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Posts by DrywallDreams

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • September 13, 2016 at 1:43 AM
    Quote from Jetsetlemming

    Just now, Jetsetlemming said: Really, the proper solution is to kill the exploitable problem in the first place. I don't have the kind of hitbox issues in any other game I play. I dunno if Source 2 fixes them by using more reliable bounding boxes or something, but I hope so. Some of the historical stuff Valve's still invested in is good, like BSP, but some areas other companies have made a lot of legit progress in, like online systems.

    There is no exploitable problem, though. The issue with hitboxes/hitcapsules in the current live version of the game is that player's angles don't update properly when a player is stationary, there isn't any bug with crouching.

  • Battlefield 1

    • DrywallDreams
    • September 1, 2016 at 5:51 AM

    Despite being based on WWI, this game manages to be the exact same as every BF game before it, you run for a minute, then get shot by someone about a mile away that you couldn't see. I managed to spawn without weapons on one server, which was cool considering that DICE has now put out 5 or 6 battlefield games on this engine.

    Oh what the fuck, if you set "Resolution Scale" to 100%, it renders at 2x your actual resolution. I can't tell, but 0% seems like it's below 0.5x. That's not how percentages fucking work

    EDIT: also why the fuck does it take 30 seconds to close after pressing alt-f4?

  • Deus Ex: Mankind Divided

    • DrywallDreams
    • August 29, 2016 at 4:46 AM

    I finally finished the game. The last level was really fun in the end, there was some great level design in there (and a mission that was actually really cool!). The end of the story, however, was a wet fart. The very last cutscene was just awful, then the game has the balls to throw a sequel hook in there.

  • Deus Ex: Mankind Divided

    • DrywallDreams
    • August 25, 2016 at 5:52 PM
    Quote from Jetsetlemming

    7 hours ago, Jetsetlemming said: Are they tiny spider bots, because they're getting closer to Deus Ex 1 in time and that game had tiny spider bots guarding the vents sometimes.

    It was regular bi-pedal robots not in vents, I probably could've phrased that better! Or maybe guys in exo-suits? They really didn't introduce them. That's another huge issue with this game, it never introduces anything. It expects you to just know who everyone is and what everything is from the loading screens or something.

    It also finally clicked why the game suddenly felt so terrible: it took away downtime in the hub world. That and they started introducing enemies that will literally punch you in the face when you try doing a takedown on them (why present me the option???), all on the worst levels to try and sneak through. This was right after the game hit a bug where everyone in the previous mission was toggling between "alarm" and "searching" for no reason, so it was wearing on me even more.

  • Deus Ex: Mankind Divided

    • DrywallDreams
    • August 25, 2016 at 5:44 AM

    The further I get in the game, the more I hate it. There's no reason to stealth your way through the game at some point, there's just no way to do it without plowing your way through with cloak. The level design ceases to be any fun and just becomes a straight line for you to sprint through, with the occasional vent to hide in. Even then, it throws robots in there suddenly (good game design!), and cloak becomes useless. It's just a chore to try and play through. I'm not sure if I'll even get to the end of this game before I burn out.

    EDIT: lol, the next mission instantly put everyone on alarm. good idea in a stealth game. This game is Invisible War 2.

  • Deus Ex: Mankind Divided

    • DrywallDreams
    • August 25, 2016 at 1:01 AM
    Quote from Pampers

    7 minutes ago, Pampers said: Bought the Deluxe pleb edition of F:NW with all dlc on some steam sale for $5, remember starting over encumbered with 10 extra quest markers.

    How is the game performing? any stutter or mouselag or anything like that?

    The game performs fine, but the mouse feels a little gross with acceleration or something. I can't quite tell what it is.

    The funny thing with the micro-transactions is that I have yet to even spend all of my praxis points even though I disabled all DLC (even the extra mission, since it was crashing the game). This game is so much more generous with them than Human Revolution was.

  • Deus Ex: Mankind Divided

    • DrywallDreams
    • August 24, 2016 at 3:46 AM
    Quote from (HP)

    2 hours ago, (HP) said: Oppressed groups have always been [mind] controlled, isn't that the text book definition of oppression? Control?

