My main issue with it is that everyone is using it to push their own narrative about why the game failed. People doing the “It’s a woke game, so it went broke”, or “it’s a saturated market”, or whatever. These are just reactions, not data driven analyses.
Something to note is that it’s not just the DLC, the patch that released alongside it introduced a slew of bugs to everyone who owns the game. Apparently this includes framerate now affecting things like movement speeds, enemies sometimes dealing insane bursts of damage randomly, invisible enemy projectiles, among other gameplay breaking stuff. Total disaster.
Risk of Rain 2 is developed by just 8 people. It’s a game that I don’t regret buying early access because the early access till 1.0 is the smoothest sailing i’ve ever seen for a game. I have a pretty old pc that’s low spec even back then, the game just run smoothly.
And of course a multibillion company is the one messing thing up.
main issue is that with console parity and unity version upgrade a lot of things are now tied to fps, but they are aware of it and are working on it. the main issues were regional pricing (which has been remedied) and all embracer products (including this dlc) being unpurchasable in Russia. Basically, give it a couple weeks
You can freely download old versions of steam games. You used to be able to do it through the steam console, but now you have to use an external application.
Edit: you can still do it through the Steam Console.
Maybe the most significant issue is that, for some reason, the Seekers of the Storm update has tied Risk of Rain 2’s physics systems to its frame rate. When asked about it on Discord, Gearbox developer GBX-Preston said FPS-related issues, “and all the ramifications on balance/physics/attack speed/movement/etc. were not intentional. This is in our top handful of issues we’re investigating.” As a stopgap, he said players experiencing issues should lock the game at 60 fps.
It’s in Unity, isn’t it? So rather than multiplying the speeds by Time.deltaTime when you’re doing frame updates, you just don’t do that. Easy peasy. They’ve got that real “Japanese game devs from twenty years ago” vibe going.
Thats great to hear. Not surprised about Starfield tbh, but I am surprised they fixed it for F76, considering it relies largely on the same tech as F4, which does have that limitation.
Or even a decade ago. Dark Souls 2 had some enemies’ attack animations tied to frame rate, like the Alonne Knights. So they attacked incredibly fast on PC compared to console.
Minecraft has this wonderful mechanism where everything is dependent on game-tick/server-tick, which is independent of player FPS. Why do modern developers keep using FPS for game physics?
From what I’ve read they tried to combine the console and PC version into a unified single version. Gearbox must’ve seen the Borderlands movie and sought to lower the bar below the ocean floor.
From what I’ve read they tried to combine the console and PC version into a unified single version.
JFC. Starting off with something that is cross-compatible is one thing, but trying to merge the two codebases together… that’s a 2-3+ year effort, minimum.
Destiny 2 still struggles with this. Some enemy attacks 1 shot because at high frame rates they hit the player multiple times as the projectile passes through the player character’s model
My guess at the real reason for all this grave dancing is that it feels like a victory over FOMO. If the new $40 game sucks and no one is playing it, I can safely go back to whatever I was playing before without worrying that anyone’s having fun without me.
i don’t know what most people’s reasons for deriving enjoyment from concord’s failure are, but there’s no way FOMO cracks the top 3 lmao
seeing the trailer, i definitely thought it was a bandwagon hero shooter that might have had some creativity if a bunch of suits didn’t say “make it GotG”, but realistically, it launched with little fanfare, in competition with valve’s first new game (beta) in ages. not that it was fated to fail but it didn’t have a lot going for it
Okay, sure, when given the fps camera, closest things to the camera are getting noticed. Duh?
But all things considered, who cares about a single goblin toe? Im much more scarred about the thongs happening in nearby shed. Bleach please.
But at that scale there’s always gonna be compromises. Duh. Does somebody actually expect full fidelity between 3rd person and closeups all the time? Might be showing my age but I sure don’t. What kind of madnes is that?
Games don’t need the show everything, leave a bit to imagination. Sure visuals ate cool, but don’t let that be all there is to it.
Maybe you’re right, I did play a LOT of Apex so maybe my brain misfired on this one, but I was playing Deadlock the other day and one of McGinnus’ lines instantly made me think “Damn, that was Commander Shepard!” I’ll have to listen closer next time I play and see if it’s really Bangalore I’m hearing.
10 years? Bruh 10 months. I saw some stuff recently that was image gen, and there is not a fucking chance I would be able to say it was or wasn’t generated. Like I do some aspects of this shit for a living and I’m fucked.
Code generation, image and video generation, voxel generation, voice generation.
We’re fucked. This is like, seeing the iceberg in that minute before it hits on the titantic.
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