@MentalEdge@sopuli.xyz avatar

MentalEdge

@MentalEdge@sopuli.xyz

Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.

Introverted, yet I enjoy discussion to a fault.

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

MentalEdge,
@MentalEdge@sopuli.xyz avatar

Unless they were looking, they wont have seen it. And as far as I know, just the cursor being active sends the “typing” indicator in some apps. When I see it for just a second I just assume someone hovered over the chatbox for a bit.

No-one thinks it’s weird for it to pop up for a second and then go away. Or for it to appear for a good while and still not get you a message. Sometimes I’ll write a first draft of a response right away, then leave it there for hours while I think about it some more, before finalizing it.

It would be smart if chat apps implemented a minimum, where “typing” won’t apper until you’re three words into writing a response or something.

That way it wont go off over nothing. It’s still useful, it lets you/them know whether you’re getting/giving an immediate response, so you/they know whether the conversion is continuing right away, or later.

MentalEdge,
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https://sopuli.xyz/pictrs/image/adedbe0f-ed46-488b-a3a3-c41d260bfe95.webp

In case you’re wondering, the graph looks like this. There have currently been 16k new signatures today. The required pace to make it would be 10k a day. Yesterday the count increased by about 30k signatures.

TL;DR Keep spreading this to people you know, and keep signing. It’s working.

MentalEdge, (edited )
@MentalEdge@sopuli.xyz avatar

I… What?

Botting something like a citizens initiative, where every signature WILL get scrutinized by government would be seriously stupid. Or are you saying commenters like me are bots?

Is it really that hard for you to imagine the possibility… that people care?

Or are just not aware of the chain of youtubers doing a call to arms on this, getting millions of views, completely explaining the signature spike?

MentalEdge, (edited )
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Right. Because caring about A means you can’t care about B. If you support legislation, you must be boycoting nothing, because no-one in the history of existence has ever done both.

You’re claiming mutual exclusivity where none exists.

You sound more like you’re scared of the implications of this passing, because you’d have us voting with out wallets rather than… actually voting. Nevermind that even games not worth buying should still also be preserved.

Pre-orders, micro-transactions and battle-passes are still a thing, no matter how much we’ve shouted about “big company bad”. This type of crap isn’t something we solve by any one method alone.

And you don’t need to engage with youtube or any other social media, to accept that the phenomenon they enable, occur. To dismiss that reality would be idiotic delusion.

Millions of views is a lot, when all you need to get started, is one of those millions to sign a petition.

MentalEdge,
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I don’t actually think you can call it that.

I’m pretty sure they’ve spent every cent, considering how much they have in fact produced.

The part that boggles me to this day, is that they spend the money on making a litany of insanely high quality assets and features, with seemingly no plan for how they’ll fit together.

And then they proceed to spend even more money, and time, on trying to fit it all together into something that functions like a complete system.

And that’s before you discuss their obsession with “realism”. What there is to play, is marred with balancing issues. Better ships are just… Better. Because they insist on weapons and ships functioning “logically” within the game universe, rather than in whatever way is the most fun.

Fighters beat bigger ships because equipping the same weapons, a fighter can hit every shot it takes at a slow moving giant. Meanwhile the travel-time of weapons make the fighter completely unkillable for the big ship, because the fighter can land shots from a range where its own speed allows it to dodge literally everything the big ship might send its way.

They’ve been buffing the shields and ammo counts on bigger ships, but all that does is make the fight last longer.

The project is real, but it’s a mismanaged catastrophe.

Baldur’s Gate 4 may happen eventually, but not with Larian Studios (www.polygon.com) angielski

It also seems as though plans for a sequel to Baldur’s Gate 3 are in the early stages already. Speaking to PC Gamer, Eugene Evans, the senior vice president of digital strategy and licensing for WotC and Hasbro, said the company has already started conversations about what the next Baldur’s Gate game will look like and how...

MentalEdge,
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They don’t.

That’s why Hasbro can’t just make another BG game, Larian isn’t willing.

So now they’re looking to make it anyway. Without Larian, or even the people at Hasbro that Larian worked with.

MentalEdge,
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Yup.

Unless they just take the IP, and assets they’ve made, and use that to make something else, Marathon is likely DOA.

If by the time it comes out it even whiffs of a live service long-term nickle-and-diming, people will dismiss it.

MentalEdge,
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I for one am happy they didn’t twist the original game into the bullshit that bedrock edition has become.

MentalEdge,
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Yes, since most games are simply unrated.

But the “playable” rating does not require full steamdeck support, it just means the game runs. A “verified” rating means a game is a fully seamless experience on the deck.

MentalEdge,
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They do, though?

There is a “shared/splitscreen co-op” filter option.

https://sopuli.xyz/pictrs/image/e15a2c53-e374-4e61-99ca-b769146fd423.webp

Combine that with a controller support filter.

MentalEdge,
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Do you know about co-optimus.com? Is that the “third party” you mentioned?

