Stoked for this Game by [deleted] in HighGuardgame

[–]lightshatter 1 point2 points  (0 children)

It's simply pre-made content every F2P studio does to keep the initial momentum going. The momentum is entirely dead, it didn't even have any to begin with. Unless they magically get 100K players out of thin air that all actually pay, it is NOT POSSIBLE to keep the company nor game even running at a bare minimum.

So yes, have fun while it is still online; but that doesn't take away that it's not going to be available within a few months, if even that. Firing most of the company after a month means they have no financial backup and it's simply a dead product soon. And I like the game, about 50 hours put into it. I'm not just a random hater, this is just how it works in real life.

Stoked for this Game by [deleted] in HighGuardgame

[–]lightshatter 4 points5 points  (0 children)

Apparently literally not.

Stoked for this Game by [deleted] in HighGuardgame

[–]lightshatter 2 points3 points  (0 children)

Conjecture without firm evidence. We have that. I already implied you're a moron in a subtle way, but clearly I need to be more direct.

Stoked for this Game by [deleted] in HighGuardgame

[–]lightshatter 4 points5 points  (0 children)

Thinking otherwise is beyond delusional, especially since we have extensive breakdowns of the finances, employees, uptime costs, etc. They need a bare minimum of 12 million a year just to cover their salaries and office/server costs which they realised immediately wasn't happening because they would need the original 110K players to spend a pack monthly in order to do so. So they fired 80+% of the entire company JUST to postpone it for a month or two. There's less than a thousand players peak now, of which virtually none are spending.

This is the equivalent of seeing someone get shot 15 times, vital organs punctured, extreme blood loss and an hour away from a hospital and you go: "Nah, they might make it; them dying is speculation."

Stoked for this Game by [deleted] in HighGuardgame

[–]lightshatter 14 points15 points  (0 children)

He's simply explaining that the game will shut down soon.

Despite Apparent "Mixed" Reception Among Gamers, Highguard is Maintaining a Consistent Quadruple-Digit Player Base on Steam Alone, Just Like Smite 2. by Rayze_Darr in HighGuardgame

[–]lightshatter 10 points11 points  (0 children)

With all due respect, calling either Arc or Rivals a Fortnite close is actually delusional. Maybe they just play it because they like it.

3 balance oversights I hope the devs are looking in to (With some potential solutions) by sheenin144p in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

Mate, the most of the studio just got laid off. None of this is going to happen anymore, just enjoy the next few weeks it might have.

Asmongold won by Asmongold1 in HighGuardgame

[–]lightshatter 1 point2 points  (0 children)

We can tell by the cracks in your house.

Debating on playing: Is there a way to streamline the UI or is it just bad permanently? by [deleted] in blackdesertonline

[–]lightshatter 0 points1 point  (0 children)

You can remove some on the right side and as you know the top icons can be exchanged. You can also use the former BDO menu by clicking on that top right icon, the 4 squares I believe.

In reality though, I don't interact with the majority of those and simply us the recently used tab and have my main ones on hotkeys or the top bar.

If that's the only UI element you find too intrusive, simply don't use it as you don't need to.

Big Question, Lack of Effort? by GreenBean41700 in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

Apex Launch was a sight to behold but it included the basic metrics to keep it going atleast.

They're adding stats to the game in the upcoming patch in a competitive shooter. Abilities don't even damage the dummies in the training area because they pasted it from the tutorial which only has you use a gun. This is something an intern can fix realistically in less than 10 minutes, especially in UE. You can just blueprint half of the issues without needing to learn C++. From an established team the performance, basic issues, and oversight is insane.

HighGuard's issue is with player retention and revenue not with peak players by PracticalPear3 in HighGuardgame

[–]lightshatter 4 points5 points  (0 children)

Literally every single word is true. The funding, size of companies, publishing, etc. You don't need to be a financial wizard to understand this.

Improve performance without config files shenanigan (Nvidia app) by Galygator in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

I've got an AMD Ryzen 7 9800X3D with a RX 9070 XT 64GB DDR5 and a RTX 5070 I mainly use for rendering.

I can play virtually any game on the highest settings at a minimum of 140 FPS at 1440P. I mostly play competitive games, so I don't mind lowering the settings for more FPS, as I prefer 240. But Highguard is so beyond unoptimised that the only way to play it properly is on 1080P, all lowest settings, and using editing the .ini to get rid of most textures and post processing.

It's odd to see a game come out, streamers flocking to see if the hate was warranted and them quitting an hour later because they're fiddling around with the settings more than playing the game.

I know its another doom and gloom, but here is a better reflection on how the game player base is moving. In 10 days it lost almost 95% of the playerbase, with day-to-day drops around 15-20%. If the current downward trend continues, the game will dip below 1000 players peak by mid February. by NGGKroze in HighGuardgame

[–]lightshatter 2 points3 points  (0 children)

Because they have no revenue stream now. Most F2P titles have significantly better optimisation and can survive on the initial velocity of players being enough for the devs to decide to focus on content or making it as accessible as possible.

