C6 plunge attack counts large enemies as 2.
  • C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
  • C6 during the bullet time you can sneak in a normal attack once per dash
  • Bullet time is always disabled in multiplayer

Zhongli

  • Increased pillar aoe by a tiny bit
  • Generates energy particles per pulse, maximum of 1 enemy per pillar
  • Base attack increased by 5
  • Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
  • Attack ratios increased by 3% per attack category.
  • C1 has a slightly bigger dong eherm statue
  • C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
  • C6 shield uses a different color , come on you get the drift already.
  • C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)

Why different coloparticles/animation when you have C1-C6 upgrade?

It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."

Why are you doing this?

It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.

Afterword

Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow

After-Afterword

  • Thanks for the awards and all kinds of reception
  • You guys are awesome and insane that's a shit load of awards thank you.
submitted by lordpuza to Genshin_Impact [link] [comments]

/R/PS4 GAME OF THE YEAR AWARDS | THE RESULTS ARE IN! Thanks to everyone who voted and made this a success.

/PS4 GAME OF THE YEAR AWARDS | THE RESULTS ARE IN! Thanks to everyone who voted and made this a success.
Hi /PS4. :)
First of all, we wanted as mods to thank you for your wide participation and engagement for these Game of the Year awards. Some things worked better than others, but seeing the enthusiasm increasing day after day, especially in the final showdown, ultimately attracting people beyond the community of /PS4.
Below are all your own choices, you voted for them. Of course, some might think it's popularity awards, that some games are objectively better than those who won. It's always hard to choose one winner for a particular prize. But I think, seeing these results, that we can still be very happy about what we got this year.
2020 definitely was a hard year for most of us due to what's happening in the world. And gaming is one of the best forms of escapism. And we had phenomenal games from the entire spectrum of the industry. 2020 will be remembered in gaming.
So now, here's the moment you're waiting for: here's your winners of the 2020 /PS4 Game of the Year Awards.

Best Soundtrack: Persona 5 Royal

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We can't deny that Persona 5 Royal was one of the definitive RPGs this year, being the upgraded edition of Persona 5. Its unique setting and concept, taking place in the center of Tokyo, clearly has its fans. And part of that is the incredibly jazzy soundtrack that can be listened for hours. We could have thought other major titles could have nailed that award, but when listening to some P5R tracks, we can't deny it deserves that award.

Best Free to Play Game: Rocket League

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Technically, for some people, Rocket League is a free-to-play since 2015. It's one of the few massive success stories that were kickstarted thanks to a launch on PlayStation Plus. Five years later, Rocket League was still massively played all over the world thanks to its simple but addictive gameplay, that has incredible depth making it also one of the most thrilling esports. In september, Psyonix decided to take another step and release their smash hit as a Free to Play. Many new players joined the crazyness of soccar thanks to this, and we can't deny Rocket League is one of the games that marked the PS4 history.
I'd also have a word towards Genshin Impact, which released this year and got a crazy following right after launch. Many players probably didn't expect that much content from a Free to play game, and its gameplay and universe were very attracting. If there was an honorable mention, Genshin Impact was definitely get it.

Best PlayStation VR Experience: Dreams

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Dreams was a game released early this year and was probably forgotten by many. Dreams is definitely the ultimate sandbox, allowing to you create pretty much what you want. But not everyone is a great creator with unlimited imagination, and that definitely was a barrier for many. However, Dreams is an incredible experience, and added full PSVR support a few months after release. Being able to navigate in your own creations and see them take life all around you is a one-of-a-kind experience, and if you own a PSVR headset, you should definitely take a look to Dreams.

Best Ongoing Game: No Man's Sky

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I don't think there's a better redemption story in the history of gaming than No Man's Sky. Released hastily in 2016 after (too) much anticipation, No Man's Sky quickly disappointed many players expecting so much more from that ultimate space exploration game. Many advertised features were missing or dumbed down heavily. Hello Games, has a result, took a huge hit to their reputation. But unlike other studios who could have dropped the ball and moved on after such a failure, Hello Games got to work and fixed problems, one by one. They added features, one by one. They expanded and developed No Man's Sky, one thing at a time. Four years later, there's no better time to jump into your spaceship to explore the infinite space. And best part is every single update they release was completely free. Congratulations Hello Games. Some studios can truly take note.

Best Family Game: Fall Guys Ultimate Knockout

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Woo! We can't deny that Fall Guys was definitely the big thing this summer. Taking a new and fun turn to Battle Royale by borrowing the concept of Takeshi's Castle and Wipeout, when controlling squishy and cute mouthless beans. Fall Guys can really be enjoyed by anyone who picks up the controller, even if you're 5 or 55 years old. Mediatonic clearly struck gold this year - and no, the game is far from being dead despite what you can read on Twitter.

Best Remake or Remaster: Final Fantasy VII Remake

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That one was rumored since 2005 and the famous "tech demo" used to advertise the PS3 when it was still in development. The Final Fantasy VII universe is one of the greatest works of Square, spawning multiple spin-offs games and even movies and shorts. A remake was formally announced in 2015, only to be released this year. And despite being just the first part of a larger adventure, Final Fantasy VII Remake immersed us in Midgar in a whole new way. The teams at Square Enix managed to turn the opening 4-5 hours into a full-fledged 40-hour adventure with new quests, new stakes, and an unprecedented amount of detail. We definitely can't wait for the next part.

Best Shooter: Doom Eternal

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Before the term FPS became commonplace, press and gamers used the term Doom-like to qualify that genre. That shows the influence the original Doom had on gaming. And when its reboot was released in 2016, id Software shown that they were still a force to be reckoned with, proposing an intense, brutal and open experience in a genre that quickly got saturated with military and futuristic shooters. And there's no surprise, in a rather weak year for shooters, that its sequel, Doom Eternal, takes the crown. Featuring even more demons, even more weapons, even more moves and even more violence, the power fantasy went to the maximum level. Rip and tear like never before.

Best Independent Game: Fall Guys Ultimate Knockout

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Woo! Woo! Even though this year was incredible for Indie gaming on PS4, with many quality titles like Streets of Rage 4 or Spiritfarer for example, none of them had the worldwide appeal that Fall Guys had. Giving that fresh new take on Battle Royale, especially in those times, was what people needed - and one of the best success stories of the year.

Best Role-Playing Game: Final Fantasy VII Remake

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The battle was very close with Persona 5 Royal. But while that one managed to nail the best soundtrack, FF7 Remake takes its second award by being the best role-playing game of the year. Some say it might be too linear, or it is "not the full game", but we can't deny that the remake was up to the task to recreate and reinvent the most influent RPG of all time. Offering 40 hours of solid content in such a universe was a blast.

Best Sports Game: Tony Hawk's Pro Skater 1+2

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Talking about classics, another one was remade this year to critical acclaim. It didn't manage to grab the best Remake of the year award, but surely it claimed the best sports game by a very large gap. Vicarious Visions truly nailed the feeling and the spirit of the original Tony Hawk's Pro Skater games with THPS 1+2, going as far as taking the soundtracks of both games into the remake. Landing incredible tricks, flips and manuals felt like when we were 10 years old - the feeling was there. A perfect example that some games might become old but age like fine wine.

Best Graphics: The Last of Us Part II

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If there's something we can all agree on - Naughty Dog is second to none in terms of extracting every drop of power a PlayStation console can offer. Back in the old days, they hacked the developer libraries to allow Crash Bandicoot to run on PS1. They developed their own programming languages. If a system is hard to program, they're up to the challenge. Back in 2016, they amazed everyone with the final outing of Nathan Drake's adventures. And this year, The Last of Us Part II takes it to a whole another level. Thinking this game runs on 7-year old hardware is simply astounding. The level of detail, facial and body animations, vegetation, textures, physics... TLoU2 is a testimony of Naughty Dog's commitment to reach perfection.

Best PlayStation Plus Monthly Game: Fall Guys Ultimate Knockout

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Woo! Woo! Woo! One more crown for the Fall Guys beans. Joining the PlayStation Plus lineup of games in August, they quickly took a comfortable place on many hard drives all over the world. So much in fact that Fall Guys: Ultimate Knockout become the most-downloaded PS+ game of all time. Note that releasing a multiplayer game directly on Plus doesn't equal guaranteed success - you really need an attractive gameplay and concept to keep everyone playing. And even though the hype isn't as high than it was in August, the Fall Guys still offer quick breaks of fun all over the year.

Best Game Not Available on PS4: Hades

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If the PS4 is known for its exclusives, some games are just... Not available here. Some for obvious reasons, like being developed by a first party studio not belonging to Sony, or because they don't see the appeal of releasing on Sony's console despite the very large install base. After all, some devs said that indie games have trouble to sell on PS4. And out of all those games that are not (yet) available on PS4, one clearly went off the charts. Having multiple GOTY awards, Hades, thanks to its storytelling and addictive rogue-like gameplay loop, was a smash hit on PC and Switch. But PlayStation gamers don't have the opportunity to play it on their console...
But we can hope the game will come to PS4 someday. After all, all previous works of Supergiant have landed on PS4 after some time (Bastion, Transistor, Pyre). You've sent Supergiant a strong message: we're waiting for Hades on PlayStation!

Best Multiplayer: Fall Guys Ultimate Knockout

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Wooooooooooo! What's left to say? Fall Guys grabs another crown by getting the Best Multiplayer of the year, and with pretty much no contest. Free for Plus subscribers at launch, up to 4-player groups, no guns, only fun, even getting eliminated just makes us laugh and jump into another game to get qualified. Not even the Warzone could compete.

Best Story: The Last of Us Part II

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May it be praised or hated, The Last of Us Part II left no one indifferent. With bold choices all over its 20+ hour-long adventure, the latest Naughty Dog's game questioned our actions and the ways to justify them. If the first title was a story of survival, the second one is a story of anger and hate. It definitely left a mark on those who played it. For better or worse, the sequel to The Last of Us is, by a landslide, the most memorable story of 2020 on PS4.

Most Anticipated PS4 Game in 2021: Elden Ring

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Announced in 2019, a collaboration between From Software and George R. R. Martin made everyone (or nearly) jump on the hype train. We can only hope to have a bit more news on Elden Ring this year and hopefully get a release date, but the meeting between the makers of Dark Souls and Game of Thrones is ripe for something huge.

Biggest Disappointment: Cyberpunk 2077

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I think everything has been told about this. No surprise here. Before december there might have been a few contenders for that dubious award. But after December 10, there was no more contest. It was one of the most hyped games of the decade. And even though the game kinda met the expectations on PC, its awful performance at launch on consoles completely derailed the hype train. CD Projekt RED will take a lot of time to gain back the trust of some players after that controversy. But history told that redemption stories do exist.

Biggest Surprise: Fall Guys Ultimate Knockout

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FIVE! Fall Guys: Ultimate Knockout, despite being knocked out at the first round of the final showdown, still managed to take home five trophies. Many people really didn't expect to be that amazed and have such a dose of fun with that PlayStation Plus game.
Enjoy your crowns, Mediatonic. You deserved them.

