It was a whole bunch of stuff. Steam kept crashing while in games then reopening, taking focus away from the game. Halo just wouldn’t work with Steam Clips. It would crash whenever I tried. Hardware Acceleration just refused to work without running Steam out of the terminal with some commands. And then finally, the Game Mode (which was like a major reason I picked Bazzite) was too slow to be practical and Game Clips just didn’t work.
I was using the GNOME desktop instead of KDE which may have been affecting things, I’m not sure, but I had heard good things about CachyOS and Big Picture mode can substitute for a proper Game Mode. I decided if I was going to do a reinstall I may as well try it first.
Switch 2 will be a better user experience for someone who knows nothing. Steam Deck is great, but you’ll need to find which games work well on it. All Switch 2 games work on the Switch 2 (assuming they aren’t crappy ports).
Same do it some don’t. Standardization would be great! I personally HATE when a game pauses when I tab to something else but I can see the benefit for others.
You just reminded me of a funny feature I found in Elite Dangerous (space MMO) to prevent combat logging (quitting suddenly during combat like a little b***h): if you press Alt+F4, the game doesn’t immediately exit, but shows you a Quit dialog (to main menu or desktop), and there’s a lengthy countdown if you’re near hostile ships. :)
Doesn’t prevent it entirely, but I thought it was pretty crafty.
I’m talking, down to at least the thousandths place decimal, and up as high as I fucking want. This allows your mouse sensitivity to not only account for how you play, but also how everybody else plays.
And if you’re one of those devs that has the aiming be different than mouse cursor, or even MULTIPLE mouse cursor speed settings, HAVE ENTERABLE VALUES FOR THOSE TOO!!
Sometimes I’m at 1% and it’s too high still.
Sometimes I’m at 1% and it’s too low and 2% is too high.
also, a standard to mouse sens values, a value of 10 should be same across everything, games made in the same engine usually handle the values the same which is great, I for example have the same sens across all source games, but this usually doesnt carry to diferent engines let alone random one off games with custom engines
Fucks sake this for me. Why the fuck there isn’t standardization between games on this is beyond me. I have to go through fucking with mouse sensitivity on every damn game. This is part of the reason I died out of multiplayer tbh.
Every time I see a slider for any damn setting that ends up going from, say, 3.48 to 3.51 unless I go REALLY SLOWLY, in which case maybe it goes 3.48 3.49, 3.51, or whatever nonsense where I can’t just get my nice round number. Let me type the stupid number.
Colorblind options that let me specifically choose the color of each HUD/UI element. I don’t want an overlay for the whole game, I just want to be able to distinguish icons in the UI that might have color-coding too similar for my eyes to perceive at a glance
I’m not sure about every game but I’d like to see a lot more games do what Rebel Galaxy did and let you set up paths for custom OST. No game dev can license the perfect soundtrack for every player, but it’s great to be able to slot in what I feel makes the perfect soundtrack. Some people want their fight scenes to be scored with DMX, some want Burzum, and some want the Cronos Quartet. Let them all find their moment.
I personally love that Rockstar has been allowing this by letting people set up their own radio that plays in-game. I myself have 763 songs on my GTA V/Online Self Radio :V
If your game supports controller give me the option to change the button faces to whatever I prefer. Some people like Nintendo button layout, others PlayStation, other Xbox. Whatever it is, don’t hard code one set - they’re just some pngs, support them all.
I just mash mod key + backspace on hyprland to kill it haha. Bye mfer!
But also sometimes lately hyprland hasn’t been playing as nice with steam games and my mouse doesn’t interact with the game. The fix I found is to fling the steam client over to the other monitor. Works I guess. Linux problems lol.
Relatedly, I’ve noticed ports of console games, particularly by Japanese devs, and especially Sqeenix, not actually having an option to quit to desktop. Sometimes hitting Esc will pop a plain system theme window with an option to close the program, but I’ve seen ones that didn’t even have that and had to be killed externally. It’s not as bad as it used to be, but even exiting DragonQuest 11 is a pain.
This is also hella common in a lot of online or multiplayer live service games recently. Forces you to alt-F4 if on PC. Especially bad with Sony’s playstation ports; they treat it like you’re on the PS5 and can just switch games to automatically close the running one.
I just want to let you know that when I was director of production at a multimedia studio, one of the rules in my ux design “bible” was that an interface must never present an “are you sure” prompt to a Quit action. Yes there were fights over it.
