[ home / rules / faq ] [ overboard / sfw / alt ] [ leftypol / siberia / hobby / tech / edu / games / anime / music / draw / AKM ] [ meta / roulette ] [ cytube / git ] [ GET / ref / marx / booru / zine ]

/games/ - Games

Name
Options
Subject
Comment
Flag
File
Embed
Password (For file deletion.)

Join our Matrix Chat <=> IRC: #leftypol on Rizon

| Catalog | Home
|

 No.20845[Reply]

I wouldn’t say it’s fair to say bethesda games are buggy and unstable
Why because I’ve played a lot of their games especially creation ones and generally the bugs I do find are rarely game breaking, hard to find and dissapear as fast as they come

Skyrim on the other hand is where I think most of the criticism towards the studio comes from. The games objective garbage, you can’t readjust texture detail because the game launched several times without low res textures for in game assets. Bugs are fucking everywhere to the point where it’s noticeably bad, the game is horrendously optimized to the point where my game crashed over and over again several times and sometimes wouldn’t open at all and when it was running it ran at a terrible frame rate compared to any Bethesda game I’ve played(yes even fo76). This game solidified the belief that the entire studio doesn’t have to give a shit at all about actually trying to produce finished, stable, mostly bug free well made games and it shows in any game they’ve made post Skyrim

No the mods don’t fix the issues with Skyrim often they make everything worse as mods can be divided into three categories for this game
>mods requiring files from mods completely unrelated to it causing save bloat and adding more bugs to the base game
>mods that just straight up don’t work and are as buggy as the base game
>mods that are so disconnected from TES as a franchise lore and gameplay wise you’d question if the modder even opened any file from Skyrim other than the creation kit

I can’t say Bethesda’s a bad studio I’ve played enough to know they can do so much better but the community surrounding the studio is making things so much worse for any room for genuine improvement. God damb

 No.20847

I havent played these games since they dropped but I never understood the hype for skyrim and new vegas. each of their immediate predecessors were far superior if only because the engine wasn't showing its age quite as much at that point.
NV especially I just dont get the love for, my main memories of it are losing entire playthroughs to some janky bullshit
Peak bethesda experience for me is getting into firefights with the supermutants around DC memorial

 No.20848

>>20845
Can you actually critisise the game rather than random bugs and obscure settings? I don't remember many game breaking bugs when I played except fun ones or out of bounds exploits I saw on YouTube. I don't care if the game has low frame rate as long as it is over 20 fps and I don't care about . Yeah they should have spent more time optimizing it but that doesn't make the game trash, the barely existent combat mechanics and boring quests are the reason it sucks and is just worse than the good Elder Scrolls games like Daggerfall. Saying a game is poorly optimised isn't a critisism of the game its a critisism of the development. Ok maybe I'm being a bit rude or harsh (sorry if I am) but I mean if you really care about that can't you just mod it in? The problems you have don't really apply to 99% of players who just don't care about that stuff and I think your issues with the game, whilst valid ones which should be fired at Bethesda, don't make or break the game. As for mods I enjoyed them as a teen, though we were probably using different mods since I just got the cool sword mods and put the swords in the display cases in my house. Also I don't understand why mods being different from TeS lore is a bad thing since mods can be anything, complete game-changing mods are awesome. They don't ruin Skyrim lore, they are just cool mods.

 No.20849

>>20847
Yeah I felt similarly about nv especially with the whole
>aiming zoomes the camera
Along with the nerf in progression. I do like some bits of the game like the diversification of ammo, deeper reputation system and aesthetic but I’ll still see fo3 as the game for me

But still fuck Skyrim holy I don’t wanna imagine what levels of fucked occurred during development for the game because you can tell something between it and oblivion went TERRIBLY wrong

 No.20850

I guess you just don't use mods? mods are pretty based and entire one-click-install modpacks exist that work flawlessly without any bugs

if you don't feel like mods fix it then you can just turn skyrim into your own game with mods

 No.20854

>>20847
>>20849
Because there's a lot more to it than just gameplay (and even the gameplay took cues from several F3 mods).



