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Cake day: Jun 21, 2023

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They did it to to Helldivers 2 and now this… Have they done it to any other games after sales were made in those countries?



From the article:

In case you’re not clued up on your 2000s internet lore, Charlie the Unicorn is a four-minute animated video featuring the titular horned horse as he ventures up Candy Mountain […]

I’m guessing the author isn’t clued up as well. It’s a small series and watching the whole thing takes about an hour.



Currently anyone can try it out for free for the next 3 days, so you can decide for yourself if it’s a “scam”, if you’re able to deal with the bugs, or if it even works on your hardware:

https://robertsspaceindustries.com/star-citizen/play-now

Use a referral code for some extras:
https://gorefer.me/randomizer/STAR

In terms of cost, this game gets a lot of flak for its marketing tactics. You don’t need to buy anything beyond the $40-45 starter pack. Just about everything else can be earned/rented/looted/hijacked/borrowed in-game.


Bad Pathfinding:

  • Allies: aren’t getting stuck anywhere near as often at my base compared to what they were doing near launch. I haven’t noticed it recently, but they likely still get stuck depending on how complicated your base gets. Beyond that, any pathfinding is fairly basic, they’re not smart about it.
  • Enemies: I’ve seen them navigate through trees and up simple mountain trails when they’re running away from me. And if you attack them, and hide up on a nearby cliffside they usually just get stuck at the cliffside below you trying to walk into the wall.

Dumb/Static enemy behaviour:
Yeah this is still very basic. They usually stay in the same place unless they are running away, chasing you, switching targets, or using an ability that forces them to move. It’s trivial to just hide behind a tree or a boulder and attack them until their health is low enough to catch. They won’t actively try to adjust their angle of attack to compensate for objects between you and them.

Character clipping issues:
The only player structure I still have clipping issues with is one structure meant for increasing your storage/showing off pals at your base. Even then I only saw one player get stuck in it once recently. But he was probably jumping around on top of it for that to happen. It’s rare to see issues at the level we saw at launch.

Really weird physics issues:
The one I can remember off the top of my head was where an attack could launch a character up into the stratosphere and then they would fall and instantly die when they finally hit the ground. I haven’t seen anything like that in months.


I think that’s a fair question given how it initially launched.

I’m no longer falling through the map. I can’t remember the last time that happened (except for the early days of the game).

I’ve only seen other players joining my world getting stuck inside of rocks when they initially spawn in, but you can just get out by spawning a pal that you can mount right next to the rock that you’re stuck in. Edit: Note: This bug is rare and doesn’t happen often anymore.


I looked through a few articles but couldn’t find anything about a term that would shutdown Palworld just because Nintendo won the lawsuit.

The worst case scenario would be something like Palworld having to change their “Pal Spheres” into “Pal Cubes” or prisms, or something similar.


https://www.stalker2.com/preorder

The physical copy comes with some goodies, or else you can pre-order through GoG, Steam, Epic Games, MS Store, or Xbox.


This is starting to tick me off. Now you’ve got me all wound up!


Ah good point. If it was just affecting Nvidia cards then a driver update would be all that they need.

This is sounding more like a software issue on the Call of Duty side then.

But DLSS does still get updated models with driver updates:

DLSS uses the power of NVIDIA’s supercomputers to train and regularly improve its AI model. The latest models are delivered to your GeForce RTX PC through Game Ready Drivers.

https://www.nvidia.com/en-us/geforce/technologies/dlss/


It’s a new game. This shouldn’t be surprising. Most likely they just need to retrain/finetune the ML models being used for upscaling, frame generation, etc.
Should be coming in a driver update soon.


It wouldn’t bother me if you were still able to earn the mount in-game.



Instructions to run SC on Linux can be found here: https://github.com/starcitizen-lug/knowledge-base/wiki

The Linux User Group organization is one of the largest orgs (currently 13th) in Star Citizen.

Edit - link to orgs sorted by size: https://robertsspaceindustries.com/community/orgs/listing?sort=size_desc

Edit 2 - While SC can be run on Linux today, it’s not officially supported yet, but they do have plans to support it now that Vulkan can be used:
https://www.youtube.com/watch?v=2tSoZJ0649s&t=1335


You’re misunderstanding what I am saying.

I wasn’t saying that OP was wrong about delays. I was pointing out that if you’re trying to compare space games, you need to compare the proper game type.

Comparing Everspace to Squadron 42 makes sense because they’re both single player games.

