Inlägg av MrPeters

Inlägg som MrPeters har skrivit i forumet

Skrivet av superlim:

är väl egentligen inget beslut de aktivt tagit, de måste följa vad de skrivit kontrakt på sedan tidigare.

Gissar på att du syftar på studions kontrakt?

Nu vet jag inte exakt vad detta kontrakt specificerar gällande exklusivitet men det vore inte första gången en utgivare försöker öka antalet konsoler som spel utvecklas till mitt under utvecklingens gång ^^

Bra beslut och bådar gott för framtiden gällande deras involverande i utvecklingen av spel.

7/10
Hade älskat Burt Reynolds som Pikachu

Skrivet av Carl Johansson-Sundelius:

Okej, vilka var sugna att lira kvällen den 8:e mars? Tanken är att vi spelar in det och släpper en video senare samma vecka. Man behöver inte vara med på bild

Självklart är man på för lite coop!

Outriders - Feedback

Självklart vill man haka på lite coop med Calle!

Skriver på engelska då det känns mer passande för mottagaren i fråga.

1. The Good

• Movement - Responsiveness
The movement felt responsive and helped a lot in the flow of the game. Some third person games have trouble implementing a responsive movement system to the degree that it has a negative impact on combat, especially when you have to move medium distances between encounters.

• Movement - Animations
The animations of movement feel pretty decent, while they could feel more adapting to your movements (sharp changes in acceleration), they are look well enough in their current state. There is one instance that comes to mind that might need improvement, but it's current state is pretty good. Improving it further might require reduction of movement speed and acceleration when swapping directions, which in turn would make the movement feel sluggish.

• Combat - Responsiveness
The combat was better than I had expected, especially in combination with the responsive movement, it allows the combat to have a reactive and fluid feeling as you can side-step certain projectiles and move in and out of cover without feeling like you have weights around your ankles. This is further improved through the ability to swap shoulders, which some third person shooters are very reluctant to implement for some weird reason.

• Weapons - Appearance & Sound
Models of weapons and firing animations are well made. Audio of weapons are, in general, very nice but some might require some more punch to them. For example, when firing a heavy sniper there are times when it feels like you're firing a lighter DMR which doesn't give you that sense of power.

• Weapons - Variety
Variety of weapons are well enough. Based on what I saw on the last Demo-boss, I am hoping on that later in the game there might be more weapon variety. The foundation is very promising and if there are more weapons, and they're as well made as the current ones, then it's great!

• Weapons - (gameplay) Feedback
Furthermore, the feedback of using weapons is pretty good. Most weapons can stagger weaker enemies and having an audio play out when they get hit emphasizes the effect of your actions. As there are damage numbers, the feedback required for players to know what they did isn't as important as some others games, but the basic feedback that we currently receive is well enough.

• Graphics
While they're not very awestriking, the graphics are good enough for a 2021 title. While it would've been nice to see some more graphic intensive features implemented, such as volumetric smoke for explosions or maybe some scattering of light indoors, I can understand if some things aren't funny enabled yet. However, Ultra doesn't really feel like Ultra, primarily when it comes to lighting effects, the shadows have very little softness to them. For some odd reasons the game also performs better on Ultra, the game would need some extra optimization.

• Abilities
The general design choices around abilities have so far been impressive. I've enjoyed all of the abilities to different degrees but they've all felt, at the very least, good to use. There are some balancing that might be required but other than that, very impressed with the designs.

In addition to the design of the abilities, the feedback of using them varies. Some are very "meh" but most of them are great, they have a lot of weight to their impacts and the gore from some was unexpected, but gave an impressive feel as most of the game is very gloomy and raw which made them fit in very well.

I really like the fact that there are modifiers on blue gear which, with varied magnitude, affects abilities.
What worries me is that this system is expected to balance out the fact that there are quite few abilities in the game. Unless these modifiers have more unique effects, I fear the lack of abilities might have a major negative impact on the game, especially as we're limited to three active abilities.

2. The bad

• Sponginess (Few but unexpected)

When playing, I decided to restart the story to see how it progressed and when doing so I noticed some enemies were unexpectedly spongy. They took a lot of shots to kill relative to what I had experienced before restarting the story. The biggest villains of this was the enemies right at the start.

Other than that I didn't come upon a lot of sponginess that wasn't likely due to an outdated weapon or low anomaly power, in general everything went down quickly and gave a nice feel, even at the current max world tier. Bosses felt spongy the first time facing them but the further I got into the game and the higher level I got, the weaker they were, even though they scaled to my level. This could possibly be that the content isn't made for being played with a character kitted out with all blue items and max demo-level, but it feels odd that things got easier the higher level I got, even though they scale.

