also i just finished morrowind again and I seriously have such a fucking nerd essay to write about how bad the last half of the game actually is. Everything after kogoruhn is so rushed and lazy that it ties back into behtesda clearly being unable to actually manage a product in a timely manner
kuliCryptoreflex exists :(
Reflex doesn't breathe Quake if you know what I mean.
This, but also I can't run Reflex like I can run Quake ;_;
Reflex doesn't breathe Quake if you know what I mean.[/quote]
This, but also I can't run Reflex like I can run Quake ;_;
just keep in mind that Quake is being developed by id and not BGS. id doesn't have much to their name recently besides doom, so we can't really be sure how it's going to turn out. the only thing they share is Bethesda as a publisher. most of the fault you've listed are targeted at BGS.
yttriumjust keep in mind that Quake is being developed by id and not BGS. id doesn't have much to their name recently besides doom, so we can't really be sure how it's going to turn out. the only thing they share is Bethesda as a publisher. most of the fault you've listed are targeted at BGS.
Most of the fault I've listed is targeted at BGS as a publisher. I think BGS is an good but washed up developer, but I've seen no games from them that indicate their ability to actually run a development company. This is where we had our disagreement I think. I assume bethesda is a bad project manager, and you assume I'm talking about their company as a whole.
ID might not need oversight or management, but having a good publisher that can actually get the porting, QA, and community outreach portion of the game right is pretty important even if they don't fuck up the base game.
Most of the fault I've listed is targeted at BGS as a publisher. I think BGS is an good but washed up developer, but I've seen no games from them that indicate their ability to actually [i]run[/i] a development company. This is where we had our disagreement I think. I assume bethesda is a bad project manager, and you assume I'm talking about their company as a whole.
ID might not need oversight or management, but having a good publisher that can actually get the porting, QA, and community outreach portion of the game right is pretty important even if they don't fuck up the base game.
eeeMost of the fault I've listed is targeted at BGS as a publisher.
BGS is not a publisher. I'm trying to differentiate Bethesda Game Studios (BGS) with Bethesda Softworks (BS).
Most of our misunderstanding and conflict is coming from you using the wrong names for the wrong companies.
BGS is not a publisher. I'm trying to differentiate Bethesda Game Studios (BGS) with Bethesda Softworks (BS).
Most of our misunderstanding and conflict is coming from you using the wrong names for the wrong companies.
I actually just said bethesda as a publisher starting out but you were being a pedant
sorry for not having that distinction 100% clear even though in no way is any of what you've posted relevant to the point i was making
sorry for not having that distinction 100% clear even though in no way is any of what you've posted relevant to the point i was making
the fact they advertise 120hz (not 144?) and unlocked framerates like those are special features that wouldn't be included in a quake game by default is kind of silly, and I feel like the move towards class based gameplay will make the game meta easier to learn thus widening the audience, which is good.
RainofLightthe fact they advertise 120hz (not 144?) and unlocked framerates like those are special features that wouldn't be included in a quake game by default is kind of silly, and I feel like the move towards class based gameplay will make the game meta easier to learn thus widening the audience, which is good.
they advertised it because it's not the norm for most games nowadays. a crazy number have framerate locks, caps, or other issues with HFR. doom was the first id tech game to not have HFR issues in a fucking decade.
I assume saying 120 directly was just an oversight, because they did also mention unlocked framerate, and doom didn't have any issues with 144. I think id tech 6 has finally fixed those problems.
they advertised it because it's not the norm for most games nowadays. a crazy number have framerate locks, caps, or other issues with HFR. doom was the first id tech game to not have HFR issues in a fucking decade.
I assume saying 120 directly was just an oversight, because they did also mention unlocked framerate, and doom didn't have any issues with 144. I think id tech 6 has finally fixed those problems.
eeei thought 120hz meant 120 tickrate?
hz can be any form of iterative rate, but i would highly doubt they'd mention tickrate like that rather than refresh rate. i've never heard a developer use the measurement of hertz for a tickrate. not to mention the server infrastructure needed to support that kind of tickrate - what games actually do that? even OW, which has the massive blizzard server infrastructure behind it, isn't adapting to fucking 60 because of server concerns. the only games that actually use 120 natively are, what, csgo competitive if you happen to force your server to use 128 in the first place? by default it sure doesn't do that, and i'm fairly certain valve's servers don't. even quake live's server tickrate is only 40.
hz can be any form of iterative rate, but i would highly doubt they'd mention tickrate like that rather than refresh rate. i've never heard a developer use the measurement of hertz for a tickrate. not to mention the server infrastructure needed to support that kind of tickrate - what games actually do that? even OW, which has the massive blizzard server infrastructure behind it, isn't adapting to fucking 60 because of server concerns. the only games that actually use 120 natively are, what, csgo competitive if you happen to force your server to use 128 in the first place? by default it sure doesn't do that, and i'm fairly certain valve's servers don't. even quake live's server tickrate is only 40.
im sure this game is gonna be casual or dead on arrival, i honestly dont remember the last truly competitive multiplayer game that was popular
for it to be good, all the people flocking to overwatch right now would have to make complaints about how restrictive its skill ceiling is, can you honestly see that happening? a decade (+?) long erosion of skill in multiplayer video games reverses itself in a sequel/reboot?
for it to be good, all the people flocking to overwatch right now would have to make complaints about how restrictive its skill ceiling is, can you honestly see that happening? a decade (+?) long erosion of skill in multiplayer video games reverses itself in a sequel/reboot?
yttriumeeei thought 120hz meant 120 tickrate?even OW, which has the massive blizzard server infrastructure behind it, isn't adapting to fucking 60 because of server concern
overwatch's server tick rate is 60.
