gila

@gila@lemm.ee

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

gila,

Game pass numbers stalled out because Microsoft stalled out on adding blockbuster games since Starfield, which was poorly received. Check the numbers once the new CoD, S.T.A.L.K.E.R., ARK, Indiana Jones all get added towards the end of the year. CoD in particular will likely show the reports about them reaching full saturation to be false

gila,

Everyone is better off without game pass (though MS have had the capability to do it for a long time before they launched it, and that infrastructure was largely just going to waste). IMO it doesn’t change that the millions that show up to buy CoD every year will be direct marketed game pass as a way to get it for $20 instead of $70 and that will be highly successful

gila,

Metroid Prime series are more “action games” than FPS’ per se, but they are must-plays if you haven’t, & might scratch that itch. There’s a switch remaster of the first game, none yet for Prime 2 or 3 but it’s likely they’ll come out leading up to the release of the recently-announced Prime 4

gila,

Moving a joystick is fundamentally different to moving a mouse. With a joystick there is a spring constantly acting to center it - no equivalent force when using a mouse. So you need to get a feel for estimating that force and accurately counteracting it in various gameplay scenarios. That’s a completely different “muscle” to have a memory of vs. using a mouse I think

Also, modern controller joysticks generally are not great. Most have medium to large deadzones in the center by default. I’d recommend reducing them for more responsiveness. It comes with the tradeoff of being more susceptible to stick drift. But that isn’t something you should be afraid of. It’s a physical impossibility for their design to not wear over time. I’d recommend recalibrating and adjusting settings regularly. At the end of the day, replacing joystick modules only requires screws (no soldering) so it’s cheap and relatively easy.

If you’re really serious you could get some hall effect joystick modules. That way you wouldn’t need to recalibrate often and could keep a consistently small deadzone setting without encountering drift. i.e. default settings from like dualshock 2, when stick drift was just as apparent but people hadn’t gone crazy over it yet.

Minecraft would be fine for learning fps movement in a relaxed setting.

gila,

It can become surprisingly complicated with axial deadzone settings, but that’s not really important to understand. The simple concept is it’s the zone in which the stick is moved but no change in movement is registered in-game. The complication that is added is mostly related to more precise calculation of where that zone is

gila,

Lol that one razer essential mouse with lights on it goes for under $20 sometimes and is genuinely as performant as a gaming mouse 5x the price tho. Probably the one component I’d most commonly recommend for someone planning a new build just due to insane value/$

gila,

Are they playing on console? A lot of those times the problems just aren’t equally represented, like when Wild Hearts came out and ended up with Mixed reception although buying on console I simply didn’t have the performance problems and enjoyed the game as a unique take on MH gameplay

The fast pace certainly comes from console subscriptions and trying to eke out as much value from Game Pass or PS+ Extra, on both the consumer and publisher sides. If I’m regularly paying for it, I’m gonna keep looking for new value in it, and conversely MS and Sony will look to keep adding value to it at a consistent rate. It’s simply far too much income to not throw everything at the wall to prevent it stagnating

gila,

I think they meant the original versions of 1&2, because they are fixed-perspective, which for most people is just inferior. Whether you have nostalgia for those stories or not, almost everyone playing them are playing the Kiwami versions (which is also one of the main arguments many people give for why Yakuza 3 doesn’t need the Kiwami treatment).

gila,

I don’t mind the way the actual trailer was done, but I’d definitely have preferred to see actual gameplay given they gave a release window. It telegraphs a rushed release, because if it was feature-complete they’d show gameplay

gila, (edited )

Of course, a delay is preferable to a rushed launch. Cyberpunk showed we can have both, though. I’m just pushing back on this new idea that in-engine footage is a substitute for gameplay. While we’re deducing stuff based on the lack of gameplay, the game not being feature complete would mean that whatever is possible in-engine is irrelevant anyway. The whole later step of scaling and optimising to the platforms they’re releasing on hasn’t happened yet