/PS4 GAME OF THE YEAR: GHOST OF TSUSHIMA

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It ultimately came to an expected duel. We all knew it was going to be ending like this.
And in the end, only one remained.
Ghost of Tsushima is your game of the year.
We could talk about that for hours and days. But Ghost of Tsushima was a real crowd-pleaser and went beyond all expectations, offering a unique setting in a known and tested gameplay environment, with an incredible art direction. It probably wasn't the best game in specific aspects and categories, but Ghost of Tsushima was a masterfully crafted jack of all trades.
Despite not winning any other award in that ceremony, the latest Sucker Punch Productions remained unseen, hidden, until it was the time to strike precisely to claim the biggest prize. Like a ghost.

Congratulations to Sucker Punch Productions for winning /PS4 Game of the Year!

submitted by Linkinito to PS4 [link] [comments]

Fellow female Gwent players, please raise up!

Hello there!
First of all, just wanted to say that my intent is not to make some kind of gender division of the playerbase, just would love to find out whether there are more female players that love this game as much as I do and whether they tend to play it more casually, competitively or both.
To start, I myself first played Gwent in W3 of course and by my third playthrough my Geralt was a Gwent card collecting addict, haha. Once I found out the stand alone version came out I played a bit of open beta. Then life happened and I came back after Homecoming during Crimson Curse expansion and played ever since, with some random month breaks when I'm burned out.
This is the only multiplayer game I play or ever played. I game a lot but only SP story driven games, RPGs, etc and also on PlayStation, not PC. Still butthurt of that console shutdown, but understandable. I suppose my draw to Gwent was obviously the Witcher universe which I love dearly, the amazing mature card art and the mostly skill based gameplay. I never played other online card games but I hear a lot that they are too RNG based unlike Gwent, so I suppose if it was like that here as well I would not like it that much. Also, with Gwent there is certain kind of anonimity, I have a feeling that my opponents most of the time assume they play against dudes because, let's face it, females are still a gaming minority, at least in competetive multiplayers.
I reach Pro Rank sometimes when I feel the competitive urge in me, hehe, but don't consider myself a pro player by any means, would say an above average one. I guess the no derank until Pro helps a lot, don't think I would grind it otherwise since the ladder anxiety would kill me, haha. I have also read some comments on this subreddit that Pro becomes diluted with players like me when there is no derank before reaching Pro but I don't think I have an opinion on this. Maybe they are right, but I also don't aim at top 200 or similar where true pros play. I also like to chill in unranked and meme, or play seasonal if it's a fun one that month. Just facing Viy or other overpowered meta deck that you face in ranked all the time in unranked is a b***, let me tell you. LET US MEME!
So ladies, what's your Gwent story?
P.s. Dudes, you are also welcome, would love to hear all kinds of perspectives on this lovely game.
Cheers!
submitted by rapist-glasses to gwent [link] [comments]

Borderlands takes the shame out of being a "gamer"

I've been gaming since I was a kid. My first system was the Atari 2600. The first system I really remember was the NES. My first swear was saying "Goddamnit" playing Super Mario Brothers. Point is, I've been gaming for a long time.
For a long time, I was proud to be a gamer, to be one of the kids who knew the secrets of how to beat bosses, to give the tips to my younger cousins, to be the kid that other kids asked to "beat a level for me".
I grew up in the 90s, woke wasn't a thing yet, but the struggles of the LGTBQ community had long been underway, and in my highschool the debate on if a trans-boy should be allowed on the boys ski trip was a "new" topic. Gay wasn't as demonized, but still such things weren't "every day" topics of high school kids. We had a GSA group "Gay Straight Alliance" and it was not exactly a common thing to exist.
As I evolved as a person, I grew to realize I had some bigotries I didn't know I had that were learned, and I chose to unlearn them. Around the same time, gaming was becoming more and more an online thing. No longer did you need to have a lan party to play with others. No longer was multiplayer on a console restricted to the number of controllers a system could have. PC gaming was less and less required to play online. And gaming communities grew.
We all know what happened. The toxic cult of gaming grew. The insecure incels screaming phobic things into your headset made you just not want to play, leaving those who did play either silent to their rages, or part of it. The community grew quiet, and the toxicity grew louder and louder. It became unbearable.
GamerGate. Review bombing over LGTBQ characters. Phobic and toxic things from the publishers themselves parroting their audience. (I'm looking at YOU, CD Projekt Red, and your rampant transphobia). Dog whistling and red-pilling.
Many of us stopped calling ourselves gamers. It went from a badge of honor to a mark of quiet shame.
Then I discovered Borderlands. And while yes the head of gearbox is (allegedly, but I believe it) a sexual predator.. it's obvious that the dev team is full of love and acceptance. I can't get over how inclusive these games are. And how the borderlands community of players don't even think of it as a big deal, which is a big deal. Like, Hammerlocke is gay. And he has a robot arm. And he hates claptrap. And those are just who he is, none more or less needing examination than any other aspect of who he is. Which when you think of it, is f*cking incredible.
I was making a list of all the representation in the game. Hammerlocke and Jakobs get their own entire DLC that's half an long as they main game, and not only did nobody freak out about "get your politics out of my game!" But it's regarded as one of the most fun and enjoyable dlc's created. People love the relationship.
Moxxie is bi, or maybe pan. Tiny Tina is bi, she had an ex girlfriend that took her skag. Ellie is at least flirtatious with both sexes. Claptrap dances with a girl in a wheelchair to show her that having wheels is great and shouldn't stop your dreams of dancing. Tannis has aspergers. Disabled people and LGTBQ people aren't just side characters and villains.
And then it hit me. What about trans representation in the games? And then I realized.. unless the devs SPECIFICALLY tell us a character is trans.. The way they built the world.. we would never know. Because how does every character react to Hammerlocke and Jakobs being a gay couple? .. They don't. They're just like "yeah those two". Nobody cares. So I'm 99% certain that in the world of Borderlands, if a trans woman tells someone she's a woman.. NOBODY is going to argue with them. Nobody is going to say "yOu WeRe BoRn WiTh A pEnIs!". Nobody is going to accuse them of trying to sneak into other bathrooms or other bs strawman arguments. No, if a trans person exists in this game, we would never know it because all the characters would just accept their preferred pronouns because that's that kind of world they built.
And that's f*cking amazing.
And for ONCE in the last 20 or so years, I'm not ashamed to call myself a gamer.
submitted by Deminox to Borderlands [link] [comments]

I bought a PS4 at the start of 2020 and played video games a bit too much this crazy year! Here are my rankings and brief reviews of the 32 excellent games I finished this year, as well as my thoughts on patient gaming.

Introduction:

It's basically trite at this point to say this year has been challenging, but one positive out of everything is that I've been fortunate enough to have the time and funds to play a huge number of games that I've heard so much about, yet never was able to before now. I grew up on almost exclusively Nintendo games and then branched out to indie games in college I could play on my laptop, so I was more than excited when I bought the base PS4 that came bundled with God of War, Last of Us, and Horizon Zero Dawn for $200 (and I snagged Bloodborne for $15 while I was at it).
What ensued was a year of frenzied gaming-- never in any year of my life have I played games as much as I did this year. I enjoyed it, but there were also some surprising drawbacks to placing such an emphasis on gaming as a primary hobby, and I'll discuss those towards the conclusion. But man, there were some absolutely fantastic games that I played this year and I want to share my thoughts on them! Not every game I played this year was PS4, but most were.
Since literally every game I played this year was a good game, I have stratified my rankings into three overarching tiers: Best, Great, and Good. I was lucky enough to not even need a Meh tier this year. Lots of games within the same tier could probably have their orders switched, but I did my best. And all but two of these games I was patient™ on, which is a fun side note.
Disclaimer*:* These rankings reflect my personal opinions on the experience I had after finishing the game, rather than my thoughts on its overall quality as a product for everyone. There are a few rankings that are sure to ruffle some feathers-- I know that God of War, RDR2, Journey, Undertale, and Nier: Automata for example are great games, but they didn't resonate with me nearly as much as some others. So know that I appreciate them and those who hold these games so dear.
Without further ado, let's get going!

The BEST:

1. Bloodborne (PS4): Quite simply, I'm still chasing the feeling I had after playing this game for the first time. So much so you could say, that I played it 7 times this year. Never has a game enraptured me with its shocking world, brutal combat, and the best DLC I've ever played. I want to talk about Bloodborne (and all the souls games, really) constantly, learn everything about them, and play them forever.
  1. Last of Us Part II (PS4): One of two games I broke being patient™ on, I waited a couple months before diving in just to stop working to avoid spoilers. I enjoyed the first game but this absolutely blew me out of the water. On a gameplay level I couldn't believe how fluid and visceral the combat was, how immense the encounters were with countless approaches to every situation, and how fun it was to play. The narrative was challenging and forced me to grapple with the same emotions as the protagonist initially, then brilliantly the player and character on divergent emotional tracks as you become more shocked and uncomfortable with what happens. I encourage anyone who hasn't yet to play with an open mind and avoid trying to reduce the story to a single theme or message. It may not be your cup of tea, but it was mine.
3. Outer Wilds (PS4): This game feels like it was made just for me. I love space and rocket physics, I love discovery, and I love it when a game makes me feel clever. The level of wonder and curiosity I felt while playing can only be compared to what I experienced with Breath of the Wild. This game is difficult to talk about without spoilers, but if discovery and outer space get you excited, there is nothing like Outer Wilds.
  1. Dark Souls III (PS4): Yeah, I like souls games. While certainly less groundbreaking than DS1 and perhaps less atmospheric than Bloodborne, DS3 is a grand experience with, in my opinion, the best bosses in all the souls games. It's also the best souls game for experimenting with different playstyles without needing to watch 6 hours of VaatiVidya to figure out how to be a pyromancer.
  2. Control (PS4): Objectively speaking, this game might not have the same merits as the others in the "Best" category. But it sucked me in with it's completely unique visual style. It felt like a strange acid trip and I was always excited to see what was next. The powers and combat were fun even if not terribly original (and even though the gunplay wasn't too strong) but I was completely enthralled by the nonchalance of the cast amid mind blowing supernatural activity. Far from a perfect game, but give it a chance if the style seems intriguing to you!