On the other hand, trying to tell people to play Everspace instead of Star Citizen would be like trying to tell people that they should play Skyrim instead of World of Warcraft. One is a single player game while the other game is an MMO.


I think you meant Squadron 42.

Star Citizen is an MMO while Everspace and Squadron 42 are single player games.


Video game preservation absolutely matters and there’s been an alarming trend in the industry to release a game only to shut it down a short time later with no ability for the players to be able to play it further.

For those in the EU, let your friends know about the petition here:
https://www.stopkillinggames.com/

Or share this video:
https://www.youtube.com/watch?v=pHGfqef-IqQ



This article doesn’t go into it, but Louis Rossmann pointed out that their profit margin has tanked recently.

https://odysee.com/how-intel’s-oxidation-scandal-screws

At the end of 2021 it was 25.1% for the year.
At the end of 2022 it was 12.7%
At the end of 2023 it was 3.1%

Even ignoring the downward trend, at a margin like 3%, a small swing in the market, a small mistake in inventory ordering, or replacing a bunch of CPUs that had an oxidation issue during the manufacturing process will push them over the edge into losing money instead of making money.

https://www.youtube.com/watch?v=OVdmK1UGzGs

Not saying this to defend Intel, just pointing out a major reason as to why they are scrambling to cut down on costs.

edit: formatting


From the article:

[Ubisoft Quebec] started working on Shadows in 2020. That means when it arrives in November it will have been in development for four years, which is longer than normal.


Bring it up in the appropriate channels or when it’s applicable during a stream/conversation, but don’t spam it. That’s just going to annoy people.



That definitely plays a part, but if a player doesn’t have a computer that’s up to spec, they’ll have a bad time no matter what.


Besides updates where overall performance has tanked for a bit, if you generally have issues playing this game then that’s more likely a hardware issue.

This game is not optimized and requires a beefy CPU (Performs best using an AMD with 3D v-cache ), a fast SSD (HDD will tank your FPS with all the streaming of assets that needs to happen), and a decent GPU.

The game has been running well since they got rid of the dupers, even with Xenothreat running… now if they would just fix the UI so I can see who I’m shooting at when there are targets/friendlies all over…


Some additional info the article doesn’t address or skims over:

The accounts were suspended for 3 months.

They only suspended accounts that were overly abusing the system. Players that duped on accident, or a small number of times were not punished except for the removal of some of their in-game currency and maybe a ship or two that they bought with the earnings they made from duping.

This is the first time that Star Citizen players have had a wave of suspensions like this for an exploit.

This is most likely because of how this exploit affected the servers. In Star Citizen, abandoned ships stick around forever on a particular instance, so other players would need to hijack/tow/destroy/salvage them to get rid of them. The players abusing this exploit would duplicate ships with cargo (that could be sold) as fast as they possibly could, leaving more ships behind than what the servers can normally handle well.

This also happened around the time of a free fly event where anyone could try out the game for a bit without having to pay. So the game wasn’t performing as well as it could have been during this event. Although, tbh, this game usually struggles during free flight events anyway.


Found it: https://www.youtube.com/watch?v=45CvTHmt_dI

This is why I prefer it when people specify what kind of “AI” they’re talking about rather than just saying “AI” as a buzzword. I definitely agree with Derbauer here… this is painful.


Great video, he breaks everything down really well…

I might have to start linking to this video rather than trying explain what AI is vs what AI isn’t to those who like to make general statements like “AI is a scam!”.


New island, new pals, new subspecies, new buildings & level cap, new raid, an oil rig stronghold, an arena, and a new faction & boss.

This looks like an awesome feature packed update… I’ll have to hop back in soon.


$25 for this Humble Bundle:

  • High on Life
  • Atari 50: The Anniversary Celebration:
      100 games over different platforms spanning the 70s to 2000s as well as 6 new reimagined games.
  • Revival: Recolonization
  • Mechwarrior 5: Mercenaries
  • Soulslinger: Envoy of Death
  • Bread & Fred
  • Grindstone

The article lists out the Steam Deck rating as well as the ProtonDB rating (if any). Direct link to humble bundle (referral link from article is still there): https://www.humblebundle.com/games/ign-live-at-home?partner=gamingonlinux


Thanks! It helps to have a lot more background and i haven’t looked too deeply into this.

I was trying to keep my reply simple and directly to the point that they didn’t create their own launcher just because they wanted to.

