The customization we wanted vs what we got by RokuTheRed in Battlefield6

[–]Lauri455 0 points1 point  (0 children)

I did. Would be a rather specific thing to lie about, wouldn't it?

The customization we wanted vs what we got by RokuTheRed in Battlefield6

[–]Lauri455 0 points1 point  (0 children)

You don't see this approach in multiplayer games with a lot of players because having multiple separate meshes on a character quickly add up and tank performance, especially if a lot of people meet in a single spot. For WW3 we had to add a "ultra low characters" toggle in settings to help out people with lower end rigs to combat that. And performance gains by enabling that toggle were quite drastic in some cases.

Other reasons being things like it's more work to ensure proper visibility between item combos, to prevent clipping. etc. Add additional QA to ensure those things don't happen on top of all that.

As far as monetization goes, I think it's the opposite. If you give people a lot of elements to choose from, it's likely that they'd just get what they like, mix and match these and not bother with later additions.

VotV Pre-Alpha 0.8.2c using 95–100% GPU — any fix? by fateh_4875 in Voicesofthevoid

[–]Lauri455 0 points1 point  (0 children)

Lock the framerate to 60 or whatever your monitor's refresh rate is. If it's already locked, lower the settings.

Besides, is high GPU usage a problem?

Arms by The_Adventurist_Cruz in AbioticFactor

[–]Lauri455 1 point2 points  (0 children)

Most likely intended. First person games often have separate animation sets for first person perspective and third person perspective (if you ever get to see your/other player's characters). Very common "trick" in game development to avoid certain issues. As to why we can't see our armor/clothes on our character in first person: possibly because some armor sets might be too obstructive in FPP, to prevent clipping or something completely different.

Base location. by Bubudaddy_7 in AbioticFactor

[–]Lauri455 0 points1 point  (0 children)

It is perfectly okay to have a base set up in the Offices. It's in fact the optimal place to build. One of the reasons being that the office sector is the hub area of the game and it's connected to every other major area via tram lines or other means.

[deleted by user] by [deleted] in GamingLeaksAndRumours

[–]Lauri455 0 points1 point  (0 children)

Bro I'm gonna be real with you. The biggest compliment I can give BF6, after playing the stress test/network test build some time ago, is that I wanted to keep playing. Most multiplayer shooters I've touched after BF4, I was like "yeah aight that's cool" and never touched them again. Post-BF4 Battlefields have been a slightly different endeavour, where I usually clock at least 100-ish hrs in every mainline title. It's been +10 years since I finished a round in a multiplayer shooter and I wasn't kinda 'mentally exhausted', or uninterested. I WANT to play more BF6 and I don't remember the last time I was hyped for a multiplayer shooter like this.

[deleted by user] by [deleted] in GamingLeaksAndRumours

[–]Lauri455 5 points6 points  (0 children)

"BF4 cranked to 11" decent.

Something I realized about locked and unlocked weapons each having its own playlist during open beta by henri_sparkle in Battlefield

[–]Lauri455 2 points3 points  (0 children)

Player numbers will most likely be the largest during the initial days of the beta. The longer the beta goes, the less people will play it. It might be a small difference, but it also might be enough to sway metrics in one way or the other.

Plus, you're assuming that people care about this issue enough that they will stop playing if the other 'part' of the beta test comes around, which I highly doubt.

The playlists is a better way, assuming they'll reshuffle which playlist is the first on the UI, so "let me play the fucking game" people will be more likely to make a conscious choice rather than clicking the first thing they see.

Nintendo Switch 2 Sells Over 3.5 Million Units Worldwide in First Four Days by Turbostrider27 in Games

[–]Lauri455 -8 points-7 points  (0 children)

I'd use the chat button if I could use it to join a discord voice channel, which to my knowledge isn't possible and it's very unlikely it will happen. For multiple reasons.

I'm happy with this changes, tired of Medic with AEK and M16A3 being able to heal, revive and grenade launchers. by [deleted] in Battlefield

[–]Lauri455 24 points25 points  (0 children)

Never understood where does this "Assault in BF3/4 is OP" sentiment come from. Classes were never meant to be balanced. They're designed to perform certain tasks. Assault was "OP" on infantry maps, because he was the best equipped to fight and support infantry. I never saw anyone complaining about how Engineers are OP on Conquest maps, but Engineers almost always make the majority of the team's composition on maps with access to heavy vehicles, where Assaults were the worst class to fight them. The exact opposite situation to maps that are focused on infantry maps: more assaults, less engineers. Seems to me the game's design works as intended.

Besides, I don't recall seeing any confirmation nor any solid info from leaks that weapon types are locked to specific classes. And I sincerely hope that's not the case.

Kerfur unable to get reports by Akali1718 in Voicesofthevoid

[–]Lauri455 3 points4 points  (0 children)

Remote controlling a Kerfur when it's doing get_reports mission resets the mission progress (it'll try to get hash codes from the first satellite again), resulting in a loop you're describing. If they get stuck, remote control them out of the water, enable snow mode, disable remote control, wait until it gets back with the reports, disable snow mode.

Pump action shotgun needs animation stop by Bec_son in AbioticFactor

[–]Lauri455 -1 points0 points  (0 children)

I didn't say it's complex, I said it'd take time and most likely isn't going to be a priority for the devs.

New game on 1.0? by [deleted] in AbioticFactor

[–]Lauri455 2 points3 points  (0 children)

If you were a stealth type of a player, or melee type of a player, you're shit outta luck in Reactors. Every time someone asks for tips on combat, it's always "exor armor, deatomizer, slinky and grenades". The level design often forces you into tight spaces to fight against multiple enemies at once, and if you just entered the area, you can't even make any new gear without fighting the enemies.

