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legend

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Posts posted by legend

  1. 24 minutes ago, Brick said:

    How does the co-op work exactly? 

     

    I guess I need to learn some builds, especially an AFK build so I can finally kill Death. 

     

    In coop you alternate who levels up and your total weapon count between the set of you is capped.

     

    You don't need an AFK build to beat death. It's incredibly easy if you just upgrade the Crimson Shroud and Clock Lance by getting the items on the map.

     

    Actually, the upgraded Crimson Shroud is usually enough.

  2. 20 minutes ago, Ghost_MH said:

     

    Did you try moving their toys to the other side of the room? That worked with my kids.

     

    Funny thing is that I *do* have a collection of kids toys that I was using for some robotics experiments a few years ago! Robotics labs very often look like children's toy rooms :p 

     

    (Actually, it's possible I threw them away when we moved, but I used to have a bunch!)

     

     

    19 minutes ago, Commissar SFLUFAN said:

     

    Considering how hostile the app has become to science-oriented communities, I'm somewhat surprised/disappointed that the move hasn't been made already.

     

    Many of us (self included) tried Mastadon when he first took over, but people just didn't like it. It was ultimately too hard to get content from people you weren't following, requiring various hacks. I was willing to stick with those hacks, but not enough people were willing to do so. And now we're all stuck back on twitter again :/ 

  3. 26 minutes ago, Ghost_MH said:

     

    The tricky part are the asset stores. Unreal and Unity, both, have very robust asset stores that make it really easy to jump in and make something, especially for students or people starting out. I think the largest open source game engine is Godot and its asset store is lacking compared to the others. Not just in terms of stuff for sale, but also in terms of usability.

     

    Yeah that will be a little tricky, since people getting paid for assets they distribute is a feature, but I suspect also a solveable problem. Ideally, the engine would define ways to use signed content and then allow for 3rd party stores to open up that use that mechanism.

  4. 2 hours ago, stepee said:

     

    Keep in mind Alex is far more critical than the console staffers and most of the issues still here like traversal stutter and the animation playback issue are on console as well, but just considered acceptable there. Depending on cpu (especially if you can’t use frame gen) you might get some more stutter on pc but you lose a shit ton of image quality and the intended art design in return. 

     

    Is that still true? The video for the patch on console described it as having solid frame pacing in this round, which suggests it's improved a lot more on console with this patch than on PC. (Animation playback is still probably an issue though since that seems more inherent to design decisions).

     

    On PC I have a 3080, so no frame gen. CPU is a Ryzen 3900x, which ought to be fine, but with this, sounds like maybe not :p 

     

    I'm feeling fairly committed to this PC until a 5090 releases and then I'll probably do a whole computer upgrade.

     

    I'll add that I'll gladly trade IQ for less stutter. It's the easiest way for a game to sabotage itself in my mind.

  5. I really hope Unity shooting itself in the foot with a bazooka ends up a positive thing for the industry. Game engines are hard, but there is more than enough of a community and distributed development tools to make it possible for open source game engines to be "the thing" most people use. Even in terms of staying up to date it can work well because there is a thriving graphics research community as it is, and if there was a standard open source engine research hacked around in (much like how the AI community uses one from a few open source DL libraries), researchers would probably integrate with it making the connection to produce that much faster.

     

    But you have to get people to commit to them to flesh them out. And maybe this will cause that.

  6. 10 minutes ago, Kal-El814 said:

    I've heard the ending is "bad." Can you lemme know how you ended up feeling about it without spoiling it @legend?

     

    The ending isn't bad by any stretch. This most definitely is *not* an ME3 fucked up ending that taints everything for you. However, there isn't much closure on what happens with the characters after you finish. This improved somewhat with them giving a bit more for of an epilogue for Karlach in a recent patch (which I saw), but it is sparse on the closure and even the Karlach added epilogue feels like it needs more connection. I would say that is my biggest criticism -- they ought to add a bit more to what happens to the characters, but the plot resolves satisfyingly enough.

     

    They also said they're working on expanding that more, so it seems like the message was delivered. Part of me wonders if they deliberately kept the "here's what happens afterwards" sparse because they didn't want to write themselves into a corner if they ever want to do anything else with these characters in the future.

     

     

    • Hype 1
  7. 11 hours ago, Paperclyp said:

     

    Care to share your final hour count? Did you do a good chunk of side stuff? 

     

     

    That's a little tricky because I played the original EA release to completion (which was about 70% of act 1) and in coop and did spend half a day playing coop on the full release (which I'll probably get back to now that my friend and I are both finished).

     

    So that all said, the Steam number reads 191.7 hours. It's probably closer to 140 for the single playthrough. And yes, I did every bit of side content that I found. Though I know I still missed some!

     

    EDIT: Actually there is one other data point which is the last full save I have does list 120 some hours. That doesn't include and reloads, some of which were more sizeable than others, but I'm going to say 130 might be a more reasonable estimate.

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  8. 12 hours ago, GeneticBlueprint said:


    Asimov himself said that what’s on the pages couldn’t be adapted 1:1. And he was fine with that. Even encouraged it. 
     


    Broad strokes and themes are there.
     

    I agree that it might not be a definitive work. But the fact we have to point to a 20 year old franchise as an example of such? Nobody is making definitive things anymore. Not that don’t shit the bed and ruin their goodwill at any rate. But I do think it’s some of the best sci-fi I’ve seen on the screen big or small in I don’t know how long. Visually stunning. Fantastically acted. Generates a sense of wonder and awe. Makes you wonder about the ethical application of advanced technologies and contact with other intelligent life. That’s everything I want in sci-fi that so many movies and shows can’t seem to get right.

     

    I completely welcome changes. I'm not happy that the changes have also changed the message of the books. I'll enjoy it, but that's what is disappointing to me.

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  9. 4 hours ago, silentbob said:

    Unionize and maybe the VFX will look good again. I kid with all the Covid issues they dealt with, but then again, yeah. 

     

    I think there is a distinct possibility they will. From what I've gathered, the problems with current VFX is not due to the VFX team, but because the management demands that most unrealistic schedule and quality drops because something has to give.

     

    If they unionize and get better conditions quality may go up. But I suppose that's contingent on the union having enough leverage to change that!

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