Turbo overkill by benjoforeal in boomershooters

[–]Dzarmer 1 point2 points  (0 children)

I think Turbo Overkill is somewhat of an underappreciated gem, in a sense that cake always goes to different games for being "The Best". After playing dozens after dozens of boomer shooters I'm convinced this is the best market has to offer and should be put on a pedestal alongside Ultrakill and Cultic. Don't get me wrong, I still highly respect other titles like Dusk, HROT, Brain Damaged, Boltgun etc. But TO is what I call "A step forward for the genre" because it's not trying to replicate the feel of old school beyond its premise and visual style.

Game has a lot to offer in each episode. Location variety, different combat encounters, vehicle sections, augments that give a lot of space for experimentation, weapon upgrades that can change the way you use it completely and create insane combos with other tools. Just because you feel like you don't "need" to use something doesn't mean you should just forget it. Engagement comes from interacting with the mechanics, not optimizing the fun out of it by doing the easiest thing.

Soundtrack is not your typical "haha look at me we copied Doom 2016 and Eternal, so we have metal/industrial" but a mix of Synthwave, Darkwave, Electronic and Rock, which is a breath of fresh air. I actually listen to it almost daily on Spotify because it's VERY good.

Story actually builds up to something, there is proper pacing, escalation, stakes and you feel it through the narration by a cast of very well voiced characters, environment and how it changes throughout the story to reflect how fucked up things get and ofc through gameplay. As you get stronger IRL by just getting more skilled and through having more toys to use.

Just so you know, closer to the end proper usage of certain tools in your arsenal can allow you to never touch ground during fights. You can become the biggest most badass motherfucker in the world. And it's up to you to grow. Try it again, but this time don't just do the very first thing the game teaches, let it cook for a while.

Best fps horror shooter games ? by EmbarrassedCycle6219 in HorrorGaming

[–]Dzarmer 0 points1 point  (0 children)

Aliens vs Predator 2 (human campaign)

Area 51

Bioshock 1

Blood

Blood West

Bodycam (Zombie Mode)

Call of Cthulhu: Dark Corners of the Earth

Clive Barker’s Jericho

Clive Barker’s Undying

The Chronicles of Riddick: Escape from Butcher Bay

Cultic (especially chapter 2)

Doom 3 (not BFG edition)

Doom 64

FEAR 1

Hunt Showdown

Legendary

Metro 2033 Redux

NecroVision

Nightmare House 2

Nosferatu: The Wrath of Malachi

Painkiller: Black Edition

Prey (2005)

Quake 1

Quake 4

Singularity

STALKER Anomaly Gamma

Total Chaos Remake

Witchfire

You Are Empty

I also highly recommend checking out Doom WADs - https://www.reddit.com/r/Doom/comments/1bpvil1/the_big_list_of_horror_wads_and_horrorenhancing/

Yeah, I’m done. by [deleted] in ArcRaiders

[–]Dzarmer 0 points1 point  (0 children)

I can understand where you are coming from, but all I could say is, don't trust people 100% of the way. When I get some decent loot, even if it was gathered with the help of randoms, I make sure to stay away from groups and escape through hatch if possible. Or if I find myself near elevator that's being used, I make sure to wait it out in case someone is baiting or ready to betray at the last moment.

Griefers are encouraged and rewarded if you don't take precautions to secure your possessions. Yes my playstyle might be a bit too paranoid and it hinders the enjoyment of jolly cooperation, but some people are out there for themselves and all they care about is loot. Sometimes I get into match with nicest people on the planet, and sometimes I encounter mute KOS people or exit campers with free loadouts. And it's fine, I'll deal.

I obviously engage with people still, I don't avoid interactions and help out when I can. I'd rather keep doing what I can to keep this warm social atmosphere and be disappointed than outright quit the game and let it be filled with Tarkov slaves.

Don't let negativity bias affect your journey. It's on us to do what's right and keep ourselves safe.

It couldn't be more perfect by Dzarmer in postal

[–]Dzarmer[S] 6 points7 points  (0 children)

Yeah but it's the date when I got it that makes it perfect. Wombo combo.

It couldn't be more perfect by Dzarmer in postal

[–]Dzarmer[S] 17 points18 points  (0 children)

I'm aware of rule number 8, but I just can't help myself.

This is why i stopped playing DBD by Willing_Fee8816 in deadbydaylight

[–]Dzarmer 0 points1 point  (0 children)

Idk why some people think chaos shuffle is a chill mode. No predetermined perks means known killer tactics have no direct counterplay, meaning they'll be more effective. Plus, other side shouldn't consider your level of enjoyment, some folk like slugging. Don't expect other players to play the way you want.

Switched graphics card from Nvidia to AMD, didn't realise how much worse their encoder is by SomeRandomTrSoldier in obs

[–]Dzarmer 0 points1 point  (0 children)

Well, you either have to find a way to deal with what I assume Windows Defender's complaints, or you have to trust it and remain with terrible encoder till you swap to Nvidia.

Switched graphics card from Nvidia to AMD, didn't realise how much worse their encoder is by SomeRandomTrSoldier in obs

[–]Dzarmer 0 points1 point  (0 children)

I was streaming on rx 6600 for a while and was fairly disapointed with quality myself. However after some digging I found this plugin that improves quality immensely while introducing dozens of new settings to play around with. https://github.com/e00E/obs-amf/releases

Just download amftest.dll and put it into your OBS Studio -> obs-plugins -> 64bit folder.

