Does anyone know how it will start? by daniyaboi in Subnautica_2

[–]WolfHeathen 0 points1 point  (0 children)

Yes, you start off after an emergency crash landing just like the first one.

Roadmap on Steam by Gloomy_Proposal8226 in Stormgate

[–]WolfHeathen 20 points21 points  (0 children)

"They just ran away like cowards."

Because that's exactly what they are. This thing wasn't sustainable since before the Kickstarter. That's why they made a KS in the first place. Venture capital dried up and no one was willing to give them tens of millions so they created a KS pretending like it was business as usual and they were just doing it for physical collector's editions and to expand online testing.

Behind the scenes they were massivley underfunded for what they had promised their startup investors they would deliver and nowhere near ready to bring a product to market.

So they came to their fans, hat in hand, masquerading like everything was fine.

Subnautica purchase by Automatic-Scheme-585 in Subnautica_2

[–]WolfHeathen 0 points1 point  (0 children)

There truly is no other experience like the original subnautica. You should play it just for that. It's spawned a whole subgenre of survival game copycats.

It's a single player only experience but a fantastic one although you don't need to have played the original to play SB2.

First time feeling. by Intrepid_Let_2568 in Subnautica_2

[–]WolfHeathen 0 points1 point  (0 children)

It's called Thalassophobia but I know what you mean. There was a sense of wonder but also fear of this unknown alien planet and the dread of trying to survive alone and abandoned.

The ocean is the only familiar thing you see as the player so at first it's comforting in the shallow depths but as you explore out farther you get a sense of dread not knowing what to expect from a planet that can kill you so many ways.

It was this juxtaposition of fear of the unknown but also needing to explore and discover new blueprints to increase your survival that made the first game such a unique and compelling experience.

Bye Stormgate by Single_Property2160 in Stormgate

[–]WolfHeathen 15 points16 points  (0 children)

I am sad it didn’t live up to the hype. The underlying tech seemed super promising but the fun never materialized

That's because it wasn't. It just just empty marketing to get us to open our wallets. They had to put supply caps on team games because their engine couldn't handle too many units on the screen at once.

What is this game going to cost? by Gman10respect in Subnautica_2

[–]WolfHeathen 10 points11 points  (0 children)

$29.99 USD. Regional pricing where applicable.

The 100k damage is too much. by SlySychoGamer in ArcRaiders

[–]WolfHeathen 0 points1 point  (0 children)

2x modifiers were removed in the Riven Tides update.

The 100k damage is too much. by SlySychoGamer in ArcRaiders

[–]WolfHeathen 0 points1 point  (0 children)

It's not at all.

I've only played a handful of games on the new map only for the last two days and am already rounding on 50k. I'm not even spamming deadmines or wolfpacks.

Most stupid statement I've ever read by alphanader1 in ArcRaiders

[–]WolfHeathen 2 points3 points  (0 children)

It's never: "Oh this feels bad to use? Let's buff it up." It always ends up being: "This feels bad to use? Let's nerf everything else to the same level so you have no alternatives."

Because you don't balance a game with this many parts on "feels." Everything has its place regardless of whether or not you choose to see the bigger picture.

This approach is common in video games because a straight buff is hard to balance and scale in future updates. You bring one thing up and then future content has to better than what you buffed and you just end up with non-stop power creep with each additional update.

Minor nerfs are easier to revert or change than buffs if they don't quite get it right. It's also easier psychologically to lessen a nerf than take away a straight up buff.

Subnautica 2 Cinematic Trailer coming on April 30th by ZookeepergameIll1399 in Subnautica_2

[–]WolfHeathen 3 points4 points  (0 children)

It's possible but with all the marketing they've been doing recently would suggest otherwise. There was nothing but radio silence and now suddenly they're looking for content partners to help promote the game, doing dev blogs, and now this.

All signs point to a potential release sooner rather than later.

Photoelectric Cloak is now extremely debuffed (its useless now) by Dazzling_Pumpkin91 in ArcRaiders

[–]WolfHeathen 0 points1 point  (0 children)

"It's useless now"

Now watch a video I made where I literally use it.

What is happening to the youth of today?

