![]() ![]() We've kept videogames alive for decades and tabletop games alive for centuries despite them not having this "freshness. You don't need a 5% chance to instantly explode to keep a game fresh because that's what the random schizo on the other end of the computer is for. You don't know what the opponent's gonna do so you take a guess based on what they've already done or would likely do and you hope you're right. Most competitive games are basically already about managing RNG. They'll play casually, where that shit isn't all that relevant unless the discovered meta strats are incredibly easy. It's true that players will try to optimize games and depending on the game this can clamp down on variety over time, but usually just on a competitive level, and while most people will dip their toes in the water of competition they'll never become a proper competitive player. ![]() The entire appeal of playing a multiplayer game is that every match is going to be somewhat different. There appear to be some bugs: some random events supposed to happen during the morning (giant crops, farms animals breeding, variation in villager quests) did never happen during my run, even though I really tried.Why does the point that "no RNG would make every match play the same!" keep coming up in these threads? It might be one of the dumbest takes I've ever heard on games, at least in regards to crits. The Battle for Wesnoth 16 game uses non-fixed grain with a. Still, you get 100 hours of relaxing fun. The term Random Number Generator (RNG / random number generator) used in games almost. I have played a bit more than that, but the game becomes quite repetitive after two years. ![]() This works perfectly: two years is what you need to attain most of the in-game goals, without doing repetitive stuff. Your run is scored after two in-game years, which corresponds to about 100 hours of real time gameplay. MapGeneratorWML - The Battle for Wesnoth Wiki MapGeneratorWML Map Generator WML is used to create scenarios which are randomly generated. ![]() Its mostly peaceful nature and charming world are very relaxing. Yes, it is kind of grindy, but at least it is clear about this, it does not pretend the grinding to be the challenge, as most RPGs do. Farming simulator? It sounds like a game full of grinding, and grinding is boring, something that should not appear in a well designed game.īut it turns out that all the praise this game has received is deserved. There are mods for this and many more (I just listed the most critical ones). * select starting perks - Tinker Everywhere for easier experimentation, etc. Permadeath is great for experts who know what they are doing, but for more experimental/casual play it might be fun to turn it off. * disable permadeath - Noita has runs taking few hours, and there are ways to suddenly lose even if you are very powerful. * larger inventory - I hate limited inventories in general, and in Noita it is exceptionally small (just 4 wands, 4 items, and not too many spells), so you either avoid experimentation or spend extra time to get to your stash. So far I have won unmodded Noita twice, but I am planning to enable mods for further play (and I think new players should consider that too). Luckily, there are mods addressing most of my concerns. Also some aspects of the design make it harder to improvize/experiment, while experimentation is one of the best thing about Noita (and also roguelikes in general). It seems Noita seems to take more from the older, more grindy designs. Modern roguelikes tend to feature "anti-grind" design, the best described in the Dungeon Crawl Stone Soup design philosophy: the optimal way to play the game should be also the most fun. And it feels closer to roguelikes in the traditional sense than most games commonly called roguelikes (arcade games with short runs).īut my concerns about long play time turned out to be valid too. The game is indeed amazing - other than the "falling sand" aspect, the system of building wands is also very interesting. Noita combines all of these, so when I have heard about it, I knew right away that I had to play it to see what is possible in the modern times! Although I read that it takes about 100 hours to complete, so I had to wait until I had time. In the mid-90s I have been working on a falling sand real-time artillery game myself, but unfortunately lost a bit of progress at some point (and switched to making roguelikes with complex magic systems). So I have lots of appreciation for falling sand/real-time artillery games, roguelikes, "magic programming", and Finnish games. ![]()
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