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Showing results for tags 'critique'.
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I apologize if this topic is too negative - But I hope the Offworld team appreciates criticism by the community. Some brief questions to the devs about common concerns in the Squad community: - Why focus on performance heavy (but neat) things like dynamic foliage, barrel smoke etc. when the server-player sync is sweating at 70p, inf only, low detail maps? Will the server-player sync handle such things on a 100p vehicle map? Can you afford spending resources on this when there's sync issues already? - Some insiders have hinted you may have to abandon the 100p combined arms goal and stick with a smaller scale/fewer vehicles maps due to resource restrictions. Why are you adding more high resource features instead of abandoning these if they risk costing so much you must give up the 100p C.A. goal? - The current v. is poorly optimized for all, and worse still for AMD users. Current early alpha graphics are p. much on par with PR:BF2, and I can run these maxed at ~20FPS, when I can run the gorgeous Battlefront reboot at ~100fps, (64p with vehicles). Shouldn't optimizing/improving graphics be a #1 priority, rather than adding more content? - The design of the maps leaves a lot to be desired. Yes, the Russian maps+TrueSky look better, but still. What we've seen from the community artists/modders is gorgeous. What priority vs. adding more content is given to releasing mod tools atm? Will you, once mod tools are released, focus on working on the much needed polish of gameplay aspects like controls, optimizations, streamlining, and engine features, and let the community create most of the art and content like maps/new vehicles, with an efficient incorporation of the best of this to the base game? - What many people liked about the PR inf controls vs. those of, say, ArmA was the quicker, more responsive and direct, 'arcade-ish' feel since it felt like you were the soldier, whereas the hyper-realistic ArmA controls with delays, wobbly camera (which is 'realistic' - your head moves around IRL - but put on screen, you can't use the part of your brain that compensates for this to give a steady perception), and exaggerated endurance effects makes it feel like your soldier has brain damage from sniffing glue. If Squad is the spiritual successor to PR, and is "a balance of arcade, teamwork, and realism", why add hyper-realistic features that make controls less responsive and direct, like momentum while sprinting, excessive camera wobble, stamina effects on camera movement, breath hold for short range weps (which ruins suppressive fire), too much recoil climb vs. recoil spread, delayed animation start for switching weapons and reloading, etc., which makes it feel like someone else is controlling your character? - With the explosion of new players in a game where a good gameplay experience relies mostly on playing with like minded people, why not add things like automatic mic check to join certain servers and such tools to filter servers by desired play style? In Squad, you all too often have a bad time by only finding casual no mic players when you want teamwork, or only serious mic users getting annoyed at you for wanting to play casual without voice chat. I hope you have time to answer some of this. Sincerely, Bollz and the community
Interesting critique on the video-games industry. Though their point, definition, or understanding on early-access ('developmental-entry,' differently defined) as a tool of exploitation might be a tad narrow and maybe even destructive, seeing as not all game developers are or must necessarily operate out of greed, avarice, or covetousness, of systemically imposed and triggered survival-reactions of ideology, ideation, conditioning. Consider for a moment that some of them might simply have an interest in seeing you having fun without the desire or intention to monetarily or psychologically enslave you. To think that they all must or are is like suspecting every kindergarten teacher of inevitably succumbing to paedophilia, which is a delusional reasoning and simply too absurd. The possibility that someone in that or similar - or even dissimilar - positions might develop such desires for various reasons is there, but the keyword here is possibility, which are not absolute facts. That is just logical. In many cases, early-access is of course prone to be used as an exploit, but it should not be disregarded that it is also being used as a development aid-assist exactly because of the domination of capitalistic materialism and the exploitative tendencies it may incur. Certainly so, as it is more a struggle of population and resource monopoly than a ground providing equal accessibility and opportunity, effectively directing, hindering, or obscuring the means required to inventions and developments beyond its scope or without its demand for relevant qualities. This leads to developers or artists to seek means or resources to support their interests outside of the accepted pattern or monetary compulsion, the mainstream, or, rather, the monopoly cesspool. Hence, the infancy of crowd-funding or development-entries (i.e., Early-Access), etc. Surely, there are those whom use the gaming platform as a plateau of sharing and expanding creative output (or education or critical provocation or discrimination) either as a means to escape reality for a moment or to step closer towards it (among other reasons), rather than a projected estimate of profit in the pursuit of inexorable monetary growth? After all, if we all were rigged from birth and naturally determined to operate purely out of self-interest then we wouldn't be having this discussion. Or, perhaps we're having it precisely because of it? Now, money is needed to put food on the table in our current society - we can't get away from that, yet - but the difference between whether survival is money equals creative cultivation or creative cultivation is survival equals money is surely important to reflect upon before we lay down the judgement as to the crookedness and corruption or the earnesty and goodness of any one game developer, of other human beings. It is not so easy as simply saying "We are all corrupt!", "We are all earnest!", or, "If you do this you're bad, and if you don't do that you're good!", as it is often popular - but factually incomprehensible - to do.