 No.20828[Reply]

For a game that heavily prioritized realism in its design I’m a little confused as to why they didn’t go all the way with interactivity in the game

<How? A few reasons

The map of far cry 2 is small, like it takes less than 10 minutes to reach the end of the map by driving kind of small despite the game having cars you can tell the map really wasn’t designed with them in mind

NPCs in the game are really really static which is shocking because the enemies are really responsive to your behaviour and can cooperate with each other, with NPCs you can only talk to them briefly, not trade, not heal, not see them trading with other NPCs etc
For some reason they designed the players stamina to be unnaturally low and impossible to upgrade meaning you literally might as well be walking for most of your play through while although the devs added in things like jamming and breakable weapons they for some reason didn’t do what fallout 3 did and add in a limb system where the theirs penalties for getting shot too often in certain places

So many weird design decisions and missing features. At least to me what do y’all think?

 No.20829

>>20828
I think far cry as a series should be linear with levels you can come back to than an open world franchise

It’s mechanics just fit in a linear shooter far better than it would as an open world game. RPGs are much better suited for open worlds because they’re inherently more prone to encouraging as much non linear gameplay as possible while hit and run stealth shooters like far cry always will see similar gameplay



 No.17872[Reply]

Name a game with mechanically better combat I’ll fucking wait
38 posts and 8 image replies omitted. Click reply to view.

 No.17974

>>17973
the rocket flares..
maybe I just have nostalgia goggles

 No.17977

>>17907
The probable cause for that may be the fact that Monster Hunter doesn’t restrict the full range of your camera and character movement with some lock on mechanism. You actually have to direct the camera and the position of your character inside the frame yourself. This is of course awkward at first.

 No.17986

More ignorance. It's only redundant as in it is not utilized by the game as in it isn't there. I never said he was doing a single attack. I said he was doing a single attack, every single time. Mm3 doesn't have a lock button. You actually have to aim in that game. Not sure how that makes me retarded. mm3 is simply not only a better game, it also has better combat.

 No.20824

>>17905
> a first person attempt at recreating for honours combat

lmao for honour has nowhere near the depth of mordhau. mordhau is more closely related to chivalry which came out before for honour

 No.20826

>>20824
chivalry had no depth whatsoever tho,it ended up a mess of exploits, I didn't forget about everybody spinning to ignore each other guards (ironically,same as for honor for the first year and a half of it's life) I'm also pretty on the fence about mordhau's depth,but I didn't play later than the backwalk shield meta.
>>17973
the boss rush is litterally the only good part of the third game too



 No.20798[Reply]

Hey everyone just wanted to mention why games typically don’t see players accelerate when falling
The reason is due to two reasons
Having the player fall at an increased distance each second will inevitably cause the player to clip through the ground if falling fast enough
Also because accelerated motion should ideal be increasing the players falling speed but with the limits imposed on timers it shouldn’t be possible for the player to simply move a smaller unit of space faster to overcome the clipping issue

You can just set a parameter that teleports the player towards the surface ground if clipping happens though this effect is obvious if not hidden under a Black Death screen, also if real world gravity is attached to any non player object the actual player will be able to see clipping occur just fine


File: 1659412499775.mp4 (38.74 MB, 1920x1080, Cars are possible.mp4)

 No.20736[Reply]

Why can’t we have cars in fallout 4??? This can happen in fallout 3 and new Vegas, Bethesda themselves added in working dragon and horse physics in Skyrim and oblivion, and they’re making entire space ships and planetary physics in starfield, why couldn’t we have vehicles in 4?

Was it a game design decision as that would be reasonable but still why? If they updated the engine to include destruction and drastically improved graphics along with that what went wrong with cars and vertiberds and shit?
12 posts and 2 image replies omitted. Click reply to view.

 No.20791

>>20772
GOOD TO KNOW

 No.20792

>>20777
The problem is that Bethesda's games do not have the preloading mechanism for the world's cells optimized for this, thus making such rapid transitions between them painfully slow as the game pauses in order to load the next portion of the game world chunk by chunk at a rather sluggish speed, also due to how the games manage memory. in general.