The launch window being so critical is the same reason why they should just say “coming soon”, or announce an announcement or something for a trailer like this, in my opinion. That way the first public release about the game doesn’t immediately set the tone that starts heaping pressure on the dev team. Keep in mind that tone was already set by leaks.

gila,

I’m sure some will, the result will still be as intended though: a higher Metacritic score

gila,

Wait, but they already launched it without Denuvo. So pirates can easily crack the launch version without it, and only paying customers need to deal with the antipiracy bullshit? Nice, they took a pro-piracy hyperbole and made it actually real.

gila,

Eh, I only meant hyperbole in terms of antipiracy affecting the pirates that had to figure out how to crack it. As a broad gesture at the fact piracy (consumption) depends on piracy (effort) to work

gila,

You’re right, according to Ubi the update on PC was ‘included in the 41.6 GB game files ahead of Oct 5’. It was a prerelease patch, not day 1.

Nice of Epic to start directly exploiting the lack of PC physical media around the same time people are talking about getting rid of disc drives on consoles.

gila,

I think the primary method of PC sales for this game is on the Epic Game Store. Yeah I neglected to consider it’s also available from Ubisoft+ or whatever but also does anyone actually use that

Epic Game Store also doesn’t have any preloading, meaning they had all the opportunity to deploy Denuvo pre-launch but post-embargo without having preloads as a loose end.

gila,

I’m curious if you feel the same way watching movies? It’s not as if Idris Elba’s live-action movie roles depict “reality”. What is it about the presence of a real actor which breaks your immersion in games but not movies, or do you just feel similarly about both?

gila,

This would make sense if Unity increased their fees, but it doesn’t make sense to invent a new revenue stream based on a metric you can’t even accurately measure. That’s profit-seeking.

gila,

Why can’t they remain solvent by adjusting their fee schedule though? It’s the same boilerplate terms other engines seem to make ends meet with. There are many different ways to correct course in the scenario presented, but the action taken doesn’t suggest that’s the scenario they’re in. Corporate profit-seeking is the primary driver of the inflation in the global economy - I think the above commenter has put the cart before the horse.

gila,

Without providing any basis for their charges, and without a way for devs to independently validate them, I can’t see how the charges could even be considered valid legally, let alone pull them out of insolvency. A dev fee per fingerprinted installation doesn’t have any precedent in the SaaS space to my knowledge. I don’t think it would be illegal for an IPO to do this if it was truly meant to increase longterm profitability - e.g. price speculation that’s happened today could similarly happen for any reason at any time on any stock. But the point is it won’t work without a monopoly they don’t have - they’ll have to go back on it (at least with regard to games already released), or end up in costly litigation

gila,

It’s not really an intricacy of IP law though, it’s kinda one step away from a contract saying “I get to write a blank cheque from you to me. Don’t worry, I’ll put in the right amount you owe, and if you don’t think I did just tell me and we can talk about it. I reserve the right to say no though”

To legally charge the dev, an invoice has to be raised. That’s a legal document, there’s an item on it, a quantity, and a price. If the details of the invoice cannot be verified by either party, it is invalid. About as fundamental a principle in contract law as you can get, I imagine.

The way it’s different to reddit is that Unity wants to charge per installation on unique hardware. That is, if you buy a license for the game, and install it on your PC as well as your Steam deck, then the devs need to pay 2x install fees.

gila,

And I’m going a step further to say that’s not actually a defensible argument. The distribution is a distribution of game licenses with associated terms, and those terms don’t dictate a limit to the consumer on the number of installations on hardware they own for private/non-commercial purposes. For Unity to argue additional installations per license represent lost value is an argument against the terms of the licenses, not the terms of their arrangements with devs.

Lost revenue obviously isn’t the reason for it, anyway. It’s almost certainly due to technical limitations of their data collection method resulting in them not being able to associate unique installations with their associated license. So the reason devs must accept a degree of inaccuracy that inherently favours Unity is that it would be illegal for Unity to be accurate.

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