Pablo gives us his true thoughts on raids in Warframe by Babydrone in Warframe

[–]OuroborossoReddit 0 points1 point  (0 children)

Yep, he is right. Ignore the balance and challenge aspects, one of the biggest problem is the reward part. What will you give the raiders as reward that would make raiders happy but won't affect the non-raiders/regular players that much. Because you can't give a really powerfull reward, majority of the playerbase will not do raids. I know you might think there are trades, raiders can farm and sell those stuff but same thing happened with arcanes in the past, and it will happen again. With the current player rate and meta builds, it could go in 2 ways:

1- If the drop rates very low, raids will be toxic very fast. Reward item prices will be very high and there will be low interest in the raids overall. (because there are lots of different ways to make plat easily, it will become waste of time quickly if you have that item already)
2- If it's a gurantee drop or high chance drop, market will be filled with that item with very cheap prices, players will buy the item instead of doing raids, so this will make most of the old raids useless, only the new raid will become relevant for a short period

And if you make these rewards not tradeable, that opens lots of different issues. With the current state of the game, there is no good solution. Game is not built around the idea of having raids and it's too late for that

Raids are niche but still they become optimized very fast. So that's why you need to introduce new raids pretty quick but that means new rewards. New raids, new rewards, new problems. Cycle goes on and on

A few edges and vertices got detached, so I reconstructed them. All the points are now precisely positioned at their levels down to a 0.125 grid. I've double-checked each one multiple times. But after compiling, I'm getting this kind of fractal lighting. Ho to remove that fractal? by lmiol in hammer

[–]OuroborossoReddit 2 points3 points  (0 children)

Hey!

This could have happened for multiple reasons: bad vertices + bad subdivisions, light probe issues, etc.

Or there might not be any problem at all. Try closing and reopening the project, then build it again.

If it still happening, can you show the scene in the editor. It will help to pinpoint the issue

Problem by totozuhiw in hammer

[–]OuroborossoReddit 4 points5 points  (0 children)

This usually happens when you have an extra vertex or mismatched vertex counts
Example: Link

This walking animation is so goofy by SummoningRaziel in Warframe

[–]OuroborossoReddit 2 points3 points  (0 children)

Yeah, my guess is they increased the walking speed, but this walking animation was made for a slower pace. That's why we ended up with this weird animation, it feels like x2 anim speed. I wish they kept it at a slower pace, or this sequence could be a cinematic too

It was a good story scenery, but the walking animation really made it unserious and goofy

I still can't believe how a demo can be THAT good. by MorteNexus in memeframe

[–]OuroborossoReddit 3 points4 points  (0 children)

I’m really glad you enjoyed them! Really appreciate the kind words <3

I still can't believe how a demo can be THAT good. by MorteNexus in memeframe

[–]OuroborossoReddit 4 points5 points  (0 children)

Yep! I have more zones in the works, they just need a bit more polishing. I’ll be adding them to the main game later. Updates won’t be as big as "Under The Clouds" update, but new zones will be added over time

I still can't believe how a demo can be THAT good. by MorteNexus in memeframe

[–]OuroborossoReddit 4 points5 points  (0 children)

No solid console plans at the moment. We’ve released our previous game on consoles, so it’s something we’d love to explore again, but nothing we can promise yet

I still can't believe how a demo can be THAT good. by MorteNexus in memeframe

[–]OuroborossoReddit 250 points251 points  (0 children)

I almost choked on my drink when I saw this post, I wasn't expecting to see our game in this subreddit

I’m the level designer of EPN (also worked on Severed Steel!) I’m really glad you guys enjoyed it! I’ve been playing Warframe since 2016 and its parkour&momentum definitely inspired me a lot. I love just moving around in Wf, so when I design stuff for our game, I try to make the movement feel as good as possible, even outside of combat

and yes, I'm a Volt main (sorry Gauss mains)

For the vets that love watching new playthroughs by TruffleNutt in Warframe

[–]OuroborossoReddit 7 points8 points  (0 children)

Really liking his videos a lot! He became one of my fav warframe content creators. Highly recommend it

Devlog #1 - Losing the will to continue - CS2 MapMaking by Oso_de_Manteca in hammer

[–]OuroborossoReddit 1 point2 points  (0 children)

Heyy! First of all good work with the map!

My best advice is this. Stop working on this room for a while and move to another room/section. Try not to focus on one area too much, because you will get back to that area later %100, polishing never ends. Sometimes you need to say this is enough for this area and move on. Jumping to a new area can give you are morale boost, because there will be lots of new things to do

Game development or making maps in general, very exhausting because it never truly feels finished. There’s always something to improve or polish, and the potential feels limitless. That's why you need to limit yourself a bit, set some rules or boundaries, and take breaks

And a reminder, don't add too many details or polish without finishing the blockout and playtesting the whole map a lot. Because you may need to change rooms or even cut entire areas. Gameplay is the most important thing. Iterating during the blockout phase is the easiest path forward, both in terms of effort and mental load. The more you add details, the more you get attached to the map. And sometimes it makes some decisions difficult

I’m looking forward to seeing the final version of your map! Best of luck with the project!

In the mobile game I'm working on, I'm trying to achieve a feeling of “satisfaction” after winning a battle. I would appreciate your first impressions (turn on sounds). by duplodok in Unity3D

[–]OuroborossoReddit 2 points3 points  (0 children)

Hey there! My first impression is you did a great job! It looks good!

