Easily Rocket League. It's always been toxic but it's been much worse since becoming free to play.
Rage quitting
Malicious compliance (AFK, accidental own-goals)
Team mates playing for the opposing team entire games
Passive aggressive quick chats
Overtly aggressive free-form chats (being chastised over every tiny mistake)
The game's competitive ranking systems makes it so each win and loss matters, and people often take their vitriol out on their own team before looking inwards.
Man FFXIV is no ray of sunshine but I can’t imagine it’s anyway near as bad as literally any competitive game. I’ve never been called a slur in FFXIV before and it feels like it happens once a session for things like Dota, LoL, Overwatch, Siege, etc.
Second this, you'll get a couple sweatlords every now and then especially if you're running end game content but the first 100 or more hours of gameplay are absolutely pleasant. I only interacted with the reddit group outside of game but those guys were also nice.
Damned if I know. It's possibly the stupidest decision I've ever seen in a big name game. But yeah sometimes you'll be walking around and just all of a sudden get obliterated out of nowhere and it was because you got mapped by an NPC rocket with damage tied to frame rate. There's YouTube videos of people proving it works this way iirc; I know people used to post testing videos on R.
Not sure if this still happens, but for groups of 4 that used to want to play together, there was no way to lock the team or kick from lobby. So what would happen is you’d get match-maked in as the 5th player, and as soon as the game started, your team would kill you. This would happen about 25% of the time with random matchmaking.
I ended up quitting R6 Siege because of the toxicity and constant slurs on voice chat. It’s a shame because it was otherwise my favourite competitive FPS.
I bought a Rust ages ago, back when the development basically had it turning into a new game every year. Maybe I just got lucky back then, but never had a toxic interaction.
Cut to last year, when a group of guild members went to Rust so I redownloaded it after 5 years. Most of us only lasted a few hours and we tried half a dozen servers lol.
100%. I stopped playing a decade ago, but when I played I was always amazed at the behaviour it brought out in people. I would watch people who I considered friends IRL turn into abusive jerks when I played with them. It’s this weird prisoner’s dillemma of a game where the psychology of the game appears to encourage ganging up on the weakest player.
League was the poster child for toxic communities a decade or so ago when I played. It must have gotten better (it certainly couldn’t have gotten worse!) if this isn’t the top comment by a mile.
I wonder what they got from Sony. Ideally it’d be some promises about Sony reducing exclusives themselves. Exclusives suck for everyone but the company that owns the exclusive console. I don’t personally own an Xbox, but I still want Sony to cut it out with their exclusives.
Go find all of the armor pieces in the game. Some are quite tricky to find. Then if you want the extra challenge, upgrade all of that armor to its max.
You have one “frame” where you just do everything: read the player input, do whatever actions, calculate collisions and physics and whatever, and draw everything when all those calculations are done.
Then you move on to the next frame and do everything again. Everything lines up all the time and always happen in the same order. Simple, quick, and consistent.
To decouple calculations and framerate, you don’t know when the game will try to draw something. It might be in the middle of when you’re calculating collisions, or moving the units, or calculating physics. Or you might end up doing multiple calculations while the GPU is slow and can’t draw anything.
So you have to add an extra layer in between, probably saved to some memory somewhere. Now every time the GPU draws something, it has to access that memory. Every time you calculate something, you also access that memory. Let’s hope they DON’T try to read and write on the same spot at the same time, that could cause bugs. And so much memory access, you’ve basically doubled your memory bandwidth requirements.
It’s complicated, more resource intensive, and introduces potential bugs.
And not just easier, but cheaper. On lower end platforms it’s expensive to do floating point calculations all over the place because you don’t know how long it’s been since the last frame. If you can assume the frame rate, you can get a lot of performance back too.
I am glad that others saved the source code elsewhere and kept it alive. How does deDRM_tools by noDRM avoid takedown due to piracy? I use that on a regular basis, and I am afraid that it might be taken down someday, and surprised that it is alive for so long. How has it stayed alive for so long?
In the past, games were developed with specific hardware in mind. They didn't really think of how their game would run on modern PCs 25+ years later. Some games even used that as a feature, famously, Space Invaders devs noticed that the game started speeding up as players destroyed more of the enemies because it didn't have to render them and so it made the game harder as you progressed which was more fun!
By the way, there are ways to run retro games with speed limiters, you've just got to look into it more.
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