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Latest Comments by Purple Library Guy
Some thoughts on Linux gaming in 2018, an end of year review
20 Dec 2018 at 5:16 am UTC Likes: 1

Quoting: Guest
Quoting: BeamboomI'm the first to feel sorry for saying so, but to be honest I feel this is one of the weaker years in Linux gaming so far. It feels like we're taken quite a few steps back to the first years of Steam, with mostly indie titles coming our way.
Let's just say it like it is: Without Feral we would have had practically nothing in the pipeline now. Like we did back then.

So this is not something to be too cheerful about. Rather we should worry if the top was already reached.
Maybe Steam Play in fact is the only way forward after all. Forget games developed for our platform, forget ports even, we now need to emulate our way to the bigger games.
Linux is not alone in this. PC is losing ground as part of a much wider trend.

https://247wallst.com/special-report/2018/12/04/the-best-selling-video-games-of-2018/ [External Link]

AAA is now almost exclusively the domain of the PS4, with Nintendo exclusives making up the remainder.

The days of comparing the asymmetric scale of something like Half-Life on PC to something like Halo on the original Xbox are long gone ... or long overdue, depending on your outlook. :wink:
While I am willing to believe that there is a trend of PC losing ground to consoles, the article you link isn't really evidence of that, in two ways.
First, it could be that PC game sales are less dominated by the few top games, and so while those top games have fewer sales than the top few console games, overall sales on PC could be high. Second, the top games being on consoles now does not mean they weren't also on consoles years ago--it's only a trend if PC sales used to be stronger relative to console sales.

And I mean, the overall trend of number of Steam players is (give or take some rather large Pubg blips) strongly upwards. A quick poke round googling about game sales it looks like PC sales are actually in the same ballpark as total console sales. So for instance
https://www.dsogaming.com/news/pc-games-sales-in-2017-are-almost-as-big-all-console-sales-combined/ [External Link]

Edited to add: The real trend appears to be mobile growing to eclipse both PC and consoles. But even there, it's not like PC and console are shrinking; mobile games have just been growing really fast.

Stellaris MegaCorp expansion and the 2.2 'Le Guin' free update are now both out
19 Dec 2018 at 5:20 pm UTC

One thing I've concluded, still in early-mid game at this point, is that I can't always get away with upgrading buildings even if I have all the resources needed and can afford their energy upkeep. The thing about the jobs is, there's two kinds of jobs--the basic ones, in the "districts" for food, minerals and energy plus the clerk jobs in city districts, and the advanced ones in the "buildings". The buildings do things in themselves sometimes, but mostly they make jobs available doing specialized building-things. The upgraded versions make more jobs. So like, most of the basic buildings have two jobs associated with them, while the first upgrade goes to 4 or 5 and the serious upgrade might provide 10 jobs.
All fine so far. But here's the rub: The population seems to fill the specialty jobs first. And you get a building slot every 5 pop. So if you build and upgrade all your building slots on a planet to serious 5-job versions, that means the buildings are providing enough jobs for the whole population. Everyone will shift away from mining, farming and staffing power plants to doing the snazzy stuff! Your economy would go poof. So the upkeep on those buildings is if anything the small part of the equation, the bigger issue is balancing basic production jobs with jobs in the buildings so you keep making enough basic stuff to support the researchers and alloy-forgers and Unity and "amenities" producers and whatnot.

I agree with Pete910 that the sectors are weird and pointless now. And small. And the cost of leaders is what grows most rapidly with empire size, both acquisition and maintenance. As you grow it's no longer clear to me that sector governors' general production boost makes it worth having them on most sectors. Presumably worth it if you're going "tall". I know it's a balance thing, but it doesn't make a lot of sense--why if you're a massive empire is the manager of some dinky planet in the boonies suddenly worth the upkeep on a bunch of ships, where when you're small the governor of the core systems costs peanuts?

