huginn

@huginn@feddit.it

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

huginn,

Get in the closed alpha/beta and play. It’s a ton of fun.

huginn,

Absinthe is ~82 calories per fluid ounce and a 70CL bottle is 23 fluid ounces so an entire 70CL bottle is about 1900 calories.

huginn,

Fan base isn’t regressing - there’s just an increasingly polarized contingent that won’t stop wailing about every snub.

Overall the gaming fan base is growing because of this embracing of diversity.

huginn,

What review page are you talking about??

I went to check out the reviews and all I see is people complaining about Sony blocking out so many countries. I don’t see a single “woke” complaint.

Are you sure you’re not just hearing that people have complained and then assuming they actually did?

huginn,

I wonder how many of them are just bots tbh

Cause the game is pretty inherently political. The setting is a farcical fascist govt…

huginn,

"I want to make a movie so painfully obvious in its satire that everyone who understands it lives in perpetual psychological torment inflicted on them by all the people who don’t."

  • Paul Verhoeven, director of Starship Troopers

The movie makes it clear that:

  1. The bugs were responding to human colonization
  2. Humans fired the first shots
  3. The government is lying to everyone claiming the bugs are mindless. They overjoyed shouts of the soldiers when they learn the opposite is true - is only because they learn that the bugs are terrified.
  4. The endless over the top propaganda is supposed to be a pretty fuckin heavy clue that it’s a fascist state.
huginn,

Which he’s still working on.

People can do 2 things.

huginn,

They specifically said “not moving forward”. Seems pretty clear and concise. No PSN requirement.

huginn,

They won’t be back - they’re not leaving.

But that phrase also seems like pretty normal rationalizing in an apology.

If I had to bet it was mostly steam issuing refunds and pulling the game in more than 100 countries that changed their mind.

huginn,

It’s easy to just handwaive and say “Server side will fix it” but here’s a major issue:

You have to render people in before they appear. How do you do that without the client knowing where people are?

huginn,

You constantly have to render people in when they can’t be seen but will soon be seen. Which also means instead of keeping track of just locations the server needs to render the scene in sufficient detail as to determine sightlines.

Usually games just do this by sending info to clients of where everyone is and letting the clients render people in when the client determines that the sightline isn’t interrupted.

Some games will just not send the positions until they’re within a certain range of each other, but I’m a realistic game like tark you’d need several kilometers of info in case someone scoped in.

If you don’t do this correctly it leads to characters popping into existence from thin air

huginn,

You need to account for every gap in the wall, nook and cranny and peephole for these sightlines. You’d have to bake so much detail into every calculation server side that it would effectively be rendering the entire map to host a single game.

huginn,

Your suggesting the server maintain a real time render for every single player and somehow manage to get the data back to them in less than 17ms so that they don’t have empty frames that suddenly become people?

Because that’s a ludicrous requirement in terms of latency (ping is totally reasonable at any value under 100ms) and server capacity.

Because your solution sounds like it would cause popping constantly and be a major burden on the server, which is already the largest overhead on a released game.

huginn,

You want a server to determine if a player should be visible (ie render each player’s perspective) and then get that back to them right before someone walks around the corner? With latency you’d need to render people in at least 200ms before they appear… Which is still plenty of time for a hacker to flick to them and kill them.

huginn,

You do see why that’s a serious issue right? Before the Server did nothing more than maintain a list of x,y,z coordinates of player positions. Now it’s rendering the entire game space and doing 3d calculations.

That’s several orders of magnitude more complex and costly.

huginn,

My point was that you’re multiplying server costs several times to do that complex rendering and still not solving the problem.

huginn,

But then you’re adding extra latency to all visual calculations.

Your client needs to know if something is visible within the framerate of their PC.

You cannot do that fast enough.

huginn,

There’s no way in hell you’ll ever get a game company to agree to that. You’re talking 100x the expense of running a server at a minimum.

huginn,

You cannot break the speed of light with computational effort.

You’re saying that you want to have a round trip from client to server and back happen in-between frames.

You cannot do that. Period. You will not ever have latencies that low.

