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Повідомити про проблему з перекладом
It's also important to note that according to those links you posted, it's estimated that up 300K more steam accounts actually own Beat Saber.
Again, this is only in Steam. As Orchestructive said, those figures don't account for people who own the Oculus Store or Quest versions.
Beat Saber has sold more copies overall.
It is great when that is done, but even just headset + a standard controller/keyboard support would be fantastic.
and
' It's fine to disagree with decisions of the devs just not in a way some of the posters here do.'
Here, we are in total agreement. Therefore, I do not want to invalidate your point. However, this vitriol has come from both sides. I think we can agree on this also.
If I have no interest in an a particular aspect of gaming (I can think of many), I never feel the need to comment on it.
Again, I am in broad agreement with the point you made in your last post.
Exactly this. Well said and written. The developers pathetic response in this thread is quite sad really. This discussion should highlight to them how many people are passionate about their game and want to enjoy it at it's best (VR and a joystick). The VR market has doubled in size since the last game implemented VR, which they did a poor job with on the first game anyway.
If they actually invested in hiring people to implement VRt properly it would massively boost sales for the game and bring in a whole new audience. If they don't want to that's up to them ultimately but don't be so f*cking disrespectful to fans who are just asking for it to be considered.
I was ready to buy today until I saw no VR support.
Well, we considered having optional VR in ES2, but we decided not to, and we even shared our reasoning in great detail. We don't expect anybody to agree, but how about respecting our business decision? /Michael
Just to clarify, have we gone from:
"We will be looking at VR again in 2022"
to:
"we considered having optional VR in ES2, but we decided not to"
?
As you can read in the pinned response of this thread, we ruled out having optional VR in ES2, but that we will have a look at the topic after full release if a standalone, fully optimized VR version might be a good business decision, or rather spend our limited resources in adding more content and features to the "pancake" version.
To be brutally honest (I'm German, so sugarcoating is not in my genes, and I'm a big believer in clear messaging), given the ongoing controversy about how easy some individuals on this thread believe it would be to implement VR in a complex, AA space looter shooter RPG (because some random dude added VR to some random game in a day), therefore it must(!) be a free addition to the ES2 base game, but of course, it also must(!) work out of the box as if it was standalone VR game incl. supporting VR controllers (implying we otherwise would get hammered with negative reviews), we're not too excited about having VR in ES2 at all. /Michael
I understand frustration because there have been plenty of people in this thread making unreasonable comments and accusing while not paying attention to what's being pinned. You'll even see this morning I advocated for civil discussion because you said it could still be considered after V1.
I don't think anyone expects quality of a stand alone VR game with support for motion controls though, and anyone who is really doesn't understand what the game itself is about, just some head tracking support with a HMD like you're planning with TrackIR and like you did for the first game, like a companion to the alt-look in cockpit view.
I'll concede from the standpoint of a VR functionality advocate that that's unrealistic.
We have controller, mouse and keyboard and HOTAS support. Really don't see why full motion tracking of controllers would be necessary at all, let alone an enjoyable control scheme.
I understand NMS uses motion controls, but NMS isn't a fast-paced arcade-style action space shooter. SW Squadrons and Elite Dangerous don't even incorporate motion controls.
Alas if you're still going to consider head tracking after the release of 1.0 that's good enough for me.
Thanks for the response.
You're not willing to invest resorces in implementing VR, for whatever reasons. It's fine.
It's definitely one of the few reasons I would have bought this game and caught my interest.
So now I have this information I will probably wait for another sale for the first game and buy that one, really cheap. Or a game that does have the features I want. I might buy this game further down the line, when in 3 or four years it's on sale at a huge discount.