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Nylige anmeldelser av ★arlecchino☆

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Viser 11–20 av 102 bidrag
2 personer syntes denne anmeldelsen var nyttig
162.4 timer totalt (8.6 timer da anmeldelsen ble skrevet)
Really enjoying it. So much hidden loot, collectibles, exploration stuff, despite capcom outlawing garden gnomes. The main story was a bit weak, but all the side quests and dungeons pad it out so much. I had so much fun exploring. Lot of novel mechanics and interactions too. Fps issues seem to have been fixed now. Few annoying quest bugs prevented me from full-clearing in 1 playthrough, but all in all I had a blast with this @ ~130h for my 1st run.

My pc isn't super amazing so I had to tone down some stuff.
mostly-stable 1080p60 w/ opts: https://imgur.com/a/udpDdP9 on a 5600x, 3060ti, nvme, 32g ram

Starting the game was a bit frustrating as I had fk all carrying weight, like loot 10 plants and get heavy. Seems tied to character weight/height - 46kg @ 160cm :c
No target lock = hard to maintain a persistent target with targets moving acutely relative to camera on movement-heavy classes like Thief.

But lotta fun classes, though warrior and trickster seem undertuned, with the latter just being an exercise in frustration. At least you can level everything passively via warfarer.

mtx stuff is whatever since it's minor resources in a 1p game. By the time I beat the game I had 20k RC and ~900k gold. As long as you hire pawns around your level, you'll never go RC negative.
Publisert 22. mars. Sist endret 15. april.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
30.7 timer totalt
just more BL, you know what you're getting into at this point.
I guess buy it on sale if you're gonna single player.
game was sorta fun WHILE it was playable, however:

MP truly awful. Rarely got a session in where me or my friend wouldn't arbitrarily get disconnected from Shift while still being connected to Steam. So many sessions cut short because of that.

Guns randomly don't reload until you swap to another gun and back.
Spells have some kinda built in auto aim that randomly aims at nothing, so you can fire straight thru a mob and the spell will lock onto the skybox and veer off into space.
Damage numbers mostly just a suggestion since so many other factors like style of spell, number of hits, cast time, charge time, etc - not a useful metric to tell spells apart.

Dialogue kinda cringe but it's gearbox so at least that much I expected. But being forced to sit through way too much dumb exposition like ♥♥♥♥ off already.

Checkpoints seem p. randomly interspersed, a lot of unnecessary backtracking as a result. Also sometimes when you die you res in a completely different zone, or after a 1-way passageway which then necessitates a 10min trudge back from the start of the map to get to your previous area. Necropolis horrible in particular.

It also lost track of us doing Tanglewood, despite you know, needing it for MSQ progression. It reset all the quests + dice in the zone, but kept the dice count, letting us effectively loot the same dice twice and max out progression despite not finding everything.

and the credits. THE ♥♥♥♥♥♥♥ CREDITS. UNSKIPPABLE. STARTED ~3s AFTER THE LOOT DROPPED FROM THE MOST MID FINAL BOSS EVER. Took 5 minutes max. Including the stupid invuln phases. AND THEN IT JUST FORCES CREDITS ON YOU HOLDING YOUR LOOT HOSTAGE. CREDITS TOOK 22 - TWENTY TWO MINUTES - TO ROLL AND GIVE US OUR LOOT. what the everloving ♥♥♥♥, why are the credits 4x as long as the final boss fight and just good lord dude it's not even meaningful stuff they threw in so much bs to pad it out. That's so obnoxious.
Publisert 16. mars. Sist endret 16. mars.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
3 personer syntes denne anmeldelsen var nyttig
80.6 timer totalt
tl;dr:

Fun at times, not at others. 50:50 ish.
Worth trying out if you're only going to play single player - or will only play someone else's solved build and thus not encounter as many bugs.
Most of the issues I wouldn't mind so much if they were the only issues, but it's everything as a whole that makes the experience thoroughly frustrating.

Fun enough at surface level to experiment, but endgame just frustrating between all the bugs, server issues, and game locking up in various ways. More depth than D4 but not polish. Less depth & less polish than PoE. Servers dumpster fire during prime time.

Complaints:

I keep occasionally picking LE back up but there's always something broken. If you're lucky enough to live next to the servers - great, cool. Grats. I've tried all 3 NA gateways, it says I have 38-42ms, and they all stutter, rubberband, kick me back to login on zone transition, or infinite load if I'm not playing during off-hours (like weekday mornings or after midnight in NA). The game may have just "launched" but it's been in public beta for almost 5 years now. Multiplayer beta's been out for a year. Yet, the fanboys are out in droves proclaiming that Small Indie Co. EHG can do no wrong and there is naught but glorious potential. When will that potential be realized?

