bin.pol.social

SuiXi3D, do gaming w What's the most toxic game community you know of?
@SuiXi3D@kbin.social avatar

Cyberpunk, easily. Everyone loves to hate it for some reason, and shit all over everyone that dares to enjoy it.

shnizmuffin, do gaming w What side content should I do after finishing TOTK?
@shnizmuffin@lemmy.inbutts.lol avatar

Go get Majora’s Mask. Hardest fight in the game.

cupcakezealot, do gaming w What's the most toxic game community you know of?
@cupcakezealot@lemmy.blahaj.zone avatar

Haven’t played in a while but Warcraft all day unless you’re on an established RP server.

ascagnel, do gaming w What's the most toxic game community you know of?

Rainbow Six Siege is up there — there’s six dimensions of assholery in the game by my count.

  • Tom Clancy games tend to attract right-wing assholes because they’re Tom Clancy
  • competitive FPS
  • one-shot one-kill gameplay
  • friendly fire on by default
  • character picks
  • you need to play to a specific meta
GameGod,

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.

equalszero, do piracy w DRM removal tool was taken down from github. If you can, please download it from gitlab before its taken down too
@equalszero@lemmy.dbzer0.com avatar

Someone upload this one to sourcehut. I’m really curious to see how Drew will response to DMCA like that

PixelPioneer, do gaming w What side content should I do after finishing TOTK?
@PixelPioneer@beehaw.org avatar

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.

Galactic_hitchhiker, do piracy w DRM removal tool was taken down from github. If you can, please download it from gitlab before its taken down 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?

surrendertogravity, do gaming w What side content should I do after finishing TOTK?
@surrendertogravity@wayfarershaven.eu avatar

I completed all of the shrines before I beat the game, and found it enjoyable. I also really enjoyed running around the depths collecting all the lightroots. I enjoy exploring caves and wells too, so that’s next on my list to complete. Grinding for armor sets is tedious to me so I’m skipping it…

eggsim, do gaming w What side content should I do after finishing TOTK?
@eggsim@beehaw.org avatar

I’m not sure what interests you most (or if you’ve already done this), but one thing I’ve always enjoyed is trying to tackle all of the shrines. Each of them has their own puzzles that’s different enough to keep me entertained, and the access to skip travel points is great for whatever else you might be doing.

You can also try to get korok seeds but those are sometimes even more annoying than the regular side quests

Edit: Sorry for the double comment, my app was glitching

tias, do gaming w Why do video game devs tie game mechanics to framerate?

Let’s say you don’t tie game mechanics to frame rate. How often should you update the state of the game? 50 times / second? 100 times / second? You need to pick a fixed rate if you want to keep the physics engine consistent. If you make the rate too high the game will not run on low-end machines, so you need to find the right balance.

But let’s say you make it 100 times / second. Now between those updates, nothing changes. You can render at 500 FPS, but you’ll be rendering the same thing five times before anything changes, so the extra frames are useless. There are ways around this. You could perform interpolation of object positions between the previous state and the new state (but this introduces input lag). You can keep things that don’t affect gameplay (e.g. eye-candy animations) running at the full FPS. But none of these things are trivially obvious. So it becomes a question of ambition, competence, and the will to put time (i.e. investor’s money) into it. Hence many projects simply prioritize other things.

nekusoul, do gaming w Why do video game devs tie game mechanics to framerate?
@nekusoul@lemmy.nekusoul.de avatar

A big problem with an unlocked framerate is the physics system, which you can generally solve in two ways:

  1. You tie the physics to the framerate. Problem is that this introduces all sorts of weird behavior, caused by rounding errors and frequency of collision checks. For example, objects could start glitching through thin walls if their framerate is low because collisions are checked less often.
  2. You run the physics at a fixed internal interval. This solves a lot of problem with the first approach, but also means that you have to put in effort to mask the fixed framerate through interpolation/extrapolation if you still want to keep the actual framerate unlocked.

So Wolfenstein New Order probably went with the first approach, made sure their physics system stays stable within a certain FPS range (30-60), and then locked the FPS beyond that.

gyrfalcon, do gaming w Why do video game devs tie game mechanics to framerate?
@gyrfalcon@beehaw.org avatar

Not a game dev but I’ve done some programming and I love games so I’ll take a stab. There’s a few reasons I can think of:

  1. That’s how the engine they’re using works. Game engines take a long time to develop, and so if you’re using one off the shelf or from a previous project, it may be from a time when tying behavior to the frame rate was a low overhead tool for timing that would cause few if any issues. Given that Wolfenstein is a Bethesda title and they’ve made many games with similar engine level limitations, this seems most likely to me for this particular case.
  2. They never intended to release it that way, and just set it up that way early in development to start getting to the real gameplay work. Then the deadline came around and it wasn’t a high priority in terms of getting the game out the door.
  3. Probably doesn’t apply to Wolfenstein, but for indie games that have one or only a few developers, none of those people may have done much programming before, instead being more focused on other aspects of game design. So if you’re learning as you go, there’s a good chance some hacky things will make it in to the final product.
NuPNuA,

Wolfenstein New Order was made by Machine games and used ID Tech 5, same as Doom 2016. Nothing to do with Bethesda or their Creation Engine. Bethesda only published it.

AstralPath, do games w What are some good browser-based games you've liked?

Line Rider was awesome!

zachary3752, do games w How is the new Witcher 3?

It mostly just contains graphical changes, and adds optional ray tracing which I wouldn’t suggest unless you have a very powerful computer.

It had some issues when it first came out, but it seems to work fine now from my experience. Don’t expect anything groundbreaking but it’s a nice update. Textures especially look better overall.

thewitcher.com/…/next-gen-update-list-of-changes

Rentlar, do gaming w Are you an intrinsically or extrinsically motivated gamer?

“Extrinsically motivated” games I like: I’ll play it once, beat it, play a bit of post game, drop it.

“Intrinsically motivated” games I like: make my own stupid-ass goal, spend dozens and dozens of hours on it, finally do the stupid thing, progressed 1% further through the game, get bored, drop it, but then I pick it up again thinking about doing another stupid-ass thing.

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