Essence_of_Meh

joined 10 months ago
[–] Essence_of_Meh@lemmy.world 3 points 1 week ago

I only properly played 1, 2 and a bit of Black Flag but based on that and what I've seen from all the other games I'm gonna stick with the first one.

Investigations were... well actual investigation, gameplay mechanics while simple and satisfying weren't overly automated and the game wasn't burdened with all the bloat that came afterwards. Simplified movement system from later games, one that's fighting you whenever you try to do something even a little out of game's comfort zone, is probably my major sticking point with the series.

That said, I'm not sure if that would be the best choice for you. If you want to try the classic approach I'd suggest going with the Ezio trilogy (II, Brotherhood, Revelations) as these games are more polished, if a little bloated, compared to the first game. They should still hold up well enough to have fun.

 

cross-posted from: https://lemmy.world/post/19953911

Guests:

  • Bastien Cruette, Systems Designer II
  • Thorsten Leimann, Lead Systems Designer
  • Guilleremo Bilbao, Gameplay Programmer III

TL;DW:

  • Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations).
  • Resource Network is a replacement for the old Pipe System.
  • New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways.
  • New components coming with engineering:
    • Fuses
    • Life Support Generator
  • Engineering will be a start of moving away from ship HP pool and towards physicalized component HP.
  • Life Support system consists of:
    • Temperature
    • Atmosphere composition
    • Pressure inside a room
  • Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators).
  • Initial release will have a limited number of misfires.
  • Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside.
  • Damage penetration depends on weapon and ship armor.
  • We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ.
  • Only size 1-2 components can be replaced with a tractor beam.
  • Engineering screen shows:
    • Location of each component.
    • Connection between them.
    • Component status (HP).
    • Life support and Cooling status.
    • Component temperature.
    • Notifications about issues.
  • Fuel displayed on the engineering screen "will be relevant in the future".
  • You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station.
  • Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type).
  • Doctor Benny (TARDIS) montage at the end.

This is the last ISC until Citizen Con.

 

cross-posted from: https://lemmy.world/post/19923948

Moved into the Alpha 3.24 column, targeting a 3.24.X release:

  • Acidic Caves
  • Rock Caves
  • MFD Rework and New Displays

Added to Release View:

  • Argo ATLS
 

cross-posted from: https://lemmy.world/post/19740016

Guest:

  • Chad McKinney, Senior Lead Gameplay Engineer

TL;DW:

  • Jared's head will be scanned for one of the games.
  • "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live."
  • ATC and transit were the most problematic parts to implementing the new hangar loop due to their age.
  • Transit is already in the process of rewriting, ATC will follow in the future.
  • Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation.
  • Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company.
  • Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state.
  • "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI)
  • Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff).
  • Answers from Rick Porter & Ian:
    • "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)"
    • "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)."
    • They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used.
    • We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released.
    • Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually.
  • ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices.
  • No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future.
  • Hangar decorations being unruly is a problem with physics, more info in the last week's chat with Benoit. Will improve as server performance increases.
  • Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future.
  • We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens.
  • ATC is probably the oldest system in the game.
  • Spawning vehicles from freight elevator is still planned.
  • They're looking into making the process of calling up your ship faster.
  • Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment.
  • They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later.
  • Hover trolleys had some physics and game loop issues, they'll come back eventually.
  • Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items).
  • Inventory search will include more item data/fields in the future.
  • Mining bags not working with freight elevators is a technical issue, they're aware of it.
  • There will be an option to spawn multiple ships at the same time in the future.
  • Option to name cargo boxes is still in design stage but it's planned.

No SCL next week, this one might be the last one until after Citizen Con.