Certainly, the bugs are to be expected, and there are many.

Conversion skills are plagued with tags not applying (Healing Hands Fire, Rogue's Fire -> Lightning explode) or like Decoy Totem's cold conversion not being affected by %cold damage. There's many known issues going back to 2021 that haven't been fixed -- or have been fixed, once upon a time, but have re-emerged. Falconer's node that gives you a spectral falcon on dive bomb desyncs frequently and then you dive bomb for 0 dmg until relog. The Homeward node in Healing Hands occasionally makes you do 0 dmg until relog.

I've played ~8 different builds so far - respeccing is really easy - but not a single one was bug-free. But, they were all viable to clear the campaign and early monoliths (maps) with up til corruption 300 or so. Build viability is initially peak, but unravels as you push corruption. Yet there's no compelling reason to do so. There's no overarching endgame loop outside of pushing higher simply because you can. And, unless you abuse ward generation, there's little consistency when doing so.

The servers are a mess still. Load time seems predicated on server load. Infinite loading screens on the weekends. Today's longest was 18m. Faster to alt f4, reload game & try again. Multiplayer is a mess. You can portal to a friend and then just get stuck in no man's land: https://imgur.com/a/Wyo2UVE. Parties sometimes dissolve between maps. Can't talk in party chat if the party icons aren't present, despite being partied. If you load into a map before your party icons do, you appear as minions to the other player. You can get split into separate instances if 2 ppl enter a loading screen at the same time. There's anim lock issues where you just suddenly freeze, die, and can't do anything until logout. The boss fights have a 1-death policy where you're supposed to stay dead until your party members finish the fight, but depending on lag you can resurrect multiple times. If you wipe, you can race to your friends portal while they're load-lagged and rejoin. You can die, but not die, and run around using skills at 0/x hp - requiring a full client reset. With trading, there's rampant dupe exploits, nvm the billion npcs with individual auction houses, or that you have to pull from your stash -> invent -> AH instead of stash -> AH.

I'm sure some of these things are on the list to be addressed, but that doesn't make me any happier playing the game at the moment. It's just frustrating playing MP.

Offline singleplayer isn't plagued by the server issues but it still has no compelling endgame loop and no compelling way to target farm specific uniques. Sure you can narrow it down to only unique/set hats, but enjoy all those 1LP necro hats on a rogue. The pool is still way too massive, way too diluted. It feels balanced for trading, whereas CoF is the SSF afterthought.

LE's crafting is very approachable as a new player. It's more centered around finding somewhat usable items and then chaos-rerolling affixes or using 25% "pls dont use FP" scrolls. There's some metacrafting mechanics with splitting bases, sealing affixes, running the T5 experimented dungeon (forgot name), or with like preparing bases to fuse with high LP legendaries.

But trying to fine tune items in the endgame sucks a fat one.

It's so much more annoying in that if you hit 0 FP that's it, the item's bricked no matter what. In endgame this means you need to prepare multiple bases, hope it hits those 25%s, hope it doesn't ping you with a couple -17 FPs, hope stuff doesn't whiff, etc. There's so much layered RNG on top of getting good T7 affixes on the right base that it's like just so suffering when you've gotta repeat that process for every slot.

PoE's endgame crafting is a clusterfsck no doubt, but there's almost always a deterministic path forwards even if that path is "Farm currency and buy it / mirror it" or lock suffixes as a half-way point and then gamba. It's far easier to make 90% items in PoE via ess spam on fractured items than it is to make the equiv in LE.

Crafting early game: D4 > LE > PoE
Mid game: LE > PoE | D4
Endgame: PoE > LE > D4

LE's currency has so little use outside of being fodder for Lightless Arbor gambling. Economy exploits keep devaluing it for player trading.

CoF Prophecies seemed fun at first (alt faction to trading) but then frequently drop duplicates of the same terrible sets / uniques. 2LP common, but 3 giga rare, and 4 might as well not exist. Can target farm by picking a specific monolith set to run, coupled with prophecies, but results still heavily rng and not a good use of time vs just buying it via trade faction. Can swap factions at any time, but items dropped from CoF mechanics are bound to the faction level they were dropped at, which is stupid frustrating for rolling alts or swapping factions since your items may as well just not exist if you can't use them until purple rank 8 regardless of level req. If anything, CoF should have higher rates to compensate- not be punished.

