It’s because Nintendo still haven’t implement server client networking and host their own dedicated servers. It’s why people paid Nintendo Online to play multiplayer Nintendo games are getting scammed.(even Capcom or EA/Epic did batter job on switch then Nintendo.)
That’s why you get no real online plays, blame Nintendo’s internal policy, not networking complexity.
Same, especially when they even charge us for the privilege. Maybe I give it a try once it's actually f2p, and hopefully some of the kinks get ironed out by then as well.
I’m curious of they have managed to make the camera feel better in this game versus Fallout or Skyrim when using a controller.
I realize that’s somewhat a vague statement, but I’m not sure how to describe it other than to say the that moving the camera up/down/left/right always felt very linear and it was hard to do precise movements. Like if you try to barely adjust your aim you might overshoot your target. As a comparison, Destiny feels really great to move and jump and aim. And many other games have figured this out. But Bethesda games have always felt very jerky. And, yes, it’s more RPG focused, but that doesn’t mean they also can’t feel good.
Edit: Also, as an aside I want to say I appreciate these big review posts that show up here. I enjoyed those on Reddit so keep it up!
Edit 2: at least in this Digital Foundry video, it’s very briefly mentioned that the combat “feels great” so perhaps they fixed it.
I focused a lot on my social skills because, much like Fallout before it, Starfield isn’t the most adept shooter. It may look like one, with a huge range of weapons to collect and the ability to play from a first-person perspective, but this is not Destiny. Aiming feels wonky, and oftentimes, shots that seem to hit an enemy point blank will fail to register. It’d be nice if Starfield had the equivalent of the VATS system from Fallout, giving it pseudo-turn-based combat, but instead, it’s just a passable shooter attached to a very ambitious RPG. That might be the reason I spent so many skill points on my persuasion abilities.
The best review, as always, is to watch the first 20 minutes of gameplay to gauge whether you like it. I’m optimistic, and more than a little surprised at only a singular mention of glitches from a game developed by Bugthesda.
i’ve been very happy with www.teamos.xyz. It’s (at least in part) a torrent tracker, and I’m not sure if it considers itself public or private, but I’ve found most of the software I’ve ever looked for there. You’re probably not gonna be as lucky if looking for niche stuff, but it’s worth a shot.
This is only true sometimes. Some crackers will change the save location for some games, and the location where the save will be stored is entirely dependant on how the cracker has removed or emulated the DRM. I’ve also had the pleasure of the crack-save not being compatible with the genuine-save, meaning I couldn’t transfer my savedata after purchasing a game. Though I don’t know how frequent that is.
I don’t know how it works for this particular Cyberpunk crack.
Yes and no. If you get the DRM-free GOG release directly, you would not have this problem. Since this person stated they used the DODI repack, they’re now dependant on which release DODI used for his repack, since it may well be a Steam or Epic Games release.
I quickly looked it up, and the repack is based on the InsaneRamZes release, which in turn is based on either GOG or EGS, depending on which forum post you go by. So I’m not 100 % sure what’s actually being used here. According to the PCGamingWiki, there’s no difference in save location between the different stores, so best case scenario, OP can simply update the game to V2 and everything should be picked up.
This post will be updated to add reviews as they are released.
Review & Release Megathread - This post will house all reviews and initial reactions, and serve as a place to ask frequent questions and topics around the game around launch.
My two major issues with the fame are how clunky and stiff the combat feels, and how awful the UI is on PC. Animations don’t let your attacks move with the camera far, so you end up attacking in the same direction even when you’re trying to track something to your side. This feels really bad with niss’s ult, because you need to wait between each dash to let the animation reset and give you the direction you actually want to go through.
The UI quite frankly feels like it was made for a phone. Every single choice requires you to hold the confirmation button, the interface itself looks scaled up too much, and the preview model for weapons and characters tends to bug out.
Would you tell me what games you have as a point of reference that the combat feels stiff and clunky? I think I generally play games with similar kinds of pacing so I haven’t personally noticed anything. It’s not as fast, fluid and flashy as say PSO2 New Genesis, but I wouldn’t say it feels stiff or clunky to me.
Agreed the UI is awful though. There’s a lot of missing functionality too… like there’s just no way to manage echoes in their own screen.
The combat feels like it could have gone either stiffer and chunkier like monster hunter or much lighter and responsive like warframe, but it chose the worst of both worlds. So right now you primarily use normal attacks, but they don’t have a lot of weight and locks your character into position and attack angle. The skills feel great in terms of weight (stagger, damage, flashiness, etc) but the cool downs spread them very thin early on, so you are mostly attacking normally.
I actually don’t like PSO2NGS combat for a similar reason, they lock players into a combo or attack pattern in a game that is all about movement and jumping around.
bin.pol.social
Aktywne