• Grandwolf319
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    2 hours ago

    I don’t play either of these games.

    This post made me happy.

  • lorty@lemmy.ml
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    2 hours ago

    Summoner class going to eat good. Guess I’ll do another playthrough of terraria.

  • Nima@leminal.space
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    6 hours ago

    i love how terraria is the 7th best selling game ever and they are just chill with everyone.

    i adore the dedication to fun. they just keep rollin.

    • colderr@lemmy.world
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      3 hours ago

      Re-Logic is just chill overall. Barely any drama and they respect their players. Which I love!

    • chiliedogg@lemmy.world
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      2 hours ago

      My understanding is they keep adding features even though they’re supposed to be done because they still play the game constantly themselves and end up wanting more content.

    • randombullet@programming.dev
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      2 hours ago

      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more years to go!

  • mlg@lemmy.world
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    8 hours ago

    I don’t care how much of a pirate cheapo game this is, watching Nintendo go ape over practically a knockoff someone could have made as a joke is amusing, especially with their playerbase success.

    • ryathal
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      7 hours ago

      It only has a surface level similarity to pokemon. It’s as much like fallout 4 as it is pokemon.

      • fsxylo
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        1 hour ago

        Idk I literally went around just catching pals and spent 30 hours doing that, seems pretty pokemon to me.

    • ms.lane@lemmy.world
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      8 hours ago

      It’s pretty fun, more fun than modern Pokemon, but I’m just a trash gentwo’er.

  • TxzK@lemmy.zip
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    9 hours ago

    Aren’t they being sued by Nintendo rn? That’s some balls from both sides lol.

    • Fubarberry@sopuli.xyz
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      9 hours ago

      That lawsuit might take years, and the requested damages from Nintendo are only $66,000. Palworld isn’t going to be shut down anytime soon, even if they lose the case.

        • Fubarberry@sopuli.xyz
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          9 hours ago

          There was a request to halt sales until the specific mechanics were removed, with the mechanics being throwing pokeball like items and riding monsters.

            • I Cast Fist@programming.dev
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              2 hours ago

              ackshually 🤓

              One of the patents was for seamlessly transitioning from one type of ride to another, as it happens in Legends Arceus, ie: jumping into the water while riding the stag will automatically change to the giant piranha. The irony here is that palworld lacks anything like that, you never transition between 2 different mounts without player input. The closest to that is using some pals as gliders, but you’ll just get back on your feet once you touch the ground or water.

              Another patent was for throwing stuff at enemies in order to begin combat. They’re all hard reads, mostly because they read like they’re describing how Legends Arceus works in minute detail.

            • SkyezOpen@lemmy.world
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              6 hours ago

              Fuck it, have Nintendo sue blizzard whole they’re at it. I want to see a nerd bloodbath.

        • QuadratureSurfer@lemmy.world
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          9 hours ago

          I looked through a few articles but couldn’t find anything about a term that would shutdown Palworld just because Nintendo won the lawsuit.

          The worst case scenario would be something like Palworld having to change their “Pal Spheres” into “Pal Cubes” or prisms, or something similar.

        • ms.lane@lemmy.world
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          8 hours ago

          In Japan.

          With the money they’ve made already, they could move the team to US, where none of this would fly.

    • Lem Jukes@lemm.ee
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      8 hours ago

      The suit is effectively not about the money at all. It’s about setting a precedent in Japanese court to basically allow Nintendo to patent whatever they want, whenever they want, so they can go after and shut down competitors with ease. Pirate Software has a decent and short breakdown on their youtube channel iirc

    • ABCDE@lemmy.world
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      9 hours ago

      Does that mean they should stop functioning because Nintendo is suing them?

    • QuadratureSurfer@lemmy.world
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      5 hours ago

      I think that’s a fair question given how it initially launched.

      I’m no longer falling through the map. I can’t remember the last time that happened (except for the early days of the game).

      I’ve only seen other players joining my world getting stuck inside of rocks when they initially spawn in, but you can just get out by spawning a pal that you can mount right next to the rock that you’re stuck in. Edit: Note: This bug is rare and doesn’t happen often anymore.

      • Tattorack@lemmy.world
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        3 hours ago

        Thanks for the answer. How are other elements in the game?

        I wanted to get Palworld until I saw a friend play it near launch. I held off of buying it for these reasons:

        • Bad pathfinding with enemies and allies getting stuck or easily confused by terrain objects.

        • “Dumb”/static enemy AI behaviour, such as just standing and doing its basic attack animation.

        • Character clipping issues with player structures.

        • Occasional really weird physics issues.

        Good they fixed the map falling issue, though.

        • QuadratureSurfer@lemmy.world
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          1 hour ago

          Bad Pathfinding:

          • Allies: aren’t getting stuck anywhere near as often at my base compared to what they were doing near launch. I haven’t noticed it recently, but they likely still get stuck depending on how complicated your base gets. Beyond that, any pathfinding is fairly basic, they’re not smart about it.
          • Enemies: I’ve seen them navigate through trees and up simple mountain trails when they’re running away from me. And if you attack them, and hide up on a nearby cliffside they usually just get stuck at the cliffside below you trying to walk into the wall.

          Dumb/Static enemy behaviour:
          Yeah this is still very basic. They usually stay in the same place unless they are running away, chasing you, switching targets, or using an ability that forces them to move. It’s trivial to just hide behind a tree or a boulder and attack them until their health is low enough to catch. They won’t actively try to adjust their angle of attack to compensate for objects between you and them.

          Character clipping issues:
          The only player structure I still have clipping issues with is one structure meant for increasing your storage/showing off pals at your base. Even then I only saw one player get stuck in it once recently. But he was probably jumping around on top of it for that to happen. It’s rare to see issues at the level we saw at launch.

          Really weird physics issues:
          The one I can remember off the top of my head was where an attack could launch a character up into the stratosphere and then they would fall and instantly die when they finally hit the ground. I haven’t seen anything like that in months.

        • I Cast Fist@programming.dev
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          2 hours ago
          • Pathfinding still sucks and people abuse that for bosses, building walls or whatever to glitch them. The good-ish is that this has been mostly fixed for base working pals, they’ll either work in place or teleport to the thing where they’re supposed to work. Sometimes they may still drop “inside” foundations, so you gotta remove/add them again from the base bench.
          • Enemy AI still sucks - same applies for your combat pals’ AI. Attack, wait, maybe move a bit, repeat. They don’t dodge or attempt to move except when positioning for an attack.
          • Happens more often with online play. Playing offline is a lot more stable regarding clipping issues
          • I think those are mostly fixed
          • Tattorack@lemmy.world
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            1 hour ago

            Guess I’ll have to wait till the game is a bit more cooked. Bummer. I hope they win this stupid lawsuit from Nintendo, because Palworld does have good potential.