Losing all your loot on death/portal is annoying given all the server/bug -related deaths. Particularly if you need to path through a given area bc now you need to rerun it from the start, but also get no reward for doing so. No map permanence, if you port out to take a phone call or something, map's gone. Can also die after completing a map and lose all ground loot + monolith reward.

Offscreen dots in high corruption particularly frustrating on dodge-based builds. Can't block dots. Glancing blow doesn't apply (hit-based reduction), 1 tick often enough to tick your entire hp pool on a rogue. Falconer's bird-dash skill (Aerial Assault) comfy but not worth using in high corruption since no invuln on movement. Fixed animation - you die regardless of "dodging". This sort of endgame style pushes all builds to become bruisers or abuse ward generation mechanics. Shift's invuln doesn't prevent dots from applying, it only prevents the damage. The cleanse is applied at the start of the Shift, so if a dot applies during movement, it'll immediately tick after the invuln window wears off and kill you. Some mechanics predicated on movement speed like rotating dot beams. Server lag + fuzzy hitboxes = frequent deaths despite being adjacent to beam. Sometimes beams hit through terrain - inconsistent behaviour.

Having to loot potions is the dumbest thing ever. The text is so tiny. The potions frequently drop offset to the text and you cant loot them if you're not standing on them, regardless of where the text is. There's loot-all in place for shards and gold, idk why it wouldn't suction up potions with that too, or why filters can't adjust label size.
Publisert 10. mars. Sist endret 11. mars.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
10 personer syntes denne anmeldelsen var nyttig
3.6 timer totalt
Anmeldelse fra tidlig tilgang
50/50 leaning no.
The art's great.
The combat's fun enough, but there's not a whole lot of variation between character classes, one sorc + 4 melee.
I wouldn't mind this so much if the melee had something more defining to their playstyles besides the basic attack being slightly different.
The movement penalty on attack is annoying.

Unlike regular Survivors types where you've got the shop upgrades to spend gold on, DMD handles it by having equippable items, but this introduces more rng in that the shop often doesn't have any useful upgrades and you're just selling an inventory of crap at the end of a run in the hopes that next run you'll have something to spend your gold on.
Like, there's no deterministic upgrade path compared to other Survivors games.
It may be less of an issue later after you find items that grant you some sort of passive healing but rn my runs seem to be entirely determined by if I get a healing skill or not, else I'll eventually keel over to chip damage (or if I get an early expert/master skill).

Basically I don't find it very interesting / engaging to have my survival dictated predominantly by rng.
The shop/upgrade system isn't enough to counteract getting bad rolls on your godly powers early on.
Publisert 22. desember 2023. Sist endret 22. desember 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
88.5 timer totalt (17.1 timer da anmeldelsen ble skrevet)
goty for me
so many fun ways to break the game
or just spend time fishing
new arrange ost so good too
if only every remake could be this awesome
Publisert 3. november 2023. Sist endret 8. november 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
88.9 timer totalt (69.0 timer da anmeldelsen ble skrevet)
Neutral review - It's fun enough, I'm lvl 21/100? after 60-something hours.
But it's decidedly a Bethesda game, 6/10 at best.
Every day I'm so ♥♥♥♥♥♥♥ annoyed by some aspect of it.
But it's fun enough to draw me back into it.

That said, by interacting with base building or weapon modding in depth, it introduces permanent stutter to the game, which is frustrating as all hell. The engine can't seem to handle any large number of objects (extractors, storage crates, etc) placed or multiple mods spread across multiple favoured weapons. Even when just wandering around town, not interacting with my base and with weapons stowed, it's now perma-stuttering every 15s or so, which, when compared to a fresh save file is night & day - no stutter on a new save, and no stutter after deleting all my bases.

There's so much unnecessarily locked behind the skill point system, which discourages you from branching out or trying to experience multiple aspects of the game, since most of the fun things are locked to tier 3 or 4 which is like 11+ skill points deep in a tree. The levels are slow so this feels infinitely far away. There's so many skills that feel like they're must-haves so spending points on anything "fun" feels awful since you lose QoL via opportunity cost. There's so many unnecessarily splintered skills like weapon modding -> grip mods, barrel mods, scope mods etc WHY. Some of the skills for one particular playstyle are split between different trees, like Science and Tech. Tech is mostly your piloting / dogfighting tree, but then at the ass end of Science it puts the fusion reactor stuff for your ship which is just god... like forces you to hard in on Science and delays a critical upgrade for another 12 levels. I cannot overstate how thin it feels like you're stretched for skill points.

It's missing so much QoL.
Like borderless mode inexplicably pauses the game on tab, which is annoying when you want to regen stamina but not stare at the screen doing nothing for 30s.

