monk

@monk@lemmy.world

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

monk,

They informed customers so they can make their own decision. I have hardware that allows me to play the game.

I’m playing a developed, finished game. If you don’t have hardware that can run it, then wait until it’s fixed.

They were open and honest, and I’m not sure why you’re so angry with that

monk,

Keep down voting me, but I bet I’m the only one in this thread that’s actually played the game.

What part of it is unfinished? Also, it’s on game pass, so I paid nothing, and am playing a sequel to a game I love and spent 100s of hours on. Real evil ploy here.

I’m accepting it because I’ve played another dozen hours of a game I enjoy. CO spent 8 years updating the first game and I expect no less. Paradox isn’t some evil publisher, have you even played anything they’ve released?

monk,

Lol Artefact. I did forget about that

monk,

Agreed. It’s a solid game that just gets boring. I enjoyed the campaign and the co-op play. I liked the variety of play of the classes.

But since the launch they’ve just made the game boring. The first big patch just nerfed every build. It’s not a competitive game - they just decided you should have less fun I guess.

Gems are super boring - instead of being excited for them to drop, inactively ignore them. And the first seasons only mechanic is… fancy gems.

The towns are designed to make you run around a ton. The mount mechanics are actively hostile (maps have areas where you need to dismount to progress, then there’s a 10s cool down before you can mount again). Inventory management kinda sucks. The whole loot management part of the game is kinda flat and that’s a major component of this series.

It’s weird because this was the smoothest launch of a Diablo and the game felt feature rich as you leveled. But the end game is so fucking boring. They have so many things in D3 they could have just copied but instead we’ll end up with yet another patch of nerfs in a single player game.

monk,

This is nowhere near reality.

Even if you could just “translate” code from one language to another, that ignores asset pipelines, asset store libraries, and all the build pipelines that allow you to ship cross-platform.

You also need to now train your entire dev team on a new tech stack.

Switching engines is an enormous effort

monk,

AAA studios were used to having local build farms, in-person build-review sessions, and testers being in the same physical space so engineers could see what’s going on. They have collections of unreleased hardware that need to be distributed and secured.

It’s not simple to completely overhaul a setup like that and go full remote. You’re moving 100s of GB a day to each dev and trying to change every one of your processes.

Every AAA engineer I know complained about how how slow everything was remote. Studios are figuring that shit out now, but I don’t think “hurr durr Todd Howard old” is really accurate or adding anything to the conversation here

monk,

Yes.

But there’s also a demo that lets you play the first few hours and it’ll quickly let you know whether it’s for you or not

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • Spoleczenstwo
  • niusy
  • giereczkowo
  • Pozytywnie
  • Blogi
  • sport
  • lieratura
  • esport
  • Cyfryzacja
  • rowery
  • kino
  • muzyka
  • LGBTQIAP
  • opowiadania
  • slask
  • Psychologia
  • motoryzacja
  • turystyka
  • MiddleEast
  • krakow
  • fediversum
  • zebynieucieklo
  • test1
  • Archiwum
  • FromSilesiaToPolesia
  • NomadOffgrid
  • m0biTech
  • goranko
  • Wszystkie magazyny