Crimson Desert - Korean devs really like deserts huh?

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God I hate it when games have stuff in 'em.

:story:
It's not "stuff". It's completely unskippable AI generated dialogue, and cutscenes "missions" where all you do is follow an NPC and listen to their AI generated dialogue, "immersive" loading screen that when remove with a mod speeds up loading twofold, and MMO-like grind for resources (although that one can be considered a positive feature). The world is far from empty, quite the contrary - it feels the most "alive" out of any open world RPGs I've ever played, but there's so much obvious padding put in that it takes what could have been an outstanding 100h game into a 400h slog. This is the second video game I've fallen asleep playing (death screen woke me up when I rode a cart off a cliff).
 
I like how calling things "AI generated" is just a buzzword now. Like calling something "reddit tier". People aren't even certain of what they mean when they say it, they just know its bad and use it as a pejorative.
I was not being facetious. A simple padding fetch quest (of which there are hundreds, only the type of item changes) to bring some npc 5 pieces of lavender consist of you being forced to listen to 2 minutes of UNSKIPPABLE (unless you mod it lmao) dialogue on how they are a great alchemist, how brewing is their life's calling how they're working on some potion or whatever, and they badly need lavender, but they can't move from the spot yadda yadda yadda. It's so long, yet so vapid, and EVERY FUCKING FETCH QUEST is like that, or worse. It's not immersive, no NPC needs to tell you their life's story before sending you out to bring them 10 bear asses. Devs have already been caught using AI assets, made an excuse it was just a remnant of dev process, and patched it out. It takes pattern recognition skills to spot that, so I'm not surprised some gullible retards give them benefit of the doubt, but it's obvious that the generic dialogue in the game has been AI generated.
 
I was not being facetious. A simple padding fetch quest (of which there are hundreds, only the type of item changes) to bring some npc 5 pieces of lavender consist of you being forced to listen to 2 minutes of UNSKIPPABLE (unless you mod it lmao) dialogue on how they are a great alchemist, how brewing is their life's calling how they're working on some potion or whatever, and they badly need lavender, but they can't move from the spot yadda yadda yadda. It's so long, yet so vapid, and EVERY FUCKING FETCH QUEST is like that, or worse. It's not immersive, no NPC needs to tell you their life's story before sending you out to bring them 10 bear asses. Devs have already been caught using AI assets, made an excuse it was just a remnant of dev process, and patched it out. It takes pattern recognition skills to spot that, so I'm not surprised some gullible retards give them benefit of the doubt, but it's obvious that the generic dialogue in the game has been AI generated.
I'm not reading all that, so I'm happy for you bro, or sorry that happened.
 
So some chick's underwear got patched into big-ass woke shorts in a recent update and gooners are losing their mind. Feels like there should be some kind of rule against games censoring things weeks after release.
It's a bug. It only affects one armor piece (elegant carmine leather armor) and they've acknowledged it. I even checked for cheeks on the only other booty ass armor (light of the battlefield plate) and that one is unaffected.
 
So some chick's underwear got patched into big-ass woke shorts in a recent update and gooners are losing their mind. Feels like there should be some kind of rule against games censoring things weeks after release.
It will never happen.
Think about it, how can they differentiate between censoring an ass crack and simply adding new content? It's a legal nightmare.

The only thing that could possibly work is community notes, like with xitter, where any potential buyer is warned that a company is in the habit of being faggots
 
I finally finished the game at 160 hours. Stopped doing side quests for the last 3 areas and just focused on the story so I could get to the dragon.

Ending is somehow even messier than the opening. The final two bosses would have been better served as secret bosses or 100% bosses, but then it wouldn't work with the epilogue I guess. You're basically going to be scratching your head at what the fuck is going on. I only know what's going on cause I spoiled it. (just so everyone knows, when you complete all challenges and are in the Epilogue, you can unlock lore books that explain the story)

I still enjoy the game a lot. But I can see why story fags or people who hate open world games would despise it.
 
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So did the gaming industry implode and get revolutionized from the ground up because of this glorious achievement of mankind? Or did people quit giving a shit once the steam was off?
Game starts being good after 200h. Most people haven't reached that mark yet.
But once they do, oh buddy, your socks will be blown away. Discussions will happen, dedicated forums will appear, threads will be miles long, videos will drop non-stop and the heavens will split and honeyed milk will rain from the sky.
Just 2 more weeks!
 
