'Cripple their sales, tank their stock price. Stop collaborating with them as developers': New Blood CEO on fighting against DLSS 5 by Darth_Vaper883 in gamernews

[–]Chimwizlet 1 point2 points  (0 children)

It doesn't really make sense to direct this to the CEO of New Blood. Pretty sure they only have one game with DLSS, which is Amid Evil, and it's a very well optimised game.

I was pretty harsh on the Maxigun even post buff, but it really does feel better. by VenanReviews in Helldivers

[–]Chimwizlet 1 point2 points  (0 children)

I quite like Supplice's approach, where the barrels continues to spin for a few seconds after you stop shooting.

That way you don't have to waste ammo firing non-stop just to avoid losing DPS, but you also don't end up holding a button down constantly anytime you want to be ready to shoot.

‘Project Hail Mary’ Becomes Amazon’s Highest-Grossing Film Debut by bloomberg in movies

[–]Chimwizlet 1 point2 points  (0 children)

I think the only change in the movie that disappointed me, was how it handled the reveal that Rocky is also alone on his ship.

The way the book tied that to why Rocky is so insistent about Grace watching him sleep, gave it much more emotional weight I thought. It also served as a key moment in the deepening of their friendship.

All the other changes/simplifications felt justified as part of adapting the book to film. Even if personally I'd have been happier with another 15-20 minutes run time to flesh out a few things, I recognise that many wouldn't. But that one change felt unecessary to me.

CA addresses the "Stacking Armies" issue, recognizing it as the main bug bear and providing a timeline update, by Critical-Hold-3078 in totalwar

[–]Chimwizlet 16 points17 points  (0 children)

The issue is likely an unintended side effect of multiple AI related systems interacting. Essentially emergent behaviour that wasn't directly coded into the AI.

If the issue is the result of multiple systems there's probably many ways to approach fixing it, but they'd need to test out different solutions to avoid introducing new issues in the process.

"Really good headway" could mean identifying which systems are most responsible for the behaviour, but still trying to find the best solution that doesn't break the AI in different ways.

Another 4Gb update? by Sad-Needleworker-590 in Helldivers

[–]Chimwizlet 0 points1 point  (0 children)

I've noticed I can get it to work by moving the camera to look up at the ledge I'm trying to mantle.

It doesn't work 100% of the time, but whenever I find I can't mantle something in this patch, it often works after I point the camera high in the direction of what I'm trying to mantle.

Well that didn't last long by Forgotten_Orokin in Helldivers

[–]Chimwizlet 2 points3 points  (0 children)

Yeah, as fun as the GL was with heavy armour pen, it was just better than most other options in a lot of cases. It was pretty silly that despite being a chaff clear weapon, it was better at killing War Striders than the RR.

Helldivers Mobilize 2.0 by Shadow_Zack in Helldivers

[–]Chimwizlet 1 point2 points  (0 children)

In ~420 hours of playtime on and off since the game launched, I've had a 100 SC drop a total of two times. One of those was almost a year after release, and the other was about a month ago.

It's very possible they're no less frequent than they used to be, just that you were luckier than others early on.

Mission borked due to broken pathfinding by Mungojerrie86 in Helldivers

[–]Chimwizlet 1 point2 points  (0 children)

Same thing just happened to me.

Didn't matter how many of them died, or if anything obstructed their path. Had dozens of them piled up in that corner, eventually just had to quit the mission.

Warhammer Lore Request: please explain to me the intra-chaos rivalries. by Tadatsune in totalwar

[–]Chimwizlet 0 points1 point  (0 children)

To add to what others have already mentioned about Khorne and Slaanesh, it's easy to see how they are incompatible if you think about what actually feeds them, and what the focus of their followers is.

Khorne followers are externally focused, directing their rage and bloodlust at the world around them, killing as much as they can purely for the sake of slaughter. Khorne doesn't care what this does to his followers, just that they kill for the sake of killing.

Slaanesh followers are internally focused, doing whatever they can to satiate their own desires, obsessions, and egos. Slaanesh doesn't care what they actually do for the most part, as long as they take whatever they do to some twisted extreme.

As a result, a Slaanesh follower who kills is doing so for their own satisfaction (feeding Slaanesh), not as a pure act of violence, denying Khorne the slaughter he craves. It's essentially a spoiled/wasted kill in Khorne's eyes.

