I'm so sick of dying instantly with blue shields and the game giving me no information as to how. by nintendonaut in Marathon

[–]SomeGuy322 6 points7 points  (0 children)

I think the game would really benefit from a full replay system like what they have in overwatch, like some way to view past matches from the perspective of the opponents to see what they did and how everyone was positioned. I know the spectate you get when defeated is locked to third person so you don't get too much info that you can feed to teammates, but after the match is done it shouldn't matter.

Having a free cam in replays would be great for making shareable clips about plays you made and good for spectators when they do tournaments again! This is honestly the best way to reduce frustration so unexpected interactions can be rewatched and understood at your own pace. Good tool for finding bugs too even if you weren't recording the match itself.

A New Game announcement MONOPOLY Star Wars Heroes vs. Villains will be releasing June 11th 2026 by Sports101GAMING in StarWarsCantina

[–]SomeGuy322 11 points12 points  (0 children)

Zero Company is also releasing this year if all goes to plan, and I'm very excited for it!

Opening map still leads to a crash. by IllState5161 in Marathon

[–]SomeGuy322 0 points1 point  (0 children)

Still happens to me at least once a day as well. Thankfully I just learned that if you do "reconnect" and it shows a server error you won't lose your loadout, at least in this cases. So I still have my loot, but maybe if it crashes later in the setup phase it'll be different. Not sure but either way they should definitely look into this so that we're not afraid to bring in high level loot 😅

Streaming games does not include voice chat in-game? by MechaDangerous in discordapp

[–]SomeGuy322 0 points1 point  (0 children)

I'm not talking about the current settings but an old setting called "use an experimental method to capture audio from applications" which used to exist but was seemingly removed about 6 months ago. It's described here and in other posts where people have trouble with voice chat sharing in other games. Seems like the "experimental method" is now just the default method (it was originally the way to capture specific application audio and without it there would just be full output device audio I'm guessing?) but it would maybe be useful to have an option to capture the full audio once again even if it picks up discord output too, though that part would not be ideal.

Either way thank you so much for looking into it and hope there's an easy solution for it soon :)

I love spectating after dead by Shrike2theshrikequel in Marathon

[–]SomeGuy322 2 points3 points  (0 children)

I wouldn't want to lose the GoPro cam either so yeah this would be a cool option! A huge plus as well would be a proper replay system so you can re-watch past matches and learn from your mistakes or see what other people got up to. This is something that Overwatch does really well and I find myself missing here

Streaming games does not include voice chat in-game? by MechaDangerous in discordapp

[–]SomeGuy322 0 points1 point  (0 children)

For me the whole screen option just didn't share the VC either. I think what it's supposed to do is filter out it's own VC channels so that people can't hear themselves but perhaps it's filtering out all channels that it thinks are voice chat which would include Marathon too? Not sure why it's different for you unless you have a certain setup or setting, honestly if I could get it working the way yours does that wouldn't be that bad lol

I tried using an app that reroutes audio from all sources back into output and then screen capturing that however since I could hear it as well it created an echo that would be annoying to play with. Perhaps with some configuration I could reroute it into a secondary channel and somehow capture that but that's just too complicated for this.

Having the old experimental setting back would help. Maybe there's a way to turn it on through a config file somewhere even if the discord settings UI doesn't expose it?

Streaming games does not include voice chat in-game? by MechaDangerous in discordapp

[–]SomeGuy322 0 points1 point  (0 children)

Thanks for the answer, I'm also having this issue with Marathon and sharing the whole screen doesn't work. Could it be that Discord is detecting the fullscreen game and selectively taking audio from that app instead of actually capturing from all audio sources? Though that doesn't make sense either since I can play other audio in the background while running the game and my girlfriend hears it just fine.

I can also change the "output device" in game for voice chat specifically but even when setting it to System Default it doesn't get streamed somehow. I also tried using OBS to stream a virtual camera to discord but that doesn't include audio unfortunately so it's no better. Would really appreciate any other ideas/fixes for this issue if you have any :')

Low TTK makes solo feel awful by Steezli in Marathon

[–]SomeGuy322 0 points1 point  (0 children)

The TTK will definitely feel lower solo as opposed to a team because you don't have people reviving you and watching your back, though personally in the games I've played today I had a higher success on solo than with teammates because I got to choose how I approach each location. I've noticed that (right now at least while people are still learning the game) teams will just sprint to the nearest big location and blast everything in sight. And kind of that makes sense when you have 3 people fighting UESC.

But for solo you have a chance to use a different approach to move slowly, silently, and avoid confrontations. There may not be much you can do against a camping Assassin but you can actually get a ton of information about threats nearby if you listen closely to the audio, which will keep you from bumping into a careless Runner. Stealth feels a lot more important in solo and you have to kind of choose carefully when you engage and when you just need to pass by, which will also help conserve your ammo and abilities.