I didn’t know the first point, now I’m wondering if both sides wanted it dismissed in the U.S. at least. From the article I read it sounded like this was being pushed from Ironmace’s side.

I had mentioned the founder’s involvement before, but only in a different reply on this same post.

On the second point, at least as far as U.S. law is concerned, I’m not so sure that this is such a straightforward case. We’ve already seen in previous cases with video games that it’s okay for games to have the same game rules, mechanics, ideas, and principles. That’s why anyone can create a game like Tetris, Monopoly, or Pokemon (such as Palworld). As long as they don’t copy over assets directly, (sprites/models/verbatim text for the game rules, etc.) it’s ok to create a very similar game or even to be inspired by other games. Mostly this is what I understood after listening to some YouTube attorneys that were discussing this matter for Palworld (Hoeg Law and Attorney Tom).

The difference here is that one of the founders did work for Nexon so it seems that a lot of the work was likely plagiarized (which is not illegal in the U.S. but it is unethical). It would have been interesting to see how this would play out in U.S. courts.

Do you have any idea how the courts in South Korea view cases like this?

On the third point, I had heard how they had recruited other employees, but I hadn’t heard about the founder agreeing to destroy the company info and failing to do so. Do you have a link/source for that?

Thanks for the reply!

Edit: asking for source, not because I’m doubting you, I just want to read up more on it.


Joke’s on us for trusting them to do what?


It was on Steam, up until Nexon sued them because they suspected stolen assets were used.

So far it doesn’t look like that was true, and the case that was filed in the U.S. was eventually dismissed (since it should be handled by the courts in South Korea).

So hopefully we’ll see it back in the steam store, eventually.


Yeah, it looks like Nexon was trying to crush their competition (there was a lead developer that left Nexon and went to work on Dark and Darker).

The police didn’t find anything obvious when they investigated Nexon’s allegations. And they had already had an audit conducted by an external group:

Our code was built from scratch. Most of our assets are purchased from the Unreal marketplace. All other assets and all game designs docs were created inhouse. This has already been audited by an outside agency. As far as we know you cannot copyright a game genre.

https://www.vg247.com/dark-and-darker-devs-raided-by-police-following-accusations-of-stolen-assets

The lawsuit that Nexon filed in the U.S. was eventually dismissed, but Steam pulled the game from their store, so that damage was already done:
https://gamerant.com/dark-and-darker-nexon-lawsuit-dismissed/


PvPvE

Different teams are thrown in around a map, you then work with your team to try to survive and make it out to the end.

You don’t have to engage other players on other teams, but chances are they’ll engage you.



While you’re absolutely correct, for those who don’t know, Windows does have an IoT version of their OS that removes most of the bloatware.


Not just the U.S.
Avalanche Studios has their headquarters in Sweden and they’re closing their studio in Canada (per this article). Additionally, Phoenix Labs (Dauntless & Fae Farm) is a Canadian game developer and they just let go of a significant number of developers and cancelled all future projects (about 3 weeks ago): https://www.pcgamer.com/gaming-industry/dauntless-developer-phoenix-labs-lays-off-employees-and-cancels-in-development-projects-says-its-the-last-resort-to-ensure-phoenix-labs-can-survive/

While Microsoft was the one shutting down multiple Game Developers last month, those studios are also based all over:
Tango Gameworks - Japan
Alpha Dog Games - Canada
Arkane Studios - (Headquarters in France, but shutting down their Studio in the U.S.)
Roundhouse Studios - U.S.

Edit: formatting



Yes, but with DLSS we’re adding ML models to the mix where each one has been trained on different aspects:

Interpreting between frames
For instance, normally you might get 30FPS, but between the frames the ML model has an idea of what everything should look like (based off of what it has been trained on), so it can insert additional frames to boost your framerate up to 60FPS or more.

Upscaling (making the picture larger) - the CPU and other hardware can do work on a smaller resolution which makes their job easier, while the ML model here has been trained on how to make the image larger while filling in the correct pixels so that everything still looks good.

Optical Flow -
This ML model has been trained in motion which objects/pixels go where so that better prediction of frame generation can be achieved.

Not only that but Nvidia can update us with the latest ML models that have been trained on specific game titles using their driver updates.

While each of these could be accomplished with older techniques, I think the results we’re already seeing speak for themselves.

Edit: added some sources below and fixed up optical flow description.

https://www.digitaltrends.com/computing/everything-you-need-to-know-about-nvidias-rtx-dlss-technology/
https://www.youtube.com/watch?v=pSiczcJgY1s