Jump to content

Sean

PC Member
  • Posts

    1,833
  • Joined

Reputation

4,374

4 Followers

Recent Profile Visitors

15,848 profile views
  1. Still no improvements on the fog in the camp? It just looks so bad regardless of time-of-day. More like a dirty film on the camera than actual fog. Even just moving the camera around doesn't have the "fog" keep up with it so you end up with cutouts. The way it interacts with lighting just over-brightens it.
  2. Any chance on the fog & lighting being improved (or reverted) for the Orbiter and Drifter's Camp? The lighting is overblown, the fog is too high and also has some pretty bad looking puff-clouds in it, and it all just makes it look like there's something covering the camera. There's also a jarring difference when looking through the window of the Orbiter to the camp and actually being in the camp itself.
  3. With the Drifter's Camp, the Orbiter, and the new fog / lighting, it really lead to blown out whites and some really bad looking fog that looks more similar to patchy puffs of fog instead of a smooth layer. There's also the jarring difference from interior vs exterior for the Campsite. Orbiter Interior / Drifter Camp - Overblown Lighting: Orbiter Exterior / Drifter Camp - Overblown lighting: Drifter Camp - Odd Effect When Moving the Camera (No Upscaling being used): Drifter Camp - Ugly Patchy Fog: Time of day doesn't matter for any of that. They need to really work on the lighting and fog as it simply looks bad. Less view distance overall and it seems like that's to compensate for a lower render distance for mobile hardware even if you're on a PC. Even if that isn't the case, that's what it looks like as it's the same tricks used for older games to hide the cutoff.
  4. The fog in the Drifter Camp should be scaled back as it doesn't look great. Reminds me more of older games using heavy fog to hide a short render distance.
  5. Honestly... I don't believe they really care about that side of it. Seems they just saw all the potential money they'd be making by adding in the mobile market. Like I said on page 1, the lack of dedicated servers makes this idea not work. A game that has been repeatedly topping the gross-sales list on Steam and frequently is in the most played list on all platforms still only uses their own dedicated servers for Hub areas. That shouldn't be acceptable. Evolving the game's server infrastructure should've been priority #1 before mixing mobile into the playerbase.
  6. Can mobile players be hosts for game sessions? If so... this is a very, very bad idea. Without dedicated servers for the game, allowing mobile players to be the primary connection router is only going to create a pretty bad experience. Already we can see this with the older consoles (and the Switch), and mobile hardware is going to be on a level below those. Disabling crossplay isn't the answer as then it cuts out anyone on modern consoles / PC.
  7. Sure, but it says you are already in a clan. You'd have to leave it first before the game allows invites to be sent.
  8. Can we just go back to Alerts? Just make some permanent alerts that can give Nitain and other useful resources. Nightwave just feels like a failed experiment. Just about every issue people predicted for Nightwave has come true.
  9. Don't make it cost platinum or anything. Give it to players via the codex and give those players temp-versions of items that mattered. Think of how the Circuit gives items that are unavailable to people. Additionally, allow co-op for all quests and don't bother "balancing" for it. Can limit quest co-op to just one additional player and even requiring the client to have completed the quest prior. Teleport the client to wherever the host is and have key moments only depend on the location of the host. Though tangentially, the story itself doesn't matter in its current form as it's fed to players in a way that doesn't make sense. The starchart in its current form needs to be fixed. And yes... Fixed. The story that is presented to players is currently given out of order, and this is only worsened by old events that played major roles in the overall story being only accessible via a community-ran wiki.
  10. @[DE]Danielle That's one way to "handle" this, just unpin it and hope it goes away. That right there is a response, and one that says "Screw you" to the playerbase.
  11. A good portion of blame can be placed on those that keep buying things like that. DE definitely still gets the most of it, it is in their game. Even if they have a mandate from their owners to make more money, the way it was packaged and prepared would be on DE. But... companies will keep pushing the line of what is acceptable as long as there are people willing to shell out money for it. Battle Passes, loot boxes (or in DE's case, the absurd levels of RNG in rivens), weaponized FOMO, $10 (and growing) skins... all of that wouldn't really happen if people wouldn't buy it. People seem to love throwing money at worsening microtransactions. Quite a few in this very topic that keep saying of how awful it is still decided to buy it, those people probably get under my skin the most.
  12. They said boiler-plate PR stuff that didn't even get remotely near the problem. Sure, expecting more from them is a lost cause, but still doesn't make it less disappointing. Of course they'll do something similar again and the cycle will repeat. ...again.
  13. They really seem adamant in not wanting to talk about this or have an outcome that isn't sleazy. Almost two months on and all they've done is say they will "do better in the future" just like they say each and every time something happens, but nothing ever changes because they'll "do better in the future".
×
×
  • Create New...