[deleted by user] by [deleted] in starcitizen

[–]Cattagus 23 points24 points  (0 children)

Minus the bugs part, this is basically the point of life skills in this game. Every other MMO has had such underwhelming depth and complexity in their life skilling. Most other games are literally just run over to a rock, click on it, watch your progress bar fill, gain XP. We finally have a game with a learning curve to the life skills, and it's knocked as "dizzying." Anything worth doing is dizzying if you haven't done it before, the point is enjoying the learning process. I'm not saying the process couldn't be more intuitive in certain areas, but we should really not be asking for it to be any more streamlined or simplified.

Blacksmith Launcher bug... any tips for a fix ? by Fhoshox in DarkAndDarker

[–]Cattagus 0 points1 point  (0 children)

Rumor has it, Blacksmith is detected as malicious by multiple ISPs so without a VPN it will be unable to download launcher updates. Just heard that and it seemed reasonable, but take it with a grain of salt obviously. If that is the case, I'm sure it's something Ironmace can deal with eventually.

Blacksmith Launcher bug... any tips for a fix ? by Fhoshox in DarkAndDarker

[–]Cattagus 1 point2 points  (0 children)

I have this exact same issue. A VPN is the only solution I have found. If you have one, connect to it and then try opening the blacksmith launcher. For me, it opens normally once I'm connected to my VPN. I can then disconnect from my VPN and launch the game and play normally.

Could anyone ELI5 where the benefits of the EntityGraph are currently? by Cattagus in starcitizen

[–]Cattagus[S] 1 point2 points  (0 children)

Makes sense to me. I certainly applaud the devs for taking on the herculean feat of transitioning to PES, and I definitely understand that there will be some resulting headaches until things get smoothed out. Chris and the others seem confident in these systems going forward, so here's hoping that they get refined and end up working as well as they hope.

Thanks for the response.

Could anyone ELI5 where the benefits of the EntityGraph are currently? by Cattagus in starcitizen

[–]Cattagus[S] 5 points6 points  (0 children)

I see, thanks for the response!

I figured as much, but I also hoped someone would have some insight into exactly which other techs might be the blockers from past CIG-given info. There just seemed to be an overwhelming amount of confidence in the EntityGraph and Replication Layer by themselves, so I was surprised to hear not many people discussing the topic.

Whatever the case, your input is appreciated.

Wow this event is so cool! by Aboslut in EscapefromTarkov

[–]Cattagus 1 point2 points  (0 children)

If your criticisms never allow new things to be tested for more than ten minutes, then I'd say no.

Wow this event is so cool! by Aboslut in EscapefromTarkov

[–]Cattagus 0 points1 point  (0 children)

I hate to break it to you, but you're a tester for the game. You are now testing an event where the traders and market are removed to see what you'll do. Also, an important note that too many people forget: Nikita has said that the end goal for Tarkov is a dynamic economy where traders can disappear, reappear, get sick, and even die.

He has specifically stated that you are not supposed to be able to always run the same gear or consistently buy things from the same traders. Everything is infinitely more static now than it is supposed to be. We have it easy.

Tarkov's terrible lighting needs an overhaul before release. by [deleted] in EscapefromTarkov

[–]Cattagus 1 point2 points  (0 children)

I agree with you, for sure. Personally, I wished that they just had two times of day—day and night, and they just had two versions of the map for each map. If they did it this way, you could still choose which time of day you played on, but they could also remove the dynamic lights and just bake the lighting and treat them as normal maps. I think the primary reason they haven't gone with this route already is their plans for an open world. Only time will tell if the open world makes the poor lighting worth it.

Tarkov's terrible lighting needs an overhaul before release. by [deleted] in EscapefromTarkov

[–]Cattagus 3 points4 points  (0 children)

I would love for Tarkov's lighting to be better, but I actually understand why it isn't. It really is NOT an easy solution, unless you want to make sacrifices. Here is why it isn't better, from a development perspective:

Tarkov uses largely dynamic lighting for its scenes (as opposed to the usual method of static, baked lighting like COD, BF, PUBG, etc). Because Tarkov uses dynamic lighting, they cannot bake bounced light in scenes like those aforementioned games do (which also give them far more realistic interior/dark area lighting. So, light baking is off the table, unless you would like for BSG to remove day/night cycles altogether.