The Great:

  1. The Last of Us Remastered (PS4): One of my most anticipated games when I picked up a PS4, having watched my friends play some of it. Though it didn't blow me away as much in 2020 as it might have in 2013, I thought it had decent gameplay, a great story, and a stunning world. The cities and post-apocalyptic environments were a pleasure to soak in, packed with detail, and well paced. Definitely a deserved classic.
  2. Horizon Zero Dawn (PS4): In a lot of ways, this game isn't good as an open world game. It doesn't do a great job of compelling you to explore and engage with all the cool stuff it has. The sidequests are kind of bad, many characters forgettable and oddly animated. But this game is this high on the list because it's just so much fun taking down machine dinosaurs. They nailed gameplay in a technically beautiful world, and actually surprised me with the quality of the main story line. Not groundbreaking, but solid and a joy to play.
  3. Death Stranding (PS4): For being one of the best games I have ever played, Death Stranding kinda sucks. I absolutely adored the premise and the world Kojima crafted, and delivering packages was really enjoyable. I loved figuring out traversal and just soaking in the graphics. I'm not one that normally cares about technical graphical showcases, but this game has made me reconsider how important graphics can be to an experience. Unfortunately, the dreadful gun mechanics, broken driving, constant NPC interjections, and the game's refusal to just end already kinda bogged it down. There's a lot here though that won me over and is an experience unlike anything I've ever played.
  4. Animal Crossing: New Horizons (Nintendo Switch): The other game on this list I was not patient™ for, since I bought it for my wife... and then got sucked in. Truth is, as a non-creative type, I just loved this game as an outlet for my creativity and expression. I loved having projects like my zen garden, my Domino's Pizza restaurant, and then getting to share them with my friends. I've heard it said something along the lines of "It wasn't the best game of 2020, but it was the game for 2020".
  5. The Witcher 3: Wild Hunt (PS4): Once I adjusted my expectations of what this game was and was not, it was great. While it doesn't reward open exploration as much as BoTW and Skyrim did, it simply has the best quests of any open world game I've played. Very rich environments and stories, and I even thought the gameplay was more than serviceable. It did kind of drag on by the end though. Also, disclaimer, I haven't played the DLC (sorry).
  6. Return of the Obra Dinn (Nintendo Switch): I had hoped it would blow me away in a way similar to Outer Wilds, and while it didn't quite reach the same heights for me it was great nonetheless. I loved the nautical setting, the critical thinking and deduction required, and the way it was balanced perfectly between leaving you totally on your own and confirming bits at a time. My only real complaint is that I felt the true ending didn't really reveal anything about the story I didn't already know, I guess I expected some grand reveal.
  7. Doom Eternal (PS4): White-knuckle, heart pounding, insane. The game forces you to engage with every mechanic it throws at you and is brutally challenging, but all in the best way. Though the gameplay was better than DOOM 2016, I actually preferred the latter since Eternal's levels felt more like a silly mario level than a tense demon-infested place. I get what they were going for and they executed well, I just prefer the more serious tone.
  8. Hades (Nintendo Switch): Biggest surprise of the year for me, I didn't actually expect to like it. Hades is perfectly polished and a big step forward for integrating its excellent narrative with its roguelike structure. It's very easy to play without investing too much, making it great for unwinding. It deserves all the praise it's getting.
  9. Uncharted 2: Among Thieves (Remastered) (PS4): All the mainline Uncharted games are on this list but I enjoyed 2 the most. The set pieces were the most memorable, and I enjoyed almost every second. These games aren't as high on the list because, no matter how you dress it up, it's a pretty simple affair ultimately in terms of gameplay but it nails the style of game that it is.
  10. Sekiro: Shadows Die Twice (PS4): An amazing game in its own right, but was ultimately disappointing for me as a From Software fan. I found that what I appreciated most about Souls games was the tension of not knowing if you could make it to the next checkpoint, the terror of encountering something surprising and having to deal with it. Sekiro litters checkpoints left and right, which is of course great for its more boss-focused design, but left me far less immersed in the environments personally. I also wished I had more options for playing aggressively rather than just memorizing the parry patterns. In any case, these gripes are my personal preferences coming through and any hardcore gamer owes it to themselves to conquer this behemoth of a challenge.
  11. Tony Hawk's Pro Skater 1+2 (PS4): Pure, unadulterated fun. I was absolutely addicted to the core gameplay and the levels, especially in the first game, were so cool to explore. For me the core loop started to get stale by the time I finished all the challenges on the levels, but for those that wanted more there is almost an endless amount of bonus challenges to tackle.
  12. Uncharted 4: A Thief's End (PS4): There's definitely a strong argument that this is the ultimate uncharted game to play-- best gunplay and options in encounters, by far the best puzzles, and the delivery of the story is leagues above the rest of the series. I simply think that Uncharted 2 had the highest highs, so 4 is a tad lower. That, and the beautiful story set up was not brought together in a satisfying way; it in no way felt like Drake had earned Elena's forgiveness, but they kind just glossed over it. Still, a must play and Naughty Dog games at their best.
  13. Subnautica (PS4): I wanted to love it more than I did. I was hooked on exploring and discovering the mysteries of the alien underwater, but I think I do better with games with less of a survival focus. I got really far into the game, but didn't actually finish since eventually the slow drip of clues started to get a bit too slow for my tastes, and the survival and basebuilding began to get tedious. Minor PS4 technical issues aside though, This is a dang good survival game, and immense in a terrifying and wonderful way.
  14. Monster Train (PC): Slay the Spire is one of my all-time favorites, so I was pretty excited to be gifted this. It's a blast as a deckbuilder, and I think it was smartly designed in how it throws significant and strong rewards at you at every phase of a run, whereas StS often forces you to make the best of an iffy situation. Had a great time, but I lost interest after 15 or so hours since most runs tend to feel fairly similar. Still would absolutely recommend for StS and deckbuilding fans.
  15. Spelunky (PC): Not the hardest game I've ever played, but definitely the most unforgiving. The controls took a while to get used to but once I was engaged, the game is a tight, slick, and enthralling adventure and test of skills. Full of secrets (I've only scratched the surface) and deeply satisfying to conquer. But boy, is it unforgiving.
  16. Uncharted 3: Drake's Deception (Remastered) (PS4): Another strong entry in the Uncharted series, just a tad weaker than 2 I think. I will credit it though with having the most memorable environments and locales in any Uncharted though!

The Good:

  1. Read Dead Redemption II (PS4): *Full disclosure, I'm still playing through act 5 at the time of this post.* This one is really tough for me to fully form an opinion on. On the one hand, I think this is the most stunning and immersive open world I've ever seen. Deeply authentic towns, regions, unparalleled attention to detail, and great characters and a decent story. But the way the missions force you to do things explicitly one way with terrible hand-holding just isn't fun to me, and makes Uncharted games feel like open-world sandboxes by comparison. There's a lot of quality here and I've enjoyed many elements, but have been disillusioned by others. NakeyJakey explains what I felt far better than I can (https://www.youtube.com/watch?v=MvJPKOLDSos&t=392s). Still a good time though.
  2. God of War (PS4): Like RDR2, an incredible technical achievement, for me hands down the best looking PS4 game, best voice acting, and for most people this should be towards the top of your must-play list. At its best, the characters are great, the combat is crunchy and satisfying, and the world beautiful. I just felt that for far too often the game was far from its best-- too many combat encounters didn't feel like I was a God of War but rather smacking a giant meat sack of health, so many secrets and puzzles that I just stopped caring about because finding treasure chests isn't fun when the rpg/loot elements feel so tacked on and pointless, endlessly recycled bosses... for me it was just pretty good, nothing like the game of the generation in my eyes. That said, most people don't seem too bothered by the things I found mediocre, so the sheer spectacle (looking at you world serpent!) and great moments make this well worth the price of admission!
  3. Undertale (PC): I did not play this game the way it was meant to be played, let's say that up front. It was a gift, and I played about a half an hour every month for a year and just finally finished it. I loved the music, it was charming, and I see why people love this game so much. I think it just didn't hit those highs for me and I was left with a fairly silly little 8-bit game. Which was good. I'm glad I experienced what it had to offer but didn't leave a huge mark on me.
  4. Superhot (Google Stadia): I had wanted to play this game forever but couldn't justify spending $20 on it, so I was pleased when I got a free Google Stadia kit and got to play it free! Really neat blend of stylized retro computer flavor and a fabulous central time-stop mechanic. A great 2 hour experience but tough to recommend as more than a novelty.
  5. NieR: Automata (PS4): I have made it through 1.5 playthroughs so I know I haven't gotten the full experience, but I wasn't enjoying it enough to continue. I think every game developer though should learn from the brilliance of this game-- constantly keeping the player on its toes by not confining itself by a genre and by focusing on what's fun and cool, rather than convention. Excellent music. I get the hype, and the healthy dose of existential musings was interesting... it just didn't ultimately click for me. I can't unequivocally recommend this game to everyone, but if the premise and style stand out to you, this could be your next all-time favorite game.
  6. Star Wars Battlefront II (PS4): Picked this up for free with PS Plus, and while there's not a lot here that's that special it was honestly super nice comfort food gaming. I just enjoyed shooting stuff in really cool Star Wars settings, a franchise I love. For what it was, I had a blast, minus the fact that I personally feel Jedi/heroes really kinda ruin the game for me. Unfortunately, it also is nothing more than a basic mass multiplayer battlefield game, so don't expect anything crazy.
  7. Uncharted: Drake's Fortune (Remastered) (PS4): Definitely weaker than its successors, but still a really fun romp with trope-y but effective narrative and characters, and totally serviceable gunplay. This would be much higher on the list, and I honestly had a great time with it, but man the final third of the game was really painful to play. The switch to zombies was bad, and just wasn't fun to play through.
  8. Until Dawn (PS4): I did not think I would like this game at all, I don't care for cheesy horror and definitely am not interested in interactive movies. But if you have a significant other or group of friends to play this with, it can be a great time! I played with my wife and we were honestly pretty engaged with the characters and the story was well told and had plenty of nice jump scares. There's not much game here, but for what it is it was a neat experience.
  9. Shadow of the Colossus (Remake) (PS4): There were some incredible highlights to this game like the flying colossus and the sand worm, and the scale of the encounters with the epic music has earned this game a place as a masterpiece and classic to so many gamers. The remake looks stunning and it was exciting to see what type of colossus was up next. Unfortunately, every great moment I had was accompanied by an equally frustrating moment with mediocre controls and a couple of colossus that were so bad (looking at you, little bull/lion Celosia) that made me have to put down the game for a few days. A great game let down by some dated and poor elements.
  10. Dark Souls II: Scholar of the First Sin (PS4): Souls games are my favorites, so it pains me to put this game so low. The best areas in the game (Heide's tower, Drangleic Castle, etc) are up there with the best in the series and most of the excellent combat found in the other games is more or less present here. But I think 2/3 of the game is bogged down by drab areas that feel more like a mario level designed to kill the player more than an area that could really exist. The Iron keep was the worst offender, the area was absolutely nonsensical and like so many other areas, enemies were placed in a way designed to frustrate the player with difficulty rather than engage them with challenge. Bosses were also mostly forgettable, but I did love the Looking Glass knight and the Pursuer!
  11. Journey (PS4): Look, I'm as surprised as you that this game is on the bottom of the list. I honestly expected to love it. An artistic, beautiful marriage of environmental storytelling and unforgettable online interaction? A smooth and cathartic movement system? It has all these things, and no doubt deserves the acclaim and love it has from so many gamers. It just didn't resonate with me. Especially the ending, I felt for sure that there would be some great climax that contrasted with the struggle of the icy segment, but instead it fell a bit flat. Maybe I'll give it another try someday.