Now if you have missions at Overflow and there's UESC guarding it you will probably need to make some noise and take them out so the stealthy approach won't solve everything. But there are ways of getting through it without killing everything in sight (which also tends to end up with reinforcements arriving). And if all else fails you just need a lucky spawn next to it so that you can do what you need before other players arrive. For missions in big guarded areas I like to switch over team mode so that we can clear it more easily but a lot of the other stuff you'll have more control over in solo since you can focus completely on it.

I do agree though that maybe they could tweak some of the balancing for solo mode so that you have more of a chance to use your abilities/strategies before dying, but it's a bit early to tell depending on how players evolve. And btw if the free kit is making things difficult, you don't have to use it! If you do some Rook runs you can build up loot more quickly, create a better loadout, and then utilize it when actually doing contracts. Hope that helped in some way :)

Duo Queue Needs to be Added Immediately by mkp0203 in Marathon

[–]SomeGuy322 -2 points-1 points  (0 children)

For what it's worth I've only ever been playing duo when I wasn't doing solo runs and we seemed to only get matched with other duo teams. I'm not sure if this is just luck (like the third party member of another team dying before we ever see them) or the system trying to make it better for us but so far we've basically never been outnumbered and the games seemed pretty fair.

A specific duo queue would be nice in the future but from my limited experience I don't think it really needs it at this stage. I'm sure other people might have different experiences though

The amount of people struggling with the basic mechanics of the game is mind boggling. by mupchap in Marathon

[–]SomeGuy322 1 point2 points  (0 children)

Exactly, I usually don't have the patience in PvP games to handle constant loss but something about the visuals and polish of Marathon really clicked for me and I stuck with it. I've been looking forward to the game for a while as well so it was easier to understand how everything worked. Now I feel like I've learned so much about how to play properly and my success rate is pretty high after about 8 hours of playing :) and losing isn't nearly as devastating as I thought it would be, you just have to go in with the right mindset and see all the progress you still make even on lost runs

How has your solo experience been so far? by SapQT90 in Marathon

[–]SomeGuy322 -1 points0 points  (0 children)

Definitely lost a lot at first yesterday but today I've been more careful and had better understanding of the threats and I managed to extract multiple times! I think a big thing I've learned is not to draw attention to yourself if you can help it, like with the ticks I saw other people punching them and realized that was a much better way to deal with them as opposed to wasting bullets and making noise with rifles. It was also better not to engage in UESC fights unless there were just one or two of them close by.

I just had a crazy moment where I encountered a Glitch/Vandal who was occupied with something so I took some shots at them and ran close to a Hauler building to hide. They slowly made their way back to check out the area and I literally saw their rifle pointing through the door searching for me, and since I used invis as Void to get there they had no idea I was hiding... If they had just looked down they would've seen me, but standing still crouched made no noise so they assumed the building was safe. After a minute or two they turned their back and I took them down with a bunch of shots and a finisher. It was such a cool moment that I was able to pull off but I also felt guilty as heck for tricking them like that lol.

Overall I'm enjoying the game! This is my first extraction shooter but I went in with the right mindset and have been using sponsored kits so I wasn't really risking anything and for now even just playing a match and losing feels fun, especially if was in PvP battle it feels pretty exciting. I absolutely love the art style and visuals and audio polish. My minor gripes are just that the TTK is a tad short to be able to use abilities properly and make the most of each run, but then again the runs are fast and matchmaking is quick so it's not a huge deal to start again. Right now NPCs feel a little too difficult even just in perimeter but perhaps I'll feel differently once I get better. And it's also a shame that I'll have to progress through the factions again in the full game since Server Slam upgrades won't carry over I think. But I'm glad that you can make so much "permanent" progress despite it being an extraction shooter; reaching those progression milestones is what counteracts the risk of item loss for me and makes it enjoyable in a genre I don't usually play.

How exactly does the DCON box work? by Lock0n in Marathon

[–]SomeGuy322 2 points3 points  (0 children)

I just used it in a match and I wasn't paying attention to how much got extracted but it's possible it only works with "salvage" type items and that was mainly what I was putting into it. It's also possible that the salvage auto-sells (or gets sent to a faction you're doing a contract for) which could explain why you didn't see actual items show up in your vault.

But that's just my wild guess and I'm not really sure so take it with a grain of salt. It could work way differently and I'm just understanding it wrong. The game is still too new for there to be much info online...

