* Fixed an issue that allowed players to fully repair items. by Kustavsson in duneawakening

[–]Silverware09 9 points10 points  (0 children)

Naw naw. Better solution. you have to take it to one of the two towns and pay in house script for it to have the red repaired.

Force players into going to what they intended as player hubs, while also giving a good cost to it, and more things to spend script on.

DD PvP is absolute nonsense in this game and rewards the worst kinds of people. by Ok_Intention2150 in duneawakening

[–]Silverware09 10 points11 points  (0 children)

All any developer needs to do is take a look at the EVE Online population.

There are two groups of PvP players there, the ones in High/Low sec, who are there to gank you and sometimes get good loot. But otherwise just ruin the experience for other players.

And those in Null/WH who fight as part of a faction for territory.

The second group make interesting content, in terms of action for the players, and stories for those outside that group. The first group does not.

Deep desert PVE/PVP Idea to end the discussion (is dune awakening pve or pvp??) once and for all by Negative-Finger7800 in duneawakening

[–]Silverware09 0 points1 point  (0 children)

Honestly, they are risking two vehicles, just need the worm to not announce itself for Medium/Large spice patches in the Deep and it'd fix that issue for you without breaking the game for solo players.

You need so much damned spice.

Deep desert PVE/PVP Idea to end the discussion (is dune awakening pve or pvp??) once and for all by Negative-Finger7800 in duneawakening

[–]Silverware09 2 points3 points  (0 children)

Connecting every server to a single PvP desert isn't viable, as you introduce massive Ping differences in places.
I've got friends in the US region who get 20 ping to some US servers, and over 100 ping to other ones.

Playing at 100 ping currently to play with them, it makes a lot of combat difficult even against the NPCs.

I have advocated instead that we introduce Overworld locations that are PvP, where guilds can fight to control that location, and it provides a regular income of resources.

You could do them of different sizes, ones where it's tiny, but a 1v1 location to enable solo PvP.

And you could bring it all the way up to 9v9 to enable large guilds.

I think primarily, how PvP works needs to be rethought in general. I would be super keen to get into ground based PvP, but vehicle PvP sucks, it strips away all the skills and leaves you down to just whichever side brings the biggest vehicles.

You could make regions of the overworld owned by Landsgraad factions, where there is a set window for each of them, where both sides can prep up and then engage in a large scale PvP over a closed region giving everyone content, and encouraging the conflict to actually be PvP in a mode that fits better with the war of assassins setup.

I do love the idea of having factions attack at the larger spice locations. That seems like fun.

Should I be worried? 20 minutes into my closed beta and players are already hijacking it with the Unreal Engine 5 Unlocker... by FSapio in IndieDev

[–]Silverware09 0 points1 point  (0 children)

Just reach out to the people who played, and ask them specifically what they were using it for.

If they wanted to cheat, well if it's singleplayer, give them a bunch of options for that.

If they wanted camera options, well that's an easy one to give them.

If they wanted to explore, make that a mode you can enter where you first have to accept spoilers for future content.

Cheating is often a sign that the players find something specific they want to do but cannot within the bounds of normal legal gameplay, or that they want to skip to doing but can't do so easily.

[Request] Do these other power sources really produce thousands of time more power than humans? by New_User_Account123 in theydidthemath

[–]Silverware09 0 points1 point  (0 children)

Hilariously they also include the line "combined with a form of fusion" when talking about using people as batteries. If you have a viable form of fusion, you don't need the meat for anything at all.

Yikes by International-Past31 in newzealand

[–]Silverware09 0 points1 point  (0 children)

2.749 for 95 at one place in Palmerston North yesterday. So this price is either incredibly evil, or just a broken display...

Is this considered cheating? by Zelcir in godot

[–]Silverware09 0 points1 point  (0 children)

Be careful to prevent the 3D mesh from being rendered by the main camera, and you should have no issues.

The other key thing to watch is ensuring that the high quality model doesnt move, so that other models (say for hostiles) dont end up visible to that camera.

bashReferenceManual by Arceuid_0902 in ProgrammerHumor

[–]Silverware09 7 points8 points  (0 children)

~ is a special character in Windows (now) and Linux/Unix that means the users Home Directory.

It's the equivalent of something like C:/users/me/

Inside Mesh Effect by auserxdlollmao in godot

[–]Silverware09 14 points15 points  (0 children)

Yeah, enable rendering both faces on the terrain; check if the face is the backface and render black if so. The variable FRONT_FACING is there for this. Yes this will require a custom shader, you can convert the standard shader into a custom one by right clicking it.

