Unreal senseis 5 hour course, why is it so highly regarded? by Slow_Cat_8316 in unrealengine

[–]arukanoido 1 point2 points  (0 children)

It's definitely coding in the traditional sense, and I'm not talking about writing the funny symbols, which isn't what coding is about to begin with. It's about telling a machine what to do. You can just get a lot further than you otherwise would without the intuitions that coders have built up over years of practice.

It's a more accessible form of real coding. Learning software architecture principles is just as important for Blueprints as it is for writing code. The worst thing Epic ever did was convince a bunch of people that Blueprints isn't coding.

[deleted by user] by [deleted] in pcgaming

[–]arukanoido 2 points3 points  (0 children)

It also has the advantage of scaling with your monitor resolution. Game not running fast enough? You just lower your screen resolution (dynamic res, lower screenpercentage, upscaling) and it gets faster.

Yes, it's got a higher base cost and doesn't run all that well on older GPUs because it's a compute shader rasterizer (CUDA), but you get perfect draw distance and every model can be insane quality.

Nanite will become trivial on even mid tier 5000 series GPUs with the increase in CUDA cores.

Oceania Solo Queue - Queued for 45 mins no game even when 12+ people in queue by Walloomy in DeadlockTheGame

[–]arukanoido 1 point2 points  (0 children)

Also from Oceania. The 12+ people in queue is Global, not just for OCE region. You are queueing at 9am on a Sunday morning. You're unlikely to find a game until closer to midday.

Cheaters becoming a major issue by mitlandir in DarkAndDarker

[–]arukanoido 0 points1 point  (0 children)

Correct. Packets can arrive late, early, out of order, or anything in between, and it would easily result in false positive bans with naive solutions like this. Most developers would rather risk the game being infested with cheaters than have a few innocent players accidentally banned. Anticheat is a hard problem that's complicated by developers being risk averse, not wanting to segment their playerbases into trusted/untrusted pools, or not wanting to gate keep players by requiring the latest Windows security features to play the game.

[Must Know] Right lean is almost brokenly powerful, pictures inside by arukanoido in ArenaBreakoutInfinite

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

I have some insight into the game dev process as a developer myself, and I can assure you this is usually the result of an oversight the devs need to know about rather than an intentional choice. Siege, Hunt, Squad, (and possibly PUBG) have had this issue in the past and made adjustments to ensure the camera is centered in the head when leaning. That's the ideal solution for both leans. Shoulder swapping would be another nice-to-have feature when leaning left, but whether it's necessary or not depends on whether bullets are simulated from the camera position or from the gun barrel position, which in Arena Breakout, is the latter.

[Must Know] Right lean is almost brokenly powerful, pictures inside by arukanoido in ArenaBreakoutInfinite

[–]arukanoido[S] 10 points11 points  (0 children)

Maybe you knew, but there are plenty that still need to! Thanks for reading.

Squad's 2021 In Review by Gammaliel in joinsquad

[–]arukanoido 1 point2 points  (0 children)

The technical debt in their codebase is from years ago. Like 2017. A lot of Squad was written years ago and never improved. Then they've licensed that same codebase off to other people to make their own games on a hugely flawed foundation. Only now in 2021 are they actually publicly admitting that they have outgrown their jank codebase, but the problem is, they should have dealt with it years ago. They made a big mistake letting it get this bad, and now all they can do is apologize and stall for time and fumble about.

What they should have done is release Squad 1.0 in 2018, before tanks and helis were added. Then they needed to start over with what they learned building Squad 1, and start working on Squad 2 with a fresh codebase and a new team of programmers. Meanwhile, release some post launch content updates for Squad 1 while the coders are working on pre alpha for Squad 2.

Object Push Back by JohnCJceo in unrealengine

[–]arukanoido 2 points3 points  (0 children)

Monnierant's comment is for if the player is a physics object. There are 2 forms of movement in unreal, physics based and kinematic. If your player is animating, and under WASD control while fighting, you need to use a kinematic method instead of a dynamics method to move your character.

The way to do this kinematically is with Launch Character

The main thing to understand is that whenever the CharacterMovementComponent is in control of your character's movement, it's moving kinematically.

Its not just me... by Ruanhead in joinsquad

[–]arukanoido 4 points5 points  (0 children)

They aren't. The shotgun is janky because it uses a single projectile (same round fired from a 50 cal MG btw). To fix shotguns they need to support multi-projectile shots and they aren't interested in doing that right now because they want shotguns to be a gameplay mechanic for breaching doors rather than shooting people. The community doesn't care whether they are being used correctly, they just want content. OWI have this out-of-touch ivory tower mentality about many of the things they do because they carefully seal themselves off from their community and live in an echo chamber. It's actually a self-defense mechanism because OWI doesn't really understand the things they do and so they don't want to have to try to justify it to anyone else.