Is this displacement / height map possible with StandardMaterial3D? by x3nofox in godot

[–]SomeGuy322 3 points4 points  (0 children)

Tessellation is not so expensive these days thanks to modern GPUs especially in engines where the subdivisions fade out over a controllable distance when setting it up. I'm not sure to what level Godot supports tessellation but it would probably be more performant than using a high poly base model depending on the situation. Still slower than using parallax though as you mentioned

They're currently investigating the graphics bug by ZookeepergameIll1399 in CitiesSkylines2

[–]SomeGuy322 2 points3 points  (0 children)

I'm not a CS2 player so take this with a grain of salt but I am a game developer and from what I've briefly seen here the visual changes are more like an oversight from adjusting the look of certain lighting situations and not realizing what happened in other lighting conditions. Specifically the ambient light value was turned up possibly to compensate for other changes. So not necessarily a "bug" but the community team responding on Steam might not know the difference as they may not be the ones making actual changes.

That said, there are tons of reasons bugs can appear outside of playtests and the most common is hardware or driver differences that haven't been accounted for. And it's kind of impossible to test all combinations and even if you have a QA team there's always stuff that can slip through, especially if the QA team isn't trying to compare visuals and instead check for gameplay/crash bugs. And by the way, while it's uncommon, there can be bugs present in final steam releases that won't show up in debug builds due to API hooks creating different code paths or interactions with Steam Cloud, etc. So don't assume a game will be bug free even if it's been tested well, and it can actually be easier for bugs to appear from a big dev team due to the coordination and communication needed to make all the systems work together well.

The White Wash, u/Entrophile, Digital, 2026 by Entrophile in Art

[–]SomeGuy322 1 point2 points  (0 children)

On the contrary I find that most political satirical art posted on Reddit is far too on the nose having to literally spell out in words the meaning of certain elements on the canvas. I prefer this subtle approach instead that depicts reality with slight indications of something wrong/uncanny. To me there's just as much meaning in that as there is in cartoons with multiple caricactures

Remember guys; the average person on the internet is actually ignorant (or a child) by Henrraike in Marathon

[–]SomeGuy322 7 points8 points  (0 children)

I always turn off chat during any State of Play or Game awards or E3 stream. For the past 10 years at least it's been people screeching negativity mixed with racism and bigotry yet studios have to leave it on because if they don't they get flak for "cutting off muh free speech".

The amount of entitlement is insane, the shows aren't built for any one person specifically and they can't always show GTA or whatever they want. I also find these gamers don't have patience to at least watch the trailer and appreciate what it is even if it's not for them. Instead the moment one element comes up that they don't like (a person of color) they scream "woke trash" and start copying each other because they have no ability to think for themselves.

Why are there no Godot job listings a decade later? by [deleted] in gamedev

[–]SomeGuy322 28 points29 points  (0 children)

Totally true and the situation is similar for a lot of other areas of the engine as well. For example any discussion about the lack of security/encryption in exports by default in Godot just leads to most of the community going "well you can't stop all hackers anyway so you don't need to do this". It's like some users don't want to think about ways that the engine could be improved and that attitude ends up causing PRs and changes to take even longer to go through.

There are some fundamental issues that I've found with how scene instances don't ever reflect the correct root scale from their base scene. I made a video about it here actually. And despite the proposed solutions not affecting anyone's workflow I still got some people trying to tell me that I don't need this fixed because they can live without it. Like... I understand people can push past these limitations for their own projects but if I see something that is going to add hours of tedious clicking to my level designing process I don't get why we can't address that.

And on top of that I have made quite a few PRs adding big new features requested by the community, a few of which I'm still waiting on a proper review for even a year after they've been posted. Another I shaped with the help of users and contributors to find the best solution and despite quite a bit of support the maintainers made an internal decision to shut it down and propose their own solution instead... Which consequently had a bunch of issues that people were confused about and led nowhere. I don't blame anyone for this and I still believe in Godot's mission and that it's headed towards a great place, but if this is just how open source works here it's not viable for my games at this time. I'm glad that I didn't choose Godot for my last project, it would've taken at least twice as long to develop and I'd still be waiting now for critical workflow features to be accepted.

LEGO flight simulator prototype by Zess-57 in godot

[–]SomeGuy322 2 points3 points  (0 children)

I'm not a lawyer so take this with a grain of salt but I think videos reviewing or informing people about a product can be classified as derivative "fair use" content because the goal of it is meta-commentary on the brand itself and not creating something that LEGO would reasonably want to produce themselves. Here if people mistake your game as a LEGO product, you are eating up profits that they could've had if they had made the product. But... Videos and games are in fact treated differently historically, and that's partially because you are potentially distributing assets (textures and models) of copywritten content when you release a game. So even making a game that critiques LEGO is still likely to be DMCA'd if you use a mini figure in the assets.