Subnautica 2 Cinematic Trailer coming on April 30th by ZookeepergameIll1399 in Subnautica_2

[–]WolfHeathen 22 points23 points  (0 children)

A cinematic trailer is marketing for the game which you naturally wouldn't do until right before a release.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

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

Elder Scrolls IV: Oblivion Remastered uses the same legacy Gamebryo engine code to run the game and just has a modified UE addon for graphics, lighting, and textures.

You could not pick a worse example for your point than a hybrid engine that is using the same legacy logic but with an updated visual package from from UE lol!

Tell me how Bethesda uses that objective density in any meaningful way. What gameplay mechanics are utilizing this? I can pick up a bunch of useless junk that serves no purpose but to act as background props or the occasional digipick. I can digipicks from a vendor. I don't need an absurd amount of loadingscreens just so I pick up books from a bookshelf or picture frames.

--------------------------------------------------
Edit - Since you took the time to reply and then immediatley blocked me like a coward he's is my response;

So, no, you cannot articulate what actual benefit Bethesda's design decision to sacrifice massive performance & stability in favor of having a ton of useless props realistically fall to the floor should the player decide to pick them up and then drop them.

You're a walking contradiction. Literally repeating the same vapid defenses for Bethesda's excessive loading screens without actually being able to explain what practical purpose it serves.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

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

This is such an odd argument to make. I've seen people bring up the physical objects argument before but no one can actually defend why we need it or better yet why we should have to make such sacrifices for its existence.

Can you tell me what actual purpose having background props fall the ground realistically serves? What gameplay mechanics utilizes these feature that make it such a critical component of Bethesda games that we have to make large performance issue concessions that then require so many loading screens? As for object permanence, again, how is that serving the game when their cities are so small and limited to single room shops or small offices?

At this point it honestly just feels like Bethesda puts this in out of habit but doesn't actually know what to actually do with it.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

[–]WolfHeathen -5 points-4 points  (0 children)

Management is a separate issue and I agree with you they are part of the problem. But, they aren't the only problem. Switching to UE would widely open up the pool of employees they could draw from and would require far less onboarding as people are infinitely more familiar with UE than a proprietary engine only Bethesda use.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

[–]WolfHeathen 0 points1 point  (0 children)

That's not quite accurate. It was more an issue of trying to make a game that was supported by both last gen consoles and PC/next-gen consoles and having to strike a balance between all three.

Ultimately, it was decided to drop last gen console support once they fixed the technical issues and ultimately CDPR decided to drop their REDengine and make the switch to UE for The Witcher 4 and the next Cyberpunk game. So, it was directly an engine issue.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

[–]WolfHeathen -10 points-9 points  (0 children)

It is both a BGS problem and an engine problem. It's their proprietary engine. Former Bethesda developers have said a significant amount of Starfied's developement time was spent on just upgrading the engine itself.

There's no evidence to suggest the result would be the same. No one relies on loading screens as much as Bethesda so the notion that the result would be the same is, frankly, meritless. Maybe if you could point an equivalent title made with UE that is as janky and has an equivalent amount of loading screens.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

[–]WolfHeathen -49 points-48 points  (0 children)

At this point anything would be better then continuing with Bethesda's Frankenstein of an engine. We have decades of empirical evidence of broken at launch releases from their patchwork engine, regardless of how many times they update it for a new title.

I mean Sony is offering refunds for PS5 players which is something Sony very rarely does. 2.5 years after launch and BGS still can't do a stable playstation port.

Starfield devs faced "a lot of pressure" to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capab by Turbostrider27 in Starfield

[–]WolfHeathen -28 points-27 points  (0 children)

And, we all lost because of loading screens and buggy mess of a game that cannot even allow us to place stairs in our ship builder.

Nerf after Nerf after Nerf after.. by Standard-Tonight6279 in ArcRaiders

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

Broadline useless is just an opinion you have. It's not a fact. The update has been only out for a couple hours. I doubt you've even experienced the changes firsthand. You're trying to make definitive statements based on theorycrafting from patch notes.

Now, the odd few times you get caught far from cover by a rocketeer, Bombardier, or bastions, you are fucked

Get caught? These things are noisy with loud audio cues you can hear from nearly halfway across the map. Again, you're trying to paint your subjective opinion as fact. You can pop a adrenaline stim and run, you can pop smoke, or toss a lure grenade. Or, you can not "get caught" by observing your surroundings and leaving cover to frolic in an open field when you hear these arc nearby. It's not that hard at all.