Sorry, book broke
Disingenuous? I think that’s projection.
Not once have I stated it was high art to not add this in. That’s a wild statement.
I’m simply stating not doing so isn’t lazy, or gate keeping. The devs ar e focusing elsewhere. To focus here, they spend more money or take something else out. As a dev you should know this.
This is a feature. You can focus on a subset of all possible features. Not implementing one does not make you a worse dev your code is what matters. A dev should know this. You have x amount of time (money) a dev thus can implement y features.
A house should have a garage. Not building one doesn’t make you a lesser builder you just didn’t have the finds and chose to build a nursery instead with the money. Focus was elsewhere.
Edit: It’s clear to me this persons not going to engage. They ignore my arguments, make up new ones, and don’t seem to care for the discussion. I’m going to disengage
As a dev you keep throwing around the word accessibility very loosely. This is very weird. Are we talking about accessibility for disabled people or for people who simply find the game difficult? The latter is the main conversation here. The prior is ableism through low expectations. You’re nolonger talking about an “easy mode” either. Accessibility settings aren’t “easy modes” disabled people don’t need to be coddled.
Also, as a dev, you should know seemingly simple features are not commonly simple. Any dev past junior should know this. No Dev past junior should make these claims unless speaking directly about tech.
Edit: On top of this, I’ve made no all or nothing argument. Lowering damage and speed does very little to help. Essentially nothing.
Please, under any engine of choice, give me a top level on how you’re implement variable speed.
You throw a lot of hatred towards devs (calling them lazy gatekeepers who are poor in craft who can’t implement something AI can) what are your creds?
I’m a fullstack software dev with 7 years experience and a specialization in accessible ui (disability, not dislike for the combat system) and multiplatform codebases. You?
Horror devs are lazy and gatekeeping for not implementing this? That is the original statement from the thread.
It is a horror game. The point is horror. Sure, if a Dev wants to add the slider, full send. Thats a positive. Devs who want to focus on the fundamental concept are not lazy. They have different priorities.
Not all games must cater to all gamers. Sometimes a game isn’t for you. You have different prefferences, that’s ok. Different games cater to your preferences.
Some games don’t cater to mine and that’s fine too
Can you name horror games 2ith this toggle? I see this in factory games all the time. Horror games though? Pure curiosity personally.
Are the devs lazy for not including it? If people didn’t want to implement, are they game keeping? No, they’re focusing dev time on things that matter for their horror game. The horror of it
Aight I see aim not getting through to you. Let’s try though.
No, lowering damage and slowing attacks is not all I proposed nor would that fix the issue. Complexity in move-set must also be decreased. Also in the game world enemy placement and quantity must be adjusted to lower dificulty. Otherwise it’ll be, mostly, just as hard
No, properly slowing attacks is not easy to do. You are not programmer or an animator. No, AI can’t magic this up for you either a month ago I saw an app hobbled together with AI that had three whole stacks in it with three seperate apps because somebody tried to add a new view with statistics on it with AI tooling.
Once more, for accessibility, should we have low to no horror settings in horror games? Low to no puzzle options in puzzle games? Etc.
You call these people lazy but don’t have any clue what they actually do. No. It’s not lazyness. They could make shitty difficulty settings that don’t fix peoples problems or they could spend many hours doing it right.
Edit: To respond to their edit, I think the just add a difficulty slider argument fundamentally doesn’t understand why people play these types of games
If the intense and strategic combat is the gameplay a person dislikes then what’s the difference between you playing the game for the story or watching a play through?
Lies of p has a difficulty slider that decreases damage from the enemies and increases the party window. That really doesn’t do much. You still need to “memorize” the moves no amount of button mashing saves you even on easy.
The only way to really give an easy mode while not throwing combat out the window would be to heavily slow attacks, lower complexity, and decrease damage while changing enemy placement and consistancy. Sure, a game could do that no problems with that, but that’s a lot of dev time to build something against the games ethos. Every map has two or more varients. Every boss two or more movesets. If this is a devs vision fuck yeah but that’s a lot to put in when the issue is people don’t like the core concept
Do we argue horror games should have options for low horror so we can enjoy it without the horror? puzzle games should have a second set of easier puzzles for those who find them too hard? Story centric games should have low-story varients for those who still want to play? That dating sims should have aromantic varients for those who just like the comedy? Sure, if a dev wants that, good on them. Current games don’t need to change though.
The intense strategic combat where numbers change little and skill changes everything is the point. That’s what these games are built around it’s their fundamental concept. If you don’t want to engage with this and still want the story do what I do with the Warcraft series. Watch playthroughs, or story breakdowns. I hate their gameplay but will never argue they need to spend dev hours catering to me by making something antithetical to their core MMORPG concept.
Edit: with lies of p people complained that the difficulty slider didn’t do much as they still had considerable difficulty. They were right and this displays my point. To make an easy mode work there needs to be considerable effort put in. Otherwise it doesn’t fix the core issue. The entire point of the system is that numbers mean little to difficulty but skill, rhythm, and practice mean a lot. Changing the numbers will thus not have much effect. New movesets, enemy placement, and quantity must be adjusted for each level of difficulty. This is a large task with little benefit
Nah, Bloober is a game company. They made the Silent hill 2 remake which, at first, people thought would be fucking garbage but was actually very, very good.
So, to translate, they believe that this will be negative but have said the same about another game in the past before being proven wrong. Particularly with the company Bloober and their Silent hill 2 remake
They did also lie about it in many ways. On release, cyberpunk was nothing like what they promised continually.
Silksong, however, has had exactly no information outside a small demo, a trailer, some art, and now 6 small clips and images.
