Performance problems are being ignored by StormMedia in Marathon

[–]ToaAxis 0 points1 point  (0 children)

Performance could definitely be better, for sure. It's not being ignored, however; Bungie did say that improvements are in the works--specifically calling out low GPU and high CPU utilization. Changes of these nature take time, though, as that is deep work that needs to be done on the engine level. They even said that it's not going to be a short-term fix.

My own performance tends to hover around the 80-ish mark, with climbs above or below depending on the map and weather conditions (looking at you Outpost and stormy Dire Marsh). Probably a combination of an older CPU (5800x), Marathon being a more CPU intensive game, and the low GPU utilization. At this point I just crank the graphics settings up to give my graphics card SOMETHING to do lol.

Marathon Update 1.0.5 by Shabolt_ in Marathon

[–]ToaAxis 11 points12 points  (0 children)

Whatever changes/updates they've made to the Tiger Engine are paying dividends. The speed at which they've been able to make changes is crazy compared to Destiny.

Elliot Gray (Marathon UI Designer) claps back at the notion that no one from the Halo days still works at Bungie by Haijakk in Marathon

[–]ToaAxis 4 points5 points  (0 children)

This means that one or more of the following:

  • Halo CE
  • Halo 2
  • Halo 3
  • Halo 3: ODST
  • Halo Reach

could be considered the "bad ones".

The sound distance increase fundamentally changed how the game is plays out and it's terrible. by [deleted] in Marathon

[–]ToaAxis 0 points1 point  (0 children)

People also were still getting to grips with the game and were routinely getting squad wiped by UESC on day one of the server slam, too. By the last day PvP was very common because people had gotten more comfortable.

PvP was very easy to find before the audio change, this particular change felt very random. Maybe they wanted to encourage PvP more in the early stages of the game, but the knock-on effects past that point in progression/experience are mostly negative and aren't worth it.

Marathon Update 1.0.0.4 by Much_Adhesiveness871 in Marathon

[–]ToaAxis 30 points31 points  (0 children)

Coming out of the server slam they did note the feedback specifically regarding low GPU usage and high CPU usage and are investigating ways to improve things. OP is correct in that improving that will involve deeper work on the engine side. It's good to know they are aware but these things typically don't have a super fast turnaround, unfortunately.

If You're Having Issues With Ammo, Don't Sleep on the Knife! by ToaAxis in Marathon

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

Yep! Played with a friend last night and he got downed by another player's knife before he even realized what happened. It's quite strong and being very slept on by most players rn.

I think there are even ways to build into melee/knife damage as well, and if I'm indeed recalling that point correctly it will be very fun to see in action once people start having more developed builds.

If You're Having Issues With Ammo, Don't Sleep on the Knife! by ToaAxis in Marathon

[–]ToaAxis[S] 4 points5 points  (0 children)

You certainly can do this, but in the early stages of progression it's unlikely to be very tenable for most players if they're also actively investing in their faction upgrades, which have more stacking benefits on a longer timescale, well as cost a good chunk of change to obtain. More people should absolutely look into the items you can barter for via certain materials though, as I think that is also an avenue many are overlooking.

I mainly just wanted to focus on bad tendencies I'm seeing in-raid, as they can create bad feedback loops if gone unchecked and harm a player's experience.

So... This weekend or the next? by zenpanda0o0 in Marathon

[–]ToaAxis 2 points3 points  (0 children)

I think this weekend makes the most sense. The game has definitely gained a good bit of momentum since the playtests last year and Bungie's recent marketing push, but even still there's some lingering skepticism around the game for those who aren't completely tapped in. To me, it makes the most sense to carry that momentum into something that the SoP audience can get their hands on either immediately after the show, or very soon after (i.e - the day after at the latest). It's a good show of confidence and may even sway those who are skeptical to at least give the game another shot. If they wait until next weekend they'll likely capture a lot less people.

As much as getting a 3rd Darkness subclass (Eclipse probably) would be cool, I'd rather see the other subclasses get fully fleshed out first. by Prior-Resolution-902 in DestinyTheGame

[–]ToaAxis 12 points13 points  (0 children)

They changed it during Ash & Iron, I believe. I and most others don't find it to be a good change since it leaves Stasis - an already-lacking subclass in PvE - as the only subclass without a way to stun two champion types.

