Yeah, I think this would be a useful feature for games out of early access, too. It’s not as important (because not all games need updates) but it would be a nice plus to show how long it’s been since the last minor and major updates.
Maybe also add a standardized spot for possible features with various levels of confidence and ETAs (along with history so it’s easy to see when a feature has been “promised soon” for years). Devs could address common complaints in reviews this way, rather than replying to a few and hoping those are the ones people see, plus the nightmare of updating those replies if things like timeline change.
A good portion of my failures in boss fights are due to getting the boss low and thinking, “I can just spam attack until he’s dead now” and then getting caught by attacks I was avoiding prior to that.
And a decent portion of the ones left after eliminating those ones are due to not being used to the attacks enough to avoid them consistently.
My favorite so far has been Enshrouded. Voxel world that doesn’t look like it’s made of cubes, plus souls like combat (though not nearly the same difficulty).
World PvP was one front. Early on, just winning fights felt good. Then, as I got better, it felt more normal when it was an advantageous matchup for me. But the peak for me was during TBC, I was leveling my rogue and a hunter jumped me as I was mining. This was pretty much a worse case scenario, especially because the hunter was lvl 70 (max at the time) and I was still something like lvl 65. But even at the same level, a) a hunter is a natural counter for a rogue, and b) I was mining so I didn’t even get the stealth advantage.
So there was a lot of dopamine when I ended up getting to finish mining that node and the hunter had to walk back to his corpse after I beat him anyways.
Also a lot of dopamine from finally beating raid bosses that my guild had been stuck on for a long time. Vael in BWL was the peak for that one IIRC.
They meant they wanted a game set during the conjunction of the spheres but didn’t know if witchers were a thing yet at that timeframe in the lore. The wording made it seem like they were talking about your first witcher idea but they were talking about a different alternate timeframe setting they’d like to see.
Exactly. Oh and I also just remembered another angle: their anti-linux stance. They used to make games with native Linux support, but as I understand it, they’ve even removed Linux support from some games that already had it, trying to keep the Microsoft monopoly going. I wonder how much money ms is giving epic for that.
Same reason why a lot of the non-steam handhelds are non-starters for me. And yeah, I can live without games that depend on Windows kernel-level anti-cheat.
My backlog is so full I could keep entertained even if I ignore every single game I don’t currently have in my steam library. Hell, I even ignore some that are there when I realized they have denuvo or something like that after buying and the refund window has already passed when I do notice.
Lol I stayed away because the anticompetitiveness was immediately obvious (they should have opened with the free games but showed their hand early by starting with exclusivity deals), but I’m not surprised it gets even worse.
Yeah, they expressed that they wanted to join the online game store scene and the big feature they were offering to draw in users was… anticompetitive exclusivity deals!
Plus the company killed off the unreal tournament franchise because they didn’t want it to compete with fortnite.
I have no interest in supporting a company that thinks removing options is the best way to get users to use their products.
It’s the same shit that has turned streaming services from great back when it was new to now having content spread across many competing services. I’d rather they competed based on their own platform’s features and advantages than the whole “if you want to watch x, you must use service y”. It’s just a series of mini monopolies.
Does it also include those cutscenes where you have to press a button that pops up on the screen or you have to start the cutscene over again?
I hate those because:
Every console has a different layout for basically the same buttons.
I like cut scenes being little breaks where you just watch and soak it in. At least assuming the character doesn’t make choices I hate or suddenly surrenders because a few enemies point weapons at them (after probably having fought more of those enemies actually using their weapons instead of just threatening it).
If I’ve seen a cutscene already, I’d rather skip it and get back to the good gameplay. Maybe the interaction was intended to reduce that “go away cutscene, you’re boring, I want to get back to the fun stuff” but I don’t find it accomplishes that at all.
It’s not good gameplay. Even if I don’t end up panicking and hitting a wrong button or missing it because I’m not ready to think about where the X button is on this particular controller, it’s not rewarding at all to succeed, other than the “yay, I don’t have to repeat this stupid shit anymore”.
And I especially hate ones that prompt mashing buttons as fast as you can or rotating a stick as fast as you can (and this applies outside of cutscenes, too). I don’t find anything interesting about testing the physical limits of my thumbs and wearing down the buttons or sticks involved faster in the process.
Like the driver for controlling one vendor’s LED lights had a generic PCI FW updater (or something similar) included that it exposed to user space. This meant a) changing the LED colours or parameters required a firmware update rather than the firmware handling input from the system to adjust colours without new code, and b) other software could use this and just change the bus id of the target to update other firmware willy nilly.
It also had to compete for bus time and sending a full firmware update takes more time than a few colour update parameters. Average case might be ok, but it would make worst case scenarios worse, like OS wants to page in from disk 1 while a game needs to read shader code from disk 2 that it needs to immediately send to the GPU but the led controller decides it’s time to switch to the next theme in the list oh and there’s some packets that just came in over the network and the audio buffer is getting low. GPU ends up missing a frame deadline for the display engine and your screen goes black for a second while it re-establishes the connection between GPU and monitor.
With the caveat that there’s a lot of space in which users can do things that even kernel level anti-cheat can’t detect. Like it can’t see what’s going on inside plugged in hardware to know if an attached video capture device and the mouse and keyboard is actually all connected to an embedded system that analyses the video stream and adjusts the actual user input to automatically fire if it detects an enemy that would be hit or to nudge the looking direction a bit so that firing would hit.
I’ve also seen reports of exploits that use the presence of cheat detection combined with other exploits to install cheats on target systems to get their target banned from the game entirely. Which both forces them to deal with a situation they never intended to in the first place (they never tried to cheat), it also gives plausible deniability to actual cheaters who get caught.
One of those cases happened during a live tournament. Dude is playing and all of a sudden can see enemy locations through walls. He knew what was up and left the game to avoid being banned, which makes the tournament itself a bit of a joke.