Pretty much done with the game until they dump some serious content so I'll share my thoughts now and sign off.

The player should have been allowed to create their own character. Kliff isn't a compelling protagonist. Have the player work their way up what's left of the Greymanes instead of embodying a character too flippant for their own station. The triple PC thing doesn't really work either. The two instances where the game wrests control away from cliff during chapters 7 and 8 are jarring as neither character is kitted (you can't even play Ooga booga up until chapter 7) and you're expected to confront the challenges of the midgame with what are effectively naked characters gear and skill wise. It might have been out of scope but an alternative might've been for there to be three character exclusive main quests but they still share the open world, that would be less jarring.

Questing sucks and I can't believe they flew with it. EVERY REGION has like the same four or five general quest templates for it's basic bitch "request" quests. It's a drag and even worse is that because quest availability appears to be determined based off of what other crap you've completed, you're nudged into doing this time wasting nonsense on the chance it leads to other quests with worthwhile rewards. I don't think every quest needs to have really good rewards but I do think that the proportion of crap to good shit is skewed too far in the crap direction. I'll give an example: in Hernand, eventually you can get a quest to hunt the Black Fang and later the White Fang. To actually get that quest to appear, the player has to slog through a bunch of noble house questlines that are almost entirely formulaic time wasting about on par with the rest of the merchant request type quests. The reward for killing the black fang is one of the best abyss gears you can reasonably expect have at that point in the game but the slog to get there isn't something I'd expect the average player to tolerate.

The main quest peaks in act 6 and 7. The battle for Calphade felt like you're taking part in a war and should have been what the assault on Fort Musket at the very end was. The battles for Pailune and Ashclaw Keep were similar but neither had the focus on objectives and were instead simply brawls that lasted from point A to point B. I wrote about how much I liked the sequence earlier in the thread. The end of chapter 11 all through chapter 12 suck. At the end of chapter 11, you ride the dragon up to the flying fortress and shoot the glowy things but only once the fortress falls does the massive turrets emerge from the ground and completely deny the area. Those things should have been active from the end of chapter 8 and should have torn any dragon that attempted to bring down the fortress to ribbons. It's phenomenally stupid and plays like shit.

While we're on the topic of the main quest, the vibe I received was that it's at the intersection of other more compelling events and I wish the game fleshed those areas out instead of focusing on pointless crap like the jew goblins. Think about it, a mad scientist 1000 years ahead of his time, a usurper with a fantastically powerful military force, an entire nation of people being kidnapped and stuffed into coffins, and the plot dances around these things like they're secondary to meditating on ching chong island. The pacing is all wrong. I wish there were regional arcs in addition to what the main quest does in each region instead of the disjointed haphazard mishmash of sidequests we got. To top it all off, the main quest doesn't really go into the titular Crimson Desert at all which sucks as I think the city of Varnia at the very top of the map is the most visually compelling city in the game but is hardly used and is accordingly quite small. As far as cities go, There's not really that much going on in any of them. I had hoped that at the very least the city of Demeniss would be fleshed out but it's just larger, that's about it. None of the cities measure up to TW3's Novigrad which I still maintain is a fantastic example of a city done right.

Something about the map is off for me. Over time, I noticed a bunch of small errors, like a fortified chokepoint staffed but with no fortification fifteen feet away up a tiny incline. It's not very much of a defense if the offensive force can walk right around the fortification. Stuff like this was all over the place. I don't know if it's just that Koreans don't understand or it was just laziness. Also the map feels very empty even with reblockading on. I remember right after starting the game a friend told me to book it to the top left of the map, find a massive skeleton, and that there was a good weapon there. I remember making the journey up through gunforts and frozen hazy valleys populated by niggers wearing boar masks who crawled on all fours, but then when I went back, it turns out that all of that was on a very narrow band that I just happened to traverse and there was fucking nothing else noteworthy around. Lots of the map feels like that. You'll come across something interesting here and there but there's so much featureless space in between. No one wants another Fallout 4 where there's a POI every 10 feet but it's like so much of the map is in the player's periphery that it becomes noticeable.

