Goodeye8
@Goodeye8@piefed.social
- Comment on 26 minutes ago:
It doesn’t even fit my use case. Sometimes you don’t have a lot of time to play so the last thing you want is to sit there and wait while the game updates. Let me play when I have the time and I’ll let the game update when I don’t have the time.
- Comment on Choose wisely 1 day ago:
Yeah, the other guy lacks imagination. I don’t need a bean when I can become The Bean God. In my domain, everything is beans. I eat beans, I breathe beans, I drink beans, I AM BEAN.
- Comment on OpenAI PR 1 day ago:
Altman pulling the Jehovah’s Witness and telling the children about the lord and savior ChatGPT. Maybe if the children used ChatGPT to find loving parents they too could be saved.
- Comment on The Elder Scrolls 6: Sentinel... is the title of the highly-anticipated follow-up to Bethesda's Skyrim... 1 day ago:
I never implied Bethesda was supposed to add this solution to Skyrim. I’m simply pointing out that a modder has done this in Skyrim, a game that is now 2 console generations old. I get why Bethesda wouldn’t add something like that to Skyrim on launch, the console hardware couldn’t handle something like that. I also get why they wouldn’t add it later, in part of what you explained. But what’s the excuse for not having it in Starfield? Starfield desperately needed to get rid of loading screens because at some points of the game it’s loading screen after loading screen. And Starfield doesn’t get the console hardware excuse because the biggest benefit of this gen consoles is the reduction of loading screens. Furthermore Bethesda are supposed to be the professionals, they do this for a living. They now have the hardware to do it, they have the engine that was capable of doing it a decade ago, they have the ability to modify the engine (which is something the modder can’t to) and they’re supposed to have more experience that a single university student fiddling with the game for fun.
I think it raises a perfectly valid question. Why hasn’t Bethesda done this for Starfield? And a followup question to you, because my answer to the previous question is the lack of ambition, if the answer is not the lack of ambition what is the answer?
- Comment on Weekly “What are you playing” Thread || Week of November 8th 2 days ago:
I’m also on the Queens Domain train. The gameplay gets noticeably faster once you unlock more dash crystal (I don’t remember what they’re called in game), but the combat IMO never does. I’m pretty much at the final stretch with the game and towards the end the combat ends up being either a boring slog because the weapon you use doesn’t do enough damage, or you trivialize the entire encounter by using a weapon that does too much damage and whatever you’re fighting dies before “combat” even begins.
But the exploration is some of the best I’ve played. It’s definitely not for everyone because I imagine players with poor sense of direction are going to get so lost in this game. But there’s so much to discover. I don’t even remember how many times I’ve somehow climbed up to a place and thought “surely the developer didn’t expect me to get here” only to find a treasure there. There’s a certain NPC (if you can call it that) and when you’ve given then enough of something you get to buy upgrades that let you see the locations of treasures and other stuff if you’re close enough to them. There are areas I’ve combed over multiple times trying to figure out where to go and then with the locator I still find secret in those areas. And some of the things are hidden in a way where I see them with the locator and even though I know the thing is supposed to be there I still don’t know how to get there.
And of course searching for secrets wouldn’t be interesting if not for the fact that each environment feels like it’s deliberately thought through. I assume it must be intentional level design but there’s a cook in the game who rides a big bird and eventually you get to their kitchen and I remember thinking “but how do they get out of the kitchen?” because it’s a big bird and they’re technically underground and it’s not like they’re going to take the route I took from the top to the bottom. So as I explore the kitchen I notice a treasure on a ledge and as I look up I discover there’s a big hole where the ceiling should be and from that hole you can see the sky. That perfectly explains how they get in and out of the kitchen. There was no reason for the game to have that hole there but there it was. The attention to detail is pretty impressive.
The lore also seems pretty interesting. I wasn’t expecting the lore to play such a significant role in the story so I wasn’t paying attention at first but I feel like unless the ending explains everything I might have to play again to get the full picture.
- Comment on Anyone else obsessed with Queens Domain? 5 days ago:
I would say the combat is still way too slow and because of it also kinda boring.
But I’m willing to turn a blind eye to all the shortcomings this game has because the exploration is that good. It’s scratching that FROMsoft exploration itch so well it feels like the world is envisioned by Miyazaki himself, all the way down to having a poison lake. I don’t even consider it a spoiler because when you see it the first thing you’ll think is “that’s a poison lake”.