 No.20793

>>20792
Eh
Either way there’s one other thing I want to talk about
Although vehicle implementation in fallout games would immediately cause balancing issues it’s not impossible to balance them. You’d have to make them crazy expensive in the Mojave like thousands of caps expensive along with making sure they consume caps and can be damaged or broken easily to ensure players can’t just cruise through the entire game or make them stealable with a sneak and agility stat that’s high enough

It’s obviously not the best solution but a solution

 No.20794

>>20793
If you implement vehicles, you would have to design the map around it accordingly. You would have to make them bigger, more spacious and make sure that the vehicles would not get stuck at every bump. The Frontier mod had to do account for all of this while the original developers did not, so it was decided that the vehicles would not appear in the Mojave worldspace.

 No.20796

File: 1659588254449.mp4 (65.69 MB, 1280x720, F-80 vs deathclaws.mp4)

>>20794
That makes sense but there’s something you forgot about the frontier

Flying vehicles like the vertiberd kind of also contradict that as well as the devs built the maps around automotives, shit like vertiberds wasn’t ever really accounted for and reasonably so. Aerodynamics is hard to implement in games due to that field of mechanics also being a partial implementation of fluid dynamics due to the similarities gases and liquids share, combine that on top of the fact that support for realistic physics in creation games well more specifically fallout games(shockingly enough bethesda decided support for dragons and horses was cool for oblivion and Skyrim but vertiberd physics was abondoned in fo4 for whatever reason) is batshit nonexistent for anything that’s too large and too fast and you get a pretty bleak attempt at flying physics

I mean fuck I saw a modder called xilandro implement a fully working jet into the game after implementing vertiberd physics and homing missiles into the base game with a custom made engine he made but never published the mod for whatever reason likely due to client stability issues and even then the physics on that jet really weren’t realistic, fluid and responsive yes but not realistic. I don’t even wanna know what trying to design an entire map around flying in an engine like creation would’ve been like if that was ever attempted in the frontier
>Vid related



 No.20724[Reply]

What the fuck is wrong with blizzard fans holy 0_0
6 posts and 1 image reply omitted. Click reply to view.

 No.20748

>>20730
The paywall till max isn’t 100k it’s been confirmed to be 500k at a bare minimum due to the awakened gem thing

 No.20749

File: 1659473812055.png (272.02 KB, 640x748, garfelit.png)

>>20730
>>20748
This is not even gambling anymore. This is fucking extortion, thats what it is.

 No.20753

>>20749
I found his channel

THIS
F U C K I N G
SHIT HOW DID WE GET HERE????

 No.20757

They are what is referred to in marketing as "whales." The consumers who are the big spenders, the compulsive consumers. It's where everyone doing these business models make most of their money.

 No.20761

>>20757
I feel like this shit extends to every other industry
Like fuck you gotta remember the average person globally only spends $10 each day and that’s under the assumption their constantly spending money each day to begin with
Most aren’t even spending on consumer shit just food, clothing and utilities. It’s hard to believe multibillion dollar companies like apple and Microsoft are actually large due to consumers buying in mass and not one or two retards buying every piece of shit they push out every year



 No.20733[Reply]

The only time they feel like actual guns is in sims and battlefield games that’s it

Every other game with guns just doesn’t get what they’re actually like. Guns are loud as fuck, break easily if handled poorly, ammunition boxes can cause the bullets in their cases to ricochet when shot at, can kill hundreds of meters away and generally aren’t effective in places that aren’t the torso or head and like all other sound waves made by any other object gun fire creates echoes and interfere with the sounds of neighbouring guns. Same with explosions and how fucking violent and loud those sound like compared to their real life equivalent.
I get devs really shouldn’t and don’t have to care about details like this compared to bug fixing, sales and designing games to be actually fun but man being reminded about what guns are like in games like insurgency sandstorm it really hits hard

 No.20734

Obvious reply, just to get it out of the way:
Almost no games care about realism. In fact, they often avoid it on purpose because realism detracts from fun (within their target audience) and is more effort to make and more expensive to compute. CoD and CS want to point and shoot at close range, that's the sport, no confusion of why you missed when the crosshairs were right on their balls.

 No.20743

You want DayZ



 No.20676[Reply]

One thing that’s bugged me about games is decals and corpses disappearing randomly
I can register the fact that the point of that is to prevent save bloat and boost performance but when I play a game like shadow of Chernobyl and see corpses from men I shot along with the bullet holes left behind in the crossfire still present it really makes things feel a lot more corpses. Is there a way to sidestep this problem?
4 posts omitted. Click reply to view.