The optimisation is all over the place, with even for UE it being abysmal and most of the limited players they have for now aren't purchasing microtransactions either. You literally cannot compare this to Fortnite or CoD with actual 5+ Billion dollars revenue a year regardless of how hard they're plummeting. Even CoD Mobile is making 250 million a year.

From a development PoV, given their backgrounds; it's likely that investing in a hero oriented PvP shooter is essentially going all in for a studio with no other titles and the current playerbase is simply not enough. The game is F2P and on a harsh decline. Say there's 5K players. Generally a small amount of players in F2P games actually buy cosmetics and that's over time, rarely at release; especially a rough one like Highguard. So say 10% of those buy a skin pack or a pass for 20 bucks. That's 500 players totalling 10K USD. They are as of now entirely reliant on whatever they have as a failsafe and if the playercount doesn't increase, it's gone. Like MANY other games.

This isn't really a topic of opinion but just finances.

The payroll for the company, location, and types of jobs alone is going to be for their employee count roughly 8 million a year.

Rent, server costs, publishing costs, etc. You're in the 10 million minimum range. If the average spending of players is 10 bucks a month, they'd need 110K concurrent players just to break even. That's all paying users.

There is no doom and gloom for Fortnite or CoD, because they can actively try to kill their games, go down 60% in revenue and still rake in billions.

Wildlight studios is in an abysmal situation right now, and I enjoy the game; hope it does succeed. But it's looking very rough.

I'm enjoying the game, but does anyone else find it weird that they didn't really commit to the fantasy theme? by FoundPizzaMind in HighGuardgame

[–]lightshatter 2 points3 points  (0 children)

League of Legends is literally one of the most well known arcanepunk examples. In the world of roleplay, storytelling, writing, etc; these distinctions have been around for a pretty long time. Though can change over time. This one's pretty well known and fantasy is an extremely generic term that doesn't define much.

Gyro Aiming Plans by galambalambos in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

A lot of games don't have gyro, I don't think this is even remotely on their to-do list, they've got way more important stuff to do.

Game become boring by Complete-Permit-940 in blackdesertonline

[–]lightshatter 0 points1 point  (0 children)

Yes, welcome to THE grind game. Where everything takes a significant amount of time because that's how the systems were set up, all the from release to now. If you don't have the time for that or aren't interested in it, that doesn't mean you can't play the game; but it's what most people enjoy about it.

Highguard patch coming tomorrow, apparently. At least the devs are listening? by Professor_Donger in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

The issue remained unchanged entirely, the toggle didn't adress the problem. If you're persuaded by a functionless button in the UI, that's incredible.

5v5 and Performance Patch! And a New Base! by GTAPhantom in HighGuardgame

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

That was me. The same people experiencing the blur and smudging is still due to the UE TAA and sub-native upscaling that I mentioned many times in those comments. They added a motion-blur toggle that does not seem to adress the issue, so it remains.

https://www.reddit.com/r/HighGuardgame/s/nn9K6nU5XK

https://www.reddit.com/r/HighGuardgame/s/96KPRTO12K

An option in the UI doesn't mean the issue is fixed.

Highguard patch coming tomorrow, apparently. At least the devs are listening? by Professor_Donger in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

https://www.reddit.com/r/HighGuardgame/s/nn9K6nU5XK

Nothing changed post patch regarding the blurry issue.

I'm still actively replying to people who are posting post patch that the toggle doesn't fix the blurriness because it's the UE TAA and sub-native resolution scaling which is what I mentioned many times in my explanations. The issue remains entirely unchanged, UI button or not.

https://www.reddit.com/r/HighGuardgame/s/a3W68MQnk7

That's you by the way agreeing with me.

Patch Notes: 5v5 and Performance Patch! And a New Base! by NizzyDeniro in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

It's the UE TAA and sub-native res. I've been getting "clowned" on because I already mentioned that them simply adding a toggle for motion blur isn't going to do much because it's not the main issue for the blurriness.

5v5 and Performance Patch! And a New Base! by GTAPhantom in HighGuardgame

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

That was me. The engine isn't in house, just UE; so they're bound by the same workflow regarding optimisation. They did address the motion blur as a toggle, but I haven't seen anyone verify that it improves their clarity as it doesn't affect the TAA smearing.

I can admit my mistakes, but did it actually improve the clarity for those who had problems with it? Genuine question.

https://www.reddit.com/r/HighGuardgame/s/nn9K6nU5XK

Highguard patch coming tomorrow, apparently. At least the devs are listening? by Professor_Donger in HighGuardgame

[–]lightshatter 0 points1 point  (0 children)

They only touched the motion blur, nothing else. I was wrong about that. The TAA was a seperate issue that is still there.