I'm replaying of all things "Spyro" Reignited on Switch - a game that is so much more difficult than people ever admit. I've only made it through about half the first game and 60 percent or of the second game - I always have to quit them both because the mid-game boss battles are impossible and the stress makes me physically sick very quickly.
I have no idea what the rest of those first two games actually look like, I could never get that far. I'm battling through the third game (very very difficult game) and hoping I can make it to the end this time (but doubt it). It's a fun game, but it's not for casual gamers at all.
I feel like I can speak a little about this as I’ve been studying how CIG is implementing server meshing for the past, well a while, but in depth since the demo. For reference until they post the panel: youtu.be/xKWa4WoTkV4?t=4500
What CIG’s way of dynamic server meshing is the revolutionary thing. Currently, AFAIK, all games performing server meshing is built on a static zone mapping. Whereas CIG is using dynamic server meshing zones that will actually map to the interior limits of a room of a capital ship as an example. And this can scale out to planetary objects if only one player is on that planet. If no one is on that planet then it will only run in their tool Quantum, a non rendering backend game simulation.
Along the dynamic zone mapping is the authoritative way of transferring object containers. During the demo you can see the entity graph of the parent object (zone) and child object containers under an authoritative container (player). When a player transfers servers, you can see the movement of child objects from local to replication, and vice versa. This is a needed step as there are millions, and eventually billions of objects to be tracked of throughout the shard.
And last, CIG is building this as a global scale since they have servers in multiple regions where AWS is hosted. From the article and demo I believe this was all done locally with no latency. I do acknowledge that CIG’s demo was local as well so we will see how the net coding is affected when it goes to the EPTU,PTU and PU.
Me and group of nerds are trying to figure out how they are going to eliminate or minimize the latency and error correction or validating the transferring of the auth between the zones.
What I’ve got full respect for is the multi region problem. I didn’t know that Star Citizen aims to have one global world instead of American, European, Asian, etc. worlds with the ability to travel between them with a latency penalty. I’m curious how they plan to solve that without god-tier peering and an artificial minimum latency to balance combat between distant players.
But I’m struggling to understand static and dynamic zones, maybe you can shed a light on where my understanding went downhill. Static and dynamic zones feel like an implementation detail to me. Do I care whether the replication layer(?) changes the boundaries of a zone, or discards the zone and creates a new zone with the appropriate state? No, only the process is different.
Since static and dynamic zones feel identical to me, I don’t get why a static zone can’t be an authoritative way of transferring object containers. What prevents servers assigned to a static zone from exchanging object information with the replication layer? Nothing, I assume WorldQL also does that.
Okay, so why use dynamic zones? Perhaps the implementation is easier than static zones? Everything else is identical to me, so nothing but the implementation difficulty feels important to me. Or is there a difference between static and dynamic zones about server assignment/scheduling? I don’t know.
What I do know is that my understanding is flawed.
Dynamic zones help balance the processing of a particular zone across multiple servers based on usage.
In a static setup, an unlimited number of players could end up on the same server causing performance issues in a particular zone. While dynamic will cap the number of players on a server and split the single zone into many to preserve performance.
I've been trying to finish up Backpack Hero, now that, after some meandering, I finally figured out how to progress the story mode. In a game all about UI, it's kind of impressive how much the UI either isn't very good or just breaks on a functional level, but the game is very fun. After I finish it, I'll be heading back to Starfield and Wargroove 2.
Guilty Gear Strive also got a really great new patch, adding Elphelt and addressing some pretty glaring problems with the new mechanics they added. It feels like it's in the best spot it's ever been in.
It’s beautiful, and often really engaging both in gameplay and in story/setting, but I’m already feeling a bit of puzzle fatigue after ~20% through the game. I’ll see how far I’ll continue.
Started Terra Nil today and it’s a lot of fun! I suck at strategy games so even the easy mode made me frustrated lol, but it’s so beautiful and clearing every stage is totally worth it.
We’ve been playing Walkabout Minigolf on the Quest 3 which is fun. We take turns and play 4 holes each in a row, and during play we discuss how to approach different obstacles and where to search for hidden balls. Obviously casting to the TV while playing.
A lot of people have mentioned It takes Two, which really is great and you get to try many different mechanics.
You can also check out Fling or Keywe on steam. Only 2 players max (as compared to 4 players on Overcooked or Plate Up), but less complicated controls. Bread & Fred is another I’ve been meaning to check out too.
Unrailed has simple controls but more objectives to accomplish, and Out Of Space is similar to Overcooked but not in a cooking setting.
Edit: Didn’t realise I used a shortened name. Fling refers to ‘Fling to the Finish’
I’ve played it takes two with my partner and kinda got a little complicated around and after the first boss, definitely gonna give KeyWe a shot! Work our way up to it takes two again
It Takes Two is probably the best jumping off point (as you’ve already been informed). It has enough variety that you can discuss what parts they liked and maybe find the games in that kind of genre.
My partner isn’t big on games, but loves The Binding of Isaac for coop. The latest DLC adds a better coop mode, but the original coop mode with coop babies works well too (and there’s advantages like them being able to fly so they don’t need to worry about floor hazards). I think the fact that they grew up in a catholic household but aren’t religious helped them get into it lol.
My wife is not very spatial, but enjoyed playing coop Portal 2, for a little bit. Once we got to the stage where I was just telling her where to go or stand the entire time we stopped playing together.
My partner had a hard time dealing with FPS movement. Throwing in portals just made it a complete mess. It really wasn’t a good jumping off point, I think it’s good to be weary.
I think they have to get to the point where they mightbplay a video game on their own before stardew valley would land for them. They weren’t particularly inspired by the trailers.
This didn’t really work for us to be honest. It went a little better than most games, but it was too easy to get separated and do your own thing and it just didn’t really feel like we were playing together. Could be a strength, but I don’t think it’s ideal if your partner doesn’t really like video games haha.
Late to the thread, and you already have loads of suggestions, but Portal and Portal2 may help your partner with their spatial issues. I’ve heard that those are the games to use to introduce someone who doesn’t play videogames in general, but specifically FPS, to the media and basic controls that most of us gamers take for granted.
NOPE. This might work for some people but my partner couldn’t handle it :/. When walking around in 3D and paying attention is hard portals are just too hard when thrown into the mix. I would kill to be able to play Portal 2 coop, but alas :C. Maybe Portal 2 would be better to start on, they do a better job of introducing some concepts and the story is harder to completely ignore lol.
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