Conclusion, Gaming Patiently, and a Warning:

There you have it! I'd love to hear what surprised you in my rankings, where I'm horribly wrong, and what games you recommend I play next! Personally, I'm considering Persona 5 (though I'm not super into JRPGs), Dishonored 2 (am curious about immersive sims), and Jedi Fallen Order.
Gaming patiently is a strategy I absolutely endorse. Not only has it allowed me to form my own opinions of games independent of hype, but has allowed me to play a huge quantity of incredible games for honestly pennies. The average cost per game of everything I played this year was under $20. Now, more than ever, is an amazing time to get a PS4 and be a patient gamer, due to both the relative inexpensiveness and the sheer volume of outstanding games. I still will probably buy the big nintendo titles at launch and occasionally buy into hype, but most of the time it just isn't worth it anymore.
Finally, a friendly warning as a personal story for those of us who deeply love games and devote a lot of time to them. Like many kids, I was pretty limited by my parents growing up on what and how much I was allowed to play. I loved gaming but it was somewhat of a forbidden fruit. In college, I loved gaming and definitely played more, but still was very busy with social activities, studies, and other hobbies. Now, as a working adult with a comfortable job, I suddenly have more time and money than I have ever had in my life, and thus this giant list of games I played was created. For the first few months it was enthralling; all I wanted to do was play. Over the course of the year, however, it has become clear to me that requiring so much of my happiness and fun coming from having a game to be excited about can have some drawbacks. In the middle of a pandemic, if I'm sitting on the couch waiting for video games to make me happy and they just aren't giving me the same enjoyment that Bloodborne did when I played it for the first time, I'm just gonna be stuck there on the couch, slowly getting a bit depressed when my main source of fun isn't cutting it. So what's the point? Well, enjoy your games! Don't let anyone stop you from loving what you love. But if you start to burn out, please take care of yourself and engage in other hobbies, get outside, and keep things balanced. For me, doing so has made gaming all the sweeter.
Thanks for reading and indulging this long post!
submitted by DJ_FryTime to patientgamers [link] [comments]

Reviews of every game I completed in 2020

Hey yall wanted to share my thoughts on all the games I completed this year some of which was back log some of it being 2020 releases but anyway im glad I actually completed a good handful of games this year and hope to finish even more in 2021 anywhere here we go.
Borderlands 3 I put about 100ish hours into Borderlands 2 and beat it a few times both on my Xbox 360 and PC, its by far one of my all time favorite open world games and have been looking forward for the sequal for years. I got the game on release but barely played it until around March of 2020 when I finally decided to finish it. Honestly it was a bit of a disappointment in terms of story and characters (one of the greatest aspects of Blands 2. The villains are pretty forgettable along with most of the plot and the humor just didnt hit as much as the first 2 games but besides the gameplay was still great as ever its all smooth and rewarding feeling so at least there is that. Overall it was pretty mediocre and unfortunately not the great Sequel I waited 7 years for.
Spongebob Battle for Bikini Bottom Rehydrated.
When I was a kid I had this game for the PS2 but never beat it cuz I was like 6? but anyway when I saw Rehydrated was coming out I was pretty hyped as it seemed this was really coming from the heart and from what I remember being 6 and playing they did the game really well! The new graphics looks great but keep that cartoony look and all the characters are talkative and expressive as ever. The gameplay is smooth and I dont think I ever ran into and glitches or bugs. Really the game is just pure fun and totally give it a recommendation to anyone who has ever slightly considered it plus its not crazy long it took me about 10 and a half hours to beat.
DOOM Eternal
I played DOOM 2016 back when it came out and thoroughly enjoyed it (I was 16 at the time and all I played was League of Legends and Battlefield) it definitely was a fresh breathe in the land of shooters so a sequal I was totally on board for, but this? Holy shit Id Software took DOOM 2016 and said nah that game was shit look at this. Seriously the amount of new stuff added to this game from D-16 is crazy and it just is so much damn fun to play. Im not one to really go out of my way for collectibles but this game really had me searching like an animal for everything. I beat it on Ultra Violence and damn let me say the game is a lot harder than the previous game but it really is up to your skill of switching weapons, dashing, killing, getting health, killing, throwing the wrong type of grenade and waiting for it to recharge. In fact right now its the only game I played from this year im replaying (this time on Nightmare) just to see if I can do it. Easily my game of the year for 2020 and im really sad it got gipped at the game awards especially for its soundtrack where it lost to an acoustic guitar from the last of us.
Pokemon Sword
Wont dwell on this long, I beat Shield the week it came out last year since Pokemon is my all time favorite game series. Um good game not great compared to the other pokemon games but ya know I liked it and got to add another game to the list of completed games so uh yeah.
Halo Reach
So I bought the Master Chief collection for PC in January and got around to start going through all the games in the later half of the year. Growing up I only ever played Forge or Firefight with my friends on Halo and never sat down and finished any of the stories except for Halo 2 for some reason? in 2017 I got Halo 5 and beat the story on that and since then got more interested in Halo and honestly have gone neck deep in Halo lore (as we speak im on the 2nd book of the Halo novels) Anyway Reach. Awesome game, a great re-introduction to the series that played perfectly on my PC. I played this and all the Halo games you will read about on Heroic and even if it pissed me off sometimes the accomplishment I felt afterwards was rewarding enough. I think the strongest part of the game is the story telling the fall of Reach from Spartans who arent the Master Chief. Its a sad game honestly and the music and environments reflect that but they also at some points do reflect that small glimmer of hope for Humanity. Ive actually been listening to the Reach soundtrack on occasion and cant get that line out of of my head "there will be another time..."
Halo: Combat Evolved
Should have stated in the Reach review that im playing the games in Chronological order so next on the chopping block was Halo CE and I can say yes this is definitely Combat Evolved. One thing I tried doing when playing this game was putting myself in the shoes of a gamer in 2001 and I can see why this game was as popular as it was (especially cuz I have played or at least attempted to play shooters from years prior) it just works. The gameplay is so fluid and everything works so well together that its crazy they got AI and Item interaction working like this on an Original Xbox. The story here is good, its nothing crazy...yet but Id say in terms of 2001 games especially shooters I stronger story than most. Guns just feel impactful, the way enemies interreact with the player in their attacks or how they dodge grenades is amazing. Id my only gripe comes with how much Back tracking is used in some levels or how one certain level that was already pretty long and a bit annoying is literally reused 2 missions later just in reverse. But still great game that I think holds up well 20 years later hell id even say certain gameplay aspects like enemy is some how better here than some modern games.
Halo 2
What if we took Halo CE and put in new weapons like the legendary Battle Rifle, improved almost every aspect from the first game and made the story x10 better? Boom Halo 2. I beat this as a kid on my OG Xbox back in like 2012 so this was almost still a new experience for me and at least one I can appreciate now. Not much to say about the gameplay here since its stayed about the game but the introduction of the new selection of weapons and the option to duel wield is great. Really I just want to talk about the story (minor spoilers) But like the fact we got to play as the Arbiter with the covenant is awesome and seeing the development of a branded heretic Elite learn the truth of everything and the betrayals and the drama happening within the Covenant is amazing. I love the characters even if they arent crazily fleshed out but that might be from just good chemistry and performances like Johnson and Miranda and my girl Cortana of course. Really I could write a small essay on Halo 2's story but I wont, not now at least. Some minor gripes with the game for me the levels are great and while not repeated I say some are less memorable than the ones presented in Halo CE not to mention in later Levels when fighting the brutes the arsenal of weapons almost shrinks and maybe it was just me but it feels like you are ill-equipped in a couple later game levels where you only have plasma/covenant weapons to fight brutes where it seems to me at least Human weapons work better against them which kind of made the game harder and definitely helped up that this games had my most deaths this games Heroic hit different from the previous games. Its hard though, I dont know which game I liked better CE or 2 maybe in time I can give a definite answer but really they are both Bangers. (Also the updated Cinematic graphics are beautiful)
Halo 3
Grinded this games story out pretty over the last week of Decembeearly January. The final game in the Trilogy, and Bungie just hitting us with Banger after Banger really just not much I can say here I havent already said in the previous it just kept building upon what the last game introduced with more weapons and equipment (Bubble shield hang) again a super memorable story I say somewhere between CE and 2 in terms of quality. I loved the dynamic between Chief and The Arbiter. For a game released in 2007 for the Xbox 360 id argue for the most parts the game holds up really well and makes for some of the most memorable levels in all of Halo like that damn Warthog run, and the difficulty here felt super balanced for the most part (We dont talk about the Cortana mission tho) I can see why Halo was such a big deal when they came out and I know it was also for the Multiplayer but I guess that just adds to how well made these games were and how they hold up all these years later. Going into 2021 I have Halo 3 ODST and Halo 4 left to play and finish and am very excited for both. Like I also mentioned ive been reading the books as well and am on the 2nd book with the next 2 ordered and waiting for me to read.
Conclusion
8 games may not seem like a lot to some but for me it is especially since I tend to play lots of multiplayer games or games that are basically endless (hence games like No Mans Sky) I think for the most part I came away this year having played a lot of great games and cant wait to beat more in 2021 currently here is the list of games I have in my Library and will attempt to beat.
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Outriders - FAQ

Hey guys. So as we are slowly edging closer to release and the demo, in my boredom I've decided to create a simple FAQ as I find myself answering a lot of the same questions.
Some of these answers are lifted directly from PCF, some are just info I'm aware of myself. I will try to keep it updated with any questions asked in the comments.
Included are General questions, Demo info, Gameplay info, QOL info, and Crossplay/Multiplayer info.
EDIT: All updated now, if I have missed anything obvious I'll update this when I'm made aware.. thearcan feel free to do with this thread as you see fit
 

GENERAL

 

- When will Outriders be released?

01 April 2021

- What Platforms will Outriders release on?

Outriders will be available on PlayStation 5, Xbox Series X, PlayStation 4, Xbox One and PC (Steam & Epic). Outriders will be released on Stadia at a later date.

- What kind of game is Outriders?

Outriders is a 1 to 3 player, drop-in-drop-out co-op, third-person-perspective shooter set in an original dark and desperate sci-fi universe.

- Where can I watch the Outriders reveal trailer?

Right here. This is also on their official channel with plenty more in depth info on the game.

- Is there an official discord?

Yes here

- Is Outriders a Free-to-Play game?

No. Outriders will only require a one-off purchase of the game.

- Is Outriders a Games-As-A-Service?

No - Outriders will be a complete experience out of the box.

- Will Outriders feature Micro-transactions?

No. However the pre order bonus will be able to be purchased separately afaik.

- Will Outriders support Smart Delivery on Xbox? Will we get a free upgrade to PlayStation 5?

Yes. Anyone who purchases the game for Xbox One or PlayStation 4, will get a free upgrade to Xbox One X, Xbox Series S and PlayStation 5 respectively.

- Will Outriders support Cross-Play?

Yes. Outriders will Fully support cross-play, meaning you will be able to explore Enoch with any of your friends on any other platform. You can play Outriders from start to finish with your friends regardless of what system they own.