VK9, the project that aims to support Direct3D 9 over Vulkan has hit another milestone
17 Dec 2018 at 6:31 pm UTC Likes: 4

Even if it's not that useful yet, I see this as future-proofing. OpenGL is gradually becoming obsolete. Eventually, driver and other sorts of support will become spotty and we're not going to want to be relying on translating stuff into OpenGL at that time. Better to have this already mature by then, than starting from scratch when the problem starts looking serious.

Discord announce a 90/10 revenue split, Discord Store will support Linux
16 Dec 2018 at 5:36 am UTC Likes: 6

Quoting: Samsai
Quoting: kuhpunktNowhere did I say that Valve couldn't afford taking a smaller cut or anything - but there's got to be a line that's fair to all parties: Valve, the game developers and the customers. No one is independent of each other here.
Alright, why is 10% below that line? You yourself called it a downward spiral implying that the line is being crossed. Also, I would like you to explain why you think these services would operate at a loss even if there is absolutely no way for them to maintain that kind of a margin. I mean, it might work in the short term to draw people in but then there would be backlash when the cuts go up, so to me that move would make little sense.

Quoting: kuhpunktAs I said: there's a line. Capitalism isn't the best thing in the world, because it will eventually hit you, too.
and this race to the bottom is just capitalism working for a change?
This is drifting far off topic, but I'd like to briefly discuss a now little-known group called the "railway economists" who explained why such services might operate at a loss.
Spoiler, click me
Back in what's often called the "gilded age", late 19th century US, they had an economic problem which had caused a few depressions--bigger than normal recessions, smaller than the "great" depression that happened later. And they were trying to figure out why it was happening, and they concluded that the problem was, ironically, competition. In modern times we normally think of competition as something that, if it's really happening, is the condition that makes markets and capitalism work properly and everything will be hunky dory, and the problem is that it so often isn't really happening. Neoclassical economics says that would be the case if a bunch of assumptions held in real life which actually don't, and most modern economists sort of say that economies sorta probably should be treated as if efficient markets were real.
But the railway economists found a significant problem with how markets for many things worked under price competition. It was a problem that emerged once you started dealing with time, something which basic neoclassical math treats as if it didn't exist. Also, debt. Here's how it works, as I recall it. Say you have two cities, and 10,000 people per month want to travel between them by rail. And say it costs 20 million bucks (in 19th century dollars that are worth something) to build a railway between them and buy the trains and stuff. And say you borrow that money at 6% interest (or alternatively, you have that money, but you eschew investing at 6% interest where you could have and spend it on this stuff instead). So every month you're paying out 6/12= .5% on 20 million dollars, or 100,000 dollars a month. Now if you actually start running that railway, you will also be spending money on coal and engineers and ticket-selling staff and maintenance--operating costs; say it's another 100,000 a month. But you're on the hook for the debt, the "sunk costs", even if you never start running the railway.
Right. Now imagine we have two railways servicing those cities in competition. They each have 5,000 of the customers, and they break even at $40 each, giving them $200,000 a month which just pays off their costs. Both of them would clearly prefer to have all the customers. If one could have all the customers at $35 each, it would be making $350,000 a month, and clearing a profit of $150,000 instead of just treading water. So at some point, if they're genuinely competing, someone's gonna make a move--they'll drop their price to attract more of the customers. But you can already see the problem--if the other one doesn't match it, they'll lose their customers and be losing money. So they'll drop their price, too. Now the new equilibrium has both losing money. Neither can increase their price, lest they lose their customers. They may continue the price war in an attempt to get out of the situation.
But the weird thing is, although they're losing money, they can't just quit. See, they're losing money--but they're still losing less than if they stopped running the railway; they're making more than their operating costs. They can't stop operating, but they can't pay off their sunk costs--they're stuck! The railway economists predicted that in cases of competition where the total available revenue was basically fixed, and sunk costs were significant, price competition would inevitably lead to all the competitors charging prices that left them barely making an operating profit but unable to service the debt for their sunk costs, with losses mounting until some of the competitors went bankrupt. In modern times, probably the most prominent example of this sort of thing is what's happened with airlines, which keep competing on price, going bankrupt, and consolidating into bigger and bigger airlines.
Back in the day, certain tycoons basically "solved" the problem by ending price competition, through monopolies and trusts. This had its own problems which became intolerable during the Great Depression, when governments got serious, for a while, about antitrust laws.
So there you go. Capitalism and market competition can have serious problems even if competition is working as it's supposed to.