 

cross-posted from: https://lemmy.world/post/19696130

Guests:

  • John Crewe, Vehicle Director
  • Ben Curtis, Vehicle Art Director
  • Nathan Lange, Senior Vehicle Artist
  • Falko Poiker, Vehicle Designer Principal
  • Kevin Turenne, Vehicle Artist Senior I
  • Alexander Palmer, UI UX Designer III
  • Gabriel Hector, Systems Designer III
  • Joe Dines, UI UX Designer II

TL;DW:

  • RSI Zeus MKII:
    • There's a front entrance (ladder).
    • "Zeus is an evolution on RSI style."
    • "It's a stepping stone ship."
    • ES (exploration) and CL (cargo) variants will release together.
    • It took a year to create.
  • MFDs:
    • Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic).
    • Self status info will depend on active operator mode, there's a unique version for turrets.
    • Weapon status view is completely new.
    • Scanning and comms are moved to MFDs.
    • New diagnostics view with component health, errors and critical issues.
    • Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc).
    • Some visual changes to in-cockpit radars.

Lots of visuals so watch the episode for a full experience.

 

cross-posted from: https://lemmy.world/post/19689109

Hi all,

As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore.

You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles.

In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry.

The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints.

AEGS Reclaimer

  • 1x S4 Cooler and 1x S4 Shield Generator

AEGS Redeemer

  • 6x S2 Shield Generators
  • Manned Turrets now 2x S4 Weapons

AEGS Vanguard

  • 1x Medium Power Plant (Sentinel has an additional Small Power Plant)

ANVL Carrack

  • 2x Large Power Plant

ANVL Gladiator

  • 1x S2 Power Plant, 1x S2 Shield Generator
  • Wing missile hardpoints now all S4
  • Wing weapon hardpoints now both S4

ANVL Hurricane

  • 2x S1 Power Plants

ANVL Valkyrie

  • 4x S2 Shield Generators
  • Remote Wing Turrets now 1x S4 Weapon

ARGO MPUV-1C & 1P 1x S0 Power Plant

ARGO Mole

  • 1x S3 Shield Generator

ARGO RAFT

  • 3x S2 Shield Generators

CNOU Mustang Gamma & Omega

  • 1x S1 Shield Generator

CRUS Starlifter C2 & M2

  • 2x S3 Power Plants

CRUS Starlifter A2

  • 3x S3 Shield Generators

CRUS Star Runner

  • 1x S3 Shield Generator

DRAK Caterpiller

  • 3x S3 Shield Generators

DRAK Buccaneer

  • 1x S1 Shield Generator

DRAK Vulture

  • 3x S1 Shields Generators

ESPR Prowler

  • 4x S2 Shields Generators

MISC Freelancer (All)

  • 2x S2 Power Plants, 3x S2 Shield Generators
  • Manned Turret weapons now 2x S3

MISC Hull A

  • 1x S2 Shield Generator

MISC Hull-C

  • 2x S3 Power Plants, 4x S3 Shield Generators

MISC Prospector

  • 3x S1 Shield Generators

MISC Starfarer (All)

  • 3x S3 Shield Generators

ORIG 350r

  • 1x S1 Power Plant

ORIG 400i

  • 1x S2 Power Plant, 1x S2 Cooler

ORIG 85X

  • Remote turret weapons now 2x S2

ORIG M50

  • 1x S1 Shield Generator

RSI Constellation (All)

  • Manned Turret weapons now 2x S3

Thanks for reading and remember, all stats are subject to change.

[–] Essence_of_Meh@lemmy.world 20 points 2 weeks ago

Ubisoft also announced both The Crew 2 and The Crew Motorfest will have an offline mode (twitter post, screenshot). Looks like the Stop Killing Games campaign is working.

Speaking of, if you're in EU make sure to sign the The European Citizens' Initiative petition - we're already over 30% required signatures!

[–] Essence_of_Meh@lemmy.world 5 points 3 weeks ago

I think an important step would be to not be afraid of creating characters with actual... well, character. It was somewhat mentioned in the video but it seems like devs are unwilling to make NPCs with their own likes and dislikes, ones that might disagree with players instead of being all over them no matter what. This might be a slight exaggeration but boy do I wish we had more "real" feeling NPCs in games. I'm sure I'm not the only one who couldn't care less about being the most important being in the universe and would rather be treated as an equal part of the world.

From a mechanical standpoint, relationship system in Scarlet Hollow feels like a good step into making interactions more natural (here is a detailed look by one of the devs) but I realize it's a lot of work for something a good chunk of players won't care about. I understand why this isn't something many (especially bigger) devs would be interested in using but it's still a disappointment.