the thing that people constantly mistake for "20 tick" is the cl_cmdrate which is 20.8 (TF2's default is 30 for comparison) which is the amount of packets/second each client sends the server. The High Bandwidth option changes this to 60.
most of the stuff people complain about (roadhogs hook, getting shot behind walls you went past) are due to lag compensation and stuff like getting shot behind walls happens in tf2 even with a high end networking config on both sides ends and a 66 tick server because of lag comp.
source: http://www.eurogamer.net/articles/2016-06-07-overwatch-blizzard-answers-the-big-questions
Jeff KaplanI'm really glad you asked about that, because there's so much confusion. First of all, most people don't even really understand the way that the network code works. For example, the server does tick at 60Hz, it's the client update rate that is lower. That just shows a general misunderstanding. I think players have latched onto server tick rate as being the reason that certain things happen. One of the things that players are upset about is that if they get shot, where they perceive they were behind a wall, that this is a problem with server tick rate. Certainly there are contributions that could happen with both the server and the client update rates that could cause something like that to happen, but usually, in most cases, you're talking about latency.
...
Right now, for example, what we've seen is that it wouldn't work for about 20 per cent of our users. That's a problem we can solve if we get more testing on it, but we couldn't just put it live. As you know, we announced that number of seven million players last week. The last thing we want to do is take 20 per cent of those people and tell them you can't play Overwatch anymore because people were angry on the forums and we flipped the switch and added this thing.
even OW, which has the massive blizzard server infrastructure behind it, isn't adapting to fucking 60 because of server concern[/quote]
overwatch's server tick rate is 60.
the thing that people constantly mistake for "20 tick" is the cl_cmdrate which is 20.8 (TF2's default is 30 for comparison) which is the amount of packets/second each client sends the server. The High Bandwidth option changes this to 60.
most of the stuff people complain about (roadhogs hook, getting shot behind walls you went past) are due to lag compensation and stuff like getting shot behind walls happens in tf2 even with a high end networking config on both sides ends and a 66 tick server because of lag comp.
source: http://www.eurogamer.net/articles/2016-06-07-overwatch-blizzard-answers-the-big-questions
[quote=Jeff Kaplan]I'm really glad you asked about that, because there's so much confusion.[b] First of all, most people don't even really understand the way that the network code works. For example, the server does tick at 60Hz, it's the client update rate that is lower.[/b] That just shows a general misunderstanding. I think players have latched onto server tick rate as being the reason that certain things happen. One of the things that players are upset about is that if they get shot, where they perceive they were behind a wall, that this is a problem with server tick rate. Certainly there are contributions that could happen with both the server and the client update rates that could cause something like that to happen, but usually, in most cases, you're talking about latency.
...
Right now, for example, what we've seen is that it wouldn't work for about 20 per cent of our users. That's a problem we can solve if we get more testing on it, but we couldn't just put it live. As you know, we announced that number of seven million players last week. The last thing we want to do is take 20 per cent of those people and tell them you can't play Overwatch anymore because people were angry on the forums and we flipped the switch and added this thing.[/quote]
eeethis is a list of games they've published as either bethesda or zenimax.
don't knock wayne gretzky hockey 3
don't knock wayne gretzky hockey 3
http://esreality.com/post/2822830/
just wanted to update this thread with a new interview
just wanted to update this thread with a new interview
honestly a 1v1 DM-based shooter with character selection similar to fighting games could be cool as hell
so naturally, I doubt that's what this game is going to be doing
so naturally, I doubt that's what this game is going to be doing
yea why is this trailer on bethesdas channel, i would not trust them to make an arena shooter
downpourhttp://esreality.com/post/2822830/
just wanted to update this thread with a new interview
watching this interview made my optimistic outlook much more optimistic :D!
just wanted to update this thread with a new interview[/quote]
watching this interview made my optimistic outlook much more optimistic :D!
I dunno, we'll just have to grab the beta keys when they come available to judge. Overwatch is very well received, and if done right they could learn from their mistakes with infectious micro transactions and take from Overwatch's auxiliary approach to in game purchases and make it a customizable experience. From what I saw, the class can still pick weapons up from other characters. The unique classes will just aide your play style. I hope.
https://www.youtube.com/watch?v=RvDyLCadGGY
An interview in which the director of iD explains what QC will have to offer.
Also, first words of the interview
"THIS IS NOT A MOBA!"
In this he states what the game will have -
a)All classic quake modes including 1vs1
b)Picking up all weapons
c)Timing all items
d)Maybe more focused on Team vs Team for e-sports
e)No way its gonna get released for consoles - maximum performance and capabilities
f)Taking opinions from veteran/pro quake players, some testing it themselves (quake lab)
g)120hz unlocked fps- strafe/rocket jumping and air control (already known)
h)Classic arena style quake game with the addition of champions
(Taken from the esreality thread)
Hope this helps ease peoples mind a bit.
An interview in which the director of iD explains what QC will have to offer.
Also, first words of the interview
"THIS IS NOT A MOBA!"
In this he states what the game will have -
a)All classic quake modes including 1vs1
b)Picking up all weapons
c)Timing all items
d)Maybe more focused on Team vs Team for e-sports
e)No way its gonna get released for consoles - maximum performance and capabilities
f)Taking opinions from veteran/pro quake players, some testing it themselves (quake lab)
g)120hz unlocked fps- strafe/rocket jumping and air control (already known)
h)Classic arena style quake game with the addition of champions
(Taken from the esreality thread)
Hope this helps ease peoples mind a bit.
for some reason i have a semblance of hope that this will be released for linux, or at least eventually ported, but knowing bethesda it probably wont :(