Dunno how I feel about bosses. Once my build was off the ground, nothing posed much of a challenge and neither do hard mode scaled up rematches. The overall hardest boss is probably the forgotten general (and that's really just that her phantom soldiers one tap you) but in terms of when you're expected to face them, the excavatron of DSP fame and the crimson nightmare before I knew to stun those types of bosses by grappling their power core posed the most challenge for me at least. Bastier and Golden Star were hugely disappointing, the former because of how anticlimactic the fight was and the latter because it's a giant mechanical dragon that should have been terrorizing the entire bottom right portion of the map. Umbra was a shit boss too but we're gonna pretend that Caliburn was the actual final boss. The coolest bosses I'd say were the Staglord, Goyen, Giath, Balthazar the Wyvernflame, and the Forgotten General.

On to mechanics. Complaints about the kb+m controls are made by handlets. They're fine once you understand that control, shift, and F are simply modifiers. Really, it's the pop up wheel menus that are out of place. All of that could have been trimmed down and unified under a single wheel. No one needs to cycle through the dozen swords they're about to vendor to switch between weapons, just do it through the inventory.

I suspect that weapons were either cut down in scope or exist in an unfinished state. It's been observed that weapons fall into archetypes and are mostly stat sticks with only a precious few breaking the mold. I believe this because up until the patch that added sockets to kuku gear and others like the soul spear and electro mecha sword/spear, there was ONE weapon that was basically hidden out of bounds that had innate fire (the mace of ambition, you can get it in the tower of clockwork by clipping into a cordoned off area). I suppose the lightning gauntlets you get from completing the Tommaso arena fall into that category as well. With enough updates and time, unique equipment might become truly unique.

Attack and crit stats on gloves and boots only apply to unarmed attacks made with hands or feet respectively. Ditto for any attack or crit gears socketed into those pieces but not attack speed; that always applies. There is a single pair of gloves with innate attack speed (tariv gloves) and a couple of pairs of boots with innate move speed, all of which are only usable by Kliff. These items are extremely useful as the difference in defense from plate is negligible and you're effectively freeing up an abyss gear slot.

Only three types of food matter once you have ~1000 hp:
-chocolate (50% hp heal), not the one from the shitty little chocolate backpack. it only needs cacao and milk
-any of the meals that overheal
-the one meal that doesn't overheal but gives a +25 damage buff or something
Automating farming for these ingredients is trivial. The gearmelt confectionery has a cacao farming mission and there are a couple of milk missions. There's a ranch mission somewhere at the tippy top of pailune that gives 50 marbled meat (the best meat). I think you can get everything besides red seaweed from dispatch missions.
Food efficiency gears are no joke. They cap at 5 (+100% efficiency) so a tier 3 plus a tier 2 is ass you'd need. That takes the chocolate from a 50% heal to a 100% heal, the damage buff from the one meal to +50 damage AND the duration doubles on top of that. I don't know if these work with elixirs too.

The zweihander sword is the best weapon class and makes Damiane the best character. All of its power is built into the weapon itself and doesn't require abyss gears beyond raw stats. Playing Damiane is basically the same as playing bare handed; it's a combo weapon and going in thinking you're going to mash heavy attack, turning slash, or the shift+lmb like basically every Kliff weapon has you do is gonna leave you limp. That said, here's how I built her:
-Verak Longsword (3 base crit): two tier 3 crit gears, one tier 3 attack speed, one tier 3 damage, and the last doesn't matter
-Fallen Noble's Rapier (1 attack speed, 2 crit): two tier 3 crit, spirit's judgment
-Golden Kerria Shield (2 attack speed): two fortification 3
-Any of the crit 4 necklaces (necklace of lightning, white lion necklace, etc.)
-Any two of the movement speed 4 earrings (ancient earring, black lion earring, witch's earring, engraved gold earring, etc.)
-Tashkalpian Signet and Greymane Signet (surprisingly not witch's ring and mark of darkness)
-Any armor but with two tier 3 attack speed gears in both the gloves and the boots and two tier 3 movement speed gears anywhere else. The rest is whatever.
The zweihander is unwieldy without high attack speed so if you tried and dismissed it as I did initially, go back and beef it up and try it again.
I didn't really play ooga booga and the infinite exploding arrows build is gay.

I enjoyed my time with it but I'm not going to pretend it's anything more than slightly above average open world slop.

ETA: this is what the Damiane damage looks like. I believe it's the highest base damage weapon type. This shit slaps so hard.
20260601194113_1.jpg
 
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Ran around a bit last night trying to see if there were any loose ends I felt like clearing. In doing so I remembered a couple things I forgot to mention in the post above.