- Will there be DLC?

At this time we don't know, if the game does well, hopefully we will see more of Enoch.

- Will my PC be able to handle Outriders?

See here

- Why was the game delayed?

See the official response here
 

DEMO

 

- When does the Demo release?

25th February 2021

- What will the demo include?

Final details have not been announced yet. But we know it will be the first few hours of the game.

- Will my demo progress carry over to the full game?

Yes - but there will be progress caps in place. At this moment in time we know there will be a level cap, world tier cap and story progress will be capped.

- Will the demo feature crossplay?

Yes
 

GAMEPLAY

 

- Can I play all classes?

Yes, you should have 6 character slots available.

- Will I have to replay the story for each class?

Yes, as far as we know.

- Does each class have multiple skills/powers?

Yes each class has 8 skills total. Only 3 can be equipped at one time.

- Why can we only play in groups of 3?

PCF found that groups of 3 hit the sweet spot for balancing, optimisation and visibility, especially with some much going on in battle.

- How does difficulty scaling work?

The game utilises a world tier system. There are a total of 15 World tiers. In essence the more you kill, the longer you survive, the higher the world tier you unlock. Each world tier increases difficulty, but also your rewards. This can be adjusted up (to the max you have unlocked) and down at any point.

- How does endgame work?

Endgame consists of 14 expeditions, all fresh content. In essence, get to the end as fast as you can on the highest difficulty you can for the most rewards. See more here

- What if I miss a loot drop?

There is an auto loot feature in game.

- Why don't enemies drop loot in expeditions?

They do. It all just goes to the chest at the end. See clarification here

- Does that mean if I fail an expedition I don't get any loot?

No, as per the previous linked comment, you still get this loot even if you fail.

- Can I transfer loot to another character?

Yes, there is a stash system.

- How does crating and mods work?

See Here Approx 16 mins in.

- Is there an in game achievement system?

The game will feature accolade system which is something in between achievements and battle pass. It will reward you for doing actions you would normally do in gameplay with small cosmetic rewards so if you need extra motivation to repeat few side quests and spend more time in the game here it is. The system will give only cosmetic rewards and there is no way to buy your progress, it is also completely optional but completionists can have nice fun with it.

- How do armour stats work?

See an official breakdown here

- What weapons can we use?

From what we have seen you have Pistol side arms, and equip 2 primary weapons. So far we have seen Assault rifles, LMG's, Shotguns, Sub Machine guns and a variety of rifles including Snipers.

- Can I play the whole game solo?

Yes, the number of enemies etc scale depending on how many people are in your party. Expeditions are designed for 3 players, but should still be doable solo. See clarification here

- Is there PVP?

No.
 

QUALITY OF LIFE

 

- Will there be in game comms?

No - at this time there is no in built chat or ping system. See further explanation as to why this is here

- Will there be loadouts?

No, not at this time.

- Will there be a transmog system?

No, not at this time.

- Are there colourblind settings?

Yes, I believe so.

- What are the next gen upgrades for Xbox Series X and PS5?

Nothing has been confirmed yet, but we can expect some optimisation benefits etc. Suggestions that we should know for certain by the release of the demo.

- Do I have to be online to play?

Unless something has changed recently, I believe you have to be online to play.

- Is there a mass dismantle system in game?

Yes

- Is there an item protection system in game, such as item locking?

No.

- Will players be able to mod/hack their saves etc?

Alls saves are server side, so this shouldn't be theoretically possible.
 

CROSSPLAY/MULTIPLAYER

 

- Can I turn crossplay off?

Yes

- Is there a social hub?

There are hubs in game. However they will only be accessed by yourself and those within your matchmaking party.

-How does joining a friend work?

The game operates on a host based system. You join and play in the hosts world. Host migration systems should be in place if the host dc's. You can join any friend at any point once the prologue is complete.

- How does scaling work when I join a friend?

As you are in the hosts game, you play at the level and world tier setting they are at. So you will either feel OP or under geared if you join low/high level friends retrospectively. See more here

- How does loot work in a friends game?

Loot is instance based for each player. Loot drops depending on enemy level, which is in turn based on world tier. So if you are joining friends playing on substantially lower or higher world tiers. Loot drops in essence won't be much use to you.

- How will I invite cross play friends?

They have said they will utilise a friend code system.

- Is there a cross save system?

Only between similar systems - eg Xbox one to Xbox series x, or PS4 to PS5. You will not be able to cross save between platforms, eg from Xbox to PC, or Xbox to PS.
submitted by b4rn5ey to outriders [link] [comments]

Doom Eternal is a fucking masterpiece

I love doom. I've played most of the original doom games, and I played Doom 2016 and doom eternal. I thought Doom 2016 was the best game in the world, but then Doom Eternal came out.
First, I will mention nothing about the story because while the game is a lot more story-focused than Doom 2016, there still isn't much to talk about. I also want to avoid spoilers, so no story.
The combat in Doom Eternal is the best shit I've ever seen. Each weapon serves a different purpose, each demon has a different weakness, the movement is well-implemented and polished, and everything is just so balanced and well-done. The weapon and demon designs were changed to better match the designs of the original games, specifically Doom 2. The new mods and mod changes were very nice, and they each, again, had a unique purpose. The always being low on ammo thing is the best because it forces you to play the way the game was intended. Instead of blasting everything with your super shotgun, you have to be more strategic with what weapons you use, what demons you use them on, and the best combo of weapons to quickly take out said demon. Genius design, and if it wasn't implemented I'd be running around blasting demons with the super shottie playing the game all wrong. I can't stress enough how good the design in this game is. Each demon having a weakness and weapon to destroy demon with said weakness coupled with the always being low on ammo makes this game's combat so fucking engaging and enjoyable.
The graphics. My computer can only run the game at medium graphic settings and it still looks fucking amazing. Beautiful game, and best of all, super fucking well optimized. Holy shit I can't stress how well this game is optimized. Shit runs at 60 fps at the highest setting my PC can handle. It runs so smooth and I get so many FPS and it may not sound as amazing as it is, but trust me, the boys at ID enlightened me with their amazing fucking optimization. It runs so fucking good you do not understand.
The locations. Each level is so good and really fun to play in. They're pretty linear but if you go off the beaten path you can find cool collectibles. Each level is designed with one big goal in mind, but that one big goal doesn't undermine the design of the rest of the level. Each level is so easy and fun to traverse, and it really shows the abilities of the boys at ID. The environmental story telling is really good in this game too. Best level is Urdak.
The story's pretty good but I'm not going to talk about it for aforementioned reasons.
I also fucking love the home base. It's really well-designed and there's so much to see and collect. Secret items you collect throughout the game get put on display in the home base, and if you pick up power cores or whatever they're called you can unlock more items. Some of them are just really cool like the praetor suit and sentinel armor cosmetics, and some of them help you in the game like the weapon upgrade points or the sentinel crystals.
EDIT: I forgot to talk about the multiplayer! Well here I go I guess...
It seems like everyone hates the multiplayer in Doom Eternal, but I don't think it's fair. In 2016 people wanted a multiplayer that actually fit the theme of Doom, and then in Doom Eternal when ID gave them that, people complained about it. I love the multiplayer. It fits the theme of the game, so it works like canon. It's fun and challenging, which greatly improves your skills in the campaign. It's fun. It's the best thing they could have done for a multiplayer mode, and it's great. IDK why everyone seems to hate it. The only complaint I have is that it isn't skill-based matchmaking, so I often go up against lvl 123 players or somewhere in that level, quickly getting curb stomped.
All-in-all Doom Eternal is a masterpiece of a game with great level design, fucking amazing graphics and optimization, cool collectibles, just good design, and the best combat I've ever seen in a game. I hope this post made you want to buy Doom Eternal, because it's worth every penny.
submitted by ButterMyFeet to patientgamers [link] [comments]

A Christmas Noob's perspective. Treyarch, please read.

