likash
Savant
- Joined
- May 9, 2018
- Messages
- 939
Interesting design on this helmet
Interesting design on this helmet
No you're right that is what they are, my terminology is different to theirs because Unity,Godot its referred to as batching so that confusion was on my end, my apologies.Sorry if I'm mixing things up, it's not my specialty, but I thought that's what Precombines were - draw call optimisations. The way it works in the CK is that you lay the level down with all those tiles and plugs and whatnot, and then you "combine" multiples into a single collection for performance, though I don't know at exactly what level that acts. Note that this is separate from Previs.
The majority of Fallout 4's worldpsace makes heavy use of this Precombine approach, with the exception being settlements, where a lot more stuff needs to be interactible (but you still have precombined meshes for everything you can't change). You can actually see the performance gap yourself in a heavy area like downtown Boston if you go to your fallout4.ini and, under [General] set bUseCombinedObjects=0. At that point, each object gets treated individually (e.g. you can scrap 'em in settlements), but performance tanks.
It's typical BSG casualized shit, although I'd say that it's better than Bethesda's Fallout (& recent TES) titles which was somewhat of a surprise for my admittedly quite low expectations for it in the gameplay & mechanics department.One of the main draws for me was the aesthetic and "NASA-punk" setting. It's just too bad the gameplay sounds like utter shit.It's comfy, but...So how's the ridiculously easy looter shooter Bethesda game, bros?
I'm in the minority that prefers this sort of 'low SF' setting over ME style space operas, so yeah.
Good modding potential, but certainly not worth the time in its current state.It's typical BSG casualized shit, although I'd say that it's better than Bethesda's Fallout (& recent TES) titles which was somewhat of a surprise for my admittedly quite low expectations for it in the gameplay & mechanics department
Nigga they barely even react to being shot at, much less manage to respond in a threatening manner.A lot of people are saying this but I don't get it at all, human enemies have pretty dramatic staggering animations. Animals are a bit less impressive but you can still trigger all kinds of wounded/staggered animations for them.2. enemies barely react to being shot (but I can shoot the jetpack!!!1!)
There's actually quite a developed system of production and supply chains, you need to build multiple outposts with inputs/outputs to feed different resource consumption and... do something? Most of it is locked behind skills I don't have so I don't see what the ultimate benefit of building colonies is, especially since money is easy to make by just selling loot.How is the outpost mechanic? The only things that look interesting to me are upgrading ships and developing outposts and possibly the main story if it's decent
The game's fine. It has the same game loop as Tears of the Kingdom but with more fleshed out quests and fewer shrine puzzles. The bugs are minimal, and frankly whenever Codex--defender of the buggy, underappreciated gems--complains about bugs it's a giant warning sign that you're about to read some bullshit.The only reason I play games on release anymore is so I can participate in the codex thread before it dies. Maybe I need to change my ways. Starfield feels like it needs a year or two of work for sure.It's just tiring, really. A friend of mine only buys games once the inevitable GOTY editions come out and I'm starting to think he's got the right idea. Probably good savings on the hardware side, too.
Is a dialogue heavy character viable in this game because combat looks like ass
The AI is garbo and whatever you may attribute to it is most likely a fluke that's completely coincidental.One thing I have also really appreciated is that enemies try to fall back if you are overwhelming them, both individually if they take damage and as groups if you take out a bunch of them.
The AI is garbo and whatever you may attribute to it is most likely a fluke that's completely coincidental.One thing I have also really appreciated is that enemies try to fall back if you are overwhelming them, both individually if they take damage and as groups if you take out a bunch of them.
Insert starcock here.Interesting design on this helmet
NoTwo big-name RPGs in the space of about a month, and they're both actually good.
That's the difference between bg3 and this. Bard dialogue options were cool but I actually didn't like missing out on big fights because the combat is fun (tho a bit too easy.) Dialogue skills are well developed but so is combat.Is a dialogue heavy character viable in this game because combat looks like ass
For quest resolution, yes. Most quests I have seen have a way to talk your way through them, which I do. An entirely pacifist/talking way through is not possible, but you can skip many fights, portions of quests, and sometimes gain allies to help you fight via talking options and successful persuasions.
For world exploration, especially the procedural generated filler stuff, there are not a lot of ways to make use of talking skills and you will have to fight to gain loot. Most of that is optional though and you don't have to do it for the most part.
Only in videogame boards a 88 score is considered bad.
You can make money off outposts and from mining. You also get a lot of money from doing quests, which often don't involve combat (though you're typically not made aware of what's going to happen ahead of time, since they're story-based with twists and such). Pleasingly, the majority of quests have speech solutions.Combat looks very snoozy in this. Can you make credits doing non combat stuff like outposts and what non? Only thing that sounds fun is a talker/outpost/pilot type build
That's the difference between bg3 and this. Bard dialogue options were cool but I actually didn't like missing out on big fights because the combat is fun (tho a bit too easy.) Dialogue skills are well developed but so is combat.Is a dialogue heavy character viable in this game because combat looks like ass
For quest resolution, yes. Most quests I have seen have a way to talk your way through them, which I do. An entirely pacifist/talking way through is not possible, but you can skip many fights, portions of quests, and sometimes gain allies to help you fight via talking options and successful persuasions.
For world exploration, especially the procedural generated filler stuff, there are not a lot of ways to make use of talking skills and you will have to fight to gain loot. Most of that is optional though and you don't have to do it for the most part.
Combat looks very snoozy in this. Can you make credits doing non combat stuff like outposts and what non? Only thing that sounds fun is a talker/outpost/pilot type build
fallout 4 feels like destiny mixed with doom 2016, this is an insane opinionI really, really do not like Bethesda combat lol. It's always so boring
I've playing this about a couple of hours. It is definetively one of the bethesda games of all time. Anyway, in what planet is that cute gurl from the pictures you are posting? Asking for a friend