• Ability aiming
Aiming with abilities that require you to throw things out a certain distance, such as Technomancer, is very difficult to do quickly as the distance feels like it varies quite a lot. Combining this with the fact that you have to hold down the ability-button results in a system where using abilities feels clunky unless it's one-directional or auto-aimed.
My suggestion would be to implement an optional system similar to those that exist in MOBA-games:
Holding down an ability-button brings forth the targeting aspect of the ability and upon releasing the button it will cast the ability.
This will be a middle-point of your current system where you can either hold a button to bring forth the ability or blindly throw it in a direction.

• Replayability
When playing, I received a tip from the game which said that replaying side-quests would rewards me with new randomized loot, this is not the case. Unless you refer to loot dropped by enemies or boxes, replaying side-quests did not reward me with any loot specific to the quest, only to the area. This does not encourage replaying side-quests for the sake of loot unless you specifically refer to loot found in the area, thus it's not the quest itself that I want to replay but more the area, while this might be a little pedantic, it doesn't feel rewarding to turn in a quest and receive nothing.

In addition to the replaying of quests not feeling rewarding, the fact that we have to find the quest-giver every time that we want to replay a quest and then go to the respective quest-entrance feels very slow-paced, at least when the quest-giver is located in town and the quest we want to play might be far from town and thus require fast-travel followed by regular travel. I'd suggest having some sort of quest-giver at the entrance of the quest after you've played it to allow faster replaying if you want to replay it multiple times, it could also act as a temporary one-time fast-travel destination when you're in the respective quest instance.

Furthermore, I believe the game would greatly benefit by account-wide currency and resources. This would mitigate the penalty of swapping character while acting as a catch-up system gear-wise thanks to the fact that baseline gear would be available in stores and through crafting. This would also allow players to feel a broader sense of identity attached to the entirety of their account instead of specific character and thus allow them to experiment with different classes. However, as I don't know how end-game content is structured, nor do I know if there are other catch-up system implemented for later stages of the game, having account-wide currency and resources might not be necessary but it would be a convenient addition none the less.

• Cover
The cover system feels decent, but it also feels unresponsive. There have been numerous times when I can't go into cover, most often when enemies are nearby or an ability has affected the direct vicinity of the cover.
Moving from cover to cover through the *Hold* mechanic doesn't work if an other player is between you and the other cover, this feels like an appropriate time when you can show some leniency on player collision. Having an other player force you to an immediate halt doesn't bode well.

3. The ugly

• Optimization and Performance
As previously stated, the optimization of the game might need to be looked at. Ultra performs better for me than any of the lower and Ultra really doesn't feel like an ultra setting in 2021. The cinematics are for some reason showing performance issues through lagging and janky animations, even though the game is exhibiting no FPS drops below the capped FPS, which in conversations is 30 for some odd reason. On Ultra I have a stable 65-70 FPS, on High I have 45-65 FPS.

• Comparison of items
It would be greatly appreciated if we were able to see the stats and bonuses of items when comparing them. Things such as damage, accuracy and rate of fire doesn't take up a lot of space and is important when it comes to whether or not we want to equip an item.
Further more, at least show us what bonuses we get from items that are on the ground when comparing. Not being able to see what bonus we receive when checking items on the ground forces us into the inventory menu.

Which brings me to the next point:
• Menu transitions
Moving to menus and between them is very slow and tedious, mostly due to the black fade that happens every time. This also directly affects dialogue between characters, NPCs speaking fades out as I, for example, enter my inventory to go through the item I were unable to compare on the ground. It affects the flow of the game and gives a sense of loading screen which is very odd, especially when streaming textures would help you a lot in this aspect, something I'm assuming you've already implemented.

• Interrupt (effect) immunity
The clarity of what abilities that can interrupt is great, I love information being conveyed to the players as it brings clarity and a better understanding. However, the immunity towards effects and interrupts is very weird as several weapons and abilities cause immunity which in turn can make bosses a lot harder.
For example, the first three abilities of Technomancers all cause effects on bosses, this in turn causes immunity to go up very quickly which in turn causes certain abilities to be cast and makes the fights a lot harder. Having an enemies go immune due to simply wanting to deal damage and then have them heal up that damage is extremely anti-climatic and results in you questioning why you're even using your abilities.