I don’t know what to expect from silksong and that makes me happy. The hype train has set up a bigger world, new movement, and a few fun looking blss fights. I’m sure they can deliver on that
I’ve been erroneously banned from CS2 twice, with no reason given. Both times I’ve been unbanned after appealing. I have no doubt if I were active on t2 they would have banned me. This only happened once I started using linux too, particularly when I started using dev versions of software.
I strongly doubt they’ve only gotten bots on this
Edit: clarity
Never a problem, always a good thing to ask for sources. I’ll admit, I’ve been having a fairly difficult time re-finding all the origional sources however I did get the majority of my information from a guy called Kira on youtube. He goes through the actual documents but, sadly, doesn’t directly link to the docs. I’ll post those links at the end
Firstly, their admittion to keeping nexons server after being told to shut it down
Taken from their post here:
https://www.reddit.com/r/DarkAndDarker/comments/122rz27/dmca_discord_update/
Due to a mandatory remote work policy implemented by Nexon in response to the COVID-19 pandemic, the accused member received multiple written authorizations from executive members at Nexon from 2020 to 2021, allowing him to utilize an external personal server to improve the performance of his team (e.g., version control, build machine, and dedicated server). After utilizing the personal servers for almost a year, the accused member asked the leadership if it was ok to continue using his personal servers. The leaders told him to refrain from using the personal servers. The accused member agreed to takedown the servers as long as he could maintain the performance of his team by having his programming team come to the office bypassing the companywide remote work policy.
The accused member initiated the takedown of the personal servers but, due to the uncertainty of sporadic Covid waves, taking down the server in a quick and exhaustive manner was not a high priority. As a result, some automated scripts related to the build machine were left running on his personal server at this time. When the buildings next to his office were shut down due to confirmed covid cases he took a risk and fully set up his personal servers to aid in development. Since all company machines were monitored using a companywide endpoint solution, the existence and usage of his personal servers, ones that were subject of approvals and re-approvals, must be reasonably known to Nexon over this multi-month period of development. Not a single warning was received from that security team so it was easy to construe it as acknowledgement that his actions were acceptable, otherwise it would mean that Nexon would be failing at taking reasonable measures to maintain the confidentiality of their assets.
Shortly after Nexon’s leadership became aware of the accused member’s plans to leave the company, instead of trying to resolve it a professional manner, they abruptly sent the Internal Audit team and accused him of stealing files, despite having observed his personal server being used without notice for several month. Due to harassment and the lack of respect from the company and after consulting with his lawyers, he concluded that his private information on his private servers was not subject to any record so he deleted his information to ensure his privacy.
Note their arguments for it being OK stem from nexon not taking action sooner, and stating they should have recognized the servers were being used during their tenure. As a developer, I should state that mirroring the entire server is uneeded and very weird to see. Usually, proxying in, using git, and their on site build servers through that proxy is the standard. Also, no, nobodies looking at access logs until there’s an issue. I cannot find nexons responce directly, but it is shown in the following videos
Here’s some Piped links to the coverage from Kira:
Looking over lawsuit: https://piped.adminforge.de/watch?v=42SzJLadbHg&list=PL27KYsg0ANj1YskyapNmhwVX8UdbeCuvR&index=6
Full Playlist: https://piped.adminforge.de/playlist?list=PL27KYsg0ANj1YskyapNmhwVX8UdbeCuvR
Once more on youtube if you prefer:
Looking over lawsuit: https://youtube.com/watch?v=42SzJLadbHg&list=PL27KYsg0ANj1YskyapNmhwVX8UdbeCuvR&index=6
Full Playlist: https://youtube.com/playlist?list=PL27KYsg0ANj1YskyapNmhwVX8UdbeCuvR
That’s not entirely accurate. Not entirely inaccurate either.
Firstly to clarify, as for the dismissal, it’s due to forum inconvienience. They had to file in Washington though due to the terms of steam that state any conflict must first be brought up in a Washington court.
Secondly, the suit was for much more than than. The assets weren’t stolen and this was never an accusation. The accusation is that d.a.d used research and development created by Nexon to bypass large amount of work in order to create the game. This included the decision on what assets to use, and how to modify them to fit the game. The evidence on this is strong. This on top of abilities, classes used, weapons and fighting mechanics, magic items, animation style, etc. were one to one matches to their former employers.
We must acknowledge the founders worked for nexon previous to starting dark and darker and they worked on a game with the exact premise. This is not disputed.
Thirdly, the guy admitted to stealing company information, agreed to destroy it, and failed to do so while lying about it. They had also, in company emails, messaged other employees about quitting to start a game with the same premise while still working at nexon.
There’s alot more there and honestly I don’t see a world in which they’re in the right. Still though, fuck nexon, trash company, trash employers. What the d.a.d devs did was wrong, but gladly they did it to a company that deserves it.
Even then, by my understanding, that was mostly for the port and bug fixes. CA was very reluctant to give any control and did all art, musical, feature, and overall directional development himself.
I’d argue it was a recipe for burnout and generally a bad idea but this is what I remember from when I obsessively read his update blogs back then
Worthless, wow, hateful words friend. I can see we’re not going to get anywhere you ignore my points and throw around vitriol. Wish you the best though.
I will state two last things. One, you ignored the horror game aspect and thus my argument. Two, Difficulty options and low horror settings are not an accessibility feature. That’s abalism through low expectations. Support for accessible tools, contrast colouring, larger text, etc. Are though. Still, though something to strive for, the devs who don’t add these are over worked individuals with too much on their plate already.
Know you are valued friend these devs are just trying to make something good out here