planetarian
planetarian
planetarian

Difficulty is a self-satisfaction mechanism, and *nothing more*.

Sorry for the necro, but...

Not really; they've had several articles talking about how BD has a MT system for these points and how silly that is.

An interesting concept for sure, however at the same time, it's going to mean people that aren't easily scared by a game won't get anything out of this at all.

They had such a good thing going with Generations! What the actual fuck???

I won't argue that, but it's still pretty easy even without knowing it. Just pronounce it as you might pronounce it in English, were it an English word — in many cases, that just works and is good enough. Maybe not good enough to get by in Japan, but that doesn't matter too much — after all, just look at what they do

The ironic part is that pronunciation is NOT the difficult part of learning Japanese; if anything that's super easy. Using 'suikoden' as an example of hard-to-pronounce just makes me headscratch ._.

Another day, another sensationalist headline.

okay, makes much more sense now; sorry for my previous snarkiness. Gawker sites seem to have developed a trend of reusing/posting old articles lately =/

1. Way to necropost with attitude.

I don't expect anyone to know how EVE works. That's exactly why misinformation is intolerable. 'Reporting' like this causes people to get the COMPLETELY wrong idea about the game. There was so much wrong with this, they may as well have been talking about a completely different event in a completely different game.

they would've done better to... not do that. because yeah, they got basically every single detail wrong.

You're preaching to the choir, friend. I fully agree with everything you just said.

All that said, I did realize something though. I think most of what people think regarding the simplicity of combat comes from watching larger ships fight. Battleships and capitals really don't get many maneuvering options, because they ARE such slow ships. Small-scale fights rarely involve these ships, though, and

You'd actually be surprised how many games have similar relativistic spatial systems. Any game wherein the game world is exceptionally large eventually runs into floating-point precision issues, where positioning of objects that are very distant from the world origin becomes increasingly unreliable. EVE is nothing

For what it's worth, 'whole bunch of objects and their relative positions to each other' is pretty broad and covers pretty much every game ever. That said....

I was actually kind of amazed the first time I moved from a 60hz LCD to a 120hz LCD. so smooooooth.

Look at this. LOOK AT IT. You can set the encounter rate. And change it at any time. You can slide the modifier to +100%, +50%, 0%, -50%, or -100%, which turns off all random encounters. It turns off all random encounters.

It's not complicated at all. There's just a very clear and, I'd like to say, obvious difference between saying "100%" and "+100%". It's the difference between saying "fifty percent" and saying "fifty percent more".

That's incorrect. The actual in-game rate is definitely a value of some kind, but changes to any value can be expressed in percentages. Again, it's a *modifier*, not an absolute value. Add 100% to the modifier value to get the final value.