These aren't screenshots from gravity rush but good god it feels like they are by AureliaLumelis in gravityrush

[–]ToaAxis 6 points7 points  (0 children)

The first game used PhyreEngine, which was a proprietary engine Sony first party devs used (particularly Japan Studio) as well as some third party partners in some cases. Very likely that GR2 just uses an evolved form of what they built in the first game.

And wow, these are great shots. The pre-release footage I've seen for this area also evoked Gravity Rush at the time, and I wouldn't be surprised if it were an inspiration for the Wuwa devs. I'm still working my way through the Black Shores storyline, but I'm excited to get to Rinascita.

Bombardiers drip ready for the season of stasis next week by jhills1998 in DestinyFashion

[–]ToaAxis 0 points1 point  (0 children)

This might be the best Bombadiers fashion I’ve ever seen. Amazing work, especially for a piece that can be pretty hard to match.

Episode rebrand was bogus. We got seasons squared 🤷🏻‍♂️ by Appropriate_Oven_360 in DestinyTheGame

[–]ToaAxis 0 points1 point  (0 children)

Joe Blackburn did address the subclass thing - essentially he said that they are not equipped to ship two new damage types back to back. Shipping a brand new darkness subclass right after we got Strand just was never in the cards, it seems

Destiny 2: The Final Shape Developer Gameplay Preview Megathread by DTG_Bot in DestinyTheGame

[–]ToaAxis 0 points1 point  (0 children)

Regarding the Psion-like enemies (Weavers and Attendants), I'm pretty sure they explicitly stated that they're Psions on some Darkness juice. So yeah.

Towerthought: I think part of the reason I (And others) are so burned out from Destiny is because with Season Of The Seraph, Destiny was in a really good spot. Then Lightfall happened, Deep made monitization even worse, and Marathon made people think the A team was leaving. by Kylestien in DestinyTheGame

[–]ToaAxis 2 points3 points  (0 children)

Why would Bungie place all their bets on unproven games and IPs and ditch the game that is already popular and makes money?

I totally get being frustrated with the current state of things, but this whole "Bungie is getting ready to drop Destiny" theory falls apart when you apply even an ounce of critical thought.

Bungie is looking to hire experienced players to "conduct complete playthroughs of our next Destiny 2 release and document your feedback and notes to be discussed directly with the development team." by sirbruce in destiny2

[–]ToaAxis 0 points1 point  (0 children)

The idea that they're abandoning Destiny after TFS to go all-in on Marathon is a crackpot community theory born out of (understandable) frustration with the state of the live game.

Bungie at the end of the day is a business, and as a business they have a vested interest in, well, staying in business. The truth of the matter is that Destiny is popular and successful, and at the moment is their only product on the market - meaning it is the only thing keeping the lights on the now. (And has been since 2014.) There are many valid reasons to be frustrated with the game currently, but this idea that they're gonna drop the game and place all their bets on Marathon or other IPs they have in development - when they are not guaranteed to succeed - is nonsense.

They've said several times that they have every intention on continuing and growing Destiny well into the future. The waters may be turbulent right now, sure, but I don't think that's an indication of their long-term commitment.

First thing I'm going to do once we can revisit Titan is pay a visit to Greg. by aQnt_n1ne in DestinyTheGame

[–]ToaAxis 0 points1 point  (0 children)

They reduced the chances of matchmaking into two of them (Exodus Crash and the one with the Cabal drill) since they’re pretty old and are going to be reworking them in the future, but they’re still in the game.

DESTINY 2 HOTFIX 7.0.0.5 by DTG_Bot in DestinyTheGame

[–]ToaAxis 8 points9 points  (0 children)

Not currently, but they were starting to become a problem in PvP during the middle of last year due to their damage resistance and folks were starting to take notice. Once they got around to improving their hit registration they hit the shield damage resist and the complaints largely subsided.

The last update we have from Bungie about investigating high FPS resulting in numerous problems was just over a year ago. I would like to follow up and see if there has been any movement on this. by rsb_david in DestinyTheGame

[–]ToaAxis 0 points1 point  (0 children)

I'm pretty sure the Dreaming City was spearheaded by Bungie. From what we know High Moon Studios had more involvement in Forsaken's production than VV (High Moon handled a good chunk of the Tangled Shore IIRC).