First of all, I just want to say Hi to the community and give you guys a few points about my background. After playing CoD for a week, I realised that the term Christmas Noob is a thing in this community and I guess I am one :) I am 32 and I play Counter-Strike since I was 15, it being my main FPS game. In CSGO I have more than 4k hours played and have reached Global Elite (for those of you unfamiliar with this game, Global Elite is the highest possible Rank). My "side" FPS game was always Battlefield, since I love the vibe and large scale warfare. I have played CoD1 and CoD2 many many years ago, but never CoD multiplayer, so why have I decided to buy CoD Black Ops Cold War ? The short answer is because Battlefield V is a complete disaster in every single regard and I wanted to play something other than CSGO until the next Battlefield comes out.
Here comes Call of Duty Black Ops Cold War. After watching many online reviews, but more importantly actual gameplay from different members of this comunity, I decided to give it a go, since the game's theme is the cold war ( and I can appreciate that as a history aficionado ). The game installed fine through BattleNet and now I will give you my feedback - review after about a week of non-stop playing it.
The game runs fine on my PC and my laptop, even though it feels unpolished (maybe because Treyarch didn't had enough time to work on it properly). I am not going to criticize it for this reason, given the times we live in. It is acceptable and thats where I'll leave it.
Everything I will say from this point onwards, is my own opinion, as a complete newcomer, Christmas Noob to the franchise. I firmly believe that Call of Duty Black Ops Cold War has an identity crysis and I will elaborate below.
This game has an SBMM in it even though it's in the backend. So let's talk about it. Having a skill based match-making system doesn't bother me ( i come from the most competitive fps of all, CSGO ), but I am firmly against such a system being implemented in Casual Mode. The reasons are plenty , bear with me. If you have an SBMM of some sort, you must have a ranking system, a reward system and design the entire game from the ground up, with an SBMM in mind. These maps in Cold War are not competitive maps (no ofence anybody), but I will talk about the maps later, in a separate section. The feeling that I have after I watched and listened (while I was playing) different videos from members of the community, your audience is not competitive. Yes, there are plenty of CoD players that are competitive and are constantly trying to improve, but they are the minority, a small minority I might add, so why introduce an SBMM in casual play ?! It makes no sense.
On the topic of SBMM, I will say this: I would actually like to have a Ranked Mode in CoD, really I would. I would like to compete and improve myself and grind towards a better rank, learn from my good and bad plays. Afterall, this is why Counter-Strike is what it is today. You can play casual, but you can also play competitive. Easy, nice and simple.
The Maps. I have mixed feelings about the maps in Cold War because they can be fun and frustrating at the same time. In order to get my point across, I want to say that Raid and Satelite are my favorite maps. The reason is because I can spot the enemies really easy and quick. On Raid, the player model stands out from the enviroment, so the player with the best reaction time and aim will most likely win the gunfight (which is the way it should be). I like Satelite for a different reason and that is: space. This is the second map where I don't feel chocked and claustrophobic (alongside Raid). This one, like all the others, except Raid, has a huge visibility problem though. I am now going to get into the cons for the maps in Cold War. In any succesful and serious FPS game, casual or competitive, SBMM or no SBMM, the better player has to win. It's the logic of life. The better you are at something, the better you will do against another person who is unprepared or unexperienced at that one thing. Therfore, having maps with lots of clutter, like Garison (middle of the map), Checkmate (middle of the map), Moscow (god ... middle of the map), Cartel (middle of the map) will only confuse players, skilled ones or unskilled ones alike. Playing these maps (especially the middle section) is nothing but a roll of the dice, the skill and effort become irelevant. Everyone who played a decent FPS game understands this concept, it's really basic.
Gunplay. This has to be by far my favourite thing about CoD Cold War. I love it. Quite frankly, if it wasn't so good, I would have stopped playing this game after 2 hours and asked for a refund. The way the guns play and feel is excelent. The hit markers are on point, the sound is fantastic and the feedback is great when shooting an enemy. That said, it can still improve, as it ain't perfect. Some attachments are either too good or useless on certain guns. I am an AK-47 and M4 player (because of my CSGO background), so I leveled up the AK to max level and noticed that some attachments you get at level 30 are way way better (factually better) than some other ones you unlock at level 50 or above. Then there's the MP5 ... I love this gun from the CS 1.6 days, but in CoD Cold War it's very very overpowered. I took it close to max level and I have almost 0 recoil. I beam people from medium-long ranges like Darth Vader. I stopped playing with it because it felt like cheating. I went 31-3 on Satelite using a bloody MP5, destroying snipers across the map. But on a whole, the gunplay is fantastic and easily the best part about this game, just needs a bit of balancing. Good job here Treyarch !
P.S I almost forgot this one: Iron Sights - Treyatch, you need to make them bigger and easier for us to look through if you want these to be viable. They feel far too small and when you factor in the poor visibility ... recipe for disaster. When I look through the iron sights of the MP5, I block the enemy player model completly. More on this down below in the suggestions paragraph.
Gameplay elements. I will dedicate this section to general gameplay feedback. The movement feels a little bit off. I don't know what exactly is causing this, but there's something I can't quite put my finger on, but it feels a bit off. It's like the player is too heavy, especially when moving lateral after a sprint. The scorestreaks are a gameplay element I haven't seen before, but I love it, as it is fun. My only gripe with the scorestraks system is that it can be OP. If you do well, you will rain hell with it, but the problem is that you can still do a lot of damage even if you play poorly, but let me explain. I have played on Armada and tried to level up the Groza Assault Riffle. Now, this gun kicks like a bull at early levels, the recoil being absolutely brutal. Needless to say that I didn't had a very good match, as I finished 25-21. When I got my 24th kill, I was still able to call an Artilery Strike and nuked the entire enemy team which was on the upper deck in relatively close proximity. I think that Scorestreaks shouldn't be achieved so easily, especially the powerful ones. Attachments - great great gameplay element. I love the fact that I can spec my AK-47 in 3 completely different ways to suit different maps or playstyles. My only complain here is that we can't save specific builds, once we create them. Having 3 slots / gun would be perfect, as it would allow to save the builds and import them when we need to. At the moment I am kinda doing this, by using a custom slot, but that takes away from my ability to have different weapons in those slots (hope Im making sense here).
I would go back to the statement I made at the begining at that is: Call of Duty Cold War has an identity crysis. It's a casual fun game at it's core, but it has an SBMM in casual play. It's a competitive shoother (hence the SBMM), but it doesn't reward you for being better. It's not supposed to be tactical, yet we have highly tactical elements in the middle of the maps, except Raid (but even Raid has these elements to an extent). This is how I would sum up Cold War in a single paragraph. That said, I firmly believe the game has tons of potential and it doesn't take the moon to exponentially improve it. I will post some possible ideas for improving the game massively, with not a lot of work:
Improve visibility - Make the player models to stand out a lot better (Raid is fine, but it's the only one) and remove the clutter (boxes, barrels, etc) from the middle of the maps or at least tone'em down. The middle section of these maps (except Raid and Moscow) look like a fortress, which implies the game is a tactical shooter ... which it clearly isn't. On the topic of visibility, iron sights. By making them bigger, we will be able to see through them a lot lot better and maintain a spray on an enemy withouth blocking the enemy with our sights. Too many times have I erncountered an enemy who was standing in front of a dark background and I wasn't sure if im aiming for the head, torso or if I even hit the enemy at all. Dark background - player model - dark and small iron sights combination is not good at all. The game is in need of better designed maps, really.
Ranked Mode - Remove the skill based matchmaking system from casual and introduce it in a separate mode, called Ranked, where people can play and work towards an actual rank and maybe some other rewards. This would keep things enjoyable for both new and veteran players and also make the experience seamless for people like myself, who come from other franchises without being actually new to this sort of game.
I will conclude by saying that Cold War (as a whole) is a decent game and if Treyarch addresses the problems that me and probably many others have mentioned, it will be a great game. If they don't .. it will be a game which had potential, but never fulfilled it. Stay well everyone and enjoy the holiday season.
submitted by sdssebastian to blackopscoldwar [link] [comments]