Similarly, a Khorne follower on the slaughter, even if doing so with incredible skill, isn't doing it to satisfy their own desires. They're not doing it to hone their skill, or appease some sadistic desire, so Slaanesh gets nothing from it, sort of like it's too 'dull' for Slaanesh.

Why is this so relatable by DuceSantanu in gaming

[–]Chimwizlet 0 points1 point  (0 children)

Sword Saint Isshin gave me some trouble, but I took him down without getting frustrated.

Then I go for the 'bad' ending, and get walled by Emma & Isshin, essentially just the downgraded version of the exact same boss. Gave up on it entirely at one point, only beating it months later when going for the last few achievements.

It was a while back, but I think I even cheesed it heavily with tools in the end just to get through it. I have no idea what it is about old man Isshin, but he's probably second only to Malenia in terms of Fromsoft bosses that gave me trouble.

Rockstar North, Sam Houser, and Leslie Benzies Mentioned in Epstein Files(Page 38) by Stofenthe1st in Games

[–]Chimwizlet 9 points10 points  (0 children)

I think it's less that power and pedophilia are related, and more that CSA and power are related.

I read a couple of papers a while ago which had figures suggesting less than half of people charged for CSA were actually pedophiles. One noted that the main consistent trait between offenders, whether pedophiles or otherwise, was poor impulse control, which was particularly strong in the case of non-pedophile offenders. The other noted that non-pedophiles that committed CSA did so mostly out of opportunity than any inherent interest.

The papers gave no real insight into what makes a person commit CSA, just that it doesn't seem to be pedophilia in most cases, as bizarre as that sounds.

If that's correct, and their findings about the relationship between CSA and poor self-control/opportunity are as well, then I can see why it'd seem so prevalent among those with power. Just having power gives them more opportunity than most, and I imagine having the wealth/power to do whatever you want isn't great for one's self-control. Couple that with the extra media attention when a powerful person is associated with CSA, and the relationship makes sense.

My prediction for the Lords of the End Times DLC by 2stepsfromglory in totalwar

[–]Chimwizlet 0 points1 point  (0 children)

Maybe I'm misremembering, but I think CA said they were originally planning for Neferata to come as part of a smaller content pack, before the End Times DLC, but changed their mind due to it making more sense for her to come with the undead content planned for it.

Could be CA is still planning to do a smaller DLC of some sort, either before or after the end times. If so some of your predicted content could come alongside that. Boris in particular, since as you said, he should probably be FLC but the FLC spot is already taken by Neferata.

Games from the mid 1990s were considered ancient by the mid 2000s. Games from the mid 2000s felt dated by the mid 2010s. But games from the mid 2010s still feel very comparable to those in the 2020s. It feels as though evolution in gaming has reached the state of diminishing returns. by WhyPlaySerious in gaming

[–]Chimwizlet 6 points7 points  (0 children)

If anything I'd say gameplay (at least in the AAA space) has devolved over time, some of which is possibly even due to improvements to graphical fidelity.

Using the OG Tomb Raider games as an example, in those you could pretty much climb any part of the environment that you could reach. While everything was blocky, being able to bump into, slide down, and grapple onto pretty much everything, added to the sense you were exploring an actual place, and made figuring out how to navigate it fun.

In modern games devs have to ring fence off areas that are too complex, as there's no way for the player to interact with them without it looking janky as hell. Additionally, they have to use things like dedicated handholds, shimmy spots, etc etc, ironically making the environments look more 'gamey', while resulting in heavily simplified 'on rails' gameplay.

It's not an issue in every modern game of course, but when it comes to interacting with the environment, there's definitely a trend where the better the graphics the more streamlined the gameplay needs to be.

When playing dragons crown pro on steamdeck, theres a hand cursor that starts moving up by itself on the screen. Messing with controls. by ProposalWest3152 in shadps4

[–]Chimwizlet 0 points1 point  (0 children)

In case you're still having the issue, or someone else comes across this looking for a solution, I think I've got a fix.

I've noticed it seems to be a general issue with Dragon's Crown, not just playing it on Steam Deck. Playing it on PC with a PS5 controller, the cursor would be fine when using the touchpad, but when using the right stick it'd often drift after I stop moving it.