• Static ability numbers
Having static numbers on abilities isn't ideal, in my opinion. Having gear that gives you bonuses to your abilities, such as damage, and then having no indicator of what that damage now is doesn't feel very good. If I receive 20 extra damage to an ability and it still says 50 in combination with my Anomaly Power being at 200, how am I supposed to know how much damage I can expect to deal?
Basic theory-crafting of gear requires information to be visible to the player, hiding dynamic values isn't ideal, especially not when they're available to the game itself as the ability will, inevitably, deal damage at one point.

• Animation Locking
The animations for Pyromancer's Heatwave locks the player in place and brings them out of cover which causes them to be highly susceptible to damage, this is a huge difference to other classes that can both use abilities in cover and while moving.

Bugs / Issues

I've encountered surprisingly few bugs, to the degree that I only have one gameplay-affecting to report.

• Devastator leap
When using Devastator's leap, there's a chance of their aim being locked in place and thus causing them to be stuck in place until the duration runs out.

• Animations
Moving in one direction and then tapping in the other causes your legs to look a bit weird.Example

Some facial animations might need to be looked at. This is very early in the game and might leave a bad imprint for new players.

(Credits to a friend of mine for screenshotting it)

• Weapon type - Inconsistent with behavior
I stumbled upon an automatic shotgun with the type "Automatic Shotgun Slug Var." which indicated that the shotgun would be using slugs, this was however not the case as it fired regular buckshots. I highly suggest that the weapon type matches the behaviour of the weapons.

Thoughts

The game shows a lot of promise, I am eager to see how it turns out. There were some aspects of the game which I never had an opportunity to test out to the degree that I felt comfortable making a statement about it, this includes talent trees and extensive cooperative testing. I did try some coop but further testing required (looks over at Calle) for more thorough thoughts.

From what I saw when it comes to the talent trees they look good, although generic, but unless you implement some nodes that have substantial impact on gameplay, they'll probably do the job quite well. I might prefer a system similar to Path of Exile (PoE) or Wolcen (which is based on PoEs), mostly due to the freedom they allow when it comes to builds, but they're more difficult to balance and making the nodes and psuedo-trees alluring can be difficult without clear paths. On top of that it's less beginner-friendly as it's easily overwhelming. The current system you have is probably a lot better than some other possible variations, I think people will find it enjoyable as long as it feels impactful.

I'm having trouble seeing a 60 euro price-tag being justified but that's up for Square Enix to prove, and me to subjectively judge!

--Last edited 2021-03-06, 10:18--
Weapon type inconsistency

--Old Edits--
Added some thoughts in replayability regarding account-wide currency and resources.
Some minor additions and changes in sentence structure to improve readability.

Skrivet av Kleptoman:

Vetefan vad Enemy territory är, men det är väl därför man satsat på AI där - eftersom ingen riktig människa spelar skiten!

Vet inte om du var sarkastisk, men åh herregud vilket trångsynt sätt att se på saken.

De har även tagit bort Denuvo från Death Stranding ^^

Skrivet av Snavz:

När jag testar stadia, så får jag dålig upplösning och locked 30 fps. Står dock att jag har utmärkt upplösning

Har likartade problem. Jag har testat en massa felsökningar och det bästa resultatet jag har fått är att den påstår sig streama i 1080p men med dålig kvalité (ser ut som absolut lägsta inställningarna vilket inte riktigt matchar folks påståenden om att grafiken är väldigt bra). Har varit i kontakt med Stadia supporten i några veckor och de eskalerade mitt ärende till teknikerna men har fortfarande inte kommit fram med en lösning...

Responsen i Stadia är jag väldigt imponerad av men är så mycket problematik med grafiken att jag håller mig borta från det ett tag till.

Har spelat en del GTA V de senaste månaderna med några kompisar och vi har funnit mycket nöje att ha det som ett chill-spel. Kör lite heists, spelar lite Blackjack på kasinot, leker runt i freeroam, etc... Finns mycket att göra men det är även väldigt mycket grind då saker är väldigt dyra och kräver att man antingen spenderar mycket tid eller riktiga pengar.

Förstår att folk vill ha ett GTA 6, men det är även viktigt att tänka på att RDR2 använder sig av samma motor som flera tidigare Rockstar-spel har använt och de tekniska framsteg som utförs inom RDR2 troligtvis kommer övergå till GTA 6. De har troligtvis hållit på att utveckla GTA 6 parallellt med RDR2 och nytt content till GTA 5, spel som GTA och RDR tar lång tid att utveckla då de är oerhört detaljrika spel.

Skrivet av Calez:

Jag fattar inte nya systemet. Hur menar du att man kan gå genom allt innehåll på sin egen tid?