- Comment on Skyblivion team says former volunteer is threatening to sue over code dispute 1 week ago:
Did they “gave away”? Or did they merely contribute it? Two different things.
I don’t see the difference, I said gave away but for me it meant the same as contributing their own code for someone else to use.
“Silence obligues”, in which case it means “the fallback applies which is a) I retain the copyright if there was no CLA signed that waived my rights or b) you retain the rights if there was such a waiver of rights”. Ez pz.
Alternatively, implicit license. From the article:
This doctrine posits that a copyright holder may grant permission to use their work without an explicit agreement, based on the circumstances surrounding the creation or distribution of the work. Implied licenses arise when the actions of the copyright holder reasonably suggest consent to use the material, thereby creating a legal understanding between parties.
He wouldn’t need to, is the point.
Under implicit license he needs to. Or rather he needs to prove the implicit license does not apply.
- Comment on Skyblivion team says former volunteer is threatening to sue over code dispute 1 week ago:
Owning the copyright of something and giving that something away (copyrighted or not) are two different things. My point was in regards to the latter. If they gave away their copyrighted thing without saying anything about how the receiver can use said copyrighted thing then what is there to enforce? It’s not like he told them he can take back the permission to use his code at any time and they’re obligated to no longer use said code. He can’t retroactively say him taking away his permission to use his code also means they’re no longer allowed to use what he had given.
- Comment on Skyblivion team says former volunteer is threatening to sue over code dispute 1 week ago:
I doubt it’s as simple as you make it out to be. For starters you’re only looking at it from the perspective of the project. Does the project have any legal framework to own whatever was submitted to the project? But you also have to look at it from the perspective of the submitter. Do they have any framework that states how their work can be used? If the answer to either question is “yes” this is as simple as you state. But if the answer to both is “no” then we’re in sort of a legal gray area because neither side has any explicit legal ground.
Personally I think the fact that the submitter willingly gave the project the code to use makes it fall under an implicit license which lets the project use the code for its intended purpose. All the project did was maintenance on the code (which required decompilation of the code, which to my knowledge is not illegal unless explicitly stated) so it would continue working as intended.
It’s hard to come up with a real world analogy for something that can be copied infinite amount of times, so it’s a bit shoddy but here goes. If I give you an axe to break logs and I tell you nothing about how you can use the axe. The handle breaks and you replace the handle so you could continue using the axe. Do you think there’s a case for me to sue you for replacing the handle on the axe I gave you to use? And now consider the possibility that I was able to give away a perfect copy of the axe and the handle got replaced on the copy not the original. My axe works just fine, you simply made sure your copy of my axe also continues to work.
- Comment on The Elder Scrolls 6: Sentinel... is the title of the highly-anticipated follow-up to Bethesda's Skyrim... 1 week ago:
Someone was just recently showcasing a mod for Skyrim that allows seamless transition between zones, effectively turning Skyrim truly open world. Link here and here . That’s one guy in his free time doing what Bethesda hasn’t done in any of their games. I’m not saying the engine is fine but the issue isn’t the engine, it’s the lack of ambition within Bethesda. That Skyrim mod shows Bethesda could’ve fixed the loading screens in Starfield, they simply couldn’t be bothered to. Who knows what other limitations of the engine Bethesda could’ve overcome if they actually bothered to have some ambition with their games.
- Comment on Tim Sweeney Is Still Crying About Steam AI Disclosures 2 weeks ago:
Unless it somehow has changed in recent years Sweeney still owns the majority of the company. Other investors can complain all they want but Sweeney gets the final word and if he wants to continue being the Elon Musk (not the 2020s ketamine fried Musk but the 2010s main character syndrome and savior complex Musk) of gaming he can tell the other investors to suck it.
- Comment on Save Mass Effect 2 weeks ago:
They also worked under the belief of “Bioware magic” (literally what they internally called it) instead of actually having a plan on how to make a game. Their magic was always going to run out.