 No.20687

>>20686
wouldn't that be just as non-immersive as if they just disappeared?

 No.20688

>>20687
Again not quite because the player could factor in that those corpses weren’t originally there without their input and likewise would build up in a specific region if too much violence keeps occurring in there

 No.20689

>>20678
>start a new save
>corpses from the previous save are there from the beginning
>every time you do a new playthrough there are more corpses, unless you reinstall the game

 No.20690

>>20689
Wouldn’t it be easier on the computer to just load those new assets in based on the file and not on the entire game?

 No.20691

>>20689
sounds good TBH, call it an artistic statement on the nature of violence



 No.20499[Reply]

You know why blaming how buggy and limited a game is in terms of its technical capacity is fucking retarded?

Because a game can run on multiple engines at the same time and often most engines modern games use already are built off multiple engines. If “engine limitations” were all that mattered functioning cars couldn’t exist in new Vegas, doom 1995 wouldn’t have HD remakes with 3d models instead of sprites, daggerfall unity shouldn’t have ever been possible, titanfall as a franchise couldn’t have been as impressive as it was, every valve game in existence would cease, stalker anomaly shouldn’t have been possible either and the list of shit goes on and on. It’s always been the developers willingness to fix their own software or get the skills required to make games on a technical level more advanced than what came before
NEVER believe in the engine bs
7 posts omitted. Click reply to view.

 No.20652

Seeing what insane people are doing with the 30 year old Doom engine blows "it's the engine's fault" right out of the water

 No.20653

>>20652
None of that would be possible without beforehand thorough examination and dissection of the game though, in addition to the open sourcing of its code by the developers themselves. Modders of most other games on the other hand have to do with whatever data they can mine themselves, and if lucky dissecting an older publicly available version of the engine used by the game like NetImmerse in Gamebryo's case.

 No.20654

>>20499
I feel like your ignoring how accustomed to creation bethesda as a studio is at this stage in their history

Like fuck they’ve made so many games and each release has seen visible upgrades in the engine

Fallout 3 made 3d Bethesda games possible

oblivion and morrowind introduced procedural generation and large worlds to also be possible to run on most systems without crashes like in new Vegas

Fallout 4 introduced a lot including functioning shadows, better gunplay mechanics, better ragdolls, better facial animations, removal of limitations imposed by opening menus, better sound quality, etc even if you hate the game it’s hard not to see the visible engine differences between the games before it. Same goes for f76 and eso in their stages of development that proved 3d creation games in multiplayer are possible


And now there’s starfield introducing planetary levels of detail, vehicles(this is a big one), even more patches to the original engine, etc. there’s no reason for the studio to decide starfield is the best time to abondone the engine considering how many updates it’s recieved at this point

 No.20655

File: 1659037411277.png (227.64 KB, 640x480, engine limitations.png)

>>20654
You mixed up Morrowind and Fallout 3 and ESO's engine is not even part of the NetImmerse family, but you are correct that Bethesda's game engine has indeed improved for the better over the course of its history. The real problem though is that these improvements are baby steps compared to how other companies like Valve and Epic improved theirs in much smaller spans of time, and that Bethesda's quality assurance and most likely development organization itself are too lacking for these changes to be implemented in a way that would be satisfactory.

 No.20670

>>20572
>>20593
Neither of these is reality.
What is actually happening is that engines are another layer (often many) of obfuscation of whatever the machine is actually doing, thus requiring knowledge of whatever the engine is doing to get somewhere.
So, there is real coin to the argument that an engine is responsible for this or that. Just look at the different ways engines implement physics rendering, and all the wacky things that come out of just that.
For fuck sake just download an engine, any engine, and start tinkering with the source/add modules. You'll find out soon enough what I am referring to.



