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Joined 1 year ago
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Cake day: June 11th, 2023

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  • I think honestly they might be looking to have their own platform on PC one day to not paying the platform fee.

    if they keep using steam backend for part of their PC framework, they will pay a lot more in the end, compare to invest now take some flames and properly push for their account backend on PC WHILE have steam’s market place/distribution work for them.

    Don’t get me wrong, Sony already have the capability to server digital contents to all the PS5s, but it’s a closed system and no worry about hacking etc as much compare to PC.








  • I go look up and woah, Squad is almost 10 years old, next year would be it if including EA time. seems received quite okay with recent reviews on steam. DLC seems to be cosmetics only, I guess they need those extra cash from community haha. I don’t remember the mod drama, but if that’s the case the modder can just sue them for sure. (I do know they bought the Australian faction from modder if remembered correctly. )

    I do think the ST:E xp wipe is justified and they do manage to keep career xp/level. If not I’d settle with some unique title or decal that only EA people get before 0.7 for their contribution. I mean EA player are basically paying alpha/beta customers that are willing to tolerate big changes/crashes/issues if it’s better for the future release. I think ST:E and Helldivers 2 are fundamentally different games and ST:E is just really rough on the mechanics side(since it was a squad mod originally), I have hope as it’s always one of my fantasy to shoot waves of bug and climb over their bodies since the movie. And just 4 players with orbital strikes doesn’t really fit that scenario of squads getting thrown into meat grinder. (yes, I also wish they can support more > 16 players ) It would be fucking insane if we can play 100 players against thousands of bugs. Actually, I’d settle with 64 as the game mechanism and enemy spawn now can’t sustain that many players doing coop and many player would get nothing to shoot with. well, man can dream, :P


  • care to expand on this more? I do know Squad seems to have a quite community split update but since I don’t focus heavy on milsim so I just take whatever youtuber presented and said. ST:E is still EA and judging from the last live stream they seem to bite the bullet hard upgrading to UE5, but engine upgrade is always hard but should pay dividends later down the road. Especially for a EA game, I think the general expectation for game to just blow up fro EA is really odd. Look at say BG3 or Hades during EA, they don’t have that high player count as well even though they are made by more well know devs than Offworld.




  • vs the linear plot AI, yeah, it’s super boring consider how OP the main character is. It really depends on how they execute the multiplayer side of thing as seen by the success of Helldivers 2. I honestly think that would be a cool coop/pvp game during my play through and fell short be cause the variety of the “gun” is lacking and perks are RNG based. The time limited mission kept repeating and gets boring after a while, so I just beeline and finished the story and post game(including DLC).




  • Yeah, they know they are doing though, they are aiming for those that work 9-5 have life and kids and some spare changes and milk them hard. Like this game would take 200 hours to complete fully with X hundreds of hours of post game content that was designed to make your grind, but you can also pay for this [xp booster, resource pack, legendary set, etc] to make sure you can enjoy the post game content if you don’t have the time to grind the game how it’s “meant to be played”.

    In my AC:Odessey example, I think at one point the designer might be doing a heavy zelda influenced where you just pick up stuff enemies dropped and the blacksmiths are there for you to repair items broken as resource dump. (which make sense and very fitting of that era and how resource would work) But once that MTX department put their finger in now you have a derailed system. There is a spread sheet that list the hours required to upgrade a legendary piece to which level, and recommended level to get them(as their starting level is fixed and not like the enemy droppped item that matches your level), I saw the numbers and downloaded the cheat engine table the next hour.


  • I got AC:Odyssey during one of the sale cause I dig Greek mythology, had to get cheat engine and spare me the grind for upgrading gears and ship. Like sure you can just keep picking up randomly dropped Epic/Rare and replacement them when you leveling up(there are even player quest that put in specific spot to give you resource for those upgrades, just so other players can farm it) But I ain’t get any time for that, I just cheat engine in max out resource and upgrade my Legendary gears I found through out the game. And you know what? By the end of the game(and I didn’t find every Legendary, like maybe 60~70% of them) it would take me setting the resource to max twice to fully upgrade all my legendary + epic(with perks I like) gears. It would take probably months of my gaming time should I got it on console and can not use cheat engine.

    No, upgrade gear is not required to finish the game. But after this experience I decides to never get another Ubisoft AC game nor any RPG on console or with always online feature(which means all transaction are done and authenticated to prevent cheating. ) I’ve done plenty open world, RPG, Monster Hunters without having to cheat. But the recent single player grinding + selling time saver booster pack make me whip out the cheat engine again. And I only cheat those stupid resource gating game that are designed to pad hours in to your play through.


  • Because FSR3 is really new, released Sep 2023. Even the games that actually can patch in FSR3 didn’t get to do it properly until Avatar nailed it and just earlier this month released another update to push it further. In short, AMD is working with devs to improve their plugin integration to various engine devs, and I don’t think 3.1 is the “end goal”.

    FSR 3’s result really depends on how developer understand and work with the proposed render pipeline compare to DLSS(which basically runs AI kernal to guess what pixel values to fill). Especially with games that features pip scope(fake UI scopes with on the fly fov changes are fine) or some translucent elements where it can not do the velocity buffer properly. (basically most of the fringeness on edge or flickering/swimming are mostly from precision, and ghosting are from wrong velocity when you see the old FSR artifacts).