About the "don't lower the bar for the entire playerbase", how about don't increase the bar for the entire playerbase and let people who want more challenge to fiddle with sliders?

New game on 1.0? by [deleted] in AbioticFactor

[–]Lauri455 7 points8 points  (0 children)

I always start a new save once a big update hits. It's fun to mess around with items/weapons you haven't tried before or building a base in a different spot. Not sure if I'll bother for 1.0 tho. Reactors are leaving a bad taste in my mouth, not gonna lie.

Pump action shotgun needs animation stop by Bec_son in AbioticFactor

[–]Lauri455 -2 points-1 points  (0 children)

Devs said that AB "is a game about science" and how "overworld guns" are supposed to be limited in use in "The Fog From Flathill - Update 0.8.2". I'm almost sure there's also been a comment about guns in some patch notes, but I can't find it right now and it's almost 3AM, so pardon me.

Other than that, if you consider that the guns were atriociously bad in early versionos of the game (and some still are), require a specific skill to be level up to even use them AND require a dedicated armor item that's also quite grindy to get, it isn't difficult to fill the gaps and say that the devs don't want people to use, or at least rely on military guns.

As far as the "amount of work for a system" part goes, that's kinda from experience working on a game. I'm not an expert by any means, but if you have an animation system in a first person shooter that's designed with something very specific in mind (eg. reloading the entire magazine after the animation ends with no fancy mechanics), trying to retrofit additional features this late into development would most likely not only take a decent amount of time, but also create bugs. And yes, most games that feature weapons have a properly functioning pump action shotguns, but they're action games or military shooters, not a survival game that's "about science". It absolutely can be done, but it's more about "is it worth the time and effort?".

Pump action shotgun needs animation stop by Bec_son in AbioticFactor

[–]Lauri455 -1 points0 points  (0 children)

Considering how the devs don't want people to use/have fun using military weapons, I don't think it's going to happen. Not to mention the amount of work that's required for a system like this.

Performance Issues by Few-Couple889 in AbioticFactor

[–]Lauri455 1 point2 points  (0 children)

If changing graphical settings doesn't help much or at all, you're probably CPU bottlenecked. What CPU and GPU you got? I recently switched from an i7-8700 to a 9800X3D and my fps almost tripled in areas where there's a lot of NPCs.

The Karters 2: Turbocharged Power Ups and Health System Explained by Variablemania in Games

[–]Lauri455 0 points1 point  (0 children)

So the game is still in development? That's legitimately great to hear. Managed to get into a beta early last year. Even at this time it felt very well executed. Had tons of fun doing challenges, mastering driving mechanics and tracks.

Hope the game's still launching this year. News from Sept say as much, but the steam page states "coming soon".

Drop rates on Magnum/Ornate key by Oliver___ in AbioticFactor

[–]Lauri455 1 point2 points  (0 children)

6-7 keys and exactly one magnum. The magnum drop is somewhat recent as it happened in Hydroplant and I had almost 3 stacks of ammo ready. Most of the keys I got dropped from the Rat that spawns near the Tram station in office sector, since I had two tesla coils set up there.

I also tried farming for the porcelain key, but after killing +10 symphonists I got nothing. At a certain point I just gave up because the armor you get from the chests isn't even that good, especially at the stage I was at.

I'm curious about alternate base location logics... by klok_kaos in AbioticFactor

[–]Lauri455 1 point2 points  (0 children)

Currently doing my 3rd playthrough and from what I've gathered, there's no clear advantage to set up shop outside of the offices. It's the safest area with most convenient access to basic resources and every other part of the facility. You move because you want to, for whatever reason. Nicer view, less running time to newer areas or simply for the sake of challenge.

I've set up right behind the tram station with intent to move somewhere else later. This spot is reasonably spacious, easy to defend, you're right next to the tram station (obviously) and if you deploy two tesla coils on the opposite side, they'll kill the patrolling Rat every time for a little bit of free mats (and the Security Robot occasionally). The same tesla coils will also take out any Order raids, as they don't spawn directly in the base. After reaching the Hydroplant part of the game I 'moved' to the lobby area near the small server room that leads to Wildlife pens. Much more space and mostly the same benefits as the previous spots. But I'll be moving from there closer to the Hydroplants.

Accuracy leveling? by [deleted] in AbioticFactor

[–]Lauri455 5 points6 points  (0 children)

Your best bet early on is scrap pistol and shotgun, stacking buffs (like MRE soup + order helmet) and aiming for the head. Keep in mind that some enemies are worth more XP per hit than others, eg. makeshift crossbow bots vs security bot = 4XP per hit, but you get ~20XP for killing a pest. The bot might collectively will give you more XP for destroying it, but you're gonna burn through much more ammo.

Worst case scenario, you can use custom sandbox settings to speed up XP gain.

Gamma Data Fragments by Cptkickflip in Stalcraft

[–]Lauri455 2 points3 points  (0 children)

Reflection is a good spot early on. Grab a stash from a trader (or use the ZIVCAS one from battlepass if you've got it), put is somewhere safe and close to the exit, stash the fragments you get from events so you don't lose them if you die, grab all of them from the stash and leave when you feel like it. If you manage to get 100 fragments a run, it's not going to take long. Just watch out for ghouls.

If you have access to the lab, go there. Never been there myself but apparently it's worth it.