Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20181120184210

Indeed, that rest could be quite helpful.

Yes, I guess that is indeed something that would separate us from the newer generations. Same with Steam achievements or even wishing to use DRM based software in the first place. Cosmetics can be a bit depressing, since that usually means effort put into something that serves no real function and took away from proper development.

Think for a moment about Quake. We have 7 guns. The Axe is necessary for cases where you run out of ammo, or just to conserve when hunting for secrets. The Shotgun is useful for long shots, say potshotting an Enforcer/Grunt before they get close. The Double-Barrelled Shotgun is for close contact, useful for all the tight corridors and with ammo being limited for the others. The Nailgun/Super Nailgun is about rapid fire, for taking down Shamblers and other foes that could cause a bruising quicker (admittedly there is little reason for the Nailgun when you get the Super Nailgun, but the former could be given far before the latter). The Rocket Launcher is for taking down most foes, but needs conservation due to Zombies, and can be suicidal in close quarters. The Grenade Launcher is more useful for killing foes you can't see but are within reach, such as opponents just out of sight at the bottom of an elevator. The Thunderbolt is even more rapid fire, but is pretty much conserved for Shamblers, since ammo is so uncommon and its suicidal means in Water. There are alternatives you can use in any scenario, yet there is also purpose to everything.

Now compare this to a modern shooter with 50 sub-machine guns. One obviously will have the best stats, rendering all others worthless, and because there is no hunting for weaponry or even ammo, you pretty much have zero purpose to ever use another weapon. You go from a swiss-army knife of tools in Quake to numerous tools doing the exact same thing. All for the cosmetics. Then of course you can paint each gun with different colors if you unlock them by using them enough, giving you even more purpose to relying on that one gun over and over.

Quake is far from perfect (see the Nailgun), but it has little fluff. Quake's strength was exactly what is missing from the industry today, simplicity and purpose of design. The music was designed just for the game, not just some song taken from some artist totally unrelated to the content. The game had a certain style (admittedly one very conflicted, which I feel is a strength as that means wider variety of locales and elements to adjust to, since the Netherworld plays quite differently from John Romero's ascending towers) that led to a greater whole. Things may have been chaotic, but they were a cohesive whole. Now we try to make a cohesive statement about a game, then make it conflicted. We get dance moves and other content that serves no purpose, but looks cool.

This is why I feel Minecraft fell apart. It started with a developed mindset, almost every instrument had a purpose or some logic behind its existence. At some point, they decided what we needed was a lot more content for the sake of content. After all, why add something with purpose when you can add pandas? Yes, it is a sandbox, so the mindset is designing or collecting, but at some point the focus just became to add 50+ mobs that basically heal you and do little else, while adding a bunch of structures that allow you to get things for free instead of having to hunt for them (killing any sort of these items being special). Compare this to beta, when we had 5 animals and each one had its own unique purpose. You had choice to get food, but each had its cons, and it was relatively easy to die and lose everything. No longer can you die quickly, in fact you pretty much don't run the risk of dying at all as you can store so many resources.

Now, beta Minecraft had its cosmetics as well. You had a few trees that did the same thing essentially. The difference was that while there were cosmetics, there was also a practical game. Now all the updates are about cosmetics while all challenge or sense of finding anything rare has been virtually removed (or cheapened since those early days). There were things I didn't really like, like making resources last longer, but they were balanced with more things to hunt for and thus causing you to burn through your resources to gather them. Nowadays it is all about pandas because they can be there. Note the lack of new hostile dangers, it is all about adding flashy things.

I would love a strategy guide for such things, just because of how insane they would be. ABANWARE - "Don't try loading the level. Don't try doing much of anything. Don't you have better things to be doing, like playing other levels? This level can help with that. Play it by not playing it!"

You know, that is a true point, there were no real cosmetics like that in old games which could turn people off them. I think many an individual can get into something like Doom due to shooter's popularity and its ease of picking up, but then you have stuff like Thief, which pretty much is the antithesis to modern gaming. "What do you mean my map is literally just a blank piece of paper with the word WHERE on it?" "There is too many directions to go, a properly designed level should always key you in to where you need to go next".

Quite curious, that. Makes you wonder if Shamblers were a foretelling.

Eventually I might hit them, if the entire site isn't taken out by those EU policies in the meantime. Hey, just think, if we get stopped where we are... we have more detail and focus on Q2 than on Armagon. This makes quite the protest, you know?

Hey, I am still outputting content and we can definitely find ways to make things work. First we need you having some time to do things, you know, like playing the server. That could be easier since it doesn't require me making noise.

This is definitely a much better alternative to having a whole second computer set up, so there is that. I think I just have had a lot of misfortune with VMs. I would power through things if needed, but as said I just rather not have to deal with said inconveniences, sort of like how I am not too big on the annoyance of DOSBox even though I use it frequently for Quake. You are quite right, installing stuff is definitely a big benefit, as is playing certain games. I don't think some old Korean fishing games I once played work on any modern version of Windows. I need to eventually get them, I am tired of all these garbage fishing games. I like moving a boat and I like unpredictability. For some reason, most games don't get that, you get things like Fishing Hero where you go to designated spots to catch this exact fish. Talk about taking the entire point of the genre out of it. I will say luckily most corruptions luckily repair themselves and thus are a light scare, only a forced quit seems to result in total corruption.

Precisely, there are definitely pieces of software that just refuse to run at all in modern operating systems, so it is nice to use PCem for them.

Perhaps I will. It is something I will put off to the side for the time being, knowing it exists but not being sure how to fix it, sort of like some broken mods I found and later figured out how to get working. Not sure how to figure this one out, but it isn't going to be easy. Luckily it is just a demo file, the map itself does work perfectly fine. Another one with secrets, which has the negative side effect of me getting bothered by how bad I am at finding them and the lengthy frustration that follows (especially now that I am working within limited time frames). This situation just isn't optimistic for me, the more I play the more I am wondering if I am butchering because I am not able to devote wandering around for hours to it.