Like a stupid area map. It shows you relative objectives, but if you want to know where the medic is or the general store or whatever, better hope you remember or tab out to google rq. When you press M it'll default you to the system map, and pressing esc to back out of it only zooms you out through 2 more map windows. It's so incredibly annoying. Why screw with basic UI functionality? Esc closes other windows so it should close the map too.

There's so many mechanics that don't work the way you think they should / as advertised. There's the usual wonky physics and things getting yeeted into the moon. I spent most of my time base building so far, which was fun up until 20. Then you've got the FO4 enemies spawning INTO your base, not around it, but in the ♥♥♥♥♥♥♥ middle of it. With only 6 turrets (not 360*) to defend the whole base, and they often have a recognition time delay / get disabled when the enemies beeline for your power source. Like it goes from fun to slog real fast as there's little counterplay besides running out and killing them yourself, then spending 10 minutes spamming C all over the broken things. There's no way to track where you've placed certain objects, like turrets. You've got 6. They mysteriously disappear. How do you find them? You can't delete them without being able to select them and sometimes they just relocate themselves into the atmosphere (can't be selected) so you permanently lose a turret. Thanks, Todd.

XP allocation is a bit weird. You get XP for bullying passive non-hostile dinosaurs and bugs, but you don't get xp for mining or gathering plants. The only xp in base building comes from crafting parts at the bench. You can automate this, but then you don't get xp for it. You can craft 99 stacks instantly so I don't see the point in automation at all.

All the exploration is via menus and quick travel. Space combat only exists in the local orbit above your current planet. Can't fly within a local planet's atmosphere like NMS either. Resource scans often inaccurate as to the predominant resource generated in an area.

But there's so much to do, so many questlines and whatever. So many incidental quests you pick up from just listening to convos around town. Like it straight up incinerates time. The voice acting's good.

It's FO4 in space, with basically no improvements apart from graphical.
I'm enjoying the game, but it's a thoroughly broken, crippled product.
Publisert 5. september 2023. Sist endret 17. september 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
Ingen har angitt at denne anmeldelsen er nyttig ennå
13.0 timer totalt
50:50 leaning "why bother"
It started out fun. it's not a bad game by any means, but it's also not a good one either?
Character creation was sort of neat, but frustrating. No real explanation on what stats do / how meaningful the choices are, and they seem to bug out after equipping / unequipping items. My crit rate constantly changes when I remove armor that only has resist on it.
The combo system is a bit iffy, like fighting game move combos but they're very particular about timing and often I feel like I'm just mashing buttons bc the intended combo doesn't go off in the thick of it.
There's several instances in the story where it forces you into a choice or a specific faction, which I heavily dislike. Loot is rng from chests, so if you find a cool piece of equipment and then die / reload to save before that chest, you can't get that particular item again.
Game ran fine for the most part, outside of a few dense areas where it just chugged.
But like, idk, I don't feel compelled to keep playing it. I'm not even that far in story-wise. Too many features and menus that feel like they were included to make it more marketable as an AAA game but not because they make good design sense or provide a better user experience.
Like when I question would I have more fun playing this game or not, the answer is not.
Publisert 29. august 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
17.3 timer totalt (7.4 timer da anmeldelsen ble skrevet)
cute is justice
and gura is cutest
Publisert 17. august 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
1 person syntes denne anmeldelsen var nyttig
1.3 timer totalt
Comfy summer game, love the characters and the art.

Some qol gripes with the time attack stuff (like it bugging you to swap to relaxed mode lol..), and run-jumping being a bit awkward to maintain the rhythm, but otherwise a solid platformer and all around fun to play. The water boost jump animation is super cute.
Publisert 8. august 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
Ingen har angitt at denne anmeldelsen er nyttig ennå
0.2 timer totalt
Got it on sale and sale sure wasn't cheap enough for how garbage this is.
AA causes weird particle flashing, only soln is to turn it off entirely.
camera constantly tries to zip into birds eye view when moving with L stick. the camera sensitivity is whack too, up/down way faster than left/right, so it's not possible to detach rotating at a normal speed from up/down at lightspeed (into birds eye view or Link's taint). only allowing sword combos while locked on - which isn't a toggle, but a hold - which further limits FoV.
Like I'll put up with the clearly indie graphics that look nothing like the pre-rendered screenshots and barebones storyline and piranhabytes-tier dialogue but you've got to at least get the combat right.
Publisert 28. juli 2023. Sist endret 28. juli 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
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Viser 11–20 av 102 bidrag