Maybe AI will be able to help somewhat with this problem in the future but I'm not going to hold my breath on that.

[–] Essence_of_Meh@lemmy.world 2 points 3 weeks ago

I'm sticking to slowly clearing my backlog for now but thanks for the recommendation! So much to play, so little time...

[–] Essence_of_Meh@lemmy.world 2 points 3 weeks ago (2 children)

Oh, I didn't try to imply you did. It's just I've seen a lot of talk about this route being more... rough (on a story rather than quality level), so to speak? If that's the case I'm just not in a headspace for something like that and would rather play it when I'm in a position to better appreciate what's there. Maybe I just misunderstood people's thoughts about it, that's also a possibility.

Either way I do want to go back to it eventually, if only to spend some more time with both characters (I do find them fun whenever they show up in other routes).

[–] Essence_of_Meh@lemmy.world 3 points 3 weeks ago (4 children)

A lot of comments I've seen about Shizune's route suggested it probably wouldn't be something I'll enjoy, that's why I decided to skip it for now. I might give it a shot some day but for now I'm just happy with all the other great stuff in the VN.

[–] Essence_of_Meh@lemmy.world 25 points 3 weeks ago (6 children)

Katawa Shoujo is great!

I played it years ago and decided to replay it again a few months back. My initial playthrough was limited to Hanako's route (got a bad ending which I'm kind of baffled by after the replay) so this time I wanted to try out the other ones as well. Rin's story ended up being a surprise highlight of the whole process in a way I wasn't really prepared for (had some very familiar thoughts showing up there). Her whole story just clicked with me and wouldn't let go until some time after finishing it.

All the other routes were great as well (haven't touched Shizune/Misha one) and I'm glad I decided to give it another shot for an expanded experience. It was worth it and made me wish for more games with disabled protagonist/characters (without using it as their main characteristic obviously).

[–] Essence_of_Meh@lemmy.world 1 points 3 weeks ago* (last edited 3 weeks ago)

I tried playing Bahamut Lagoon, a Japan only SNES TRPG, but had to stop due to some technical issues with the unofficial translation. The little bit I did manage to play (prologue and the first scene after that) was interesting enough so I'll definitely try again, I just need to get back to my PC so I can research what's wrong with it.

To keep with the theme I started Jeanne d'Arc, the PSP TRPG, instead. I like the art style, animated cutscenes and gameplay. Not a huge fan of the fantastical elements but they're not a dealbreaker either. I'm not sure what to think about the story just yet - I like it for the most part but there are some things that make me a bit wary since they might potentially turn into tropes I'm not going to be happy with. It's a "wait and see" for now since I'm still pretty early on. It's good so far.

[–] Essence_of_Meh@lemmy.world 2 points 1 month ago

Huh, I was already planning to take a break until 4.0.x and it seems like I won't lose much. Thanks for the update.

 

cross-posted from: https://lemmy.world/post/19196970

Guests:

  • George Rankin, Senior Level Designer
  • Zac Preece, Senior System Designer I
  • Glenn Kneale, Level Designer I
  • Eddie Hilditch, Assistant Environment Art Director
  • Loek Gijsbertse, Lead Environment Artist

TL;DW:

  • Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping).
  • NPC will have improved "classes and archetypes".
  • Some locations will be marked as special zones where NPCs will stay during combat.
  • They hope server meshing will improve server FPS.
  • Incoming NPC classes:
    • "Techie": light armor, SMGs, more aggressive.
    • "CQC": shotgunners, even more aggressive.
    • "Juggernaut": heavy armor, LMGs.
  • NPC traits are coming.
  • One of the factions will have pet Kopions fighting alongside them.
  • Factions will differ in gear, combat skills and available quests.
  • New joinable factions:
    • Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky)
    • Citizens for Prosperity (accurate during combat, more "civilian" gear)
  • Both of the above fight against Xenothreat.
  • Xenothreat fights more cautiously and defensively.
  • More insight into some of the new settlements in Pyro.
  • 4.0 will add watchtowers for snipers (player and NPCs) to settlements.
  • Pico daleks confirmed?

Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some.

Edit: Fixed the faction name.

[–] Essence_of_Meh@lemmy.world 2 points 1 month ago (2 children)

No problem, just hope it sounded useful rather than pedantic :P

[–] Essence_of_Meh@lemmy.world 2 points 1 month ago (4 children)

PTV is the first car we ever had, it's just slightly updated now. STV is the "jeep" one. Driving off into the void will still require flying your buggy to a space station as there's no personal hangars outside planets at the moment (I guess you could jump down Crusader technically).

As for wiping the hangar, the issue right now is that apparently hangars can remove your decorations but won't put them back into your inventory (so you probably won't be able to use them again until next major patch). Again, that's just from a brief reading earlier, didn't try it myself.

[–] Essence_of_Meh@lemmy.world 1 points 1 month ago

Can't say I share your experience with either game but I can understand it doesn't work for everyone. Personally, I can't really imaging playing this, Kao the Kangaroo or old Tomb Raider titles without tank controls for example.

To be clear, your comment is exactly what I meant - you tried and don't like it, that's absolutely fine. There's plenty of games I couldn't get into due to controls or mechanics so I feel you. On the other hand, I met people who refuse to even try to engage with certain mechanics and that's what I'm not a fan of. I'm all for remakes/remasters/rereleases updating things to let more people enjoy the old thing and hope this will be the case with Croc. And hey, even if they change something in a way I don't like, there's always* the classic version.

* Though not always an official way to get it.

 

HD remaster of the first Croc title will be released for “all the current consoles and PC". There's no specific release date beyond "2024" at the moment.

Here's an article with additional info and screen shots. Main points:

  • HD graphics keeping the original art style
  • updated controls
  • digital museum containing development assets, design documents, concept art and more
 

Planned Release Date: Q2 2025

Steam page

Some info:

  • Will release on Steam Early Access.
  • Full non-linear campaign.
  • Randomly generated scenarios.
  • Co-op and multiplayer modes.
  • User-generated content thanks to an in-game map and campaign editor.
 

cross-posted from: https://lemmy.world/post/18906421

Progress Tracker finally got an update (only until the end of 2024) and there was a change in how things are tracked.

Release View:

  • Moved target release date of patch 4.0 to Q4.
  • Added "New Missions - Repair, Charge and Drain" to patch 4.0.
 

cross-posted from: https://lemmy.world/post/18902255

Hi everyone!

As part of our ongoing efforts to improve your experience, we’ll be retiring our Legacy Launcher on October 1st, 2024. It’s been an incredible journey with the Legacy Launcher, but now it’s time to bring everyone together on the new and improved RSI Launcher 2.0.

Many of you are already familiar with and actively using Launcher 2.0, which we debuted about five months ago. To ensure you’re benefiting from all the latest features and improvements, if you haven't yet, we encourage you to make the switch to RSI Launcher 2.0 before the Legacy Launcher is phased out.

[Follow the link below to learn more about RSI Launcher 2.0.] https://robertsspaceindustries.com/comm-link/transmission/19818-Introducing-The-RSI-Launcher-20

If you encounter any issues swapping over, don’t fret! Please take advantage of the Issue Council to submit a ticket, and make sure to include your logs (found under Application settings - “GET LOGS”). Our team is committed and ready to resolve any problems you might face. And over the next month, we’ll be closely monitoring your feedback to ensure the transition to the new Launcher goes as smoothly as possible.

As always, thank you for your continued support! We can’t wait for you to experience all the exciting new features coming with the RSI Launcher 2.0. Happy exploring, and we’ll see you in the 'verse!

 

New additions:

  • Xbox Adaptive Joystick
  • 3D Printable Files for Adaptive Thumbstick Toppers
  • 8BitDo Lite SE 2.4G Wireless Controller
  • ByoWave Proteus Controller
  • New Toggle Hold Feature
  • Accessible Packaging for Xbox Adaptive Joystick and New Xbox Series X|S Console Options
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