I mean this is FSR upscaling that I’m referring to. I did several comparisons and determined that it looked significantly better to upscaling using FSR from 2K -> 4k than it did to run at 2k.
Hunt has other ghosting issues but they’re related to CryEngine’s fake ray tracing technology (unrelated to the Nvidia/AMD ray tracing) and they happen without any upscaling applied.
Eh I’m pretty happy with the upscaling. I did several tests and upscaling won out for me personally as a happy middle ground to render Hunt Showdown at 4k vs running at 2k with great FPA and no upscaling or 4k with no upscaling but bad FPS.
I’m in like the opposite camp… But I’ve never been able to get past the initial learning curve of the game. Something has never clicked with this one for me
People blame the sunsetting decision, but most people stuck around. Honestly I don’t think the stuff they sunset was all that good. The original planet designs were feeling tired. They have brought missions back as well… But it’s been too long since I played to remember exactly how they brought them back.
The actual issue in my mind is they’ve decided making things hard means giving it a lot of health and make it take almost all of yours in one hit. So the only things that are viable are people’s cracked builds.
Basically without a full team of good shooter players, even easy mode dungeons are out of reach. Things just do so much damage and have so much health, it’s just not fun. Everything feels like a slog unless you go look up a cracked build someone made.
Actually, not everything feels like a slog. The content that doesn’t, everything just dies without any challenge.
So the options to play are roughly:
comically easy
this will take forever
this will take forever + 1 and hit like a truck
this will take forever + 2 and you instantly die
With some content having only the last 3 options.
They added some new enemy types recently, but it just hasn’t been enough to really make the game feel refreshed. Like, Remnant II showed how to do this well, different enemies, different ways that they attack you, different ways to ideally kill the enemy (i.e. lots of weak spot variety), lots of different attacks for the bosses (and death is a matter of avoiding the attacks not being in a 12 hour fight), every bullet takes a significant chunk of their health bar, etc
The locations have also felt a bit underwhelming, but that would be okay if the fights felt challenging and rewarding … not just like various reskins of the same enemies with either no or way too much health.
Brighter Shores! It’s a new game by Andrew Gower on his new game engine (just came out last month).
It’s a point and click game similar to RuneScape that’s mostly a second screen game. It’s in early access and a lot will probably change in the coming months based on feedback (they’ve already confirmed they’re rethinking some of their combat design and adding action queuing).
Unlike RuneScape it’s been designed out of the gate to provide people with a way to engage without sinking a ton of time. You can do fully offline training in this game, so you can be gaining XP while you sleep.
The game runs like a dream, has a very well done sound track, tastefully simplistic graphics, and just generally is a cozy/feel good MMO with light humor and puns.
No micro transactions, generous amount of free to play content, and a $6/mo subscription for all content.
I mean, fishing is more comparable to mining in RS2, there are other skills (typically refinement oriented skills) that have more down time between clicks.
Combat I definitely feel needs refinement. Though, I actually do like the fact that combat is not “I have a bow and I’m shooting something 1 tile in front of me and/or safe spotting.”
The skills are only trained in one area, but they have interactions across areas. You use resources gathered in the forest in town and in the mines. The weapons you make in the mines can be tuned to any other location (etc…)
A lot of this is to solve the long time MMO issue of “new content is released but it’s only for high level players and long time layers in general have a ton of advantages in the new area.”