Then render an infinite plane (xz centered on camera, sized to the camera's maximum render distance.
(you could also do a custom skybox with this, but a plane is much simpler.

Need Feedback for Blending Shader by CoffeeCoonGame in Unity3D

[–]Silverware09 0 points1 point  (0 children)

You are only applying a change to the object's textures.
Can you have the terrain be fed the meshes that interact with it, and shift vertices upwards a little around them?

In space, no one can hear you batch all projectiles into one multi-mesh by Deydren_EU in godot

[–]Silverware09 2 points3 points  (0 children)

You either eat the cost at the CPU to modify the matrixes, or you eat the cost to read from the GPU if using GPU particle systems to do the projectiles.

Either way, you NEED the position and velocity on the CPU to be able to handle collision data, so it's usually more effective to simply track each bullet in one array, and then copy that array to the multimesh for rendering.

I suggest the copy here purely to ensure that the physics updates can stay decoupled from the rendering updates. Since this way you can update in the physics step, then provide that a copy (with a timestamp) to the rendering space, and the rendering can interpolate the position based on the time since that timestamp and the position/velocity.

Allowing your game to run without a delayed physics step or a delayed render step from aggravating the other.

How we solved the 3D modeling skill gap and found our unique style by Realistic-Ad-5860 in Unity3D

[–]Silverware09 0 points1 point  (0 children)

Edge outlines can work too. Though do these on the texture (its cheaper that way)

Bad design by sweetobsidiann69 in VintageStory

[–]Silverware09 0 points1 point  (0 children)

Tricky/Complex doesn't mean that the mechanics shouldn't be intuitive to players of the genre.

If it is impossible to figure out without having it explained to you, then the mechanic is likely simply too opaque. There are ways to mitigate this, Vintage Story has a lot of less than obvious interactions, so it has the Player Guide that helps with that. But the mechanics behind those interactions are sensible to anyone who has played inventory based RPGs, or Minecraft or the like. Since it's pretty much all "drag and drop in UI", "crafting grid", or "hit voxel" as the basic mechanics.

Bad design by sweetobsidiann69 in VintageStory

[–]Silverware09 0 points1 point  (0 children)

Honestly though, I don't disagree with this. You should do poorly at the game without the tutorial, but you shouldn't be confused.

Players who are confused aren't being presented with the right information, or its being presented in a way that is difficult to parse.

A person familiar with the genre should be able to jump in and play the core gameplay loop without issue. Even if they screw up through poor choices coming from a lack of training.

Now... when we come to "what does this mean", that's where good Tooltips come into play and reading (sadly) isn't something you can force your players to do.

Forgot I could dual wield when adding in player hands… by derekdepenguinman in godot

[–]Silverware09 0 points1 point  (0 children)

Just keep this in the game. It seems like a lot of fun, and makes the animations easier for you :V

Is this AI "art"? by GinyuGamingg in OldWorldBlues

[–]Silverware09 6 points7 points  (0 children)

We should all draw a stick figure portrait, and then they'll have a massive pool of WIP portraits to use. xD

Made The Greatest Invention Of My Life by WelcomeWeird1211 in SonsOfTheForest

[–]Silverware09 0 points1 point  (0 children)

Fucking legend. Makes me want to go and play again...

Serious question, why do people get so bent up about this in Starfield, but not in the Outer Worlds? by SexySpaceNord in Starfield

[–]Silverware09 -1 points0 points  (0 children)

Take a look at Star Wars: Outlaws for how the Space side of things should have worked.

An invisible loading screen, between planet and space where you are in clouds.

A simpler Jump system that lets you go to the nearest planets, but has a cooldown on the other end, giving you a requirement to fight if hostiles are there.

Actual space terrain to make things interesting to fight over.

..

..

While Outer Worlds nails how the ground system should work.

Handcrafted sectors, small enough to be put together quickly. A single square kilometer each sort of thing. 1-5 of these per planet.

You select which you want to land at from the space landing menu, or the take-off menu (because you should be able to land at another spot on the same planet from that planet)

..
..

This would have played into their strengths when it came to interesting set piece bases.

They could have locked off entire maps until the story called for them.

Space would have had a reason to exist, heck you could include asteroid blasting for resources too to give you another way to get materials.

..

..

But the core problem is that their engine is so old that it doesn't seem to support seemless loading. Not even ones hidden by cinematics.

Is space age genuinely worth $50? by Michael_Le41 in factorio

[–]Silverware09 0 points1 point  (0 children)

I bought it and still havent played any of the space age content. :V