    People keep connecting the plot to current events and finding themselves insulted or triggered because they're taking this at face value -- you need only to look at the "Augs lives matter" debacle, which I find kind of funny because DeusEx has always been about political and social subliminal messages, past, current or future. It's a cyberpunk plot, the "punk" part of that word means the domination or oppression of under classes.

    The way I see it, is that DeusEx plots have no [political] agenda other than making the player question the world around him, which is what you're doing and it's great and knowing how these games are, there's more to it than it meets the eye.

    People are getting "triggered" (remember when that word meant something?) because the references to real world events and groups are ham-fisted.

    The "Augs Lives Matter" thing isn't even a decent parallel. Consider that they're comparing the fictional augs that killed 50 million people to a real group that closed a few roads with protests due to real people getting killed by police.

    And this isn't the only time they've done that, remember that they also refer to the events of the game as the "mechanical apartheid". It's as if they don't trust the player to understand that they're trying to show that the augs are to represent real oppressed groups. It's like when a political cartoon feels the need to label literally everything.

    The use of these references also trivializes the actual things. BLM is protesting shootings that happen almost weekly at this point, the effects of apartheid are still seen today. For a game to come along and say "that's pretty much what's happening to our fictional people with robot limbs" is lame.

    I'll have to see where the story has to go, so far it hasn't been positive (in the part I just finished, they actually called the oppression of augs 'racism'...), but from what I've heard, it doesn't even make a point with all of this. I suppose I'll probably say some more about it once I'm done.

  • No Man's Sky

    • DrywallDreams
    • August 13, 2016 at 2:59 AM

    Captain Tush ??????

    [Blocked Image: http://i.imgur.com/XRgpV4f.jpg]

  • No Man's Sky

    • DrywallDreams
    • August 12, 2016 at 10:27 PM

    If anyone's picking this game up on PC still, it looks like the performance issues are because of drivers. If you install the newer 369 (nice) nvidia driver, it apparently fixes things? https://developer.nvidia.com/opengl-driver

    I don't envy Hello Games for releasing an OpenGL 4.5 game as an indie studio!

  • No Man's Sky

    • DrywallDreams
    • August 12, 2016 at 7:57 PM
    Quote from LizardPL

    Just now, LizardPL said:

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    The new Gal Gun shipped with an E for everyone rating on the back side of the vita version's box a literal fucking week ago. Printing errors happen. but nah sean (i'm on a first name basis) lied to gamer's.

    The PC version is apparently pretty rough, if Steam reviews are to be believed (mind you, it's been out for two hours as of now). If that's true, that's a huge shame. TotalBiscuit apparently bailed on his stream because it was hitching so much, so maybe that's contributing to the rage. TB's fans are cool like that.

  • No Man's Sky

    • DrywallDreams
    • August 12, 2016 at 2:17 AM
    Quote from Steppenwolf

    1 hour ago, Steppenwolf said: Didn't seem to bother all the Minecraft players out there. Probably still gonna take 10-20 years before AI or some neural networks can create a narrative that's difficult to distinguish from something man made. But once it's there i don't think it will take anything away from the experience. It's all a question of quality and depth not how it came to be. Also procedural games being virtualy infinite is just a recent trend. I could imagine there is lot of untapped potential for shorter and more focussed adventures.

    we already have the technology for procedural stories: http://objectdreams.tumblr.com/post/147401575…ynopsis-written :P

    but really, I might even say we're maybe even 5 years off of something like this, looking at stuff like Dwarf Fortress, there's some really interesting stuff in the realm of procgen when it's allowed to go a little crazy, which seems like the huge point against NMS (though there's some good shit out there: https://twitter.com/tha_rami/status/763616163511341056), NMS just seems to ground itself in reality just a bit too much (also while I was typing this Minos also made a great point about the universe being forced to be static), making it seem a bit bland.

    Also it's worth noting that with Minecraft, there's actually a huge community for custom maps, Minecraft does well as a simple level editor for whatever the players may want.

    I think the procgen magic is going to start to wear off, though, particularly in the realm of Rogue-likes and other arcade-style games, as the people who grew up with developers like Amusement Vision start making games

  • No Man's Sky

    • DrywallDreams
    • August 11, 2016 at 7:02 PM
    Quote from 2d-chris

    2 hours ago, 2d-chris said: 2 years is not the point, and even then it's not a lot of time for a AAA priced game, you'd expect some serious quality and scoped content (1 trillion procedural world is pointless if the content doesn't compliment it) even Overwatch realized this and priced their game down to $40 for PC. Value is undoubtedly one of the most important parts of games these days, or well, perceived value I should say. I'm not trying to hate on this game, it excites me from a concept point of view, but for me it's a $15-20 game from what I have seen thus far, and charging full AAA price upfront to seeming catch the hyped fans is only punishing the people that cared the most.