Discord announce a 90/10 revenue split, Discord Store will support Linux
15 Dec 2018 at 9:14 am UTC

Quoting: kuhpunktAnd the downward spiral continues.
Uh, of who?

Heroes of Newerth drops support for Linux and Mac
14 Dec 2018 at 5:16 pm UTC Likes: 2

Quoting: GuestDid anyone even play this anymore?
Wellll, we have documented evidence of one Mac user . . .

Bearded Giant Games open their own store with a 'Linux First Initiative'
14 Dec 2018 at 5:08 pm UTC

Well, normally I would say this isn't going to work. But then there's this:
I can lower my expectations and sales goals.
OK. If lowering sales is the objective, then sure, I think this will be a success! :D

Metropolisim aims to be the deepest city-building simulation experience ever, will have Linux support
13 Dec 2018 at 5:12 pm UTC Likes: 2

Quoting: rkfg
I take a healthy dose of scepticism any time a developer says something like that, as it rarely ends up being true.
This. However, it's easy to verify the claim by just asking "how is your game going to compete with Cities: Skylines?" as it's arguably the best (most complex and popular) city simulator to date. There's also the perceived complexity aspect: it doesn't matter how detailed the simulation is if the player doesn't see it, can't affect it and can't use it to their advantage. I.e. if it seems random, it is random. If it looks simple, it is simple. Anyway, here's hope it'll be good!
EDIT: aaaand it's actually asked already [External Link]! Looks like the developer goes for more micromanagement. This really depends on the implementation, it might be a chore to manage or an exciting feature that "makes the game". Another hope, it's the latter.
Um. Looked at what the dev said. That doesn't sound really good. I'm fine with micromanagement where it's, I dunno, meaningful and appropriate, but if I want to set the patrol routes of cops I'll play a police station manager, not a city builder. I can see something like setting policies for policing (although it would inevitably get political), like drug zero-tolerance vs. harm reduction or whatever like that. Setting funding levels, even, although probably not on a per-station basis. But hiring the officers?! Heck with that. That's the police chief's job (or maybe the police chief's HR department's job)--I'm the mayor, I hire the police chief, he/she handles the grunts.
If the city gets beyond hamlet size and you're doing that level of irrelevant detail, you'll get lost. If I wanted depth from a city sim, it wouldn't be from adding lower and lower level functions, it would be from adding more factors and detail affecting my work at the mayor/planning staff level. More zoning, political pressure from different groups like developers, residential areas spontaneously tending to stratify into luxury and working class neighbourhoods leading to different pressures and management needs, gentrification and displacement, yadda yadda like that.

Stellaris MegaCorp expansion and the 2.2 'Le Guin' free update are now both out
11 Dec 2018 at 6:51 pm UTC

Quoting: Mal
Quoting: Purple Library GuyI'll be able to trade for it--except I can't currently extract any strategic resource to trade with.
I'm pretty sure that you can also produce them with jobs by converting basic resources aka minerals/energy/food though ofc harvesting them directly is much cheaper. In other words you won't be stuck to lower tiers if you don't have access to strategic resources.
You can, sort of. Far as I can tell, there's a technology each for converting at least all the main strategic resources from minerals (maybe not weird stuff like dark matter, but that's fine), at rates that although steep are actually cheaper than I might have figured. Two problems: First, you have to get the technology, which means it has to come up. I haven't seen them come up much, although maybe they'll start soon--but I mean, the buildings that require the stuff have been coming up, so why not the tech for either extracting or creating them? Like, I haven't seen the mining techs at all yet, and I've seen one creation tech once.

