Latest Comments by Nivve
BeamNG.drive needs a developer to port it to Linux and other systems
3 Mar 2020 at 7:02 am UTC
3 Mar 2020 at 7:02 am UTC
It already runs pretty well under proton, so that could mean they won't have significant design limitations to overcome.
Stellaris: Federations releases on March 17 with a new trailer
28 Feb 2020 at 8:56 am UTC
My main problem with influence is that after the early game I can just not spend it fast enough, so it is in perpetual 'resource is full' status. This also makes the faction system somewhat obsolete, as there is then no real reward for using factions well (which is unfortunate, as it is actually quite well setup)
28 Feb 2020 at 8:56 am UTC
Quoting: Purple Library GuyMy basic problem with current diplomacy in Stellaris is, agreements of most sorts cost Influence, and I need my Influence for grabbing star systems.I like it, as you have to choose between having (early) allies or having territory. I always tend to go with territory, which I regret after I notice everybody already made alliances and there is no room for me anymore *forever alone mode engages*.
My main problem with influence is that after the early game I can just not spend it fast enough, so it is in perpetual 'resource is full' status. This also makes the faction system somewhat obsolete, as there is then no real reward for using factions well (which is unfortunate, as it is actually quite well setup)
Hellpoint, dark sci-fi action RPG launching on April 16 with Linux support
6 Feb 2020 at 11:02 am UTC Likes: 1
1. Memory-based:
This is the actual Dark Souls system, where you need to know the attacks the boss does before you are able to defeat a boss (since often boss attacks have no 'tell' or ramp-up). Sinners is nice example of such a system as well, didn't enjoy it at all. These always feel very unfair when you die as you literally couldn't do anything about the death blow.
2. Skill-based:
The skill-based system is often still advertised as Dark Souls-like, just because they employ an attack/block/dodge control scheme. Combat often still has patterns, but all attacks have 'tells' and the difficulty is more on whether you master the combat or not. In these games you can defeat bosses on first try (in theory), without first memorising their attacks. These games feel more fair as you generally know exactly what you did wrong during the death blow (too slow, wrong decision, wrong button press, etc.)
Games I liked that fall more or less in the second system, so maybe interesting for you (not a lot, these games are pretty rare):
- Furi; Got me into the genre and still haven't find a game with combat this smooth.
- Lords of the Fallen; A mix of both depending on the enemy, but I like it enough. Mobs are actually more challenging and fun than the bosses in this game.
- Remnant: From the Ashes; More focused on guns than melee, but still ticks the skill-based box.
6 Feb 2020 at 11:02 am UTC Likes: 1
Quoting: NanobangAs a rule, I avoid games advertising themselves as "souls-like."I have the same feeling towards Dark Souls as you. However there are also games advertised as Dark Souls-like, which actually aren't as much (but since Dark Souls is popular, they always want the association to that game).
Boss battles that I can only win by first figuring out the boss's attack-pattern quickly bore me, and Dark Souls struck me as a game built almost exclusively out of this kind of boss battle.
The whole try & die, repeat ad nauseam mechanic simply tires me out. Its monotony and tedium far exceed any sense of accomplishment I get from beating the boss. I'm not saying it's bad or that those who enjoy this mechanic are somehow in the wrong, it just isn't what I want from my video games.
All that said, the term is "souls-like" and not "souls-clone," so I really should try the Hellpoint demo and see for myself.
1. Memory-based:
This is the actual Dark Souls system, where you need to know the attacks the boss does before you are able to defeat a boss (since often boss attacks have no 'tell' or ramp-up). Sinners is nice example of such a system as well, didn't enjoy it at all. These always feel very unfair when you die as you literally couldn't do anything about the death blow.
2. Skill-based:
The skill-based system is often still advertised as Dark Souls-like, just because they employ an attack/block/dodge control scheme. Combat often still has patterns, but all attacks have 'tells' and the difficulty is more on whether you master the combat or not. In these games you can defeat bosses on first try (in theory), without first memorising their attacks. These games feel more fair as you generally know exactly what you did wrong during the death blow (too slow, wrong decision, wrong button press, etc.)
Games I liked that fall more or less in the second system, so maybe interesting for you (not a lot, these games are pretty rare):
- Furi; Got me into the genre and still haven't find a game with combat this smooth.
- Lords of the Fallen; A mix of both depending on the enemy, but I like it enough. Mobs are actually more challenging and fun than the bosses in this game.
- Remnant: From the Ashes; More focused on guns than melee, but still ticks the skill-based box.
Steam Play Proton 4.11-8 is out with vkd3d for Direct3D 12 support
9 Nov 2019 at 9:49 am UTC Likes: 2
With proton/D9VK (4.11-7) it is just as smooth as I would expect from the fps I am getting without any of the stutter.
9 Nov 2019 at 9:49 am UTC Likes: 2
Quoting: 1xokYou are correct specs-wise. My FPS is roughly the same on native (around 110fps). However, I experience micro-stutter with the native build while there is no sign of fps drop (according to steam overlay). It's playable, but not ideal.Quoting: NivveFor me this update (4.11-8) makes Rocket League (with D9VK) unplayable compared to 4.11-7.Out of pure curiosity: Why don't you play RL natively? It's only an OpenGL port, but the performance is very okay.
With proton/D9VK (4.11-7) it is just as smooth as I would expect from the fps I am getting without any of the stutter.
Steam Play Proton 4.11-8 is out with vkd3d for Direct3D 12 support
8 Nov 2019 at 10:23 pm UTC Likes: 1
8 Nov 2019 at 10:23 pm UTC Likes: 1
For me this update (4.11-8) makes Rocket League (with D9VK) unplayable compared to 4.11-7. It is not the gameplay itself, but changing state which is very unstable (extremely slow and/or crashing). So can barely enter a game.
Anyone know how to revert to 4.11-7? I can revert to 4.2-9, as it is a separate 'Tool' in steam, but that probably does not have D9VK, as it gives me 30-ish fps instead of 120.
Also, I am not sure whether it is normal, but this proton update actually crashed me out of my Rocket League session with my friends so it could update. Is there an option to prevent proton from updating automatically while I am in a game that uses it?
Edit: Just an update on my issue with Rocket League: When I 'top' in the terminal, it appears RL is using 95-110% of my CPU (Ryzen 5 1600) while starting a game. Not sure what RL is doing to warrant such an extreme usage for a longer period of time (20+ seconds or longer until crash)
Edit2: Installing Proton 4.19-GE-1 fixes everything. Thanks @Strykai
Anyone know how to revert to 4.11-7? I can revert to 4.2-9, as it is a separate 'Tool' in steam, but that probably does not have D9VK, as it gives me 30-ish fps instead of 120.
Also, I am not sure whether it is normal, but this proton update actually crashed me out of my Rocket League session with my friends so it could update. Is there an option to prevent proton from updating automatically while I am in a game that uses it?
Edit: Just an update on my issue with Rocket League: When I 'top' in the terminal, it appears RL is using 95-110% of my CPU (Ryzen 5 1600) while starting a game. Not sure what RL is doing to warrant such an extreme usage for a longer period of time (20+ seconds or longer until crash)
Edit2: Installing Proton 4.19-GE-1 fixes everything. Thanks @Strykai
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