The English voice acting is horrible. There are only like four English VAs and seemingly every enemy type across all factions shares lines. I don't know if Korean is a dry and blunt language and if the translation is as literal as they could get it but every interaction is completely devoid of personality and riddled with linguistic redundancy to the point of taking a half a dozen sentences to say what could be imparted with one. Not s single character's voice work stands out. This is probably why all of the major characters, especially the Greymanes, come across as so one dimensional. As a translator/localizer, you're stuck between a rock and a hard place as there's no way you can't look at the final product and say to yourself "God damn this sounds fucking stupid" but taking liberties with the script has proven especially in the last decade or so to be an equally bad call. I actually changed the audio to Korean just to escape.

Earlier I said that you can't sequence break quests. That's not entirely true, some things can be sequence broken but not in a very good way. It's possible to complete regional faction quest stages early but only if they're "clear out this stronghold" quest stages. For example, in the Crimson Desert, there's a questline titled Lords of the Unclaimed Lands. It's a series of small questlines that mostly lead to showdowns with regional world bosses. About halfway into the questline, there's a quest to take out a ramshackle battle tank that's patrolling an area by the Marni train ironcrawler. Once the tank is taken out, speaking to a villager gives a quest to destroy the foundry used to make the tank. However, I blew up the foundry earlier and automatically completed that stage upon talking to the villager, which teleported me to where the villager would have been had I returned to turn in the quest after blowing up the foundry normally. So It's not that you can't sequence break at all, just that you're limited in what you can do and the game handles it very crudely.

I don't like how the game handles currency. 500 silver can be exchanged for a gold bar and the bank only accepts deposits of gold bars (which the player must first purchase a strongbox for). 1000 silver occupies one inventory slot as does one gold bar. In games where currency either has weight or takes up inventory space, I generally like to see some method of converting the currency into a less usable but more transportable form. Crimson Desert does neither. Gold bars are both less useful as a currency (in fact they're not useful as currency at all though they are required for crafting certain items) and less efficient space wise. Ok, why is this an issue when you can just leave it in the bank you might ask. Because the bank strongbox only holds a maximum of 300 gold bars and you're not given an option to purchase another.
150k silver is (probably) enough money to buy the entire stock of every vendor in the game so who cares even?
I do. High yield investments already break the economy so why introduce this additional faggy limiting factor? Gold bars should be worth 2000 silver at the very least.

On the topic of investments, I wish there was a screen the player could pull up that showed the timers of all their in progress dispatch missions as well as their investments. This would only further embolden save scummers but they're doing it anyway so might as well cut down on the micromanaging. Also, I'd like to invest in businesses, not just in the bank's nebulous hedge fund. The player has too much money by the end of the game anyway, let us build an entire fort or something. Timeworn ruins? Let me build an abyss artifact factory on that bitch.

The abyss artifact economy is a mess. I think it was a mistake for the item that's used to unlock skills be the same item that's necessary in every gear upgrade. The number of abyss artifacts used in upgrading a single full set of gear is comparable to the number needed for unlocking most of the useful skills in a single tree. If I were to change it up, I'd have made the standard abyss artifact obtained through exploration or from sealed artifacts used for skills, introduce aesarion scales earlier into the game in limited quantities and from other sources than the serpent shrine, though still keeping it as the definitive source for them, and have those take the place of abyss artifacts in gear upgrades, and add a different kind of abyss artifact that only drops from bosses as the +10 capstone upgrade material. The artifact crunch is so lame that there were a couple of times where I just let the game run all night or all day while I was at work just so the timeworn ruins expedition would progress. Yes, I could have cheated but the expeditions were already wasting my time so I might as well do something else. We're employing 250 mecha workers, now get to it!

Something else I only noticed yesterday, the regular size greatswords that Kliff uses have the same moveset as the zweihander when used on Damiane. Never bothered checking as I assumed they'd be the same as with Kliff or at the very least different from the zwei but I was wrong and I should have known because her spear moveset is different too (it's worse). I don't think it changes my position on the zweihander though as it's still longer and hits a bit harder even if its a tiny bit slower. Maybe there are other differences, I didn't exhaustively check if all the zweihander tech works with the greatsword.

And one last thing, the golden knight of greed is a top 3 boss that I completely forgot about. He's fast, hits hard, teleports, is flashy, has ranged attacks, and reads the player better than most bosses who just kind of do what they do regardless of what the player is doing. He can parry, throw, grapple, etc. Wish he was a two phaser.
 
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