 No.20610[Reply]

Typically games will increase the quality of graphics in their games using higher resolution textures and models and on occasion VFx. Although this method isn’t necessarily wrong it doesn’t do enough to actually improve the graphics of a game especially for games like gta definitive edition that’s an overglorified San Andreas mod that uses ai upscaling. The features mentioned are reasonably long considering how large the world of graphics is

>terrain

The first issues that should be addressed is z fighting which causes pixels to fizzle and load back in randomly when being projected on geometry far away so to avert this depth buffers should become more common place.
LOD stitching is also encouraged due to the obvious gaps that emerge just by briefly looking at terrain from a distance with fog disabled. This is fixed using a parenting system or with skirts as an easier fix, for lighting discontinuities that emerge between LODs should see studios having to go with the parent system specifically for UVs but the developer also has to increase the darkness on far away LODS to ensure the player can’t see anything’s wrong with the terrain
And finally use radius based LOD loading because seeing an entire chunk of terrain load in can and will cause stuttering and it’ll be obvious to the player how fake the world is. It also helps to use procedural texturing on LOD terrain to further promote ideas of scale

>clouds

Just use raymarched clouds and godrays you don’t need anything else

>cameras

Please for any developer if it’s possible for the player to enter some kind of first person mode code in support for near distance clipping because it’s typical for PC players to use custom FOVs that make the view model clip through the cameras near plane
As for anti aliasing and anisotropic filtering those features are so standard in graphics it’s not worth mentioning to me
However to smooth out geometry even more I’d suggest using a fragment shader on particularly sharp edges so things look a lot smoother. inigo quilez actually posted a video just on this on how to use sdfs shaders to perform something like this

Anyways that’s all I have to add in
8 posts and 3 image replies omitted. Click reply to view.

 No.20645

Gamedev post #3 assault rifles suck

Assault rifles break the balance in nearly all shooters. Because of the way they work in games players do not have to rely on their ability to aim or use every in game mechanic to their advantage to succeed much less approach their target. This is particularly why tech land games removed guns from dl2 because one only has to look at the crossbow to realize how unbelievably broken the game would be if guns were included. That’s all

 No.20648

File: 1659010052117.jpg (33.85 KB, 510x533, googlycat.jpg)

>>20645
I would say that assault rifles being the end-it-all for infantry combat is pretty accurate to real life though, what them being a staple of every armed forces since early days of the Cold War instead of machine pistols due to having superior accuracy and stopping power at medium ranges. In a brawler game like Dying Light where you fight mostly melee foes, this kind of firepower is indeed an overkill and makes one kind of wonder how the hell did Harran's military lose to the zombies so badly, let alone humanity as a whole in the sequel.

 No.20649

>>20648
I wouldn’t even stop at dying light

The far cry series
Fallout
The division all get completely fucking broken by introducing these types of guns in their games. The only realistic way to sidestep this is by making ammo extremely rare and even then there needs to be some sort of implementation of preventing farming of ammunition otherwise you get a snowball effect where the moment a player has one round and a gun suddenly that one round becomes hundreds as the player kills more and loots more

 No.20650

File: 1659013954095.jpg (132.27 KB, 1280x714, comrade greg.jpg)

>>20649
Even STALKER got piss-easy once you get your mitts on the Abakan or G36 and even easier when you upgrade them. Most human enemy encounters will just boil down to sneaking in the bushes and taking potshots from afar with AP ammo, while for most mutants you can just go full auto and spray and pray until it dies. The only game on my memory where an assault rifle did not fuck up the game's balance completely was the Doom reboot, but only because the rest of your arsenal consists of similarly potentially OP stuff, with the basic shotgun having a grenade launcher attachment and your sniper rifle equivalent being a huge railgun.

 No.20669

Dev post #4: Position ranged based collisions are better than vectors and bounding geometry

Fucked around in JavaScripts threejs and unreal between using ordinary bounding geometry in unreal vs hardcoding collisions for positions and honestly I pick hardcoding
It’s easier to understand, it’s simple, it’s easy as shit to customize not just due to its simplicity as a fucking if statement but also because you can use math functions to change it to whatever’s needed and likewise your less prone to running into limitations of the software your using that require mindlessly picking apart it’s code. Also it’s generally more responsive for my dog water radeon fuckwit PC.

Fuck vectors and prebuilt libraries



Delete Post [ ]
[ home / rules / faq ] [ overboard / sfw / alt ] [ leftypol / siberia / hobby / tech / edu / games / anime / music / draw / AKM ] [ meta / roulette ] [ cytube / git ] [ GET / ref / marx / booru / zine ]
[ 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 / 20 / 21 / 22 / 23 / 24 / 25 / 26 / 27 / 28 / 29 / 30 / 31 / 32 / 33 / 34 / 35 / 36 ]
| Catalog | Home