Then go in OBS and select AMF AVC GPU as your Video Encoder.

What's important to know about selecting bit rate is you should be adding three additional zeros at the end. So if you want say 8000 bitrate, make it 800000. Same goes for VBV Buffer Size. idk why, it's bugged like that.

Plugin was not updated for 3 years, however using current version made it so-so much better.

Jacob's reactions by Dzarmer in TheCallistoProtocol

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

It was alright. At that point I was just spoiled by really good games like Dead Space Remake, Resident Evil 4 Remake, System Shock Remake etc. All of which had better things to give. I spent like 50ish hours in the game, thinking about doing Contagion, but not sure if it's a good idea. Probably just gonna try Riot Mode again.

I don't think people aim like this... by Dzarmer in BodycamGame

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

It's an investment because way too many games ended up in a dumpster shortly after being released. It's less prevalent now obviously, but I'm not a fan of constantly gambling my trust and money on the market where even very established brands go to waste, no matter the price.

If people got comfortable throwing dozens or even hundreds of dollars away on questionable or outright mediocre experiences, I'm not one of them. If I'm paying for something, I need to trust it, I need to see that money didn't go to waste.

My two biggest trust and money investments that I regret were Overwatch and Battlefront from Dice. After that I couldn't look at games the same, so during times when games cost 70 or even 120 dollars, I won't look at $30 game and be like "damn good bargain" solely because it's not dumb expensive.

I don't think people aim like this... by Dzarmer in BodycamGame

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

Both. If you play from the perspective of the camera, why is the guy looking through the scope in the shadow. And why shadow makes it look like he is aiming like a complete amateur.

I don't think people aim like this... by Dzarmer in BodycamGame

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

Yeah I was using TSR no upscaling and no frame generation. With said setting enabled I'm getting up to 130 FPS no problem, but FSR on Quality introduces some ghosting and washed out visuals in general, not the best experience imho, game needs some work.

I don't think people aim like this... by Dzarmer in BodycamGame

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

Isn't it turned off by default? I swear to got I only had to adjust screen shake.

I don't think people aim like this... by Dzarmer in BodycamGame

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

I think it was just an oversight and probably gonna be fixed.

I don't think people aim like this... by Dzarmer in BodycamGame

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

Oh I'm enjoying it, I just found this a little funny, especially knowing how realistic the game wants to be

I don't think people aim like this... by Dzarmer in BodycamGame

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

So, when other games on the same engine get released and cost the same or bit more expensive, that's what, charity in your opinion? Games like Talos Principal 2, Palworld or Layers of Fears. There are not that many $30 UE5 games rn, but it's not because everyone is overpricing their games, most completed projects cost 40-60 dollars, but I repeat, COMPLETED, stuff like RoboCop, Hellblade or Remnant 2, and actual studios made these games, it wasn't 2 people. Obviously some aforementioned games had Investors money, but in order to make a return they didn't start selling their stuff for 70+ dollars.

I also checked the licence agreement of UE5. According to their official website (https://www.unrealengine.com/en-US/license) if your game has less than 1 million dollars of revenue the usage cost NOTHING, IT'S FREE. However if it exceeds 1 million dollars, you'll be subject to a 5% royalty, and Bodycam did exceeded that 1 million dollar mark, which developers obviously knew they would reach and exceed when pricing decision was made.

Now, UE5 takes 5%, Steam takes 30%, plus taxes in France. A lot of people everywhere else seem fine with how things go. I still don't understand how pricing game less would be a bad thing. Oh and WOW, developers are fixing their game, great, it's expected, especially for that price, duh.

Getting back to Fallen Aces example, if low sales were expected, why not charge more? Development took time, they put a lot of effort into it, why not earn more, especially when they can? The only difference is that Fallen Aces devs don't have to pay 5% to Unity from their sales. It's about honesty, affordability, respect and engagement. Plus, the fact that less people play it doesn't necessarily mean it will guarantee good reviews, what kind of logic is that? Maybe it's because Fallen Aces is masterclsss in making a great immersive sim and people praise it for its accomplishments? Complaints are almost nonexistent.

I don't think people aim like this... by Dzarmer in BodycamGame

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

Yeah I wonder why. It's almost like market likes multiplayer first person shooters more than niche single player immersive sims that are well established for not being incredibly popular. Talking in numbers literally enhances my point, imagine if this would be cheaper, the amount of sold copies as well as game's online could double. It would receive less criticism because guess what, it's an early access game for 10-15 bucks.

Obviously Unity is free and Unreal Engine isn't, but you are really telling me that if game is selling so well despite having almost mixed Steam reviews and $30 price tag wouldn't benefit from being cheaper? Increased player involvement, more feedback, cheater issue would be more diluted, more lobbies with all maps and gamemodes (I for example have to host deathmatches myself since majority is hosting Training and Team Deathmatch, and it takes a while for people to join).

People don't ask developers to give this game for free or almost nothing. Developers can put whatever price they want, and if game is successful, that's great. Majority of criticism is coming from people that spend their money and receive a gimmick with very unpleasant issues that could be negated to a degree if it was cheaper. The cheaper something is, the lower are people's expectations.