bin.pol.social

Lojcs, do gaming w Dissapointed in Xbox Elite Series 2 Controller

That’s bizarre to me too. Everyone keeps praising the Xbox controllers for being the best and they don’t even have gyro??

Glide,

People tend not to like gyro aim.

People are wrong, but I am not surprised.

CanadianCorhen,

whether they like it or not, it should still be included on a “premium” product, when the Wii U controllers had it!

tal,
@tal@lemmy.today avatar

Problem is that even on a premium product, cost is gonna be a factor. Well, and weight.

I can think of a bunch of features that could be supported in a controller. Problem is, not everyone is gonna want everything, and if they put it on the thing, everyone is gonna pay for it. On the XBox Elite Series 2:

CanadianCorhen,

i get that, but adding a gyro is really, really minor, just a couple modules on a PCB

SternburgExport,

How is that bizarre? It‘s not exactly a widespread feature so most people don‘t care about it.

papabobolious,

Isn’t xbox the only one that doesn’t?

JeffKerman1999,

Yep games for Xbox don’t have it because Xbox controllers don’t have it.

Hundun,

Gyro has been present in Sony controllers since Dualshock 3. All of the Nintendo controllers I ever used had it. Steam deck has it. I honestly assumed it is a standard feature.

SternburgExport,

I‘ve have a PS3 and PS4 and can‘t think of a single game that uses this feature. When I say widespread I don’t mean the hardware, but how it is implemented in software.

papabobolious,

GTA IV had it for PS3, I remember.

SternburgExport,

It did? How was this utilized?

papabobolious,

It was optional to use, you could control leaning on bikes I remember but I never used the feature.

tal, (edited )
@tal@lemmy.today avatar

I decided to buy a good and expensive controller for my PC for the first time,

It‘s not exactly a widespread feature

Gyro has been present in Sony controllers since Dualshock 3.

Not many PC games natively support gyro, however, because most controllers that people have on the PC don’t support it.

Yeah, it’s an input that you can use to rig something up with Steam Input or some sort of macro software, but if you don’t have a large proportion of the userbase with hardware support, game developers aren’t going to put resources into native support, and without native support, most people won’t use it, and if most people aren’t going to use it, not a lot of incentive for game controller developers to support it.

Same thing for the haptic feedback and the force feedback triggers on the Playstation controllers. You can use them on the PC, theoretically, but just not much native support out there for them.

I kind of wish that there were some kind of standard, cross-platform, open-source software package that you could have games hook into on one end and controllers on the other, have a developer-provided profile, but let the package provide some kind of profile that does something reasonable for an arbitrary controller (or multiple controllers, think HOTAS) if the developer doesn’t, and let game controller developers and players publish control scheme settings for games/controllers. Steam Input is kind of the closest thing to this, but is proprietary and tied to one distribution platform (Steam), which sort of sucks.

The sex toy crowd has something like this going on with buttplug.io – which, ironically enough, can actually support linking games to game controllers with vibration, not just sex toys, but for some reason we haven’t managed to get there with normal, actual game controller input. I kind of wish that given that they have their shit together enough to actually get something like this out there, that they’d rename the project to something uncontroversial like GameIO, support hooking up games to arbitrary output devices and input devices, and then expose an input layer to games. Have the option to use the game’s provided profile by default, but also use a custom one.

Steam deck has it.

The Steam Deck is successful for what it is, and maybe one day it will have enough market share to be able to really drive game features, but as things stand, it’s something like a percent.

googles

pocketmags.com/us/…/steam-deck-oled

If you crunch the numbers and assume the Deck does indeed represent 40% of Linux users, which make up 1.97% of Steam users, then the Deck is used by 0.78% of all Steam users. That’s the exact market share number for the Deck APU in the GPU survey, which means at least these datapoints are internally consistent.

That’s maybe the largest single bloc of people using a single specific non-mouse/keyboard input device on Steam, but it’s still a very small portion of the overall PC user base.

averyminya,

All PC games support gyro if they’re played with SteamAPI and the controller has gyro support. You can configure it however you want, it’s just a controller function being bound to an input.

You can even add gyro support to games that never had it, like PS2 and GameCube games. Because, again, it’s just a method of input.

Segab,

It’s not widespread BECAUSE Microsoft refuses to include it in all their controllers. It’s been a standard in Sony, Nintendo, and even some 3rd party controllers like 8bitdo.

KingThrillgore, do games w What are some hidden indie gems nobody knows about?
@KingThrillgore@lemmy.ml avatar

Signalis

Antichamber

Cave Story

The Beginner’s Guide

Uplink

Hypnospace Outlaw

Exit Fate

The Red Strings Club

Oolite

LocoRoco (not an indie gem but forgotten)

jacksilver,

Upvote for Antichamber.

