While I LOVE multiplayer, Ive never been into random server MP unless the game requires it.
Or well if its an MMO. I was a HUUUUGE MMO player for a looong time.
Must be dozens and dozens I have played up until WoW, then it faded as they all cloned it. And I didnt like WoWs simplicity, I always called it "Fisher Prices my First MMO"
But for instanced/single server MP. I am fortunate to have found enough gamer friends over the years when we MP it's always just us. And fortunate enough that we all try to spend a sizable portion of time gaming that there is enough of us around and willing at anytime to do it. It also helps that my son games with me as he is a PC geek like me and by extension I get a refresh of the pool of people as his friends become mine also.
I keep a 32core/32gig server on rent just for our private servers when a new game we think we might like comes out. Never even try public lobbies. See the game -> we all decide to buy it -> I figure out how the hell to setup a server for it -> we all join and play a few hundred game hours of it until we are bored or "ohh squirrel!" of a new one comes along.
-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf
Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
You also just can't create new genres out of thin air, the masterpieces we get nowadays are not revolutionising anything gameplay wise at all, they just tend to be well crafted and that's it. If one wants novelty, indie gaming is where it's at, and even there I fail to see anything "new".
R5 5600X - 3070FE - 16GB DDR4 3600 - Asus B550 TUF Gaming Plus - BeQuiet Straight Power 11 750W - Pure Base 500DX
Anyone else miss the golden ages of modding too? Was just talking about this to someone I forget who but back with like Unreal Tournament and Half Life 1 (and 2) people just went crazy on making full featured full conversion mods for MP.
Like Day of Defeat was just sooooo good back then. Counter Strike. I played the SHIT out of one called The Specialists, basically like an FPS Matrix deathmatch that was insane all the time.
There was a mod I followed forever I don't think ever came out was called I think Falcon something? Was for HL1, and they were going CRAZY on every little detail they could, they were going to add vehicles to it. Wish I remember what it's actual name was.
Ye, I miss Warcraft 3 with its billions of fan made maps. Had some 10 GB of maps. All those Tower Defence, Hero Defence, Footman Frenzy, Survival, RPG, Naruto, Real Life etc maps. Was almost the The One game to rule them all. Now the Reforged also has custom maps, but it's so rare to see in multiplayer games these days.
I think modding is still alive and well, Valve dropped the ball on source 2 imo. A couple of kickass mods that died for various reasons from the Halflife & Source Era
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Firearms: Was as popular as early CS and pretty damn good. They tried to do a version for source but had a modding team hostile takeover and other shit happen that killed the project.
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The Hidden: Not that popular but a very cool idea 15 years before someone else tried it. It's a squad vs. 1x "The Hidden". The hidden player has speed, can climb walls, is almost invisible/predator, and can leap and melee attack.
I think it was the 'just right' phase of gaming for it: Where games had acceptable sound and visuals to be appealing to a broader audience. But wasn't yet 60+ gig in size complex 3d environments with complex engines.
Modding a 100-600meg 2d or 2.5d game was FAR easier for a single person than modding games now a days.
To mod a RTS, or duke nukem, or HL you didnt NEED to know maya, and blender, and how complex texture layering and modern shaders worked in the 3d engines, along with deep programming knowledge for most basic mods.
You could mod in new guns, or creatures, or maps with some basic graphic editing skills and/or knowing how to modify an ini/xml/flat file game source.
So all we have left now, is the equal to the people that did complex multi month project type mods. The dude that spent a weekend tossing together a map and some sprites is gone by that ease no longer being viable to do with todays game complexity and engines.
Akin to the saying "I miss the old days when more people cared to know how to work on and modify their own cars". Thats because back in the day you only had 3 reasons it needed fixed if it didn't start: Not getting gas, spark, or air. And everything was simpler to grasp if you cared to know.
Now its interconnected 'non-tangible' computer systems that all need to play nice with each other and messing one up fucks with the rest of the car. 20 years ago changing the starter out on my old 1980's mustang took 20 minutes. Changing the starter on my wifes toyota rav4 recently, took nearly a day, lots of cursing, and googling shit when the ignition computer system kept throwing cryptic startup errors and somehow fucking with the air/fuel ratio adjuster...by changing the starter. (A badly ground sensor wire that goes on the starter to tell the computer system when the starter has stopped engaging was the issue)
People still do, but its the enthusiast. Random dads and dudes slapping in bigger carburetors or changing out rear end ratios due to the simplistic nature of the system are long gone.
Same concept here of sorts.
-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf
Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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