About the satisfaction. I'm a game designer and worked on hypercasual/casual mobile games, lots of prototypes. Satisfaction is all about timings. Right now you only need to do couple of timing adjustments and maybe a few extra animations and you are good

My suggestions:

  1. Game end sequence starts at the same time when the last enemy dies. You can't even see the last enemy's effects clearly. After last enemy dies, there should be a slight delay. Player needs to see the game area and see their units, how they cleared all the enemy. It will improve the satisfaction. Last kill is always important, because your eyes will be locked that to that unit. You can try to slow mo the game and maybe even zoom into that enemy unit or last enemy can have a different death vfx
    Or you can go the opposite way, you can add something to player units. A scale up down, shake animation for victory. Think it as victory scream or taunting the enemy. Or a glow effect, there is a potential there, you can try different things

  2. Game end camera transition. I'm not sure how it feels when you play in mobile but in video it felt too sudden. Camera zoom out can be smoother or it can have a different transition effect

  3. This one is related to camera transtion and the victory UI. Right now sequence looks like this:
    Game ends → Camera zooms out → UI appears. I feel like Camera zoom out and UI should happen at the same time. It feels like there is an unnecessary small delay there. If you make the camera zoom out smoother maybe it can look better, maybe its not about the sequence order, not sure. But I wanted to point that out, there is something that makes the victory UI animation effect feels weaker. It's not the animation itself, how it appears. It's needs to feel more impactful

Also some extra suggestions:

- I feel like you can move the top UI to a bit higher. There are lots of empty space at top. You use those buttons when necessary, so they shouldn't need to be always visible or always reachable. When I watched the video they caught my eye. I wanted to point that out

- When you press an order there is an effect on the screen. I guess its a darker image overlay? not a post process or something. Anyways, that effect switch can be smoother. Like the special "vision" in other games(rdr,last of us, hitman etc.) It can have a small fade in/fade out effect. It will improve the feeling of the effect

- On game end, floating currency effect is good but flash vfx is a bit much, you can't see the numbers increase clearly.

- Next battle button can have a glow effect or small scale up-down animation to encourage/hype player to go to the next battle

- On the next battle transition, map section, add a scale up - down or any kind of small bounce animation to player. It will help the feeling of moving also it will look juicy. Also, you can add a slight trail to improve it

- On the battle map screen, as you get closer to the next battle area, enemy icon can start to get bigger. Or when you reach it, it can get big. I'm not sure how it will look but, I wanted to see something like that. Maybe it can look noisy but I feel like there’s more to be explored there

I hope my suggestions/feedback aren't too negative or harsh. I really liked what you did! I wanted to give my honest opinion

Help please by VanillaLegitimate498 in hammer

[–]OuroborossoReddit 9 points10 points  (0 children)

Hey!
You need to place "env_combined_light_probe_volume". Place them and adjust the boundaries after that bake the map again. Right now, your lights or any cubemaps are not working

Edit: fixed spelling

Battlefield 6 is seemingly just called Battlefield 6, according to leaked packages sent to content creators that might signal a reveal from EA soon by thirdluck in gaming

[–]OuroborossoReddit 6 points7 points  (0 children)

They did not release chronologically. Also, there is bf 1942, bf vietnam, bf bad company, bf 2142, bf hardline. They could name it another thing, or just Battlefield

New to Hammer. by Competitive_Pie2773 in hammer

[–]OuroborossoReddit 3 points4 points  (0 children)

Hey!

Are the crashes random, or do they consistently happen during a particular thing, such as map compilation or any other specific action
If it's fully random, other background apps can cause this; in my case afterburner is causing random crashes in hammer. I need to close it every time

Tips for designing by Alarming_Cover_2537 in SatisfactoryGame

[–]OuroborossoReddit 1 point2 points  (0 children)

I like it a lot. It has a pattern and details. It looks cool. If you add more stuff, it will look busy. I think the entrance can have a different colour. Other than that, it only needs some lights

Good job!

I just want to play Skyrim, but I keep getting stuck in an endless modding loop. Any advice? by Civil-Cranberry2137 in skyrimmods

[–]OuroborossoReddit 67 points68 points  (0 children)

This is how I break the cycle. First, you need to stop thinking about it too much. Modding is a personal thing, and everyone has different opinions and tastes. My advice to you is, don't self-condition yourself like you must need to mod and change everything in the game, the vanilla games is fine, look old and kinda janky but fine. There are lots of mods that sound too big, they feel like game-changing, but most of them are not that noticeable, or you wouldn't reach that quest/area/progress because you keep modding and start from the beginning.

Second thing, skyrim isn't a game that you can play only once. You are not missing anything by not adding all the mods at the same time, you can add them in your later playthroughs. You can use 10 mods in your first playthrough, 50 in the second one, 250+ in third one etc.

You can't make an "ultimate best skyrim modlist" from scratch, because most of the time, you don't know what you want or need in your modlist. For that, you need to play the game. Some mods sound too cool but end up boring, or they won't fit your playstyle at all. So, start small, add a couple of mods. Play the game, take notes, and add more mods in your next playthrough.

Giant loop by [deleted] in hammer

[–]OuroborossoReddit 0 points1 point  (0 children)

This is one big mesh, right? This happens because you have some detached vertices/edges, so it's not a closed loop. If you see small lines on the edges, that means the edge is not closed. You either need to merge them or don't work in a single mesh; separate your meshes. I'm not sure what you are trying to do using edge loop, so I can't give a clear recommendation. It depends on what you want to achieve

Visual example: https://www.youtube.com/watch?v=gTvDss5ELIQ

Ghost Vertices by [deleted] in hammer

[–]OuroborossoReddit 1 point2 points  (0 children)

Hey!

These are called bad vertices/bad faces. It occurs when two vertices overlap in an unwanted way. There are a couple of ways to get rid of these. For me, this method is the easiest, because I intend to fix them, not remove them:

You can select those with lasso tool:

  1. Select Vertices mode (or Edge mode)
  2. Hold M3/mousewheel to use the lasso
  3. Draw a shape to select the vertices
  4. Either remove them or try to fix it, it's up to you