- Comment on EA: Ruin Everything 2 weeks ago:
Okay, so if any proof or evidence came out that proves that the BioWare leadership or employees themselves did something bad or self destructive…
Have you read Jason Schreier’s article on how Anthem went wrong? Excluding the technical problems from the Frostbite engine everything wrong with Anthem was on Bioware. They couldn’t lock down what the scope of the game was, they couldn’t agree on the story and the studio functioned on what they called “BioWare magic.” which is a hope that the game will come together at the end. And until the very end the message from the leadership was that “Bioware magic will come and everything will work out”. That Bioware magic had been around since at least the very first Mass Effect game (possibly sooner, I don’t remember how long that had been going on).
I’ll also link this article for a quote.
Darrah says he doesn’t feel like he had a choice, however, because “EA was very good at making Bioware feel like things were very dire.” Though, he points to the fact that Hudson’s replacement as Bioware’s general manager, Gary McKay, was able to delay Dragon Age: Veilguard through multiple financial years. “That tells me either he’s magic, which is possible, or it was never quite as ‘gun to our head’ as we thought it was,” Darrah says.
To me that indicates the people leading the studio didn’t know how to communicate with EA. I’ve worked in corporate for years. The people at the top are so disconnected from the actual work it’s common for them to set unreasonable expectations. It’s part of the job of the people between the top and the people actually doing the job to temper the expectations from the people of the top so they could allocate resources (be it people, time or anything else) so the people actually doing the job can do their job. Whoever was the leadership at Bioware (even if they’re appointed by EA, they’re still a part of Bioware) failed at their job to temper the expectations from EA. As the quote indicates McKay got that part of the job, which is why Veilguard got the delays it needed even though it didn’t help because they were constantly scrambling to for a vision they couldn’t realize.
- Comment on Farewell, BioWare: The End of an RPG Giant 2 weeks ago:
If you want some super early hype there’s a spiritual successor to KOTOR in works. It’s called Fate of the Old Republic and the game director for FOTOR is Casey Hudson, the director of KOTOR (and also the Mass Effect trilogy). So there’s a chance it might actually be good.
- Comment on EA: Ruin Everything 2 weeks ago:
One person left, 2 years after personally pitching Anthem as a live-service game to EA. The same person returned a few years later returned to Bioware and left again in 2020.
- Comment on EA: Ruin Everything 2 weeks ago:
How about you answer the question
- Comment on EA: Ruin Everything 2 weeks ago:
There’s no clear date on when the Anthem pitch happened but it happened before EA appointed Bromberg as the CEO. Which was in 2012. Anthem didn’t get officially announced until 2017. Unless you meant the nameless teaser they put out in 2014.
If you want to continue arguing this you going to have to personally name who that old guard was because I very much doubt they left within months in 2014.
- Comment on EA: Ruin Everything 2 weeks ago:
Under EA what would Bioware have to do for you to say “yeah, Bioware is at fault here”? Because my argument is that EA gave Bioware all the chances to succeed and despite getting all the chances they still couldn’t succeed.
And I never said EA is the good guy here. EA is not the good guy. But being an asshole company doesn’t instantly mean you’re to blame for everything.
- Comment on EA: Ruin Everything 2 weeks ago:
EA didn’t force them, Bioware pitched Anthem as a live-service style game from the get-go.
- Comment on EA: Ruin Everything 2 weeks ago:
I think you might be using the wrong word here. EA never pushed Bioware to make MMOs. Bioware made one MMO, SWTOR, and that was a financial success. As far as I know no other Bioware game had been an MMO after EA bought them. Where Bioware struggled was with making live-service multiplayer games and there’s some argument that the unrealistic revenue expectations from EA forced Bioware to go down that route but in the end it was Bioware who suggested, back in 2012, that Anthem would be a live-service style game. How Veilguard ended up going multiplayer I’m not familiar with, but even there Bioware could go back to the single player experience, which still flopped.
- Comment on EA: Ruin Everything 2 weeks ago:
Okay, so without being what would Bioware have to do for you to blame Bioware for being shut down?
- Comment on EA: Ruin Everything 2 weeks ago:
I do hope that was a deliberate jab at Bungie. Because that’s exactly what Bungie did when they were independent and the reason they got bought out by Sony was because they were spiraling into their demise. Even now I think if Bungie goes under the blame lies with Bungie and not Sony. With that in mind I think it would be illogical to see two different studios go down the same path and then blame one studio but excuse the other studio.
