There was nothing quite as intense as a ServerSmash in Planetside 2. Which means ~800 people doing joint ops on a single map and everything is highly coordinated.
I think blob fights in EVE are even larger, but this was a first person shooter and also rather arcadey, not a thousand spreadsheets fighting at a server tick rate of 1 ^^
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Genshin Impact had an event where you had to deliver food to customers. The customers would be in the most out of the way places, and if you managed to find them, they would reject the food for the stupidest reasons. Many players complained about the difficulty, but maybe it was a commentary on how delivery ~~boys~~ partners are treated.
My guy, you spared those slaves lives of abject torture and misery by sinking that ship. There was nothing immoral about what you did; it arguably would've been even more fucked up to keep them alive as they would have been recaptured and put through all of that all over again. You absolutely did solve the problem explicitly by using force.
Even if it was, you had no way of knowing the developers clearly didn't take into consideration the fact that people would purposefully raid slave ships to save the slaves anyway.
Just because it didn't go as planned doesn't make what you did wrong. What matters is your intent and only your intent. Things don't have to go perfectly or even correctly for force to be justified.
🤦 Why the fuck people feel guilty for using force in such contexts is beyond me.
Stray. Honestly the entire game.
I am a cat dad to 3 cats and I rescue anywhere from 1 - 5 alley cats every year. I take them in, clean them up, get them spay/neuter and their vaccines and find them homes.
That game captures cats so incredibly well. The entire game was a pleasure, but there are a few moments that stick out to me.
Spoilers
At the beginning when he falls and is separated from his friends.
The way that the guardians react to him.
The desperation of being so incredibly close to freeing them and so nearly being thwarted.
But most of all, when his friend dies and when the ceiling opens.
And last but not least, at the very end he sniffs the air and smells his friends.
So some god amongst men on YouTube did the painstaking work of figuring out where stray fell, and where he exited and found that stray exited only a 20 second walk from where his home was, and towards his home is the direction he took at the end (but the game doesn't tell you this).
That game was the most wonderful and amazing experience I have had in a game since I can remember. I cannot recommend it enough.
The Stanley Parable was a great exploration of the nature of free will. It was a game that made me think about the nature of the relationship between me and the creator of the game.
I know it's not the answer you're looking for, but I've played an awful lot of games, and none of them have ever done this for me. I can't imagine I'm in a tiny minority in that regard.
I was playing "The friends of Ringo Ishikawa" and realized that, instead of simulating Ringo getting his life together, I should be getting my own life together. Not a bad game, to be clear.
I feel like I had an epiphany at the end of Omori, but I am too lazy to write it out. Play Omori.
The first season of telltale the walking dead. The ending with Lee and Clementine had my newly Dad self crying.
The Missing: J.J. Macfield and the Island of Memories.
I can't say why it was a profound experience for me because that would spoil the whole game, but after I finished it I just sat down and stared at the ceiling for an hour or so.