För att utveckla vad Json sa, level 1-10 är introduktions-lvlar i ett nytt område, 10-50 är lvlar som du kan ta på valfri plats bortsett från Shadowlands.

Skrivet av Deekar:

Tänkte lira nya expansionen från dag 1! Köpte sub och började lira i början av oktober och var aspepp!! Tills att dom försenade det.... Nu har jag NOLL sug att spela Shadowlands 😂

För mig fick det motsatt effekt, fick mer sug för Shadowlands nu när jag vet att de faktiskt tar lite extra tid på sig att fixa till saker
Senaste expansionen de sköt upp releasen på var wotlk och den var en väldigt stor succé, hoppas på likartat gällande Shadowlands ^^

Skrivet av NuZ:

Pinsamt om man behöver använda detta! Min åsikt iaf. för DS är ett spel man ska omfamna döden i Inga trophies iaf

Är själv en gedigen spelare av Souls-spelen men tycker detta är ganska bra initiativ. Vanligtvis brukar folk klaga på svårighetsgraden och därtill besvarar de stereotypiska souls-fansen med "git gud" vilket jag halvt som halvt kan hålla med om. Souls-spelen har en satt svårighetsgrad och om man inte lyckats kämpa sig igenom dem så kan man, tyvärr, gå miste om en härlig upplevelse.

Detta initiativ möjliggör en kompromiss, spelare som har det lite jobbigt att ta sig vidare i spelet men inte har alternativet att sänka svårighetsgraden kan få tips eller ett exempel på hur de kan överkomma de hinder som står i deras väg. Enligt mig är detta det bättre av de potentiella vägar som man kan ta, jag vill inte att spelet ska bli lättare men samtidigt vill jag att Souls-spelen skall lyckats så gott det går, de är några av mina favoritspel efter allt.

Walkthroughs och guider kommer finnas oavsett, om de är officiella tips och råd på olika nivåer så främjar det mängden och därmed framtiden av souls-spel, hellre detta än att de gör spelen alldeles för lätta.

Väl förtjänt!
Spelet hur utvecklats väldigt väl genom hela Early access. Oerhört få buggar och alla saker de har implementerat har varit fullt funktionerande i den mån som man kan ha önskat.
De behandlade Early Access mer som ett test där spelarna fick ge feedback på spelet istället för en alpha där spelarna fick vara bugtestare.

Rekommenderar spelet oerhört mycket till de som är intresserade av spelet!

Bra humor och väldigt mycket personlighet på alla NPCer och dialoger som man både själv är delaktig och de man observerar när man går runt i start-området.

Stridssystemet har bra flöde och tack vare den stora variationen av vapen tror jag att alla personer kan hitta något vapen som tilltalar dem. Bra roguelite progression och man upptäcker alltid något litet nytt i varje run.

Skrivet av anon_328494:

Varför då?

Utöver begagnatmarknaden, som tidigare nämnts, så kan du vissa fall lura i spel att du har annan hårdvara än vad du faktiskt har. Om jag inte har missförstått så måste spelets anticheat startas innan annan mjukvara på kernel-nivå där den tar reda på vilken hårdvara du har innan du får möjlighet att lura spelets anti-cheat. Detta kräver likartat anti-cheat som Valorant har vilket många inte gillade, även om jag tror Riot potentiellt kan få det att funka så kan en mindre studio (om än väldigt lukrativ efter Fall Guys virala spridning) ha lite problem med att utförligt använda sig av ett sådant anti-cheat.

Om någon mer lärd inom området har bättre kunskaper om detta så får ni gärna rätta mig, detta är slutsatser jag har dragit på tidigare information jag fått från Riots anti-cheat artiklar och diverse diskussioner.

Detta lär även främja försäljningssiffrorna då de inte behöver bråka med Cyberpunk 2077 lika mycket ^^

Var stort fan av Lords of The Fallen men det var svårt att se förbi problemen spelet hade. Väldigt buggigt och dålig optimering gjorde det svårspelat.

Här är en bild som bifogades i ett svar på Twitter där den gamla versionens grafik presenteras.

Och för att göra jämförelse enkelt har ni här den nya versionen.

Tror spelet kostar lite mycket på Win Store

@l0ranga:
Hur ställer sig 3an content-wise relativt till 2ans nuvarande skick?
Tvåan har en stor mängd DLCs, många som jag gissar på ej förekommer i trean, hur "färdigt" känns trean i jämförelse med den mängd content som tvåan har?

Gods & Monsters låter väldigt mycket som ett generiskt copy & paste mobilspel, Immortals: Fenyx Rising låter inte mycket bättre men det särskiljer sig i alla fall från mängden.