Toribor,
@Toribor@corndog.social avatar

Hypnospace Outlaw is hilarious and perfectly captures the weirdness of the early Internet.

Also don’t forget to talk to your kids about the dangers of shonking.

Cybersteel, do games w What are some hidden indie gems nobody knows about?
@Cybersteel@lemmy.world avatar

Black Souls 2

Razupaltuf, do games w What are some hidden indie gems nobody knows about?

Null Gravity Labyrinth for everyone who likes labyrinths

Seasoned_Greetings, do games w What are some hidden indie gems nobody knows about?

Dominions (Dominions 6 just came out, but it’s an iterative game so try 4 or 5 first)

So it’s like civilization and battle simulator had a baby, where armies are managed by the unit and there are simulated battles of thousands.

But all the civs are loosely based on different existing mythologies and there’s a crazy complex magic system

Oh, and you get to create a god that you can totally battle with.

If you like civ-like games, it’s a really unique and satisfying twist on the genre with an incredible amount of sheer depth.

kby, do games w What are some hidden indie gems nobody knows about?

LBreakout[1] is the best Arkanoid clone, period. There has been many attempts by Taito (or Square Enix by proxy) to reboot the franchise but each of their releases just flopped terribly because they keep removing features that people come back to Arkanoid for (the latest PC release, Eternal Battle, has no level editor). In similar vein is Apotris[2] (whose developer is being hunted by the Tetris Company like a fugitive the last few months) is the greatest iteration of Tetris IMO, and it is open-source and developed by a one-man team.

[1] lgames.sourceforge.io/LBreakoutHD/[2] akouzoukos.com/apotris

taanegl, do games w Callenges of implementing Blockchain Technology in Gaming

Listen, if you use the blockchain in a utilitarian way, say like the Chinese using it to track produce from farm to retail, then I can understand.

A couple of examples that does NOT rely on use of money or "micro transactions:

  1. Decentealised game server - using blockchain “transactions” to confirm character progression without the need for a central server to
  2. A save file sharing network - each transaction is a new save state, that is almost archived on a decentral basis

Can’t think of anything else, because mostly, I hate micro transactions in games. It’s made games worse. It’s all just a bunch of exploitation and FOMO.

If that’s how you want to use the block chain, then fuck you.

Sincerely.

moody, do gaming w Pokemon TCG Card Distribution

I have experience with MTG but only a passing knowledge of Pokemon. My understanding is that it would depend entirely on what your deck does. Are you using pokemon that are expensive to use? Do you have any means of getting energy besides just drawing it? Do you have ways to draw more cards? All these things will come into play to determine the ratio you need. With experience you can guesstimate these things, but to be sure, the only way is to play the deck a bunch and adjust depending on what you feel you need to add.

FlihpFlorp,

Thanks for the tip

As I said in another comment I struggle when starting (this goes for everything)

So far my gameplan is to get about 10 mons I really would ideally be pulling, get some support cards to pull them then just kinda fill in the gaps with what will have good synergy

t3rmit3, do gaming w WWII first person shooters

Definitely throw in my hat for Hidden and Dangerous 2. It has by the the most varied environments of any shooter I’ve played. Everything from icebergs, pacific jungles, forests, fjords, deserts, mountains, no man’s lands, and more.

As a kid I liked the original Deadly Dozen, but I’ve tried replaying it about 10 years ago, and realized that the only reason it ever worked was because of save-scumming.

kratoz29, do gaming w Weekly “What are you playing” Thread || Week of January 28th
@kratoz29@lemm.ee avatar

Nier Automata on the Switch, it is the only version I have played so far I think it is a great port… The anime motivated me to get around this title BTW (I think it is usually the other way around) so far I like it, even if it is the same genre that seems to reign the gaming market nowadays, open world action RPG…

Wootz, (edited ) do games w I feel like I should leave the gaming industry

Hi.

Ex game dev here who jumped ship and is now doing VR training stuff for a big medical company.

I don’t regret it one bit. You definitely lose some of the spirit and excitement of working with people who are super excited to make the fun games they grew up playing, but on the flip side, if you’ve been in the industry long enough to have 18 years under your belt, you’ve probably had enough of that excitement to see the bad sides of it.

By far the nicest thing about being in an industry that isn’t entertainment is that the success of the “product” you’re making is so much easier to define than “is this fun” or “will this help playing retention”. I can’t describe how nice it is to have actual users instead of players, and UX’ers who to come tell me what people want. Sure, it might not be as fun as games, but to be honest, I’m OK with that. I get vastly better pay, better work life balance, and most importantly, a complete lack of any kind of game director whose vision I must try to make real.

thepixelfox, do games w Can someone explain to me why Honkai: Star Rail is treated as something other than trash? I keep seeing posts about it, all over.
@thepixelfox@kbin.social avatar

Okay guys, who fed the gremlin after midnight?

echo64, do games w I feel like I should leave the gaming industry

The tech industry is not doing much better. But in general, if you can find a job in tech vs. games, you’ll make more money, have more stability, and be treated better.