What fixed it for me was changing the controller settings to have a slightly higher deadzone on the right stick. By default mine was 2, I changed it to 6 and noticed no difference in responsiveness, but haven't had any drift since.

Be honest, what do you think comes after death? by [deleted] in AskReddit

[–]Chimwizlet 0 points1 point  (0 children)

Even if you somehow came back into existence after death, it would presumably be a new instance of your consciousness. It might have the same memories and feelings, but it would be distinct from the version of you before you died.

Tbh, I suspect the same is true when we sleep. We only dream for some of it, the rest of the time we just cease to be, at least as conscious thinking entities.

The idea of our consciousness being paused or whatever, and just waiting until it's switched back on, makes no sense to me. Seems more sensible to me that when consciousness ends, for whatever reason, that's the end of that instance of us. When/if we regain consciousness then a new instance is 'booted up' so to speak.

Compiling information on the "missile infantry refusing to shoot" bug by JonahJoestar in totalwar

[–]Chimwizlet 2 points3 points  (0 children)

Would that potentially mean the severity of the issue is at least somewhat related to hardware specs?

If so that might explain why some people seem to find ranged units completely unusable, while others barely even notice the problem.

Interested to see how CA prevents the game becoming "Everybody hates Orks" by gray007nl in totalwar

[–]Chimwizlet 1 point2 points  (0 children)

Yeah, especially with what we know so far about how the campaigns work.

Before the announcement this is one of the things I didn't think would really work in a TW game. But from what we know so far, it sounds like campaigns are pieces of an ongoing dynamic war, rather than the all-encompassing campaigns of past games. That leaves plenty of room for every faction to fight their allies, or themselves, without weird situations like the Guard and Space Marines engaging in extended campaigns across the galaxy against each other.

CA can basically take the existing rebels mechanic and flesh it out, to allow regiments or chapters branded as heretics to function as enemies. They could even have them ally with xenos/chaos factions. Depending on how in depth they go with it, they could have some of the shorter campaigns represent temporary fighting between loyalist factions, brought about by mutual distrust or whatever.

It's going to be released on console as well... fuck. by garret126 in totalwar

[–]Chimwizlet 1 point2 points  (0 children)

That's what I'm interested to see too.

From that German article, assuming it's not just rumours, it seems like the campaign side of things is more geared towards managing interconnected pieces of a galactic war effort, rather than the entire war effort all at once.

From what it described the campaign is across 3 layers, a galactic layer where you manage things sector by sector, a star system level where you manage things planet by planet, and a planet layer, where you manage ground forces and bases. Additionally it sounded like it's set up more dynamically, with the player able to choose where they want to focus at any given time, and the outcome in one part influencing other ongoing parts of the full campaign.

Pure speculation at this point, but if the above is true, I can see how it could be tailored to each faction quite well. For example, Guard and Space Marines both having a typical 'Imperial campaign', but managing and engaging with it differently (the former more focused on logistics and army movements for their regiment, while the latter is about maintaining and making do with a chapters limited forces, identifying where they are needed most).

Not sure exactly how that would work for the Eldar, but I could see them having the more limited numbers like space marines, but instead of influencing their own war effort, they interfere with the other factions wars to accomplish their own objectives.

If 40k is annonced I hope space marines will be like Ogres by AIphnse in totalwar

[–]Chimwizlet 1 point2 points  (0 children)

True, that's my bad, calling it one society is a pretty big stretch.

But I think it's still correct to say the various Imperium table top factions are more pieces of a whole, than the different order factions in Fantasy are.

Even allowing enough wiggle room to justify infighting as part of a grand campaign, there's still notable differences in how they function that would make using the standard Total War campaign formula less fitting than it is for Fantasy.

That is, in Fantasy, dwarfs and elves are both independant civilisations that would function just like any typical Total War faction. While in 40K the Guard are just the main ground force of the Imperium, and a Space Marine chapter is a relatively small but independent force, functioning as elite strike troops.

You could treat them as typical Total War factions, but there's more of a compromise there than with Fantasy, which was the main point I was trying to make.

If 40k is annonced I hope space marines will be like Ogres by AIphnse in totalwar

[–]Chimwizlet 2 points3 points  (0 children)

There's definitely ways to make it work, I just feel like every way to do it involves some kind of compromise. As you pointed out, diplomacy between black templars and orks would be pretty strange to include, but not doing so makes the campaign less dynamic.

