That really is a good piece of documentation.
That really is a good piece of documentation.
Race was always a flawed idea. To be honest i think it’s not that bad in a fantasy setting but it can also lead to some weird and uncomfortable stuff and i don’t think there’s a good reason to keep it.
On the flip side, “ancestries” or backgrounds or whatever are a lot more flexible as a concept and let you do some cool stuff.
Yeah the common factor in all their games having fucked up communities is them.
Riot Games is incredibly good at generating asshole players and incredibly bad at doing anything about them. I’ve never had players on my own team intentionally try to throw the game as hard as i had in Riot’s games. It’s not only the low level players, either.
All the judges own Apple stock for some reason, so…
Looks like they’re trying to compete with AI spam.
Either that or trying to push their staff to use AI without saying it.
I mean a huge (really huge) number of game engines ultimately draw lineage from Quake. It’s either Quake or Unreal.
Nothing in any of these games has been particularly hand crafted. They were a big early user of procedural generation.
They need to use a key to generate the passwords that your master password unlocks or whatever, then you can change the password.
Buuut then you’d have to store the key…
And even lossy compression is not inherently bad. AAC is completely indistinguishable from lossless for most people and hardware setups, and very close anyway when it’s not. It uses a fraction of the space, though. (Not a comment on game dev practices, more a comment on compression.)
They need to accelerate the new player start, way more than Duviri did. Getting through stuff needs to be like 4x faster (or skippable). There are so many stupid, grindy parts of the game like the mote amp, progression speed bumps that make things take longer for no reason.
(I hate Saya’s Vigil too though.)
Yeah the games are still going to be using their original graphics, etc, so you’ll have Mario 64’s Mario’s like 1000 polygons… in glorious 4k resolution.
It will look higher fidelity but it’s not gonna be a modern looking game or anything. There are some other disadvantages of using a modern system like this, but tbh unless you have a full 1990s rig (CRT and all) it’s gonna look different.
They’ll probably have a more faithful reproduction mode, too.
That is what they’re promising, yeah.
The jaggies will be a little less pronounced in 4k i guess.
It’ll almost certainly render internally at a higher resolution. The Analogue team’s past projects have been pretty technically advanced, their Super NT (SNES) does 1080p for comparison.
100%
That dude wasn’t some rogue exec, he was in charge of Unity doing stupid shit for a long time.
Very good.
Putting Pillage on would reduce the reliance on hunter munitions.
My initial thought is take serration off and put the riven and hammer shot on there. You’ll have a bunch of crit chance with that riven so the extra crit damage is good, plus extra status will help with galvanized aptitude.
Depending on how much you’re using the incarnon form, taking hunter munitions off and putting fire rate on would be higher DPS, but that’s maybe a personal decision.
Putting more viral or some other element on the gun might make sense if you’re keeping hunter munitions but that’s also going to depend on how you use it.
There is no way they all have equal drop rates. I will never believe that.
That shouldn’t be too bad if you understand systemd though, right? Or is there something weird i’m missing? Do you have an example guide that illustrates the problem?