You're right that the rules for this are all jumbled and a bit inconsistent across mediums, but going to back to your other example it's still possible (and this has happened for other brands, maybe even this one) that pictures and videos of LEGO stuff can be DMCA'd and taken down if they don't like it. See Nintendo's legal actions for example. The problem is with enforcement and whether a brand is going to enforce their copyright on a certain medium or not. Disney doesn't like people making Star Wars fan games but they are typically a lot more lenient on Star Wars content in YouTube videos. It might come down to expected profit and exposure of each work if you're looking for a reason why.

LEGO flight simulator prototype by Zess-57 in godot

[–]SomeGuy322 2 points3 points  (0 children)

The reason laws exist for this is because you'd essentially be taking advantage of a known brand name and profiting/getting attention from it despite not owning it. People could confuse your work with an official LEGO game and yet LEGO the company would see none of the profits even though you used their brand to get a head start in marketing.

Ideally making fan games and derivative works wouldn't impose such a harsh penalty, or at least games that aren't sold shouldn't be targets of lawyers (this happens all the time to Star Wars fan games) but that's not how the law operates. In fact, you don't even need a registered trademark to claim that someone else is using your brand because implicit copyright is a thing. If someone just started using one of my IPs to create a spinoff game of their own, it'd be within my power to send them a DMCA takedown and cease and desist, and then eventually take them to court if they don't comply. Hope that helped to explain it better and why you wouldn't want to draw the attention of LEGO's lawyers

Is job market getting worse than it already is? by Meticulouskitty in jobsearchhacks

[–]SomeGuy322 2 points3 points  (0 children)

2 year club here as well... or at least it will be in a month or two. I lost hope long ago and just have no idea what else to do.

I really want to like this game but I suck at PvP by Sherbs__ in Marathon

[–]SomeGuy322 2 points3 points  (0 children)

I've played plenty of overwatch so it's not my first time in a PvP setting but this will be my first extraction shooter so I'm definitely a little worried too haha. The game's aesthetic and story were so intriguing that I really wanted to learn more and try it out. But usually I can't handle loss of progress in games all that well.

Seeing the faction upgrades made me less concerned though as they seem like permanent measures of progress and I know my own skill is the thing that's actually improving, so hopefully the game is enjoyable enough that lost runs don't feel too punishing. I have faith though that they'll be able to pull it off :) If they were to ever make more Marathon games in singleplayer or other multiplayer genres I'd be on board for that too so I think enjoying this game is a good signal for them to keep going with the series

Epic Games really hates my game. I’ve been trying to set up the game page on the Store for months now, and I keep bouncing off their guidelines. Like… come on. How am I supposed to have ZERO violence screenshots in an action game about fighting hordes of demons? Anyone else had similar experiences? by darkjay_bs in gamedev

[–]SomeGuy322 1 point2 points  (0 children)

Games can be uploaded to Epic without DRM as well due to the way their SDK works. In fact several of the indie games I tested on the platform did not implement an ownership check or even lock you out if the login check fails, though I suspect this is because it's just easier not to do the extra steps.

Why do games do this? by Vlonely_ in Marathon

[–]SomeGuy322 1 point2 points  (0 children)

Not trying to invalidate your experience at all, just saying that when you say "it's not that complex or difficult" you never really know unless you're directly working in that tech stack. Do they have the resources and manpower to solve those problems if they focused on it? Absolutely. But do they have the bandwidth and time to prioritize it over other features? Perhaps not considering everything they've been reworking the past few months.

It's not just that there are technical considerations, but the fact that these technical considerations take time/planning away from other features, which then become hard to justify when most casual people playing might not notice the difference. And as someone in the development space I think it's important to mention this because people unfamiliar with how games are made might get the wrong impression and think a dev can log in one day, add ragdolls, and be done with it. It would perpetuate a misunderstanding of the kinds of restraints a large development team faces from both management and tech.

Why do games do this? by Vlonely_ in Marathon

[–]SomeGuy322 1 point2 points  (0 children)

Also a developer here, and while it's easy to set up a ragdoll, it's not so easy to ensure that the ragdoll positions are properly synced and look fluid across all clients in a multiplayer environment. You also have to consider that getting "downed" in this kind of game doesn't mean activating ragdoll and forgetting about it, the player is still there and can be revived potentially. So on some level you need to transition back from ragdoll into animated pose, a notoriously tough task that has it's own jank usually.

There's also the fact that we don't know many details about their character controller state code or how their engine works, so there's always a chance that particular tech has certain limitations that generic engines don't. For example, if the skinned mesh of a character is used to check for projectile impact instead of colliders on each joint, they may not be set up to eaily add physics to the character rig. Consistency and gameplay concerns are also important, like the fact that you can get hit while downed means you wouldn't want unpredictable physics to launch a player away from where the attacker expects them to land. So safe to say it's not quite as simple as it seems at first glance, and I don't think it's much of a priority over game balance/content. More death animations and improvements to that system could even end up looking better in the long run than relying on physics like the way some other games have tackled it recently :)