[-] PenguinTD@lemmy.ca 5 points 9 months ago

Yeah, make it part of the build like FSR3 is better cause whitelist external DLLs doesn't work.(creates entry point to read your game's memory)

[-] PenguinTD@lemmy.ca 5 points 10 months ago

just change if you have said mod.

[-] PenguinTD@lemmy.ca 5 points 1 year ago* (last edited 1 year ago)

Game size are not determine by the size of the map most of the time but the amount of assets you kept inside the shipping build. Usually the size of the files ranked are textures, audios(especially if you support multiple language), cinematic (pre-rendered), animation.

edit: MooseBoys reminds me how much cosmetics we have now in our games.

edit2: If game engine allows artist to paint over game world and save painted virtual textures tiles for location decoration purpose, texture will scale with game map size, see my response below using BG3 as example.

[-] PenguinTD@lemmy.ca 5 points 1 year ago

Yeah, I was rerunning the old game and now in the dlc part, almost done and still like all the more challenging puzzles.

Many of the terminal questions and interaction though is what make you stuck the longest. I know you can save scum if you want to see what other path from you choice, but you can also do that online by checking the wiki for example.

They don't really have real consequences game wise, but make you still think about those questions when you lie on the bed.

[-] PenguinTD@lemmy.ca 5 points 1 year ago* (last edited 1 year ago)

It's actually quite good, IMO, and I am doing a melee/bash run at the moment at the higher difficulty. That's from a player haven't re-run a game in almost a decade.(Last game I did a rerun is Zelda:The Wind Waker HD.) And the devs said they are going to release NG+ later.

Why am I considering it good?

  • no mtx at all
  • very light to no grinding mechanism(unless you are like me doing specialty runs at high difficulty, you don't have to grind at all)
  • the control is pretty tight, reminds me Q3A era control. You can't go crazy speed but you can do that initial strafe run jump thing to speed up quickly.
  • some late game enemy/encounter design is actually not bad. It's annoying/boring if you do the regular FPS peeking/kiting and beat them, but it's actually satisfying if you use the provided mechanisms to do beat the same encounter but more involved.
  • skill tree customization is actually quite interesting when combined with gear selection.
  • enemies design are actually quite fair, there are no "this is BS" enemy types, and the enemy progression is actually pretty gradual no sudden difficulty spikes here and there.

Any cons?

  • some mechanism aren't explained properly in game.
  • if anything I think they are tuned still a bit toward the easier end even on high difficulty. Might be too easy/boring for season FPS player.
  • some spells aren't really that useful to your play style, or have some design oddity that I don't really know it's "true" purpose. ie there is a spell that slows both you and enemy, I felt like wtf when I first acquired that and used it in a group fight.
  • default KBM bind are pretty bad, it's control is more focused for controller/console.
  • back tracking to open chest locked behind ability seems a bit boring
  • there could be maybe a couple more enemy types, I wish there are another 2 creature type enemy and maybe 3 more humanoid types to mix up the battle even more.
  • edit: forgot to mention Denuvo and EA account required.

Now graphics and system requirement. I have a 6800XT and mid range CPU 3900X, I pretty much run the default at 1440p upscale to 2160p and average around 75~85 fps for most part of the game. There are reports and whatever says "this game doesn't look that good compare to other non-UE5 games", why the spec requirement? Well, I guess that's very player specific judgement but unfortunately most people care about the fps number and be able to run all "ultra" with native pixels, instead of actually checking what's the core difference between UE5 vs older gen DX11 game engine results. Games developed with UE5 or modern tech will suffer from initial high spec requirement, but will age much much better later down the road. Some of the in game asset details are really unmatched by whatever I've seen so far even up close.

And, at recent sale price I think it's worth buying if you don't have a side game to play with. edit: I just checked my steam store page, this game isn't even showing.(I purchased on EGS) So probably your game selection matches their suggestion algorithms. I checked:

  • landing page all the feature/recommended "slides"
  • recommended for you
  • top seller
[-] PenguinTD@lemmy.ca 5 points 1 year ago* (last edited 1 year ago)

Have you consider sending your collection of ticket and professional bug reports to Latina and properly get a 2nd job and earn your justified income?

Granted I haven't finished my first run, but locking out contents/dialog/story path is part of the deal in crpg no? (Or, like if you killed some NPC and then later not be able to finish a side quest involving that dead guy is fairly normal.)

[-] PenguinTD@lemmy.ca 5 points 1 year ago

well, they did name it RE Engine but it was developed and used on many other projects as well.

Games made with RE Engine

https://en.wikipedia.org/wiki/RE_Engine

[-] PenguinTD@lemmy.ca 5 points 1 year ago* (last edited 1 year ago)

Not to diss his train of thoughts because it is hard to get money to fund risky projects. What he said is entirely base on the premise that vest majority of games are funded by publisher money, kickstarter or not that's the reality for the longest time.

BUT, the part he is missing is that pitching is very important, the so called "risky" business is a economical/statistical analysis as of late. And you CAN get funding if you propose something that are sound and reasonable. Like today I was surprised that Immortals of Aveum has no microtransactions, even though the gear/resource interface hinted that at one point that's probably considered. So EA, new IP, new engine tech, high spec req everyone spit at, can you come up with a even better counter argument to Rami? The game launched, after checking discord and discussions, consoles seems to run fine and smooth. I meet the 1440p/60fps requirement on PC so I took the plunge bought it this morning. Guess what, it delivered, I only tweaked 2 things, changing boarderless to full screen and disable vsync. Game is running very smooth on 60fps locked even at the big open field scene a youtuber tested yesterday that dips into 40+fps I have no issue at all running at exactly same location he did. (I did change the sensitivity settings on my mouse/in game so I don't feel too dizzy cause there is no mouse smoothing, if your dpi set too high it's actually hard to play. )

Will they be financially successful? I don't know, it's a big gamble for them and EA. But as far as Rami's argument concerned, there is no problem getting funded and stick to your guns as long as you can prove to those doing the internal tests. Believe me, EA game with Denuvo, from dev I didn't heard of, I did my homeworks and then decided to support them and took my risk. This is where I vote with my wallet. It works right after install and I haven't run into bug/crash yet, and I hope this game is successful.

edit: is it fun? I also can't be quite sure yet cause I just got out of tutorial area. But the mechanic is sound, KBM might be a bit odd on how they set the default bindings but you can change those, I did plan to give controller a try later.

[-] PenguinTD@lemmy.ca 5 points 1 year ago

There are actually plenty tutorials, but because of the open exploring aspect, players aren't visiting those tutorial spots that the dev anticipated. They nudge you a bit using the enemy levels, but it should have covered more during the prologue.

[-] PenguinTD@lemmy.ca 5 points 1 year ago

No surprise, even since beta players have said it's gonna bomb if they stick to their planned business model.

[-] PenguinTD@lemmy.ca 5 points 1 year ago

A regular adult human have 600 trillion synapses( connections between neurons ), so to just record index of these edges needs like 4.3 PB(yep petabytes), it's not even counting what they do, just the index(cause 32bit int is not enough.) And, just in case you don't know, toddler have even higher connection count for faster learning until our brain decides that "oh, these connection are not really needed" then disconnect and then save energy consumption. It is really not in our reach yet to simulate a self-aware artificial creature, cause most animals we know that are self-aware have high counts of synapses.

And yes we are attempting those for various reason.

https://www.humanbrainproject.eu/en/brain-simulation/

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PenguinTD

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