Even if you frame lock it at 60fps that means you’re calculating views, sending the data up the tube, checking it on the server, responding back with all the data about the new character that should appear and then rendering the new guy within 17ms.

That is physically impossible.

huginn,

So you’re going to take all the places a character could be in the next 200ms, do Ray casting on all of them and send that data to the server to check every 17ms?

While the server also does that for 15 other players at the same time.

Do you know what algorithmic complexity is? Big O notation? If so - that’s a n³ * 15m³ problem space that you’re expanding out across 200ms every 17ms, where n is player locations possible in x/y/z and m is the other players locations. Physics collisions are usually the biggest drain on a computer’s cycles in game and in the worst case that’s n² complexity.

You’re talking insanely taxing here.

huginn,

I’m just baffled by the idea. No need to defend it though, this is all arbitrary anyways. It’s not like anyone is going to do this.

huginn,

Based on reviews I’ve read there are some issues but it’s a small dev team (1 man shop iirc) and it’s the best medieval city builder since Banished according to reviews.

huginn,

The fact that DMCA requests don’t have to be signed with an asymmetric key that lets you validate the company that sent it was actually behind the request is some of the dumbest shit.

We’ve known how to use certs online forever. Certainly well before the DMCA. Why the fuck wasn’t that a provision?

Oh right because our politicians are tech illiterate apes.

huginn,

The genre can be called “rogue like deck builder” all you want, we all know what it really is: “Spirelike”

huginn,

Right but Rogue isn’t much like modern Roguelikes either. It’s still the genre.

huginn,

Rogue was the start of the genre - games that came after we’re always measured against it.

Rogue was a dungeon crawler - a type of game that had been done plenty of times before. Starting over on death had also been done.

But it became genre defining by being the best at both.

Spire I’d say is similar. It is genre defining because the combination of gameplay elements was so perfectly executed that it will become the measuring stick against which all roguelike deck builders will be measured. So Spirelike fits, I think.

huginn,

Soulslike and Metroidvania spring to mind.

As games become more and more complex these kind of genre defining sets will become more common I think.

huginn,

Didn’t we start this chain by saying this genre needs it’s own name?

huginn,

Sorry I interpreted

I really think it deserves its own genre.

As a statement calling for a genre with it’s own name.

huginn,

Slay the Spire 2 is amazing news and the best possible outcome for the original.

They’ve gone off unity. STS is one of the more popular indie games and now it has full Godot implementation. It’s huge for the foss community. It’s huge for MegaCrit, the fully indie studio with no investors to answer to.

Very excited for sts2

huginn,

New character(s) and new engine - they dropped Unity for Godot.

huginn,

til - but still stands that they dropped Unity for Godot: a huge win.

huginn,

I wish they had links to the full res in the article. Annoying to have a “stunning image” but it’s only a 1080x1080 jpg

huginn,

yOu CaNt BuY a Pc WiTh CoNsOlE sPeCs FoR cOnSoLe PrIcEs

Really? Are you factoring in the $120/yr for 5 years just to play games over the life of your Xbox?

andrew, do games angielski
@andrew@andrew.masto.host avatar
huginn,

Given the comments last week assuring people that Xbox was still going to make consoles, my money is on a streaming only console with no local games.

Online access required 24x7

huginn,

Between my partner and I we’ve spent 850 hours playing BG3 since October.

That’s more than basically any other “live service” or subscription based game I’ve ever played, especially for the time period.

Phenomenal game that made the team fabulous amounts of money and won awards while all the consumers left happy.

Definitely raises the bar for AAA

huginn, (edited )

Minthy makes you climb a mountain of corpses first ❤️

huginn,

Laid Off = Employee did nothing wrong

Fired = Employee did something wrong (according to the company)

There’s a legal difference. Never say you were fired if you can avoid it.

huginn,

I think it’s a wet turd at least in part because they went through so much bullshit.

huginn,

The email describes a hostile takeover: buy enough stock to own the board then pressure the company to sell.

huginn,

Anyone do online co-op as opposed to couch? I’m looking into grabbing it for online co-op but it sounds like there are some co-op pain points. Are they split screen only?

huginn,

Not free but without micro transaction: slay the spire is killer

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