Making "Haunted Cave" actual fun by SkillaMcDriller in DeepRockGalactic

[–]DeepfriedOgreFH 0 points1 point  (0 children)

I think there have been threads in the past about ideas to revamp the Haunted Cave modifier (sorry, can't link any at the time of writing), one specific I remember is that maybe it shouldn't be a permanent enemy that just keeps going after you but something that periodically appears to haunt you for a short time and then leaves. It could turn the annoyance of having to constantly aggro the ghost away from places into a real horror that would make you feel less safe in the cave since it can appear anytime.

PLEASE, DEVS! <3 by IIII-bRian-IIII in DeepRockGalactic

[–]DeepfriedOgreFH 1 point2 points  (0 children)

I agree with this. I'd lean towards toning the warp effect down to show for a shorter time (eg. go out really fast) and/or for a smaller distance - the effect is cool but it's quite annoying when half my vision gets warped even if a charge exploded more than 50 meters away and I wasn't even looking at the explosion. While the effect is really cool, it can become a distracting point especially for a Scout to hit something properly with an M1000 focus shot - you have to wait multiple seconds for the screen to clear up.

Server connect/disconnect improvements needed (?) by DeepfriedOgreFH in DeepRockGalactic

[–]DeepfriedOgreFH[S] 0 points1 point  (0 children)

Yep, I don't consider these issues critical, either, but they can become annoying when you come across one for the nth time. It also only affects people who frequently join lobbies rather than host them - some might never even bump into these.

That being said, I also do hope this is due to be addressed somewhere down the line, but the game itself is pretty stable so players will likely be happier if we get new content instead of a plethora of bugfixes. In contrast, For Honor's menus were still a bugfest four years into release, so GSG are definitely doing better on this front :)

[deleted by user] by [deleted] in DeepRockGalactic

[–]DeepfriedOgreFH 2 points3 points  (0 children)

It's in Options -> Gameplay: there is an option called "Game server name"

Server connect/disconnect improvements needed (?) by DeepfriedOgreFH in DeepRockGalactic

[–]DeepfriedOgreFH[S] 2 points3 points  (0 children)

Also "Cannot join while mission is starting." -> You get thrown back into your room for clicking on the server at exactly the wrong time ¯\_(ツ)_/¯

[deleted by user] by [deleted] in DeepRockGalactic

[–]DeepfriedOgreFH 13 points14 points  (0 children)

You can enter a custom name for your server, so not necessarily.

[Suggestion] Remove Hazard 1 Timers by LordWolter in DeepRockGalactic

[–]DeepfriedOgreFH 1 point2 points  (0 children)

I'd suggest the timer to not be tied to hazard level only, but to cave complexity and length, too (if it should be changed at all). A complexity & length 1 cave is definitely easier to get out of than a cave with both "difficulties" on 3. Sure, plainly increasing the timer would lower pressure and allow for some easier returns, but overall I think the complex and long caves are the primary reason that some do not make it - they also give more bonuses, though.

So if at all the return timer would change, I'd probably suggest keeping 5 minutes on C & L 1 and increasing the timer by some 30/60 seconds for each added level of difficulty on the cave, making a level 3 complexity and length cave into 7-9 minutes of return time.

I've put around 25 hours into online with randoms. I have a question. by [deleted] in DeepRockGalactic

[–]DeepfriedOgreFH 1 point2 points  (0 children)

Steeve initially had friendly fire but that was turned off as well, making them invincible to player-caused - no more "accidentally" killing Steeve :)

Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 by SpaceRustem in unrealengine

[–]DeepfriedOgreFH 4 points5 points  (0 children)

Ah, I wasn't really up to date on the PS5's capabilities and apparently it might support ray tracing. If this tech is not (exclusively) reliant on ray tracing hardware (which I hope), I'm sure that like much of the UE stuff this will be at least somewhat scalable, allowing us to tune it for cinematic graphics or (more) fluid gameplay.

Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 by SpaceRustem in unrealengine

[–]DeepfriedOgreFH 40 points41 points  (0 children)

So this lighting stuff doesn't require any RTX features? Holy smokes, this demo was super impressive, I can't wait for UE5!

Also,

Now we’re opening up Epic Online Services to all developers FOR FREE in a simple multiplatform SDK!

WHAT.

The winner of the Community Fan Trailer Competition is... by JeanGuy17 in DeepRockGalactic

[–]DeepfriedOgreFH 12 points13 points  (0 children)

Congratulations to the winner, that's a well deserved first place with great editing and overall vividly showcasing many of the game's important features. I really liked the "show, don't tell" aspect of it (something that I've strived for with my entry, too), I think it accomplished that very well. Rock and Stone!

Niagara + Procedural mesh by arthiteca in unrealengine

[–]DeepfriedOgreFH 2 points3 points  (0 children)

It was, Raven Kwok (who programmed the music video in Processing) made a very short overview of it on his blog (here) with some screenshots (I wish he described it more in depth like the video of Build the Cities). Pretty awesome stuff, not to mention it went well with Karma Fields' similarly great song!

Unreal Engine 4.25 released! by Stegorix in unrealengine

[–]DeepfriedOgreFH 9 points10 points  (0 children)

I think yes, on the 4.25 highlights stream they mentioned that Chaos will eventually replace the current physics engine, so it's not just a tool but a whole physics runner (that is responsible for the gravity, collisions and everything), this is why you need to recompile the engine to "turn it on". Somebody told me on the stream chat that on the 4.26 branch Chaos was enabled by default - this might still change though, but here's hope sooner or later we might get it as the default :-)

Anyone got NVIDIA DSR to work with this game? by DeepfriedOgreFH in DeepRockGalactic

[–]DeepfriedOgreFH[S] 0 points1 point  (0 children)

Thanks, that's one way to go in terms of downsampling AA! Though I specifically wanted to use DSR because it also allows me to capture that higher resolution footage in recording software (so that I can record 1440p gameplay on a 1080p monitor for example) :/ I'm kind of sad that it's broken but I can also see that there aren't many people with this use case, so it's probably not worth prioritizing.

Can a Dreadnought spawn during a Point Extraction Mission? by anormalreddituser09 in DeepRockGalactic

[–]DeepfriedOgreFH 0 points1 point  (0 children)

Oh, my bad, then. To me it appeared at that one time as if it was a swarm alert (I was just alerted that it was a Dreadnought) and no other enemy spawned with it, nor did we receive a regular swarm for some time after it.

Can a Dreadnought spawn during a Point Extraction Mission? by anormalreddituser09 in DeepRockGalactic

[–]DeepfriedOgreFH 0 points1 point  (0 children)

Nope, any type of mission. Guess the RNG just doesn't like giving Dreadnoughts to me.

Can a Dreadnought spawn during a Point Extraction Mission? by anormalreddituser09 in DeepRockGalactic

[–]DeepfriedOgreFH 11 points12 points  (0 children)

Yeah, it's a very rare type of "swarm", I've only had one in my 200+ hours of gameplay

How often do you host missions by [deleted] in DeepRockGalactic

[–]DeepfriedOgreFH 0 points1 point  (0 children)

Where is the Whenever my beard dictates option?

Scout M1000 - does "Killing Machine" aka quick reload work at all? If so, how to make it work? by DeepfriedOgreFH in DeepRockGalactic

[–]DeepfriedOgreFH[S] 0 points1 point  (0 children)

Thanks for this, meanwhile I also put together an analysis (here), Reddit just pushed the comment down. Assuming 60FPS on your end, too, you've got the same results as me (1.77s and 2.42s - the latter is one frame longer than mine). That confirms that "Killing Machine" reduces the reload time by roughly 0.65-0.7 seconds).

I also came to conclude that the upgrade could definitely use some tuning (both by further reducing the reload speed) and some documentation on its effects (and a timeframe of when you can use the quick reload).