@Sanctus@lemmy.world avatar

Sanctus

@Sanctus@lemmy.world

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

Sanctus,
@Sanctus@lemmy.world avatar

Decrease grinds. I want to play the fucken game not do chores. I drop games nowadays as soon as I have to grind. Grinds aren’t fun, they are methods of artificially increasing playtime and engagement. That doesn’t mean hand everything out, it means make the things you do for stuff varied. I didn’t think this would be so hard but over the last 20 years grinds have gotten worse not better. We should be doing away with them in favor of engaging mechanics. Instead everything is more or less the same game with different flavor texts and models. But they all have grinds.

Sanctus,
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I don’t feel like games are designed for the average player anymore. They expect everyone to no-life that shit and be happy. Nah.

Sanctus,
@Sanctus@lemmy.world avatar

A grind is a lapse in content. A grind is a hamster wheel in place of interesting mechanics. To grind is to toil, all in the name of throwing it away next season to start it again. If I’m purchasing entertainment, I expect to be entertained and not simply convinced I am entertained. It is not a problem that it is possible to do in a game, that much is fine if you wish. It is a problem when the developers expect you to grind hours to achieve something. It equates to nothing but a long days work at the long day factory.

Example: AC6: Fires of Rubicon allows you to purchase mech pieces in a shop for credits. These credits are handed out at mission end. You can grind “The Wall” mission in under a minute to recieve a hefty sum. Or you can just play through the story again. Thats fine within the context of the game and I can choose to grind if I want.

Diablo on the other hand expects us to literally restart every 3-4 months and do everything all over again (except the campaign itself). Which in itself is alright cause the “Immortal Realm” exists. But that effectively turns each season into a massive grind. So if you want to participate, you have no choice but to grind. Its just a little upsetting I bought a grinder and not a game.

Sanctus,
@Sanctus@lemmy.world avatar

I haven’t made it to the end. But if its anything like KOTOR 2, its still a great game.

Sanctus,
@Sanctus@lemmy.world avatar

Then continue it right with Witchblade.

In its first week, Immortals of Aveum had a peak count of just 751 players on Steam. (steamdb.info) angielski

After 5 years in development and heavily pushing Unreal Engine 5 technologies, Immortals of Aveum was met with a whopping 751 player peak. For reference, Forspoken was considered a flop but still had over 12,000 players peak total. This may be the biggest flop of the year.

Sanctus,
@Sanctus@lemmy.world avatar

Yeah well, Armored Core 6 just released.

Sanctus,
@Sanctus@lemmy.world avatar

There was another big release, too. I can’t remember what. Final Fantasy?

Competing with established titles requires a lot if marketing.

Sanctus,
@Sanctus@lemmy.world avatar

Damn, necro’d a dead game with a necro

Sanctus,
@Sanctus@lemmy.world avatar

They did that in the last one. This looks like another reboot that has in universe reasons. Which means the old stuff still happened but due to the time stuff its happening again but different

Sanctus,
@Sanctus@lemmy.world avatar

We don’t want game movies. We would rather have new games based on these titles. Like how hard is Jax & Daxter? Make it move like GTA with some dark/light magic thrown in and a little steampunk and its done.

Sanctus,
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Tldr: NPC and Environmental density.

Sanctus,
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We don’t know how their NPCs are built though. The pathing seems to be the same for every NPC that moves, so I bet its baked in somewhere up the inheritance tree. They already use ocular occlusion to take down some of the clutter out of view. The fact is the city probably pushes the limits of the engine in its current state.

Sanctus,
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They’re probably using A*. I don’t really see how you can get more efficient than that.

Sanctus, (edited )
@Sanctus@lemmy.world avatar

Yeah but with how optimal the game is are they really not using waypoints for jobber npcs already? This game runs extremely well. That seems like a hell of an oversight. Thats why i figured the pathfinding was baked in somewhere higher up or something.

Edit: I really don’t think it is pathing. These models have insane LoD. I’m thinking they tuned it since D:OS2 but its the same engine. I bet its just compounding factors of high polygons, environmental effects (the earthquakes) and NPCs just existing in high number on top of that. There is more than double the amount of NPCs inside the city than anywhere else in the game.

Sanctus,
@Sanctus@lemmy.world avatar

Pushing the boundaries of the engine is different than pushing the boundaries of the industry. Maybe it could be the pathfinding. But movement doesn’t necessarily mean its pathfinding. I’m sure transforming all those polygons costs more computationally than pathfinding.

Sanctus,
@Sanctus@lemmy.world avatar

No idea, I’m wondering if they had their camera locked on them. I could see why camera movements would cause it. Either way I hope they fix it too.

Sanctus,
@Sanctus@lemmy.world avatar

John Carmack is a legend, but a fucken douche.

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