- Comment on EA: Ruin Everything 2 weeks ago:
Yeah, because EA gave Bioware a chance to bounce back, in fact multiple chances. You could say EA killed the Bioware of old which the talent leaving the studio, but the new Bioware could’ve bounced back. They had everything they needed to succeed. A credible studio name that people trusted and a bunch of beloved IPs that people would give a chance. They even had EA giving them more than one shot to not fail (which is more than most EA studios get) and also plenty of time to get it right. All Bioware had to do was put out a good game and they simply couldn’t.
So let me ask in reverse. Let’s say Bioware was indepedent. What would Bioware have to fuck up for you to say its their fault for going under? Because to me they ticked all those boxes already. Had it been any other studio they’d already be dead and forgotten.
- Comment on Electronic Arts to Cut 400 Jobs, Shut Down BioWare 2 weeks ago:
Okay, I know nothing of the history or Bioware. Enlighten me.
- Comment on Electronic Arts to Cut 400 Jobs, Shut Down BioWare 2 weeks ago:
Well… EA bought Bioware in 2007 which means ME2, Dragon Age Origins and ME3 all came out under EA. Seems like it wasn’t an immediate infection. And if you’ve ever looked into the internal workings of EA they’re actually relatively hands off. All they do is set unreasonable expectations and leave it up to the studio to match those expectations. Bioware clearly got a pass on those because Bioware got a decade to fail multiple times. If you want an example of EA actually killing a studio look at Visceral, one underperforming game and the studio got turned into a support studio before being killed off.
- Comment on Electronic Arts to Cut 400 Jobs, Shut Down BioWare 2 weeks ago:
And that’s about the only game you can pin on EA (which BTW isn’t even the first Bioware game on the frostbite engine, inquisition was also on frostbite so the engine wasn’t completely unfamiliar to them). Anthem got 9 years and the only interesting feature Anthem had was kept only because the EA representative told them to. Veilguard got 6 years after being rebooted. Both games got more than enough time to cook in the oven, one of them came out like a hot snake and the other isn’t a turd only if we’re being generous.
- Comment on Electronic Arts to Cut 400 Jobs, Shut Down BioWare 2 weeks ago:
Let’s be real, this isn’t on EA. The Bioware that made great games hasn’t existed for a decade. EA gave Bioware enough time to get its act together and they never could. Any studio with a decade of failures would be shut down.
- Comment on Bloodborne is now on PC natively with online features like massages, bloodstains and co-op 3 weeks ago:
You do need somewhat of a beast if you want to fix the vertex explosions. To prevent vertex explosions you need to enable readbacks, but those are very performance intensive (and can cause games to be unstable but I lucked out with just getting shit performance). Readbacks took Bloodborne from 1440p ultrawide 60+ fps to 1080p widescreen struggling to hit 60fps in some areas and I tried all sorts of things to even get it running at 60 with readbacks so that sometimes 60 contained all the optimization patches and configurations tweaks, whatever could get me just a bit more performance (none of which I needed when playing 1440p).
- Comment on Rep. Ritchie Torres Announces Congressional Legislation To Protect Video Game Ownership: ‘If You Pay For It, You Own It’ 3 weeks ago:
As far as I know this has never even been on the EU table. There’s the SKG initiative which last I checked hasn’t completely failed, but that was never directly about game ownership in the first place, only that the game should be left playable after official support has ended. The SKG initiative in some ways lays the groundwork for pushing for game ownership.
That said, I would seriously question the sincerity of Ritchie Torres and I think this is more of a case of him trying to fish for votes than him actually trying to do something good. I wouldn’t have the confidence to believe he wouldn’t pass up a bribe from the gaming industry.
- Comment on Epic Games Launcher preview arrives - Native Linux support, Fortnite for Linux is coming and upgraded Easy Anti-Cheat 3 weeks ago:
But you recompiling the kernel into whatever you need means it’s no longer the same immutable distro, it’s a fork of said distro. Whoever is actually using that immutable distro has their kernel restricted. You said restricting the kernel is not compatible with open source. If we talk about the average user an immutable distro means exactly that, it restricts the users access to the kernel. The average user doesn’t know nor should know how to make their own custom kernel.
You’re just fear mongering with what ifs. If you fart you may shit your pants. Does that mean you’d be afraid to fart for the rest of your life or would you think that’s stupid and you’re not going to worry about some baseless hypothetical? What would you tell the person who’s telling you to be afraid of farts?