ok i didn't start this to be a salt blog but are you fucking kidding me
the Mystic Hero special fucking research right
I whipped through it as best I could, because I have so damn many tasks I'm stuck on (catch five gulpin, which aren't spawning in your hemisphere this season! win 100 PVP battles when it turns out you don't understand the combat and are in a fifteen-game losing streak that's sapped your will to live!) and you can't delete them to get a different one, which is wildly frustrating.
so i evolved literally everyone i could evolve, for these, and walked my ass off and got all the candies (i legit walked 50 km last week, I don't have any cheating methods, though I admit I let my niece run around with my phone for about half a kilometer one evening), and I was on pahe 3 of the 4 and spent almost three days doing nothing but trying to make an Excellent throw and failing. I'd done the first two during Community Day without even noticing, I was just making so many throws, but that third one, I was stuck.
So I looked it up, worried I wouldn't get it done-- but this is Special Research. It's not timed. So it's okay, it's related to the event but not bound by the ends of it. I have however long I need to make that third Excellent Throw. It's fine, and I was resigned to it.
And then last night at 8pm I was doing a rocket battle and suddenly I got an unrelated trio of "streak broken!" messages. What???
Oh yeah. No, it had re-set the page. I now have to evolve *another* ten pokemon, and walk enough to earn five *more* candies with my buddy, and now instead of one impossible excellent throw, I've got to make three.
...
Aren't games supposed to be fun? I almost fucking uninstalled it right then. But I went to bed instead, because I can only be so mad. As it is I'll never get to do another raid, which were so fun and I miss them more than I'd thought I would. But now two of my three panels of the Today page are dominated by impossible tasks, and now this self-resetting bullshit-- who knows! Any of these could just reset themselves at any time! The bright side is I'd already claimed two of the rewards so I guess I can get them again, but fuck, I don't have ten more pokemon to evolve after an event that made me evolve sixteen of them already. Who the heck does???!?!
It's a universal glitch, it happened to everyone who had an incomplete task. I filed a ticket and the automated chatbot asked what it was in regards to and the Mystic Hero research line was the top one of the options, but once I picked that I got no further responses, so I guess I can go fuck myself.
I don't even want the stupid lapras with the stupid hair bow on its ear, I just want to be able to finish something. I have a missing bit of my brain that gives me dopamine and checking off tasks helps and I handle setbacks in that very poorly, so this has been incredibly irritating.
So I'm probably not going to play today, I'm too mad.
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His sister bought him the clock!! For his birthday!! ; ; They tried to play a little game of it, "In a sham of a seance..."
Leo Amicus: "Has it all been a dream? Am I waking up for the first time? Am I still with my family? Am I not crumbling yet? It just isn't fair...Not just, not me--any of it. To anybody. It's just not fair. I can hear the sounds so much--it's so much louder now. I can hear it over everything. I can see it again. The machine. I remember her face. I remember too much. When did I start crumbling? When do you start growing and stop crumbling? I--I don't trust myself. And...it could be worse. I'll put that on my tombstone at that point."
Thinking about...how the through-line of all these little threads is every character agonizing over family. Malcolm wondering, "Was my family involved?" Edgar grappling with how much it hurts that he saved someone in Candela, "someone who wasn't my family," instead of finally chasing down the one lead on his sister he's had in years. Grimoria fearing what will happen the day she feels a spirit and it's her own family's. Leo wishing he could turn back time and forget that clock and just have his sister back--
The way Taliesin describes Leo's trauma as, "I can hear the sounds so much--it's so much louder now. I can hear it over everything." The way it so heartbreakingly parallels his description of love as, "And it makes the sound of whatever happened to you before quiet. At least for a moment--"
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Which are the biggest examples of cowardice from the writers of VW and GW, never meaningfully adressing House Goneril's usage of child slaves or never having Claude point out in any of his “Fódlan and Almyra have bad relations because the two of them don't want to understand each other” speeches that Almyra invading Fódlan for fun once a week is a much more likely reason for the two countries not getting along than simple ignorance and close-mindedness?
I'd say the first anon,
Because the second comes from the first!
Meaningfully adressing the Goneril Slavery issue means, to make it meaningful, that Claude shoud react to it.
Also, because adressing the Goneril issues means, obviously, adressing the "whys" they think or have their biased POV against Almyrans, which brings us to the weekly raids.
If the Goneril issue was adressed, we could have Hilda/Holst/their mom/their second degree cousin say that they are at least treating the Almyran children as human beings (lel) which is already giving them more care than what Almyrans do when they raid and pillage and "rampage" in Fodlan cities - maybe with some sort of Matthias-like example, Almyrans killing a pregnant woman, or, idk to keep in the "grandma from the 1800s tells me what the Orient is like" bias, captured women or what not.
Which, could, in turn, lead Claude to acknowledge that both parties treated each other like shit, but to stop the cycle, one has to stop, and, idk, House Goneril accepting to make the first step at Hilda's behest because even if Claude is half-Almyran, he wants to help and save everyone, even Fodlan people.
But this is only an AU!
Tl;Dr : not adressing the child slavery issue means you cannot adress the weekly raids - but the biggest argument against VW and GW is how the cast never reacts - especialy not the Gonerils - to Claude's speeches and/or ideas
It's almost as if only Dimitri and Rhea can receive backlash (earned or not!) for their words and actions but the other two can tell their followers the sky is green, and they will never give them any flak.