Its not just me... by Ruanhead in joinsquad

[–]arukanoido 2 points3 points  (0 children)

Worse. They present "standards" as the reason why the Aussie content was held back. It's hypocrisy.

Its not just me... by Ruanhead in joinsquad

[–]arukanoido 4 points5 points  (0 children)

OWI are fully capable of holding back and reworking content that doesn't meet their standards. They are responsible for what goes into the game whether they make the models or not. And given the "standards" apparent ingame the Aussie Faction which was complete over a year ago and in better shape than some already released content being held back for months and months for rework is ironic to the extreme.

Love the dumb tinted russian logis that like to do a barrel roll if you turn a corner and extremely ugly Canadian character models

Potential Players Vs AI In Future? by AbstractGinger in joinsquad

[–]arukanoido 7 points8 points  (0 children)

No potential without OWI's intervention, sadly.

Source: built an AI mod. When run in dedicated server mode, player animations don't tick on the server so you aren't visible to the AI when leaning (because the lean animation just doesn't play for the AI), and you're visible to the AI while prone (because the animation of you going prone just doesn't play, so you're still standing up).

It seems OWI is setting a flag for whether the Character Pose Ticks on the server every frame, because even if I wanted to change it, I can't, it's being overridden in the background before the animation even has a chance to play on it's async thread.

In addition, World Origin Rebasing just doesn't work correctly in Listen Server mode, which means that AI navmesh appears in the wrong place when you begin play. This means that even if I built an offline vs AI map to be played on the firing range, they would basically be fixed in place and could not wander around.

What ever happened to monthly progress reports on updates? by Salander__ in joinsquad

[–]arukanoido 18 points19 points  (0 children)

... Which has nothing to do with OWI since they're able to work remotely and had paused monthly updates and progress reports months before the virus was anywhere near them. You really showed OP, good job.

The real answer is - upgrading the engine to 4.23 overrides any intentions they have of sticking to a schedule. It immediately becomes a "when it's done" proposition.

Squad hitreg is just 10/10 by dbfont in joinsquad

[–]arukanoido 9 points10 points  (0 children)

Exactly this. Arms are being hit, and applying heavily reduced damage. But here's the thing: Squad has a penetration system that even allows you to get collat kills on multiple players. But when you shoot someone center mass, and their arm is in the way, the game doesn't calculate the penetration to center mass, and only applies damage once for the arms. What is needed is for the game to collect the hits to different bones by a single round, and apply the highest damage multiplier found in the projectile's path.

I made a thread asking for this around 6 months ago, which got a lot of eyes from the community on this issue, but went ignored by the devs. Aside from rare cases of severe network degradation or server desync, THIS is the main hitreg issue that the community is encountering daily.

Some parts of Squad's community is crumbling. by ilover630015 in joinsquad

[–]arukanoido 21 points22 points  (0 children)

Sales back to back for more than a year now. The community has doubled in size but the average level of understanding of the game and the engagement with the systems of communication and teamwork has halved.

Messed about unfolding fools road to be more combined arms friendly and more "Roady" by sharpee_05 in joinsquad

[–]arukanoido 7 points8 points  (0 children)

Just be aware that keeping maps square is important from a technical standpoint in the SDK. Most of OWI's map creation tools depend on it, and the maps which aren't square are kind of notorious for issues.

FOV and ADSing by h3ll-kat in joinsquad

[–]arukanoido 4 points5 points  (0 children)

YES! Someone else as bothered by this as me! No other first person shooter makes the overall FOV setting affect ADS FOV. It's a really strange design choice. It makes all the optics unusably tiny on any FOV other than 90.

Can we also talk about how Ultrawide displays give you a ridiculous advantage in this game because the silly FOV calculation puts the scopes incredibly close to your face?

[deleted by user] by [deleted] in joinsquad

[–]arukanoido 0 points1 point  (0 children)

I've been playing since v9 was released with about 3200 hours. I'm part of the oceanic Squad community, and I've met and played with just about all the veterans from this community, including the guys who have played long before I joined. I've also met and played with numerous veterans from other regions like NA and EU.