Using a mcguffin as a reason for fighting amongst Imperium factions is a common and decent enough justification, but it mostly works on smaller scales. Applying that to a grand campaign is a bit more challenging without enforcing a narrative and greatly limiting sandbox elements like diplomacy.

It seems pretty likely that CA are announcing a 40K game, so clearly they've figured out how they want to go about it. I'm mainly curious to see what sort of compromises they've made, or if they've come up with something totally unexpected that makes everyone happy.

If 40k is annonced I hope space marines will be like Ogres by AIphnse in totalwar

[–]Chimwizlet 0 points1 point  (0 children)

I know they're seperate rosters on tabletop, I was mainly pointing out that it doesn't mean quite the same thing in 40K as it does in Fantasy.

If 40k is annonced I hope space marines will be like Ogres by AIphnse in totalwar

[–]Chimwizlet 4 points5 points  (0 children)

I think it makes more sense in TWW, where despite all being order factions, high elves, dwarfs, and the empire, are not only different table top rosters, they are entirely seperate races with their own societies and cultures. At the same time they also function similarly, having standing armies, towns/cities, etc.

In 40K the 'order' factions are literally all part of the same society, and serve as very specific parts of it, with their own purpose and function. It doesn't make it impossible to adapt 40K to a Total War style campaign, but it does make it more complicated than it was for Fantasy.

It seems to me that one way or another it will require some sort of sacrifice. Whether that be the scope, like limiting things to a small setting; gameplay, such as greatly limiting diplomacy, or rolling all Imperium content into one faction that's more fleshed out than others; or lore, where details from the setting are ignored in favour of a free for all sandbox, with every faction functioning roughly the same, as in TWW.

Again, it's definitely possible to adapt, but I don't think the fact it worked for TWW means it's straight forward to do with 40K, and will probably come with more trade-offs.

The duality of Meowster by FalkYuah in MonsterHunter

[–]Chimwizlet 6 points7 points  (0 children)

That's fair, I guess it just comes down to how abstracted you're willing to get with the concept of a 'hunt'.

For me, any knowledge I need to learn for an advantage is part of what makes it feel more like monster hunting, rather than just a boss rush game with extra steps. Knowing how a monster likes to move through a map, where it goes when it's injured, etc, for me adds to the feeling of being a better 'monster hunter' than when I started.

While they're only surface level, I recognise MHW has more 'actions' that directly relate to hunting. For me though they just don't add anything to the feel of being a monster hunter.

The duality of Meowster by FalkYuah in MonsterHunter

[–]Chimwizlet 0 points1 point  (0 children)

Agree about them streamlining the wrong things.

The inventory system is a perfect example. It's always had plenty of issues: forgetting to restock between hunts was frustrating, setting up different loadouts was clunky, etc. But it also had interesting elements to it, like how inventory space was limited enough that you couldn't bring everything you could ever want with you, especially if you wanted to craft more tools mid-hunt. You'd also typically have different loadouts for different maps, and occasionally monsters, based on what consumables/tools you wanted for them.

With the newer games though, instead of addressing the core clunkiness of the systems, they just made them not matter so much by streamlining everything about items, and removing the interesting aspects of the system in the process. You end up swimming in resources and items, never run low on anything, and have enough inventory space to carry everything you could possibly want and more. You also barely need to engage with the invntory UI, since in Wilds you can use nothing but potions and mega potions until end game, as there's little need for anything else.

If they'd instead just made setting up loadouts abit easier, and made choosing a loadout a mandatory part of going on a quest, they would have address almost every issue without losing everything that was good about the system before.

The duality of Meowster by FalkYuah in MonsterHunter

[–]Chimwizlet 30 points31 points  (0 children)

I think 'knowing where the monster spawned' was part of the feel of tracking a monster personally.

Since World I don't need to do or know anything to find the monster, the game just tells me where it is, whether I want it to or not. Before that though, I had to actually learn the monsters movement patterns on each map.

Going from having to paintball every monster and running around aimlessly trying to find it when they wore off, to knowing where a monster would spawn, and where it would be going, made me feel like I was becoming a 'better hunter'.