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Playing the Hero vs Playing the Role
Something I've noticed in the stretch of conversations that pop up around 6v6 / 5v5 (Overwatch 1 vs. Overwatch 2) is the specific way folks (don't) talk about Tank.
Those players who enjoy(ed) it can get dismissed by large portions of the playerbase, because at some point it was decided that
No one wants to play the role
and you'd be forgiven for believing that? Because Queue times are almost always brought up. They were touted (developer's said as much) as the reason for why the game shifted to a 5v5 format for the sequel. Which...also kinda explains why the design and balance decisions feel a lot like throwing wet paper at a wall to see what sticks. Experimentation and all.
I'd argue though, that Tank, unlike the other Roles in the game, has not had very good decisions made at the design level. I would even go as far as to say, that, after the original cast, there has not been a well designed Tank released into either the original Overwatch 1 or Overwatch 2.
Which isn't to say the heroes released who happen to be Tanks are all bad? But there's a firm demarcation between-
A well designed Hero; engaging, fun, interactive and encouraging of any player willing to give them a try.
and
A well designed Tank: a Role/Job within the game with a certain responsibilities that caters to specific players with particular wants.
There's evidence of this demarcation found in other Roles. The Support Role, for instance, has seen a drastic uptick in "DPS"centric heroes throughout the last few years of Overwatch.
Illari, Kiriko, and, Baptiste all saw very swiftly delivered, widely useful, and borderline, automated mechanics introduced with their kits that performed their Support duties for them, while their Damage outputs and options became the core elements of engagement and interaction.
The devs have gone on to suggest this was done to entice more DPS players into the Role and Supports, for the last year, did enjoy a very promising and popular (read: broken) status.
The question of whether this is a good philosophy, let alone a fair one, is another discussion.
The argument I'd make is that these might be well designed Heroes? But the veracity of them being well designed Supports, is pretty loose and unstable.
Switching over to the Tank Role, the demarcation becomes even more stark; Tanks with heavy DPS influence (Mauga, Junkerqueen, Rammattra, Roadhog) tend to deliver a minimal Tank experience in favour of an oversimplified
Lots of Health + Sustain with unique Damage applications.
which, again, brings up the value of the design and how it heavily leans toward the Hero aspect while leaving the Role, largely unconsidered, if not outright minimized.
And this goes back further than the newer releases/re-works, into Overwatch 1. Of all the Tanks that have been released, after the original cast, how many can actually be considered well designed?
Sigma's kit remains a bloated 'omni-answer' with no weaknesses and little variability.
Orisa's kit went from a delay-bot with little agency, to a "Press 1-button every 5s" playstyle between the two games.
Doomfist's Tank expression oscillates between delivering every known type of CC available in such short intervals that few options exist for responding
to
Interrupting his interesting movement for a poorly disguised "window of opportunity" that sees him standstill and let the enemy waste time/resources on a ridiculous damage reduction %, that neither side can garner any satisfaction from.
Zarya's bubbles are now unlocked and, most often, executed purely on a selfish level, especially when combined with the singular Tank format that demands maximum survival when playing the front line. A minimal change of her design that has drastically increased the pendulum of her gameplay, swinging from extreme to extreme depending on the numbers.
Only Wrecking Ball, seems to provide a semblance of unique Tank Design that demands particular skillsets and learning, but even then, how much of that is the Uniqueness of the Hero and how much is that he is an effective Tank?
The argument that Tank is an unpopular role has been carried around from original to sequel for quite some time and is a very well-recognized refrain within the community.
Where it comes into deep question, is just how the design has gone from Winstons, Dvas, Reinhardts, and (old) Zaryas to a dumbed down philosophy on what makes a Tank and what sort of interest there is to be found with designs that are only really just...more health, more damage, and less thought?
And many of the older designs have become not just outdated, but difficult to execute against newer models who carry all their power in their stats and high-value, minimal execution mechanics.
Who wants to play a Role that hasn't had any creativity since the Devs thought about putting a Hamster in a Ball, into the game?
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Some Pre-Poll Gabbing
The poll technically isn't over yet, but I don't see the results changing significantly, and there aren't enough votes for me to say that this is a conclusive answer from the fanbase. Nonetheless, I think the results are about what I expected.
The yes to no split is (at the time of writing) fairly even, at about 58:42. Still, I did figure that the vote would be more negative than positive, so that's a small surprise.
What isn't surprising though is that the majority of people that voted still said that they didn't consider these sections fun at about 67:33. Granted, since the "different reasons" vote is vague, I can't necessarily confirm that voters that voted for "Yes, but for a different reason." didn't also think that the sections were fun, but at the very least "fun" was not the primary reason that they replayed those levels. But in that case, I have to wonder, "why?"
If these people don't consider these parts of the game fun, then why are they replaying them?
I made my opinions about the approaches pretty clear in the original post, but beyond my subjective opinion, I don't know what value they add to the game at all after going through them once.
You aren't ranked for them, so you don't get fans for beating them again, and you can't get a better score for them. There are no achievements tied to replaying them. You can get pretty much every mini Qwasa you need by just playing the game normally.
I just don't get it.
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