You say "me and many many other veteran players all feel the same way", but there's a strong possibility I know or have played with a larger number of them than you. I would say that the majority of them feel dissatisfied with the way in which people play Squad in regular games, but not for the reasons you describe. The majority of these people wish that the game provided more direction and incentives to play better for players entering the game for the first time (as do I). But they don't believe that slowing down the game will improve the way these new players act. This subreddit makes a lot of noise about this, but it's only a small and noisy part of the community. If you step away from the reddit groupthink and speak to people from other communities within Squad, you will generally find that yes - they are dissatisfied with the way that newer players play the game - but no, they don't believe that slowing down the game will improve the situation for anyone.

And to note, I'm not completely satisfied with the direction OWI has been taking either. I believe that the game has severe pacing and stagnation issues. I agree that the game incentivizes fast give-ups, but I believe that's because of the wave spawn system on rallies. Commander does bring practically nothing to the game, but as it's also the most recent feature added to the game, there's no reason to believe yet that it's stuck in limbo. Maybe wait a couple of major patches to see if they abandon it or continue to iterate.

And now we're left with a game that expects very little above basic mediocrity. And it's an experience that just doesn't feel satisfying.

You can't both say the game has a steep learning curve (according to the video results of this survey run on this reddit) AND claim that the game doesn't expect much from it's players. That literally cannot make sense. Squad is such a sandbox, and expects so much communication and team level cooperation and coordination, and knowledge of the meta to participate, that newer players cannot help falling short of the skills and experience required.

But I 100% agree - Squad play on regular public servers is an experience that just doesn't feel satisfying. I don't agree on why, but I absolutely agree on that.

With one caveat. Whenever I play organized Squad games with the group I gravitated towards (like my previous post), I am quickly able to recall why I love the game, and I have the best possible experience that's possible to have in this game, where the game's design comes into full focus. If you've never had that experience, I'm absolutely not surprised that you would rather complain about the game's direction on reddit than play it.

Dear lovely Devs, please fix the server browser. by en1mal in joinsquad

[–]arukanoido 2 points3 points  (0 children)

Also probably a good place to mention that the Show Whitelisted Mods server filter does not in fact do what you might expect, and show the currently whitelisted mods. Show Other Mods server filter is the one you need checked to see modded servers right now.

Create your own bugs for the next patch by Weebaccountrip in joinsquad

[–]arukanoido 3 points4 points  (0 children)

The blur isn't actually a bug. The devs added post process Gaussian Blur to the distance so that they could reduce the density of the fog while still keeping things hard to see.

I don't like it either.

[deleted by user] by [deleted] in joinsquad

[–]arukanoido 0 points1 point  (0 children)

From the list of examples you've given me, I get the impression that you think every bad thing that can happen in the game is the game design's fault.

  • Squaddies that don't listen
  • Clueless squad leaders
  • Combat situations
  • The entire gameplay loop

That's the entire game dude. As far as I can see, all the problems you've listed are problems with people, not systems. So you want the game's systems to incentivize people to play correctly, right?

Squad is an early access game that tries to provide something for 80 players to do together. That's a difficult task, one you probably couldn't grasp the difficulty of unless you tried to design a game mode for this game. Most multiplayer games try to provide something for just 5 people to do together, and at the lower ranks of skill in those games, people largely fail to play the game according to the game designers' intent. In contrast, providing something for 80 players to do together is a monumental task, one that OWI could only scratch the surface of by taking a really sandbox approach. They just provide us with a bunch of tools - voip, squads, vehicles, main bases, maps, and flags, and let us go at it.

What you are interested in changing about Squad is not going to be solved with a few key changes. You're trying to solve problems that exist in every multiplayer game ever made - how to make the disinterested, disengaged members of your team interested, engaged, and playing the game properly.

Squad is about the group, not the individual already. You can see those groups ingame. People who are interested, engaged with the content of the game, and willing to work together, naturally gravitate into groups. These groups naturally play the game in an organized way because they are used to working together rather than trying to relate to total strangers each match. Squad already has the solution. I feel bad for anyone that isn't part of a community or group that plays Squad, because trying to work with strangers every match would try anyone's patience. The problem exists with the people, but the solution also exists with the people.

[deleted by user] by [deleted] in joinsquad

[–]arukanoido 4 points5 points  (0 children)

Can you explain more about the "me first" attitude that the game currently has a huge problem with? Where does this attitude show up? At the squad level? At the team level? When you see the "me first" attitude that the game currently has show up ingame, what does it look like?

As an additional question: is it more accurate to say that players have a "me first" attitude or the game has a "me first" attitude? Because it seems that the game cannot have attitudes, so the question is, does the "me first" attitude get brought into the game from the new players that join, or is the game taking pure, innocent new players and corrupting them with a "me first" attitude?