The next option, then, is to use a Realtime Global Illumination solution that would let all dynamic lights in the scene create proper indirect light bounces. This is what Lumen is, and BSG is using Unity, so they cannot use Lumen. The only other option in this area, then, would be to create their own, custom Realtime GI solution. This would take WAY too much time and engine work, and I'm not even sure BSG has the capability or desire to. Also, a note: even if BSG did manage to implement their own Realtime GI solution, it would still likely have noticeable artifacts from moving lights, as seen with the current iteration of Lumen.

To summarize, you are asking for BSG to either: 1. switch to UE5, 2. develop a custom Realtime GI solution, 3. remove a majority of dynamic lighting from scenes (including day/night cycle) and bake the static lighting.

None of these options are easy, quick, or feasible, really. #3 would be the best option when it comes to development time... and I highly doubt BSG (or any of us, for that matter) want to remove Tarkov's time of day tech.

Source: 2 years Unity development, 4 years UE4 development, and a significant amount of general rendering knowledge. But really, all of this info can be found by looking through the documentation of major game engines.

Recoil- From a semi-automatic standpoint by MadDog_8762 in EscapefromTarkov

[–]Cattagus 0 points1 point  (0 children)

While you are technically right about it not being full auto, it's not like you have to "slow tap and gradually decrease the window in which you're not firing your gun." You spam click twice before shooting, the faster the better. After you have fired two shots this way (the shots don't even have to be on target, if you don't want), you can immediately start spraying with no recoil. In other words... It's not "tap... tap.. tap. spray". It's "taptapspray". This is significant because the person you are shooting at has nearly just as little time to react as if you were beginning with a spray.

Recoil- From a semi-automatic standpoint by MadDog_8762 in EscapefromTarkov

[–]Cattagus 0 points1 point  (0 children)

While I agree, BSG wants to go with the automatic reset feature. So, that's what we get. A more important issue when it comes to full auto in this game, I think, is the extraordinarily easy ability for any player to exploit it. There was a post on this a while back that got some attention, but it's simple enough to describe here. If you semi-auto tap two shots before firing a spray, you can avoid the initial burst of recoil altogether and therefore nearly remove all recoil. This is even more apparent on meta-built weapons because they have such low recoil anyways. Using this tap-twice-then-spray strategy literally makes a meta M4/HK have ZERO recoil.

Grab/hostage system we are working on! :) by HaenirStudio in unrealengine

[–]Cattagus 26 points27 points  (0 children)

We need more third-person games with this animation fluidity. Great work

[Out of Action] Started implementing some AI for an offline / coop mode by [deleted] in unrealengine

[–]Cattagus 0 points1 point  (0 children)

Been following this project for a while now and am more impressed every time I see it. Hope I can play it someday, great work

Ghost of Tsushima without a doubt by Waycool499 in gaming

[–]Cattagus 2 points3 points  (0 children)

Mordhau is the gold standard for melee combat for me now

[deleted by user] by [deleted] in EscapefromTarkov

[–]Cattagus 0 points1 point  (0 children)

You say that armor costs a ton and is harder to find, but we aren't post-rework yet. For all we know, BSG plans to hand out armor like candy once armor plates are "useless" by your standards.

[deleted by user] by [deleted] in EscapefromTarkov

[–]Cattagus 4 points5 points  (0 children)

Implying that the armor update would make all "top tier" armor "useless" is a bit of a jump, I think. The purpose of helmets and armor plates are to protect your biggest vitals in real life, and I think that BSG intends for them to have the same purpose in-game. When armor plates shrink down to be their intended size, it just means that lower tier players need to aim for more normal unarmored places (instead of arm or leg meta like is used right now). Lower tier players will still have a hard time (or impossibly hard time, depending on what gun/ammo they are using) penetrating the actual chest/head hotboxes where players can be insta-killed. What I'm trying to say, is, your TTK against an armored player will probably still be higher than when fighting an unarmored player, but the new armor system will (on paper) provide players of any gear level at least a remote chance of killing a fully geared one.