I don’t know of anything better. Setting your filter and sorting by user rating is pretty effective. Aside from that I sort by release date and check back every now and then.

MentalEdge,
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It is.

Both me and a friend I played with did so on linux. No extra fixes, just install and play.

MentalEdge,
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Played this too on the weekend, aside from clearly unfinished stuff, I was thoroughly impressed.

They even thought of solo/two player cases, with a robot crewmember that helps out with more stuff the fewer human players are on-board.

A whoo boy, the sound design is delicious. The first person guns, the ship weapons and engines both when flying/using them, and hearing them when running around the ship. The jumpdrive. The MUSIC.

The team is clearly pouring their souls into the game and it shows. The vibes are excellent.

MentalEdge,
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With a duo, if the second player is walking around the ship/not aboard, Buddy will man the guns. If the second player is manning the guns, it will reload the guns (even crafting the required supplies when doing so). It does not seem like it will put out fires, or do repairs.

In solo, he will use the sensors, he will man the guns, perform repairs, empty the materia collectors, accompany you on space walks, carry items back to the ship for you… Basically a ton of stuff.

What I was really impressed with is that Buddy still helps out in a duo. We would have been in trouble otherwise. Keeping the ship together during a big fight is a full-time task, so when a fire starts up, mines grab onto the hull, or repairs become necessary, the second player can hop off the guns and Buddy will take over while you put out fires, fight off boarders, etc. It’s great.

And reloading the guns just means a duo can keep fighting as long as nothing is going wrong with the ship.

Essentially, you get to do the fun and chaotic parts, while Buddy picks up any slack when too many things need doing at the same time.

MentalEdge,
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Sad to see.

It makes sense though. Xbox games don’t have the bult-in configurability to run at lower settings and resolutions. So to run all the Xbox games, they’d all have needed an update to add a “handheld mode”.

It’s not like the backwards compatibility, where you are running previous games on more powerful hardware.

MentalEdge, (edited )
@MentalEdge@sopuli.xyz avatar

I’m down. Recent RE games have been a very fun time.

The more time passes the more 5 and 6 begin to seem like temporary missteps.

MentalEdge,
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Oh we did the same.

5 and 6 are a BLAST with a buddy. Throughout 5, we kept randomly asking each other, “oh hey, this is a horror game, right” as the latest ridiculous action bullshit was happening on-screen, and laughing our asses off.

In 6 in particular, in Ada’s campaign, she is alone… But since everything had to support co-op, for her missions a character called “agent” shows up. He’s just a faceless soldier for player 2 to play as, and every time he disappeared for the duration of a cutscene, and re-appeared for gamplay, it absolutely destroyed us.

Stuff like Ada clearly going through a door, alone, but then him somehow showing up on the other side the second the animation is over, happens CONSTANTLY.

We had this whole head-canon about how he’s an Ada simp that’s always there, just out of frame, and invisible to all the characters. A mysterius man even more unexplained than Ada.

They’re absolutely atrocious RE games, but some of the best fun you can have with a friend.

MentalEdge,
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Hell yeah!

MentalEdge,
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It’s especially funny in RE6, because it contrasts with how all the other campaigns had playable, in-universe, part-of-the-story characters for player 2 to control. To the point that playing single player they’re still there as dumb NPCs.

And then when Ada is supposed to be solo, everything feels funnier with the bolted-on co-op.

MentalEdge,
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Not a lot. Even when it isn’t a flatpak windows software running on linux won’t be able to interact with the system anywhere near as much as on windows.

They’ll be able to tell it’s linux, though.

MentalEdge,
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I’m sorry, but Battleborn was brilliant. Deadlock is the first game to re-capture (and expand on) the mix of mechanics Battleborn put together.

Didn’t stop Gearbox from shutting it down so that no-one who bought it could ever play again. Not even the story campaign.

MentalEdge,
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I strongly disagree on their roguelite “bug” being something they need to drop.

Bastion didn’t land for me, so I didn’t play it, but Transistor would have shined as a roguelite. Its combat system is far too complex, and has potential for so much more, than what can be explored in one or two playthroughs.

The same goes for Cloudbank as a narrative setting.

Transistor, but with Hades’ gameplay loop and storytelling style would be insane. It already felt like a roguelite, but without a gameplay or narrative reason to go in for multiple runs.

Supergiant hasn’t cought a roguelite bug… They’ve found the perfect narrative and game format to match the gameplay systems and worlds they like to create.

MentalEdge,
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Helldivers is still blocked for those countries. They just dropped the PSN requirement.

MentalEdge,
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They are countries that do not have PSN access. As Sony wants to make PSN accounts mandatory on PC, they got in hot water for selling their games in countries where you can’t legally even have a PSN account.

In response, they blocked sales in all those countries.

MentalEdge,
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I don’t entirely agree.

Say what you will about what it did with the characters, but Sly 4 took the level design and art to new heights, and that was thanks to modern advancements in graphics.

Rift Apart does the same for Ratchet and Clank.