KyuubiNoKitsune,

I wonder if mid sized companies isn’t the way to go.

Stovetop,

I’d say keep an open mind when it comes to industry and environment. I got my start in game dev but quickly left it after I realized it wasn’t really for me. I bounced around for a while after that, even picking up a job teaching English abroad (probably not advisable in your situation) before returning back to the US and taking a job working for a nonprofit.

A lot of industries like healthcare, finance, education, and enterprises in general have need of developers with experience and they still pay decently well. It may not be as exciting as FAANG/Silicon Valley style dev work, but you’re likelier to find stability and a more manageable work/life balance. It helped me finally learn to work to live instead of live to work, and I can also still take some pride that the work I do is used to help people.

farcaster, do games w I feel like I should leave the gaming industry

Having been through all this, I would most of all prioritize getting a permanent residence permit. This brings stability, and then you can decide whether to work in games (more fun) or elsewhere in tech (higher pay). Having been in both industries for a long time, I can tell you you’ll always wonder if the grass is greener on the other side. But at least you’ll have options. If a tech company gets you to permanent residence quicker, go for it.

KyuubiNoKitsune,

I’m applying for it in 4 months time, not sure how long the processing time will be though. This is the most stressful time. I only got my second 2 year permit in October 2023… I terms of pay, it seems like here every industry pays the same and I’m close to the ceiling of my role.

SatanicNotMessianic,

Okay - I’m a manager at a FAANG.

Most of the immigration issues we deal with are handled by HE or a company we outsource to - I have some direct involvement in terms of writing out roles and duties, but generally they keep us away from the actual mechanics of things. However, for us, it’s handled at the company level. I know that they’ve tightened up on the perm residency and H1Bs, but I think it’s something your employer should be solving, not you.

Second, things are tough all over these days, but the gaming industry as an industry has always had a terrible reputation for long hours and (comparatively) low pay. The attitude seems to be to get in younger people and burn them out. I’m very sympathetic to your desire to make a move.

The best thing you can do is find someone who can write you a recommendation for an open position at their company, but as you know you’ll have to take your immigration status into account. All of the companies I’m familiar with don’t take immigration status into account when hiring - it’s specifically forbidden by policy - but if you have to grit your teeth and deal with your current position for another six months or whatever, it’s probably better than starting from scratch.

perishthethought, (edited ) do gaming w The Witness Appreciation Post
@perishthethought@lemm.ee avatar

EDITED: I should play The Witness again. I’ve played it once, mostly completed and loved it. I’m in the middle of the Talos Principle 2 now and want to finish it first. Come to my community and talk about what you didn’t like, OP.

TheTalosPrinciple@lemm.ee

lemm.ee/c/the_talos_principle

Smoke,

I can say I was put off at first glance by the “realistic” aesthetic, with props like jammers and minigun turrets that have an unnecessarily detailed, grounded look when as a puzzle game, graphics should not be the focus of the experience. A stylised, or minimal, graphical style would put the focus firmly where it belongs - on the puzzles themselves.

perishthethought,
@perishthethought@lemm.ee avatar

Huh, OK. That never crossed my mind while playing TTP / TTP2 but I can see how that would be distracting from the puzzle solving.

Funny thing is, after I finished Witness, I went back to play Braid, the earlier game by the same creator and its look & feel just never worked for me at all. So yeah

Smoke,

Let me add one thing more, that a realistic aesthetic brings with it certain expectations. For example, I don’t question how Security Bots in Bioshock refuel themselves, or fly, or recognise intruders. I don’t ask how come the turrets in Portal never run out of bullets (though it’s answered as a gag in one of the videos). They’re not presented as realistic, and I don’t expect them to be. But when you make the choice to use realistic miniguns in Talos, those questions are going to bubble up to the surface, like “Where’s the ammo box on that thing?” and “Who’s maintaining these on islands in the middle of nowhere?” and “Scratch that, who’s making them?” and “If Elohim (yeah real subtle name there) did all this then why bother with a machine that requires maintenance in the first place instead of a magic pillar of fire or smth?”

bermuda,

Eh it’s fine ill just type it here.

Basically I was disappointed by the lack of star variety and the very predictable story. The environments were pretty but I also disliked that the devs put more effort into preventing alternate solutions, those were some of my favorite aspects of the first game.

The stars were 100% the biggest issue though. They were some of the most fun parts of the first game, but in 2 once you solved some of them you pretty much knew how to do the rest, and they became a major chore instead of a puzzle.

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