    The problem is that the definition of "content" is now "art assets". The Witness had people complaining about the same things, after all, that was "just line puzzles". A game can have 100 hours of art assets, and it's a great game. If most the game's content was created through programming, the devs are lazy or are overcharging for their game.

  • No Man's Sky

    • DrywallDreams
    • August 11, 2016 at 6:29 AM
    Quote from 2d-chris

    7 minutes ago, 2d-chris said: but it's 60 bucks ...

    Hello Games has been working on this for over two years, using procedural tech in a way/scale that no one has quite done before. $60 isn't so bad a price for the game, imo. I've paid more for less. Hell, I'm preparing to spend more than that amount on a single copy of a Tetris game, so I may be a bit crazy.

    Really, the game seems like this year's Destiny.

  • No Man's Sky

    • DrywallDreams
    • August 11, 2016 at 4:44 AM
    Quote from Skybex

    5 hours ago, Skybex said: Exploration is fine when there is something worth seeing. So far it seems like planets are all the same but a different colour and the animals are random Lego pieces put together by a child.

    http://imgur.com/Mfrz3Uk

    What were you expecting to see, though? Real time procedural tech isn't going to get you anything more than goofy looking Spore creatures and somewhat standard looking voxel terrain. Especially out of a 15 person team, the stuff they accomplished is absolutely nuts.

  • No Man's Sky

    • DrywallDreams
    • August 10, 2016 at 10:49 PM

    I don't know what everyone was expecting. It doesn't look terrible at all. It's always been advertised as an exploration/survival game. What the fuck did you guys think it was?

  • Quake Champions

    • DrywallDreams
    • August 5, 2016 at 8:00 AM

    It looks a little too "next-gen", it seems really hard to read, imo. Looks fun as hell, though.

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • July 31, 2016 at 10:13 PM
    Quote from tomm

    3 minutes ago, tomm said: so we would still have to edit materials in text files?

    killme

    nope! Source 2 has a material editor. It's not all fancy node based though

    https://developer.valvesoftware.com/wiki/Dota_2_Wo…Material_Editor

  • Counter-Strike: Global Offensive

    • DrywallDreams
    • July 31, 2016 at 8:37 PM

    The game wouldn't feel any different after an upgrade to Source 2. Nothing in the game relies on middleware that will change between engines. Maybe guns will drop slightly differently because of the change from Havok physics to Valve's own Rubikon physics engine, but that's about it.

  • Nintendo Switch

    • DrywallDreams
    • July 27, 2016 at 4:32 AM
    Quote from tr0nic

    43 minutes ago, tr0nic said: By Nintendo's latest count, it had sold 12.8 million Wii U systems after almost four years on the market.

    I have a WiiU and there's a lot of good first party games. Having no Third party hurt them though.

    And after 5 years, the 3ds sold 58.85 milllion, which is the market the NX is for. That's also more than all of Nintendo's home consoles other than the NES and Wii. It's also worth noting that the Wii U fits the trend set through Nintendo's home consoles.

    Nintendo's console sales have always been (usually casual) hit driven. The Gameboy had Tetris, the DS had Brain Age, the Wii had Wii Sports.

  • Nintendo Switch

    • DrywallDreams
    • July 26, 2016 at 7:18 PM
    Quote from (HP)

    43 minutes ago, (HP) said: Also, more about the chip in here, everyone's pissed that Nintendo is compromising power for portability. I for one have faith in them, I've loved every single Nintendo console I've bought so far.

    And keep in mind that Nintendo just opened up their developer program to everyone. This might put them into a perfect position for indie developers, where Sony has tended to dominate for PS4/Vita crossbuy. The only news that could put them in an even better spot is if the final console also works as a devkit.

    I'm curious how large it will be, though. If they keep it at ~6 inches, would that impact performance negatively?

    As a nerd for game capture/streaming stuff, thank god nintendo is making it able to connect to a TV. No more custom consoles for capture!

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