MentalEdge,
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Ok?

I’m saying is that modern game engines and rendering tech allow a lot of the things that are good about these games to be turned up to eleven, both in terms of gameplay and art.

MentalEdge,
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Sure they do. Just not often enough.

MentalEdge,
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I like the remakes, but I really wish Squenix would just stop making things weird.

Whenever they get a taste of success they immediately blow up the budget, overspend, and then blame the market for not showing interest to match.

MentalEdge,
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I’m referring to Squenix’s habit of overspending on a franchise the moment it gets traction, and then not selling enough games to recoup cost, because there was never that much demand to begin with.

If they make money on this cross-over, then ok. But as someone with zero interest in MtG, but plenty in the new Final Fantasy games, this just feels like yet another expensive marketing stunt that will not get an actual return.

They lost money on Tomb Raider and Deus Ex, because they couldn’t stop themselves spending almost as much on marketing as they did development, expecting a fan base orders of magnitude larger to materialize out of thin air.

And then, instead of reducing scope to match the number of fans and thereby sales they could actually expect, they just axed the franchises.

MentalEdge,
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Sure, but if they keep trying to go bigger, they WILL hit a ceiling. And they have yet to show a willingness to go smaller with a subsequent project when one ends up too big to pay for itself.

Squenix does not seem to know how to match a budget to the size of the market that actually exists, and only ever goes smaller in scope when something is a “side project” adjacent to a main product.

And the signs that they are finally starting to make the same mistake with FF are beginning to show.

Intergrade was not as big as main FF installments, but it was well received by a lot of players. As a result they immediately scaled up Rebirth to be as big, or bigger, than anything they’ve done. And lo and behold, players coming from Intergrade love it, but it didn’t magically mean a bunch more people bought it.

MentalEdge,
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This is a huge reason I never even considered getting into Destiny after the fact.

I literally can’t play it from the beginning.

It’s like if new players who wanted to get into Mass Effect, had to start with ME2, because the first game had been purged from the face of the earth, for no-one to ever play again.

MentalEdge,
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Anyone able to comment on Valorant?

MentalEdge,
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I swear, some of the best titanfall 2 matches I ever played were on northstar cusrom servers.

MentalEdge, (edited )
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I also think it’s an impossible problem to solve.

The same player isn’t going to perform identically every session, and accounting for every possible weapon or character/class they might play, potential synergies with teammates, or potential advantages/disadvantages in matchups against any given opponents…

It all makes for a literally infinite number of variables, all of which must be accounted for.

The correct way to get interesting matches, imo, is to make it semi-random, and not try to have all the players on both teams be exactly the same skill level. Rather, put players on both teams from a range of estimated skill levels. This way both teams have weaker links for the other team to potentially exploit, and both teams have strong players which will try to stop that.

Instead, the system should just enforce common sense stuff, like not pitting someone who is literally playing for the very first time, against a team with someone who is 2000 hours in, and hence might straight up deny the new guy a chance to play at all.

I should know. I literally wrote THE team balancer for titanfall 2 community servers. For a time it even used the Tone online database of player stats, to know how to balance players that had never played on a given server before.

I was genuinely shocked how good the resulting games were. All I did was take the completely random players that decide to join a server, and simply figured out a slightly smarter way than other balancer scripts at the time, to divide them into two teams that are close enough to equal.

MentalEdge,
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If you play enough, pure random chance will eventually get you a game that feels like a fair fight.

But quite often, video game matchmaking systems will fail to accurately estimate player skill correctly, creating teams where one will utterly demolish the other.

MentalEdge, (edited )
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Surprisingly, that somehow makes for far more enjoyable and friendly competition.

Go figure.

MentalEdge, (edited )
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Personally, I think it’s about how impresonal modern matchmaking is.

You’re only ever playing against “enemies” and “enemies” should be “hated with the hot passion of a burning sun”. And if you lose, you’re never at fault, because your teammates sabotaged you!

People don’t have to maintain cordial relationships, because they will never meet their teammates or opponents again.

Compare that to stuff that works using servers, where each team is made up of the same pool of people from one round to the next. People actually make friends with each other, friend or foe, and have more fun as a result.

MentalEdge,
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Not so much a counterpoint. It’s actually a factor that I’ve thought about too, and I think it adds to the problem.

In one of my other comments here, I talk about how it’s an impossible problem, and how I’d solve it by not trying to find a bunch of players of the exact same skill level to begin with. You go for roughly even teams, not precisely even players.

If you have 10 people at almost the same skill level, the tiniest difference in ability gets massively magnified, because that’s the only deciding factor that’s left.

MentalEdge,
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Yeah but I’m explaining the meme, not writing an essay like I was in the other conment.

MentalEdge,
@MentalEdge@sopuli.xyz avatar

The only kernel of truth required is that most people have experienced completely unfair matches, and attribute that to the shortcomings of modern skill-based matchmaking.

What exactly the mechanics behind those shortcomings are, matters little.

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