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Joined 2 years ago
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Cake day: August 2nd, 2023

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  • Much faster, yes. Unfortunately a lot of people have monthly bandwidth caps and a single game could take up a huge chunk of that, so better safe than sorry!

    I have a 1TB/month download cap, after which speed is throttled to nearly nothing until the next billing cycle. With several people using the same connection it’s hard to know how much we have left, and redownloading a 250GB game could easily push us over.


  • Personally I use my hard drive for storing large games that I’m not actively playing (to be moved back to an SSD when I do), small games (<15GB) where the load times won’t be super long, games with distinct levels with loading screens (hard drives suck for open-world games that stream in assets during play), and games that are just too stupidly large to comfortably fit on my SSD (like freaking ARK, which takes up several hundred gigabytes with the DLC installed).

    One thing I haven’t seen mentioned is that the delta-patching used by Steam’s updater can take ages on a hard drive due to all the random read-writes. Small games (a few gigabytes) can be uninstalled and redownloaded in less time than it’d take to update them. I would avoid putting games that update frequently on your hard drive for this reason.


  • When I played Subnautica on a HDD during Early Access the pop-in was unbearably bad, but optimizations during development fixed the worst of it. The removal of digging and terrain modification alone basically solved pop-in for most areas - the mushroom forest was still pretty bad, but they also patched that later in development.

    Initial load-in will likely take a while though. It took a few minutes to get into the game from the main menu the last time I had it installed to a HDD.













  • Oblivion uses Gamebryo. Creation is Skyrim and later games. That might seem pedantic since it’s a newer version of the same engine, but one of the major reasons for the rename was Bethesda ripping out the Gamebryo rendering code and replacing it with their own, more modern renderer.

    The modders have still done amazing things with Oblivion, but they’re limited by the ancient Gamebryo tech. Postprocessing shaders, high-poly meshes and texture upscaling can only do so much, especially on a 32-bit engine that can use at most 4 gigs of RAM (2.5 gigs if Bethesda didn’t set the LAA flag and the end user hasn’t installed a 4GB patch).





  • I hope future installments steal from some of their competitors. A few of them (I think Jagged Alliance 3 and some Valkyria game on consoles?) have a system where aiming is done in first person using a reticle that displays a large circle the shot is guaranteed to land within and a smaller circle with an x% chance of it landing within.

    It doesn’t make the game any easier in most situations, but it feels a million times better when you can visualize the exact odds and see how you could possibly miss before you commit, plus you no longer need to worry about missing point-blank shots just because the RNG hates you.


  • I’m in the middle of a playthrough right now, and while I’m enjoying it (I originally came to this thread to post about Remnant 2, then read your comment and realized I agreed with every single thing you said), it’s frustrating how they chose to design things. The games had great intentions held back by poor implementation.

    They wanted to make the game replayable, but they did so by artificially limiting what you could encounter in a single playthrough. For completionists this is torture. For one-and-done players it could be a deal breaker.

    They wanted endless exploration, but the random maps make exploring unrewarding. I lost count of the number of interesting map features that ended up being completely empty aside from common enemies and some smashable pots (which are empty 90% of the time and drop a paltry amount of basic currency when they aren’t). Remnant 2 is at least way better about this than the first, where the maps were a chore to get through.

    They knew one of people’s favorite things about Souls games is piecing things together from obscure clues, so designed the game in a way that the entire playerbase would work together to learn how to unlock everything. The downside is that obtaining many basic things like classes and gear requires ARG-level shenanigans (plus a hefty dose of luck), and if you don’t use a wiki you’ll miss some of the game’s best content.

    And the constant hordes you mentioned are a result of the game needing to drip-feed ammo drops to the player since most guns can burn through your entire reserve in under a minute of fighting, especially against the bullet sponge bosses. That Engineer archetype I linked to in my first comment has a mechanic where it regenerates ammo for its special weapons over time when they’re not in use - something like that (or the first Mass Effect’s heat mechanics) would have been preferable if they wanted to force players to swap weapons from time to time rather than get complacent. They clearly played with these ideas during development since there are a few weapon mods and archetype powers that work like that.

    I love the gameplay, the lore, the characters, the visual and sound design, hell nearly everything save the parts I complained about, but I’m left with the unpleasant suspicion that these games would have been significantly better if they dropped half of what made them unique in the first place.