Resultados da pesquisa

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Devs:Too small a dev team
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Positive shout out to devs for a solid VR port
Agora
World Cup
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Shooting people but they will not die
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134
Boycott Nintendo
Agora
Wolfguarde
Originalmente postado por glitchhunter09:
Alot of people are thinking a simple boycott will work with Nintendo. it won't. And that comes down to the customer base they cater to. Most people that play/purchase Nintendo games tend to fall in a handful of groups: Casual gamers, children, Family of said children, and brand loyalists. These groups are incredibly generic and will accept any slop the big N throws out without complaint. They are also quite a large demographic as well, so hardcore gamers boycotting them, won't even put a dent in their sales. To put it simply: IT. WON'T. WORK. And no, I'm not saying give up. I am saying boycotting them won't work and players will need to find another way to go against them.

A lot of people have also spent the last two and a half decades ignoring the simplest, most elegant solution to this issue as well. Pocketpair has had my respect from the very beginning for being brave enough to actually do it - they made a better game.

As long as they stand alone, it's going to be an uphill battle. The solution is to flood the niche nintendo has spent the last two decades and change monopolising with better games. You want to see nintendo break in your lifetime? Make them compete. TPC is lazy. They don't like putting effort or quality into the mainline pokemon games. Once other people start showing them up, they will either be forced to do better or simply become irrelevant in the shadow of the next generation of creature capture games.

A hint for the aspiring developers: One of the reasons Palworld has taken off as hard and fast as it has is because it offers dynamic combat in a creature capture/command game. Survival/Sandbox happens to be a popular genre as well, but you can realistically get away with doing this in other settings as well. Just make it multiplayer, make it good, and make it real-time. Turn-based has its perks, but the world craves games like this. Cook to demand.
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5
Watching Battlefields Critics Turn Into Advertisers Was Wild
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Zefar
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At the risk of sounding like a broken record, here....
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GODOSEN
First off, I think it's reasonable to say that we are all pissed off about how long it takes for bases to decay.

The NPC kiting exploit was found because players were pissed off about the decay rate of bases.

TWO THINGS NEED TO HAPPEN:

1) This exploit has to be patched out (the NPC kiting thing) because catching players kiting NPC's to my base is stupid. My pentashields are up, the sub-fief is locked up tight, but they still gotta fool around. It's like these players are so bored that they want to "crack the code" so that when they see my base wind down in power they'll be ready. LOL. This is what the game loop has come to.

I am told they are patching out damage done to sub-fief consoles by NPC's on August 12th, with the update, but I cannot find mention of this in their patch notes. I went over them twice. I don't see it. Can anyone confirm?


2) Adjust the formula for how bases decay. When power goes out and none is supplied to the sub-fief (it's own shield) it has to go into some sort of alarm mode including sounds, lighta and animation. You click on it and it shows you a timer. Something like 12 hours then the sub-fief will go completely dark/offline meaning the structure and loot boxes are open = full permissions granted to anyone who comes by.

BUT, WHEN THE SUB-FIEF ENTERS ALARM MODE, it becomes a non-build zone in so far as players cannot put down another sub-fief. That's very important because that is what causes the toxic FOMO (fear of missing out).



What I am saying above isn't perfect, but something along these lines must be implemented.

Watching vultures gut all the bases around me (seeing multiple thopters swarm them) is disgusting. Most of these bases never even began to decay. Because a Patrol Ship goes by overhead 300 times a day and will drop NPC's practically right on top of the sub-fief.

And for what? Dopamine? Really? If you think about it, no one really needs that much loot in many of these cases. The FOMO aspect coupled with receiving a dopamine hit (or endorphin) is gross.

What is MORE gross is that Funcom hasn't made any public announcement about this. What are they doing about it? Do they want their games to only have addicts playing?

LOL. What happens when all the big bases have been drained? What will these players do then? Addiction is a vicious circle. I feel very sorry for Funcom, their lack of comprehension and seeming care.
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Watching Battlefields Critics Turn Into Advertisers Was Wild
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Ray cast issue
Agora
AD
Originalmente postado por umop-apisdn:
Interacting with fewer objects is always going to be more performant.

Technically speaking, using layers is just checking the relevance of each "seen" object in the engine instead of in the script... since the engine is C++ instead of scripting, using layers allows the "do I need to see this object" question to be answered before the scripting even gets involved.

All of that being said, you're putting the cart in front of the horse; it's way too soon to even be thinking about performance unless something is obviously broken.

For one thing, unless there's an obvious problem with the raycasting code, raycasts are just such a tiny portion of a typical game's frame time that you're likely to be wasting your time optimizing them.

For another, optimization is something you ignore when you're getting the thing functional.
Remember: Get it working, then worry about making it fast... if it's even a problem in the first place.

Learn to use the profiler to find your performance issues so you're not spending your time shaving 3 nanoseconds off a 4 microsecond process that only happens twice a minute, while ignoring a 300 microsecond performance hole in a 7 millisecond function that's called every frame.
https://docs.godotengine.org/en/4.4/tutorials/scripting/debug/the_profiler.html
Ok, thanks, but I've already done it and it wasn't hard to do, so I might as well keep it. I do use the profiler, actually. Kind of had to due to accidentally making a too large level that ended up being filled with too many enemies, so I had to optimize a bit so it ran properly. Plus optimizing is fun and I'm making this game for fun... but I get your point and it's generally how I approach things.

The reason I noticed it's a problem is because if I did certain things, performance could tank down to single digit fps. My goal is to keep fps above 60. If it's above 60 on my dev machine, I'm happy, because I'm using my Steam Deck for development and if it runs smooth on that it should run smooth on most things.
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DLC preview?
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game runs like pee
Agora
Bosse
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