Hydra

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Hydra

Hydra

@Hydra1_i

𓆉︎

Yharnam Katılım Eylül 2017
190 Takip Edilen10 Takipçiler
Hydra
Hydra@Hydra1_i·
@saturoii @SAEED277_ موضوع كثافة العضله في ٢٠٢٦ 🥀🫩
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Saturoi
Saturoi@saturoii·
@SAEED277_ فعليا ايه ، عضلات كمال الاجسام و عضلات القوة مختلفة عضلات كمال الاجسام كثافتها قليلة و حجمها كبير بسبب طريقة التمرين و تنمية العضلة
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Hydra
Hydra@Hydra1_i·
@Abo3zoz يسوون العجينه بزبادي يوناني
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pancakesinmytummy
pancakesinmytummy@thepancakington·
@daddybludd Pack it up guys, “daddy blud” said being from a country isn’t comedy gold
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⋆˙ ༒︎
⋆˙ ༒︎@daddybludd·
using the israel flag isnt funny btw
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Hydra
Hydra@Hydra1_i·
@thomasmahler @AaronActionRPG Do u plan on adding more server regions like the Middle East or give us the option to host our own realm? Having to play on high ping with friends is frustrating tbh
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Hydra
Hydra@Hydra1_i·
@thomasmahler @mpr_reviews @SKHYJINX Do u plan on adding more server regions like the Middle East or give us the option to host our own realm? Having to play on high ping with friends is annoying tbh
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Hydra
Hydra@Hydra1_i·
@thomasmahler Make an option to toggle friendly fire on and off
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thomasmahler
thomasmahler@thomasmahler·
I wanted to comment on this, but it’s probably better to explain it properly here 👍 Our ambitions actually go beyond “revolutionizing ARPGs". We’re not just building a game - we’re building a platform. A world and a foundation that Moon Studios can keep expanding on for many years. That’s why I’ve said before that we’ll likely be working on No Rest for the Wicked for the next decade. And yes, feel free to call me crazy again - I’ve heard it before 😄 The reality is that over the last several years, we’ve been deliberately building Wicked in a way that allows multiple genres to coexist and reinforce each other inside the same game, instead of living in separate, disconnected products. Once you spend enough time with Wicked, I think it becomes clearer how this can work. Take the Crucible, for example. There’s no reason why its roguelite side couldn’t evolve into one of the best roguelite experiences out there. The combat system already has the depth and responsiveness needed - what’s left is expanding content, progression, and systemic depth. Personally, I could sink dozens of hours into that mode alone once it reaches its full potential. And because it’s Wicked, it’s multiplayer by default. Inside the Crucible, we’ve also prototyped a Horde / Survivor-style mode, inspired by games like Vampire Survivors. We already have the enemies, the combat, the boons, the bosses - it’s a natural extension. And again, co-op is baked in from the start. See where this is going? Last year, I prototyped a Survival Mode in Wicked by disabling the campaign and allowing players to place structures freely across Isola Sacra. Suddenly, the game felt closer to Don’t Starve Together: building small settlements, managing safety, and surviving the night. Blizzard spent years trying to build a survival game from scratch and eventually canceled it. We’re approaching it from the opposite direction - by building on an existing, proven foundation. Then there’s PvP. Our combat system already lends itself naturally to it. Instead of just trading hits, players would need to think about positioning, terrain and arena layout. Inspirations here come from games like Nidhogg, Bomberman and Power Stone. I genuinely think we could explore a new kind of 3D fighting experience in that space. And on the other end of the spectrum, there’s farming. Once you reach Sacrament, you’ll be able to buy a farmhouse and essentially play Wicked like Harvest Moon or Stardew Valley: planting crops, watering fields, maintaining your land. A simple, self-contained loop - but incredibly addictive. Right now, our highest priority is getting the core ARPG experience ready for 1.0. After that, while part of the team focuses on the next expansion, others will continue iterating on these systems through regular updates - keeping the world alive and evolving until we’re ready to expand the story again. This is also why I’ve said that a game like Wicked would be nearly impossible to pitch at a traditional AAA publisher. A concept like this would get you shown the door. But we’ve already built the foundation - carefully, deliberately, over years. At this point, it would be a crime not to fully explore what it can become 👍
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Hydra retweetledi
Kelix
Kelix@phelix_kelvin·
"Do it baby, make it clea-"
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ELDEN ALERTS
ELDEN ALERTS@EldenRingAlert·
FromSoftware’s Hidetaka Miyazaki just opened up about #Bloodborne in a new interview — and it’s deeper than fans expected. He described the PS4 classic as a “special game for me” and perhaps the strongest reflection of my type of flavoring of a game that one can experience — meaning this title represents his personal design DNA more than anything else he’s worked on. Miyazaki says Bloodborne was one of the most challenging development cycles for the studio and that he poured a lot of his own ideas into its story, world, mechanics, and systems. Despite its critical acclaim and cult status, the game still hasn’t received a full remaster, PC port, or sequel — something fans continue to clamor for. Via- GamesRadar
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Naz
Naz@Nazthejerk18·
Actually, Usopp BLOWING UP Gunko's head was more impressive than Zoro giving that scar bcus the ONLY reason Gunko is still ALIVE is bcus of regen. Meanwhile Kaido went about his day 💀
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🔧Sir Kid|
🔧Sir Kid|@sirkid3·
#حرق_ون_بيس كلام ايمو هو تأكيد رسمي ان الفرسان اقوى و بفارق على جميع نواب اليونكو
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HR3
HR3@99VEIL·
ALL the admirals have already been confirmed conquerers btw:
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stinky
stinky@Justinelguevon·
@Johnblack_ops Going from this to the tomb killed the game
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John Black Ops
John Black Ops@Johnblack_ops·
Is it glaze to say Citadelle is the greatest easter egg since Bo4?
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Hydra
Hydra@Hydra1_i·
@Bamslol I will not fall for this ragebait
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