Historically, it was conventional to have a “you have unsaved work” in a typical GUI application if you chose to quit, since otherwise, quit was a destructive action without confirmation.
Unless video games save on exit, you typically always have “unsaved work” in a video game, so I sort of understand where many video game devs are coming from if they’re trying to implement analogous behavior.
There’s a roguelike I play, which combats save-scumming by only giving one save slot per character. And so the only reason to save the game, is when you’re done playing. So, you hit Ctrl+S to save, and it instantly quits as well. 🙃
Which is interesting, because at least for me, the main reason I try to save often like that is because of games like bethesda games or other games that don’t autosave and will crash, losing you HUGE amounts of progress.
Ah yeah, it does auto-save regularly, too. But I don’t think, I’ve ever seen it crash without me doing some out-of-game fuckery. 🙃
Well, and of course, losing progress is baked into the gameplay of a roguelike, so whether your savegame corrupts or you die yet another stupid death, you just start another run and you’re right back into the action.
Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don’t understand why it’s only a tiny minority of games that does this, it is such an obvious thing to do
Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made
I’m thinking specifically when you exit the game, and it says “Are you sure? All progress since you last saved will be lost”, it should just have an additional “(last saved 2 minutes ago)” line in there. I think the recent Spiderman games did that, iirc
This is interesting, I’ve never heard of cachyOS. I’ve been running bazzite for a while now, I’ll have to check it out.
In related news, I’ll be trying to set up 8-player double dash on my HTPC with bazzite installed for a party coming up. Hopefully I can convince two instances of dolphin emu to LAN to each other
A bit of Anno: 117, but mostly Surviving Mars: Relaunched.
Surviving Mars still feels buggy and unfinished, but at least there’s a promise of getting the published game mechanics functioning as intended in the future. One patch after another the devs keep fixing and breaking and fixing the game’s various mechanics. At the moment it would be cool if they could get trains to work as intended, but so far the trains are more like unreliable passages between domes. True to form, the base game’s original limitations are still causing issues. Originally, the game was not designed to work with connected domes, and this limitation has never been fully resolved. It’s possible to have a lot of fun with the game, if one is willing to work around the limitations and unwritten rules inherent to the game. So, for example, I build domes into triangles, so that every dome is always only one passage away from another. I also micro manage workers, mess around with shifts, and block off undesired work slots in otherwise functioning buildings. All to make sure workers, more or less, stay put and keep doing what they are supposed to be doing. Similarly, I don’t even attempt to make any kind of utopian domes, where everyone is satisfied and sane, but instead use officers to keep radicals from becoming a major issue. Still, as far as Mars colony sims go, there’s nothing quite like Surviving Mars, so even though this is a flawed game, it is a good game.
Anno 117, on the other hand, seems to work as intended as far as I can tell. It is more of a bare bones game at the moment, but then again doesn’t have a gallery of hit-or-miss DLC like Anno 1800. The core game play loop feels satisfying. You build houses, build infrastructure to fulfill the desires of different layers of citizens, build increasingly complex supply chains (while keeping an eye on optimizing throughput), take advantage of production building radius effects (with some nice combos between different kinds of buildings), optimize islands for different kinds of productions like you would cities or towns in any number of other strategy games, research (mostly incremental stuff that adds up nicely), and build boats & soldiers for some light RTS flavored fun. The RTS side of the game is robust enough to be entertaining, while not being the main focus (probably will be fleshed out in future DLCs). Currently it’s not hard to keep citizens happy and productive, and it is very easy to play tetris with both homes and production buildings to optimize resource output. With not a ton of content in current game, I’ll probably get a couple of hundred hours out of Anno 117 before waiting for future DLCs.
Take it a step further, and require optional direction indicators. Not only do you get click on screen. You also have an option to get a little arrow pointing to which direction it came from. I have several friends with a bad ear. They can hear fine out of one ear, but not the other. That direction indicator allows them to track sound cues that would otherwise be useless to them.
The newer God of War games were pretty good about this, for instance. There were collectable ravens, which were usually found via sound cues; they would loudly caw for you to be able to track them down before you saw them. But if you only have one good ear, you can’t tell which direction the sound is coming from. The direction indicator bridges that gap, by adding a little arrow next to the raven cawing sound alert. For a more straightforward example, if an NPC says something, you get an arrow pointing to the NPC. Handy for when random NPCs have off-screen chatter.
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