[AMA] All the questions and answers from Darian's AMA on January 26th, 2021

Firstly, just want to start off by saying a big thank you to everyone who submitted great questions, but most of all, the hugest thank you in the world to u/Darian_CoC (100% the best community manager ever) for sitting down and grinding through hundreds of your questions over about 3 hours.
Due to the sheer amount of questions, putting them all here exceeds reddit's character limit, so I have put the full compilation of questions in this document here. You'll probably find a few more of the fun, personal or quirky questions are in the document, with more Clash related stuff on this post.
A load of interesting stuff was discussed, including future updates and plans for Clash in the coming year, so lots of great stuff to have a read through! We have compiled all the questions and answers into this post here for your enjoyment, and we hope you come out of this post knowing a lot more than you did previously! So without further ado, here we go:
u/non-reddituser:
  1. Is there plans to bring in a new recruitment system or is sc still trying to better it?
  2. Any plans to reduce cost/upgrade time? For me at least 2-3 weeks for upgrades is getting slightly excessive and going further than that. I can’t imagine many players will be very excited to grind it out. Especially casual players.
  3. Currently, Do you think the game is balanced ? I’ve heard quite a lot of complaints saying th13 is too easy.
  4. Any plans to add family clans features ? Like a way to add other clans to chat, white list/ black list players etc.
  5. Has a complete remake/ sequel to clash of clans ever been considered?
  6. Is sc more focused on bringing more tasks, events and in general things to do during the game or are they more focused on bringing new content like troops ,spells ,defences etc?
  7. Are you able to provide any details on what the priorities are/what is being worked on for 2021
  8. How is the cost/ sell price of magic items determined?
  9. Is there a reason as to why all the hammers cost 120 medals ,but the hero hammer is 165 and the opposite happens for books? All the books are 925 gems, but the hero book is set at 500 gems.
Answer:
  1. Regarding the Recruitment Tool, I'll have to repeat something I said a while back .First, the tool isn't developed by the Clash team. I don't say that to try and wipe our hands of any obligation to it, but it genuinely is something the Clash team has little control over. However, with that said, regardless of who the tool is made by we have tried communicating with the community about its features, and even its shortcomings. But because of the nature of social media, online posts, etc. much of that gets lost hours after it's been posted. One of the things we've repeatedly stated is that the Recruitment Tool suffers not from a lack of functionality but from a lack of transparency. The Recruitment Tool actually does a lot of the things behind the scenes that players feel there is a lack of control over. And because they don't see how those work, it can feel like it doesn't work like they expect it to. I'm not saying it's perfect - far from it. We know it could use some improvement, but the biggest area it could be improved on is helping people understand exactly how it works so people are a bit more confident in the searches it pulls up, or at least understand why it gets those results.
  2. As we add more content higher up (TH14, TH15, and beyond) we keep a very close watch on how long it takes for players to start from scratch and climb to max. We try to keep the ranges relatively similar so I would say it's a fair bet we'll adjust the upgrade times and costs in the future. In fact, that is a regular facet of the game that can be expected every so often. I can't say if it'll be once a year, or once every new TH level, but refactoring and rebalancing the costs and time are a regular part of that strategy.
  3. The game will never be 100% perfectly balanced. It's just impossible. There are simply too many moving parts, too much randomness, and too many variables to consider. We try to balance the game the best we can, based on player data as well as feedback from the community. But adding more content will always shift the balance in one direction or another. Sometimes it may skew towards offense, and sometimes more towards defence. When we see the game shifting like that, we start looking at how we can balance the game to bring it back more towards the centre. With that said, we try to balance the game more towards being offense-friendly. Now, before you get out your pitchforks and protest we're making it too easy, what I mean by this is that we try to make the game as rewarding as possible while still keeping it challenging. If defence was always OP, then the win rates would plummet. If you're unable to win, this is incredibly frustrating as a player and would cause players to leave the game. That's not a good thing. Like any other asymmetrical multiplayer game, you almost always tend to win more often than you lose. We try to maintain a degree of balance slightly leaning towards offense.
  4. A Clan Alliance/Family feature has been on our wish list for quite a few years. We simply haven't sat down to truly discuss what we want that feature to be. When we work on a new update, we have to prioritize what new features we're implementing and any additional content must thematically feel appropriate or can be fit in resource-wise (meaning time). Creating a Clan alliance feature should be more than just being able to cross chat and donate troops. That alone isn't worth reprogramming the multiplayer functionality of the game. An alliance system has to be meaningful in order to be something the players enjoy. But what that is, we still have yet to decide.
  5. No. Why create a sequel when we can just keep adding new content to the current game without creating a brand new one? What would the goal of a sequel be? As long as Clash of Clans is live, creating a sequel would cannibalize players from one game to the other. That is not a viable way of game development. Additionally, let's say you've been playing Clash for 8 years now. Now let's say we release Clash of Clans 2. If all this game is is just a prettier version of Clash, you'll be less likely to invest the same amount of time as you did the first one. So you quit Clash 2 but the likelihood of you going back to Clash 1 will be reduced. Also, let's say not all of your friends are willing to play the new one. So now that your friends aren't playing, you're more likely to quit because of split loyalties between the games.The best thing we can do is keep improving Clash so you're not forced to choose between which ones you want to play,
  6. I'd say it's all of the above, depending on the needs of the game. Content will always be the primary driver for Clash of Clans. It's where we see spikes in players returning, players being more active, etc. But in between content releases, it's good to give players more activities to do.
  7. Lots and lots of new content for 2021. Lots. And it is badass.
  8. I had an answer for this and I cannot for the life of me remember what it is. Unfortunately our Live Ops guy has left for the evening so I can't cross check with him. I'll try to ask him tomorrow and I'll post a reply here.
  9. One big reason with the cost discrepancy is due to the resources you spend to upgrade those units. The cost to upgrade a Hero uses Dark Elixir which is a much more premium resource to farm/earn compared to Gold or Elixir. It's far easier to earn Gold and Elixir for upgrading Buildings/Troops. So the cost for the Book of Heroes is to help offset that. Whereas, because it's easier to earn Gold & Elixir, the other Books are more expensive. With the Hammers, the Hammer of Heroes is more expensive because you don't need to farm the DE for it.
u/ClashDotNinja:
Answer: The Elixir Monster was a troop concept we prototyped during the development of TH12. The Elixir Monster was a troop that gained strength and size as it destroyed things. Similar to the Lumberjack, it would drop a Rage Spell after it was killed. In the end, the mechanic was really cool but way too complex for the average player. Additionally, because the unit required to make the kill attack in order to earn it's level up, with so many other troops attacking it actually rarely made a kill so it didn't morph? Mutate? Evolve? as fast as we thought it would. So it's a troop we might save for a rainy day and tweak it a bit to see if we can get it to balance correctly.
u/Drin_CoC:
  1. Is the maximum Experience level, which currently is level 500, gonna be increased any time soon?
  2. If there'll be more than 100 buildings after TH14 update, how will % be calculated? What about bases that have the 6th builder compared to the bases that don't?
Answer:
  1. We might address it in the future, but I wouldn't expect any changes to it in the next couple updates. Apart from vanity purposes it doesn't really do much else so it's not a major priority for us.
  2. We won't hit the 100 building limit just yet so we still have some wiggle room left to go before we start needing to worry about it. But it is something we are worried about for when we finally do hit that limit. We haven't found a solution to how we want to address it, but it is something that comes up every time we start working on new content.
u/LordPeter212:
  1. What is the status of World’s 2021? The entire competitive community has been eagerly waiting for news about this. We need time to plan and prepare, and if it’s not happening we deserve to know.
  2. Are there any plans to include any in game e-sports tournaments other than ESL?
Answer:
  1. We are still working on the Worlds stuff and we're inching closer to announcing the 2021 season. We've made a few changes so we're still putting the final polish on those details. But we will announce the 2021 Worlds when we're ready.
  2. There are tons of community-run events around the globe. We simply can't add them all in-game.
u/LadyB_clash:
Answer: The challenge with this is that replays are not stored as videos. So you're not actually watching an actual "replay" of the match. The game stores your screen taps that you performed when you played your game. So when you watch a replay, you are actually watching a live version of the game where the AI is simply reproducing the same screen taps. Because the pathing algorithm and AI functions the exact same way, the system can recreate the same conclusion of the game every time.
So because you're watching the AI play the game using your screen taps, it can only go forward.
u/Soft-Decision5935:
Answer: This is actually a topic of discussion we're looking at; how to make the lower TH's more engaging and less grindy to make the progression to higher levels more enticing. So we totally understand where you're coming from. It's something we hope we can address in an update this year.
u/OverSizedHamster:
Answer: Every so often, a game will become a cultural icon of the platform it's released on. For consoles that would be the Mario franchise. For MMORPG's, that would be World of Warcraft. For mobile, that's Clash of Clans. What I mean by cultural icon, is that it's a game that has lasted far longer than most others due to the sheer number of people that play it and the popular success it has had because of it.
Clash has been out for almost 9 years now. On any game platform that is almost unheard of apart from those other games that are cultural icons themselves.
I'm not sure what you mean by "good representation". But I will say this: The Clash community is possibly one of the best gaming communities. Period. It's one of the least toxic, most supportive, and fun communities I've ever had the privilege of working with.
u/301023459:
  1. Would it be possible to have custom CC's for friendly challenges implemented into the game? To further explain what I mean, lets say I have my normal raid army set up with the cc troops I would usually take. However I want to practice new armies in friendly challenges but every time I do that, I have to dump old troops and request for new troops but those in my clan who have the troops I need for my friendly challenge army aren't always online. So a feature where I could customize my own cc troops for a friendly army is what I'm getting at.
Answer:
  1. The Friendly Challenge is an interesting facet of the game that was introduced much later in the game's development history. So the functionality of it is wholly based on how the rest of the game functions with regards to troop donations, troop deployment, etc. Creating a unique set of functions for this feature is something the team sees as a priority at the moment. However, that priority could change when we start to look at what QoL changes we want to implement in future updates. Many of the changes implemented into the FC/FW features were based on QoL requests from the community so I wouldn't say it's a ruled out idea. Just not something on the production schedule at the moment.
u/purk8:
Answer: It's rather interesting that whenever we released new BH content, there was general disdain that we were allocating development resources to it. But now there is a lot of clamouring for when the next BH level will be. :-) We don't have any solid plans for BH10 yet, but we have discussed it on occasion. We're reluctant to simply just do a new level as we're still trying to decide where we want to take the Builder Base feature. We don't want to keep adding features that are already available to the Main Village; otherwise why not just keep developing the Main Village?
u/El3veN_:
Answer: I am not a programmer so I would hate to misrepresent something I know little about. You'll have to forgive my lack of correct vocabulary. There has been some API discussion recently to make certain data more accessible, though what those data are I can't say simply because I didn't understand how that process works. But I can say there has been some movement in the API discussion on the team.
u/Hellrazor:
  1. Has an increase to the 30s scout time in legend league been considered along with viewable building radiuses? This was brought up partly last year in one of the TH hour videos where Eino admitted that as new TH levels were released the allotted 30s planning time becomes more & more restrictive the more there is to consider when planning an attack. IMO increasing the time to 45s / 1min in legend league would combat this whilst also separating it from lower leagues.
  2. Are there any plans to restructure the Legend League system i.e rewards / ladder / ranks? The gems rewarded to the top 20 players in the top 3 clans is long outdated & legend trophies don’t have much use besides a visual standpoint. The day to day ladder system could also be taken further - something akin to a weekly system for example whereby your standings at the end of the week determine your placement for the next whilst still maintaining a monthly season would be less stale & more meaningful imo. Additionally ranks / badges could also be included within legend league to further develop the ranking system & possibly tie in to a rewards system somehow.
  3. How does the Eagle Artilleries target prioritisation work? According to the wiki: The Eagle Artillery targets according to a "heat map" or "hitpoint map". In other words, it targets the area with the largest density of hitpoints. However this doesn’t seem to apply most noticeably during a queen charge / walk. 5 healers for example have a greater combined HP than a maxed queen yet 9/10 the eagle will target the queen so I suspect there’s more going on here. Whilst targeting the queen over your healers is far more favourable for the attacker it can be incredibly frustrating when the opposite occurs. As far as I can tell the logic currently appears to operate under RNG although I hope & suspect I’m wrong. Perhaps someone from the dev team could elaborate on this?
Answer:
  1. While it had been discussed, at this time the team feels there's no need for it.
  2. While the LL system could certainly use some new polishing and some shiny chrome, there hasn't been anything internally proposed that has made us say, "YES! That's what it needs!"
  3. There is no RNG in how the AI targets units or paths towards a target. Every target is calculated based on the rules programmed into the algorithm. For the Eagle Artillery, yes population density does factor in. In your particular example, it could be that the Archer Queen had taken damage, where the collection of Healers now collectively had more HP resulting in a more desirable target before the AQ was fully healed again. I would need to see a specific replay of any instance before making a definitive call on what you're seeing.
u/non-reddituser:
  1. In an interview with galadon around 11 months ago you said “ Part of it is as we see a lot of activity of a lot of players returning a lot of them are coming back to their old clans” In response to why sc hasn’t added a clan name change. Has this changed, Is there a still a high amount of players returning? If not is sc planning or at least considering adding it?
  2. In the same interview with galadon he pitched you an separate section in the shop were you buy obstacles with legend league trophies. At the end of your answer you said” but, I think it’s an idea that does have some merit and all I can do is to present it to the team” did you present to the team and is there possibility we could see this any time soon?
  3. As my final question I’d like to as you if you could explain the choice of sc censoring the whole clans chat when a kids account join?
Answer:
  1. Clan name changes are still a ruled out idea for now, for the same reason. Additionally, changing your player name is one thing. That's personal to you. Changing a Clan name is something that affects the entire Clan. While sure, many Clans would be ok with the name change but what happens when members don't like the name that it's changed to? If that original Clan name had sentimental value, and someone changes it, that would feel really crappy for those who liked the original Clan name. So rather than try to come up with rules and edge cases for it, and introduce possibly more unnecessary complexity, it's simpler to prohibit for now.
  2. Nothing has come out of that discussion apart from the idea being presented.
  3. The rules for this only applies to new underage accounts created in the US. The reason for this is for compliance with new online regulations that are required for certain kinds of games. We have no control over those regulations.
u/thisisathrowawayCoC:
  1. Does the barrel shaped building where you boost super troops have a name? If not, then what did the dev team call it?
  2. Do you guys plan on adding more achievements?
  3. Will there be more single player campaign levels as part of the next update or th14?
  4. There has been an insane amount of rumours and ideas as to water based troops or gameplay. Is the dev team even considering something among those lines?
Answer:
  1. It's called the Super Sauna. The image of the modern sauna is a Finnish invention, and since we're based out of Finland, it seemed like a nice cultural touch to the game.
  2. Yes!
  3. We really liked the Winter Challenge map and plan on doing more things like that in the future. However, we'd like players to remember that Clash is a multiplayer game and designed around that idea. Adding more single player content, while fun, minimizes that multiplayer aspect so it's not a primary focus of ours.
  4. Water based troops? First time I've heard this rumour. Considering the map is based on land, a water troop would be a bit like...a fish out of water? In other words, I wouldn't listen to rumours.
u/HarrBathtub:
Answer: We have a super cool feature we're steadily working on. We're not ready to share what that is just yet, but we're hoping we can reveal and release it this year.
u/Quna_chan:
Answer: This sounds like a good idea, but moderating all the entries that would come in would require it to be a full time job in itself. Checking to make sure the map isn't broken, or doesn't have inappropriate content, or doesn't cause any problems. It's not a matter of just pulling it up on the screen and say "ok there are no middle fingers hidden in the images so it's good to go." It would require playtesting, feedback, etc.
u/Pero_Plays:
  1. Would you consider going to a 24-month instead of a proposed 18-month cycle of new TH levels to sync with World Championships better?
  2. Could we get a double deployment bar on phones?
Answer:
  1. 24 months of no new TH content is simply too long. We're really happy with the pace we've been releasing new TH levels. One of the things we have to look at when spacing out the content is how long before maxed players start to get bored and stop playing. New content is always the biggest driver of player activity, and the longer you draw out not having new content results in players becoming more likely to leave the game. The World Championship is an exciting and cool facet of Clash, but it's not the main one and only a very small number of players will ever compete in the Championships. That small percentage of players cannot dictate the pace of content progress.
  2. We tried looking at this but the UI became so small that it was super inconvenient to use, even with a stylus.
u/feareddakota:
Answer: Coming up with new and unique content will always be the challenge as we create new features. It came up when we were working on TH13, and is in discussion as we work towards TH14. And it will likely come up again as we work on TH15 and beyond. Making sure something is cool and unique is always a fun challenge, but we shouldn't make something JUST because it's unique. It has to also be fun and exciting.
u/LowScrow_Tom:
  1. Will we ever have a troop, or Super Troop, with the capability of switching from Ground to Air? (I think Ice Golem/ Ice Hound could've utilized this feature.)
  2. Without the ability to add new buildings due to percent damages, could you have a "Gear Up" feature at TH14 which would combine all Builder Huts and /or Barracks to 1 main building, which must be upgraded FIRST before being able to purchase new TH14 Defences?. (Multiple problems solved)
Answer:
  1. This is something that has been considered, like making a "Fallen Angel" Healer who is a ground troop but heals air units. This is just an idea and not something being worked on, before everyone starts saying it's confirmed. Changing a unit from air to ground or vice versa is actually pretty complicated because the pathing for ground units is different than air units as is the logic algorithm. So it's not just a matter of allowing it to swap places. But I wouldn't be surprised if we introduce a Super Troop that does do this.
  2. We've contemplated the building fusion idea in the past and we're not convinced that is a good solution.
u/Alpii69:
Answer: We had considered this idea and while it's cool, it doesn't offer quite the flexibility and variability players are looking for in a feature like this. We would want a feature like this to feel like players are able to customize their experiences. A second ability doesn't really do that as players would just choose a favourite one, then set and forget. We think there is a better way to offer that kind of customization. Additionally, balancing new abilities would be super challenging compared to new troops or new spells.
u/Immabeloverof15june:
  1. Any plans on player made maps as single player map?
  2. Any plans on mega base type mode?
  3. What are big features which aside from new troops, buildings, townhall levels?
  4. What are your plans on bringing more social features to the game?
Answer:
  1. Player made maps are never a good idea, though they sound neat on paper. We'd need some kind of moderation process to remove inappropriate submissions, and given there'd be thousands upon thousands of entries, it would require full time moderation.
  2. We see this request a lot. Again, on paper it sounds really cool. But what would the overall goal be? What would the benefits be to the Clan? There are a ton of logistics you'd have to look at. Like who would be the caretaker of such a mega base? The leader? What if the leader left or stopped playing? Co-leaders? What if they disagree with how the mega base should be laid out? Would Elders and Members have access to editing the mega base?
  3. We've got something pretty big planned this year (fingers crossed we can finish it in time). We'll announce it when it's ready. And it's a doozy.
  4. It entirely depends on what social features players want (features that aren't Global Chat or similar function).
u/sportsguy3: Could you give us some examples of new charactetroops/heroes/ideas that were very close to making it into the game but eventually didn't make the cut?
Answer: When we work on new TH content, we try to prototype new troop ideas. When we were working on TH12, we had several troops we had tested out before we finally settled on the Yeti. One of the troop ideas was a Goblin Glider. It was basically Goblins that flew in on little gliders and dropped down to attack resource storages and collectors. If I remember correctly, the Goblin Glider eventually inspired the Builder Base Hog Glider unit since we liked the glider function. But the Goblin Glider felt a bit TOO spammy.
u/NikplaysgamesYT:
  1. Do you guys have plans regarding banning accounts? I see so many times players are perma banned for “account sharing” or “account stealing” when nothing like that ever happened. Even someone in my clan was perma banned, and I see posts on Reddit all the time about this. Do you have plans to change the process of being banned or the criteria to avoid these situations?
  2. What is your opinion regarding queen walks after indirectly nerfing them so hard? This year, you guys added headhunters and super minions, both of which destroy queen walks if your not careful. Did you guys think they were OP before this update, and do you think they’re still OP now?
  3. Do you believe that the game has done a good job balancing progression? For townhall 10, IMO you guys did a perfect job, I finished my hero’s, walls, and defences at almost the same time (got screwed up since at that time there was the event where everything was half off. But for th11, I am currently almost max, just working on my last lab upgrades and walls, but I’ve been full on dark elixir for the past 3 months. Do you think progression overall is super balanced and any plans to change it?
Answer:
  1. In the near-4 years I've been at Supercell, I've had hundreds of requests from players to investigate their account ban. Out of those hundreds, I can count on a single hand how many of them were incorrectly banned due to agent error. A single hand. Time and time again such threads rarely ever reveal any kind of loopholes or weaknesses in the support recovery process and more often than not highlight how players treat their account security by engaging in behaviour that violates our Terms of Service policies. Almost every single one of those players underestimate just how accurately we can investigate an account issue. Many of them start off with a friend who let another friend do their War attacks, but most of the banned accounts have shown very suspicious activity of account sharing, buying, etc.How do these accounts get phished? It's simply because most people don't realize just how manipulative scammers/phishers are. Also most people fail to realize exactly just how much identifiable information they put out for the public to be able to see.That's the thing about scammers/phishers. The good ones rarely make their intentions obvious until it's too late. There's a reason why scamming is a multi-billion dollar industry. Good scammers are charismatic, manipulative, and convincing. They are also relying on the fact you have no idea just how useful the information you gave them really is, especially when you think the information is banal or mundanely useless.The fact they leave you blaming a lax in security instead of blaming yourself shows A) just how manipulative they are and B) how willing you are to deflect blame in order to admit to falling for a scam.Admittedly, that second one is a tough pill to swallow. No one likes admitting they made a mistake, and that's especially so when you have to face severe consequences for those actions. But as I said before, we can tell the difference between someone's compromised account vs. someone who fell victim to a scam or gave/bought/sold their account. Usually if the account is compromised, Support is fairly quick at restoring access to those accounts. But because there's no reason to voice any complaints about it, you don't read about those thousands of success stories. What we do hear about on the forums are those examples where support was unable to restore the account because they can see suspicious or fraudulent activity on the account.
  2. I still use Queen Walk at TH13 so you're asking the wrong person. I find the strategy still viable and very strong.
  3. I do think we've done an overall good job of maintaining balance. It's not perfect, nor will it ever be perfect. This is especially true as we add more content in the future. There is no such thing as a perfectly balanced multiplayePVP game. All we can do is try to balance it to the best of our ability when we release a new troop or keep an eye on the data and balance it as we see the data coming in.
u/GroddTH12:
  1. Do you intend to improve the time to update buildings and troop level TH11, TH12 and TH13?
  2. Is there a possibility to create a new hero in a new update?
Answer:
  1. Eventually, most likely.
  2. We don't want to do a new Hero with each new TH level. The earliest we will likely add a new Hero would be TH15, but that's not a guarantee.
u/clashic94:
  1. Clan War Leagues and Clan Games are monthly events that last a week. Are there any plans for introducing another monthly event that lasts a few days in between CWL and Clan Games? (Townhall Tournaments, etc.)
  2. As the army camp size increases and the possibility for more troops in battle at any given time increases, will we be seeing troops with higher and higher housing space to avoid overcomplexity?
  3. Will we be able to use two Siege Machines at the same time in the future? More than two Super Troops?
Answer:
  1. Yes. Although what that is we're not ready to reveal yet.
  2. It's unlikely we'll adjust the housing space for older troops like Barbs, however, how much housing space a troop takes up is actually an essential part of the design process as we design a new troop.
  3. Two Siege Machines would be a bit weird since you only have a single Clan Castle. Being able to deploy two and divide up the CC troops between them would genuinely be way OP. As far as allowing more than 2 Super Troops at a time, I mean, we just started allowing 2 recently! We're keeping an eye on their usage to see if allowing 3 or more would be something positive for the game.
u/confipete:
  1. Is it true that Supercell is going to remove builder base by June?
  2. Why don't war donations account for donation count?
  3. Why is builder base's attacking AI is different from Home village's?
  4. Do you consider the ideas we post in this sub while adding new features to the game?
Answer:
  1. Wait..what? Remove Builder Base? Where the heck do you guys find this stuff? We're not removing it.
  2. Part of it is because you can remove and edit War donations, at least in the War Leagues. So it would be easy to abuse to edit/remove cc troops and keep redonating just to get your count up.
  3. The AI isn't different, it uses the same logic engine as the main village. However, a big factor in what causes some issues is the Guard Post. The wandering units cause havoc with the pathing AI because the attacking units have to constantly recalculate their position and the targets it's tracking.
  4. Absolutely.
u/EyalReddits:
  1. Will we ever get a new gamemode like the builder base?
  2. Why are super troops taking up so much space? This makes them almost unusable
Answer:
  1. I'm sure there'll be new game features we'll introduce in the future. It won't be like Builder Base, but will be something completely new. In fact we're working on something that I think will be pretty enjoyable. No release dates yet, as it's a fairly complex system. But we're excited to announce it when it's ready.
  2. The housing space for Super Troops is to balance out how much stronger they are than regular troops.
u/superman37891:
  1. Can we donate super troops with gem donations, even if we don’t have them unlocked?
  2. Can we have separate clans for home village and builder base (so I don’t get kicked out of my top clan for not having a good builder base)?
  3. Add a clan search filter for CWL league (Champs 1, Champs 3, Master 2, etc.)
  4. Can we cap the level of the CC troops donated to lower town halls / CC levels? (Ex: A level 9 loon donated to a TH3 caps at level 2)? I feel this will make it easier to balance lower THs and make it more fair for those who can’t get CCs
Answer:
  1. No. Being able to donate them without spending the upgrade cost kinda defeats the purpose of spending the upgrade cost.
  2. No. Programming the logistics behind this, having separate chat UI's, Clan logs, match logs, war logs, etc. would be an absolute data nightmare.
  3. As a reflex response, my guess would be that it would lead to just those Clans at the top tiers being bombarded with invitation requests while lower clans would remain unfilled. And because they remain unfilled, it would make it harder for them to climb to those ranks, thus perpetuating a bit of a cycle.
  4. No. The levels they are donated at is intentional.
u/Luke_theGreat:
Answer: We planned out the calendar of events for a very specific reason and the timing is intentional. Having them set the same time allows players to more efficiently plan out how they upgrade and how they spend resources. Mixing up the schedule would make it more difficult for players to do so.
u/One-Decision-6110:
Answer: We never publicly reveal numbers. With regards to bots, it's a constant game of cat and mouse. We improve our systems to detect them and they improve the botting software to avoid detection. So we then improve the system again to detect them and then they improve the botting software to avoid detection. You can see how this goes on. It's one of the reasons why we do mass bans of botters instead of just individual cases. If we banned players who bot on an individual basis, it allows the bot software creators to analyse what it was that allowed them to be detected and make changes even faster. So by banning in mass groups, it slows down their development a bit.
To answer your question about using the same attack, that's not how the detection system works so as long as you're not using a bot program we don't care how often you attack with the same army.
u/mystic_coc: Hi Darian, what do you think about a new game mode in clash. It can be solo or multi (like clan base or something). You could create multiples worlds with the clash universe like a goblin village etc were we can attack the king of goblin
Answer: I'm curious, but you don't really give any kind of idea what kind of feature you're suggesting. It's like saying "have you thought of a new multiplayer game?" Yes I have, but without knowing what kind of game you want, it's kind of an impossible question to answer.
If you've made it down here, well done! I hope everyone here has learnt something new, and after reading the sheer amount of answers I'm sure you can all thank Darian for the extraordinary effort he put in (he isn't being payed for this either, he's just that amazing).
If you don't see your question on the reddit post or the document it was most likely to avoid duplicates
Happy Clashing!
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