Second, the technology doesn't let you do the conversion, it lets you make a building in which to do the conversion. And specialist buildings are one of the key bottlenecks now; you can make a building on a planet every time you get 5 population, and you need them to balance your economy, to keep the public happy with "amenities", to produce Unity, to make the "Alloy" stuff you make ships with now, to do research, eventually to keep down crime (I presume--haven't had any yet, my people are pretty happy)--you want lots of buildings for lots of things, and a slot only comes up on a planet every 15 years or so in the early game--maybe faster later as you get more pop growth techs. So, having to devote one of these buildings to something like making strategic resources can seriously set back your economic/research/unity plans, and you might have to wait 10 years or more to do it at all.

On the other hand, in terms of the rarity of the strategic resources themselves, I've just noticed it's not as bad as it seems. I'm used to those only existing in space, but it looks like some planets have them too, so it might be worth colonizing a more marginally habitable planet than you normally might if it has a strategic on it.

It'd be nice if the technologies would come up, though. Overall, I feel like it's more true than before that there are things you just can't do if a technology or even a few different technologies working in concert don't all come up, which makes the semi-random nature of tech development feel like more of a roadblock. Before with tech I'd be like, "Oh, I got a tech, let's see what the options are for the next one, is there something cool?" Where now I'm more, "Oh, I got a tech, please please please let this tech I need be in the options to research--damn." The whole random card-ish thing for technology (rather than your ubertypical tech tree) is pretty neat, but if technology is going to matter this way maybe we need to supplement it with a wishlist or something, where you can pick a few things you hope for and they have a higher chance of coming up, except "transcendence" path technologies are immune--so, you can't put psi or genetic engineering tech on the wish list.

Stellaris MegaCorp expansion and the 2.2 'Le Guin' free update are now both out
10 Dec 2018 at 10:24 am UTC

Well, I've been playing it (just Le Guin, haven't bought the Megacorp yet). I mostly like it.
I like the new planet management system. It's definitely more interesting. Kind of complex, you need to sort of plan your buildings because some of them transform resources rather than creating them, so if you want to make more research centres they use up consumer goods to make research, which means you need to make a commercial sector that takes minerals and makes them into consumer goods, which means you better be making enough minerals. The jobs thing is OK, although it can be a bit annoying when you want more energy production and you make an energy-producing zone, but then when you get more pops they're all deciding to get jobs in the entertainment sector instead. I'm finding it can be a good idea not to build something you could be building, just so the new pops will be forced to take the existing jobs you want them to take. But overall, I like the new planet management quite a bit. And I'd say it puts more emphasis back on planets; they do more production compared to all the little mining stations now, which is probably good.
And I like the revamped economy, I think. Again, you have a couple more kinds of stuff, plus trade routes of a sort.
And because of all the different stuff, you have a bunch of new techs, which is fun. Mind you, with lots more techs you need to make your economy work, it would be nice if you got them faster, but if anything it seems slower.

It would be good if the new Administrative Cap on empire size was called something quite different because it's apparently nothing resembling a cap and is intended to be ignored; it's just a new version of the same old Stellaris deal where your tech and Unity get slowed down as your grow, but not by as much as you gain from being bigger. Screwed me up significantly trying to keep under the "Cap" until I found that out.

There is one other thing that annoys me somewhat. Strategic resources are more closely integrated into the game, which should be kind of cool. But here's the deal: There are now various advanced buildings which require a strategic resource to build them. And I'm not talking hyperadvanced buildings, I'm talking the second level of your research building. But the damn resources are still just as hard to get. And they still require a technology to mine them even if you have some in your empire, so you can research your more advanced research facility or more advanced entertainment sector, but you can't build them because even if you've got the right strategic resource in your empire, the tech to actually extract it won't come up. Presumably once I've met a critical mass of empires that galactic market thing will open up and maybe I'll be able to trade for it--except I can't currently extract any strategic resource to trade with.

Overall pretty good, although damn the "Administrative Cap" was frustrating the hell out of me until I found out it was nothing of the sort.