2024.05.12 19:12 MovieGames DDS2 (full title censored) - Movie Games - first-person co-op sim set in a dynamic open world. Make contacts, cook %, and manage your cartel on Isla Sombra, where power is the only law.
2023.09.10 00:41 PAKACHU94 Analysis part 2: solutions to the issues described in part 1
2022.08.24 16:04 prototype464 My Quarrel With Crossout (Rant Part II)
Warning: Post is another long boi as this game has a ton of problems I've experienced over quite a long(er) time. If you're looking for a TL;DR, you're about to read the wrong post. If you're about to say something like "This is too long, just take a break", please see another post that isn't this one. submitted by prototype464 to Crossout [link] [comments] However, for readers' sake, I will include a brief summary at the end of each part bringing up the most important points. Regarding the sake of brevity, I have Asperger's Syndrome and text walls are how I communicate well so please excuse that. For responses (and from prior experience with folks on Reddit), I would like to kindly ask that you be constructive in your criticism of this rant and polite in your wording. I'm not here to be rude, I'd prefer to constructively criticize, albeit passionate in nature due to how these rants work in my case. A Brief Introduction and a Bit of Prior Info Hello, I'm Proto. I come from a background of Minecraft, Terraria, and World of Tanks. I've recently started playing modded Terraria (Calamity - Practically a whole new game on its own), Valheim, and Counter-Strike: Global Offensive. We're not here to talk much about me, however I figured explaining I'm somewhat more on the casual side of gaming with an affection for the taste of competitiveness could potentially benefit the weight of the... passionate wording I'm about to discuss. I'm going to split this rant into parts to make it better digestible than my previous one, I've actually written a rant just like this a year ago, but I figured a year might be a decent amount of time for the game to mature, and I came back experiencing the "Goldilocks Period" where I'm unaware of the mountain of garbage that lay underneath the blanket I was standing on. I quit Crossout around a year ago shortly before I wrote that rant, and recently I decided to reinstall it and find out if anything's changed. Spoiler: Nothing except being able to switch factions without a cooldown! Same game, same issues. The only reason I am still playing (I hate this game and I wouldn't wish it on my worst enemy - I didn't even think it was possible for a game to be worse than WoT, good God almighty) is because a friend of mine recently got back into it as well since he saw me playing it. He pulled a whale move (I say this, but I do genuinely appreciate the gift from him as it was out of his own money and he didn't have to) and gifted me $50 so I could get the battle pass, a pack, some coins, and premium time to join him in AM-5 Avalanche Debauchery. Maybe it's sunk cost fallacy, but out of respect for my buddy. All I know is that I got the Avalanche a couple days ago, I'm getting the Omamori, I'm playing a bit more with him, and then I'm leaving again. I've let him know this is my plan and thankfully he completely understands where I'm coming from, because he's actually going to as well due to the same exact issues. In Summary for the previous ~7 paragraphs:
I'd like to mention real quick that I know the game for the most part. I know there are dozens of build combinations, dozens of "meta" setups, and I'm fairly sure I know what "meta" means. A lot of this rant is going to be criticizing "meta" as a concept and pointing out how and why it makes this game so frustrating. I started playing somewhere in late 2017 (according to my first market sale), and I've slowly built up to a point where I have like two/three builds I can play. Only recently did I learn just how awful quickselling is, and I've tried and tried to get into the crafting system. Try as I might, I have a difficulty in trying to understand the market. I've probably lost a lot of money breaking uneven on crafting and selling parts, because I was buying resources. Mistake after mistake, I have had some faults myself. A lot of the issues in randoms can be summarized in the form of nonexistent team communication (and how overpowered intel equipment actually becomes because of this), people straying too far from groups (grouped up teams win 9/10 fights), and overall player "stupidity" (it's really more a lack of knowledge tbh). But I'm here to talk about the game itself, the balancing, the things that are by design which I find to be predatory in several places. In Summary for the previous ~4 paragraphs:
Yeah, I'm going to start off with the pros. Quite a lot of people know this game! They know its artstyle, they recognize the vehicles, and quite a few can appreciate it as a functioning video game, because it is. The maps are gorgeous, the sound design is orgasmic, the visuals/graphics overall fit very well and the soundtrack is phenomenal. Oh I'm sorry, I was talking about World of Tanks. Actually, was I? No, I wasn't. This is true for Crossout too. It has by far some of the best sounding weapons I've ever experienced, the artstyle of this game is truly unique and the environment (if you ignore the existence of the Dawn's Children, I'll go into that later) is something to behold. The lore is also quite neat, I actually know next to nothing about "The Crossout" other than it has some kind of effect on people and drives them mad. The visuals (graphics) are great, and the models of parts are just amazing. They are very finely detailed, and to me it's quite a miracle they've managed to find an artstyle that works SO well like this. The way things look and the way they model the weapons, movement parts, cabins, etc. it really makes you wish spaceship hovers and spaceship cars weren't there to ruin the aesthetic and make you regret your life choices. That's all I really have aside from the lore / unique factions and overall aesthetic design as a whole, I must admit I'm barely able to see past the negatives into the positives when the issues are all I can really think about. Studies and human nature show the human brain is designed to associate twice as much importance toward negatives, anyway. In Summary for the previous ~4 paragraphs:
The first thing I want to get into for the plethora of bad is the game's lore, and how I feel the devs have been using it as an excuse for bad game design. "Bad Game Design" to me can come in many, many forms, but in Crossout's case it is balancing (or rather a complete abandonment of it lmao) The Dawn's Children are a team of scientists lead by Riley, a chief engineer who was a shining star (pun intended) inspiring his fellow team members to "be the light of humankind" and to advance technology past anyone's understanding. Dawn's Children as a faction brought things such as parts from Mars rovers, shuttle parts, advanced energy technology ranging from shields that make you totally invincible to non-contact damage (aka anything that doesn't like, go inside the bubble) to plasma rifles. Hovers need no explanation, to my knowledge they're as hated and infamous as artillery in WoT (before Wargaming nerfed them to the ground). I don't actually know if we have vertical jet engine technology like this in real life, not really the kind of thing I keep up with, but it doesn't take a genius to realize you, the player, in the environment of Crossout, are in a wasteland. Maintenance of jet engines is already quite difficult, they are delicate machines and have intricate turbines that spin, something that you can't let too much dust accumulate in and if it breaks it would rip apart the entire thing from within. The hovers have jet engines on the top of them, and they (by description and function) work like low-power vertical jets. Firstly, like all the advanced energy stuff, why the hell is there so many of them? Excuse game logic for a moment, let me just ask. Why? Wouldn't working jet engines be considered a rare technology limited to only a few people? Why can everyone and their mother have these? How do you mass produce jet engines in a wasteland like Crossout where facilities and factories are far and few between? And more importantly, how do you make an exposed jet engine resistant to dust and all the crap being blown around by not only it but the wasteland itself? Are there some kind of super-advanced mesh filters inside it that prevent that? Whatever, okay, let's go with game logic here and ignore that. The models for everything in the Dawn's Children are great, visually it looks like it makes sense and could theoretically be possible. With enough thought and time, a lot of it probably could be. But because of how common these things are in-game and due to how greatly they affect the balancing, it just doesn't make sense from either perspective, because you still have to take lore into account since that's the reason they even exist in-game to begin with. Weapons like the Scorpion bypass the point of a lot of armoring, leading to the viable meta strategy of making these Godforsaken spaceships straight out of Star Wars: The Abandoned Planet With Crazy People Driving Cars where the piercing gets interrupted by armor spacing. I get it, spaced armor makes sense. I don't actually have a solution to suggest for this either as much as I want to do that, because it's beyond the scope of how far I want to go into that, and that's something ultimately up for the game devs to decide, not me. But I'll leave this here saying "spaceship" builds ruin the aesthetic of the game and also greatly extend the gap between top players and new players (things get far too expensive for how grindy this game is) for anyone to ever dream of achieving that point. Energy weapons overall are not balanced and do not make sense from a logical perspective in a wasteland like this. How do we have so many energy weapons when the only people supposedly developing them was an unspecified in size group of scientists and engineers? Why are energy weapons so effective in comparison to traditional lead, when the name of the game is Mad Max But You Can Build Your Own Vehicle? Nothing in the game resists energy weapons. Not even tracks, not even the Bastion cabin (to my disappointment). Nothing except fused parts, which conveniently leads me into the next part. In Summary for the previous ~11 paragraphs:
Firstly, why!? Why is this what they chose to implement?? Who's bright idea was it for someone to have to craft/buy three of the same part to fuse it for a CHANCE of getting something desired!? For how long grinding money takes in this game, this is a HUGE money sink and something that only benefits top and paying players when availability is taken into account. Really!? A few weeks ago I was playing with my buddy, right? I decided to buy some Pyralids and upgrade them to strap under my Killdozer (THQ Killdozer on the Exhibition btw, check it out! - Blueprint still uses the Wasps though because they're already quite effective). What could have costed over 300 coins, costed over 1000 to fuse them. Why was it done like this? It took me, I kid you not, no less than five seconds to think of a better way they could have implemented this. A way that would probably bring them more money (with emphasis put into designing it well). Upgrade modules. Instead of fusing parts for a random chance (God I hate RNG so much, lazy design! Lazy!!), add upgrade modules. You can get these from prestige, aka by playing and gaining Upgrade modules could be applied to something a number of times based on what rarity it is. Common can't of course can't be upgraded, it probably wouldn't belong on Rare, Special could have one, Epic could have two, Legendary could have three, and Relic could have four. If done right along with some extra creativity added in there, this would give the player the ability to choose what they want for upgrades (eliminating the RNG factor), along with shaving a little bit of that gap between top and newer players away through a system that benefits everyone and not just the players already at the top. Oh yeah, because monetization has to be included (welcome to 2022 where games are actually casinos in disguise!), you could probably purchase upgrade modules too, like you can purchase Intelligence (Ironic lol) The problem with how Crossout is made is that like in other games, it's a house of cards by design. Don't be like WoT, where losing veteran players through continued ignorance means your game is slowly dying. Ask yourselves, what would Crossout be if its top players started leaving? In Summary for the previous ~9 paragraphs:
New players jump into the game expecting a Mad Max-esque game where you build your own vehicles and destroy other players'! What they are typically greeted with is the same people with melee trucks (usually Truck or Docker with Borers) tearing them and their teammates to shreds with little to no ability to fight back. Seal clubbers and eco-farmers plague low PS, and this has got to be one of the sole factors driving (pun not intended) new players away if you don't take the complex economy into account. I'll be splitting two related things into the next parts, specifically Game Physics and ideas such as "Average Rarity", but for now we'll focus on the issue of matches. I hate to be the one to say it, but Crossout's matches are too short. I get it, it's a game about fast cars and even faster guns, but does it really have to be that fast? Blowouts are far too frequent, most of my sessions consist of defeats up to the dozens in a row (with the rare days where I actually get a few victories in a row), and I can't help but think there's a few things at fault here, and it's not exactly the cars. Some guns have far too much DPS/DPM. Machine guns and miniguns especially are at fault, but also stuff such as lasers and explosives (especially when paired with the Harpy cabin). I don't want to say stuff is too effective, but I think it is. If everything had its damage/effectiveness lowered globally, it could help benefit match length by a slight margin, but alone I don't think it would help much if at all. Next, because of how short matches are and by design the game encouraging selfish play, teamwork is nonexistent. There is pretty much no time to communicate, not to mention you can be muted in chat for two minutes for sending three messages too fast. Why is that so strict? Come on. The new communication system actually helped this a bit, but when you see teams almost never communicating and matches that could have turned out better with it present, the match time ultimately I think is at fault (for the most part). Players being more educated on the communication system and how it works overall I think would probably also help, but the chat being as strict as it is in-battle really needs to be changed. Compare that to CS:GO, a game quite a few people would say is great in its design, where you're allowed to spam chat to your heart's content, and it's almost entirely laid out the same way Crossout's is. By making chat this restrictive when it come to message frequency, you discourage proper communication. It's as simple as that. Lastly for the match length stuff, another thing I think could help is how the maps are designed. Why are they so small? An increase in map size and especially more emphasis on terrain/layout diversity in maps could bring so many benefits. Look at WoT for example (my main game of reference, since it's a game I share a long history with and also a Free 2 Play, good-looking, badly-playing war-based shooting game) - Most maps have a mid and two flanks, but at least one of these flanks is going to be an open area, and the other a mixed area, with the mid either being totally open or filled with a bunch of cover to be contested. In Crossout, you have all or nothing with little in-between. Some maps are large, open, and flat, others have diversified terrain, and the rest are just claustrophobic cities with no viable open areas. Don't tell me they can't make them bigger, raid maps are huge and a couple of them even have extra space past the final Leviathan if you go exploring. Awakening (story mode) is absolutely massive as well. In Summary for the previous ~9 paragraphs:
Crossout's game physics are bad. Like, really bad. For those of you in your mid-twenties, every play those games on Wildtanget like 18 Wheels of Steel and whatnot? Yeah, those had pretty much the same level of physics Crossout has. Instead of dynamic hitboxes or anything remotely deviating from a square/box/rectangle/literally anything else, the terrain and cars both are just huge boxes. Run into the smallest sliver of a building corner, or drive into an invisible part of a prop? Stop driving, you. Oh, and because of how acceleration / traction works, you're going to be stuck there until you wait two seconds for the traction to let you stop moving, back up, and be on your merry way. Hitboxes are huge, this is not fun nor is it barely above playable. Why does traction work the way it does? Allow me to take a snippet from a short rant I wrote in the Crossout Discord... The game physics seriously need fixing dude, the first image here is my Killdozer (THQ Killdozer on the exhibition)Eventually I came across the same guy in-match later and upon closer inspection of his build, it made even less sense as to how or why this happened. Me and someone in the Discord talked about more details on what happened, how it could have happened, and likely what caused it. To summarize that conversation:
Another thing is yet another problem with inaccurate hitboxes. If you have Crossout open right now, pull up a build of mine of the Exhibition: "THQ Termite", make sure to select All Time. Try driving in your testing area(s). While you drive on the dirt, grass, sand, and overall terrain, it drives smoothly, right? For those of you who aren't in-game, the Termite is a bite-sized Cockpit build on Low Clearance tires with five Maulers mounted on the front. Much more devastating than it looks and its advantage lies in its small size. It sits very low to the ground, but isn't at all touching it. Now, if you have any of those buildable large concrete blocks laid out or some flat platforms lined directly up with each other that clearly do not have any gaps or bumps between them, try driving the Termite on them. You will bounce around, you will be suddenly turned the wrong way. I would record a video clip but it wouldn't be worth more than what words can already describe. You are bouncing and running into nothing on what is a perfectly flat surface, more specifically on a "model" and not "terrain". What's happening here is you're running into the seams between the models, the physics are not as accurate as they should be here. Instead of driving smoothly like what should be, you are crashing into air. Seriously Gaijin? Add all that together, and you have the Gaijin gold standard for game physics because War Thunder also has some pretty bad physics from what I've been able to gether. Crappy hitboxes and garbage driving physics leads to incredibly unfair game situations, countless issues, and many, many opportunities for players to abuse the flaws in the physics instead of having something enjoyable that actually works. I'm no physics nerd but as someone who likes to play games for fun and not to get high blood pressure, please fix. In Summary for the previous ~15 paragraphs:
Average Rarity Concept There might be a bit of a flaw in my logic here and it won't actually prevent seal clubbing, however it could allow for more fairly balanced matches in later Power Scores. Currently, matchmaking works like this (to my knowledge):
The goal of this would be to make team matchups more fair - The amount of times I have gone up against Relic weapons in my Killdozer despite being at 8k is disgusting. Relics should not be matched as often with Rare/Special/Epic, and something like this could be a great secondary factor to ensure 8k farmers with Relics get matched up with other 8k farmers with Relics, just at the same Power Score as everyone else. This doesn't have to be a solid rule, but it should certainly be a factor. Average Rarity would be included alongside Power Score, and this would really help matchmake teams in a more fair manner. In Summary for the previous ~4 paragraphs:
With everything else finally out of the way, here comes the fun part. Let's begin... Relics
Some weapons stand out above all (especially the newer ones from the Syndicate), and as I've mentioned before, lore isn't an excuse for bad game design in the form of imbalance. Energy weapon powercreep also shouldn't be normalized. In Summary for the previous ??? paragraphs:
Overall, I'm quite disappointed in the direction the game was taken. It was really no one's surprise, not even my own. The addition of Crosscrowns, a middleman currency, only proved it further that the devs simply do not care about making a good game. A game's quality is measured by far more than graphics, visuals, and sound. Those are somefairly large factors, but great games time and time again are measured by their gameplay, which monetization is also a part of. I enjoy Valheim because it's relaxing (to a therapeutic degree, it helped me get through severe anxiety after a 4-year long abusive relationship finally ended), Terraria is fun because of all the things you can do, its unrivaled progression, and because of its amazing artstyle, along with an amazing community and mods that practically make it an entirely new game (cough cough Calamity). Minecraft is great and took the world by storm because of the creativity it enables. Those are sandbox games, what about FPS games? CS:GO solidified itself as an Esport, something new and something incredibly in its own right. It's consistent mechanics, ostensibly simple nature, and incredible community-powered map design is only part of the things that make it so great. I haven't played many other FPS games aside from Halo and Insurgency/Insurgency: Sandstorm and I'm also a "filthy casual" for the most part so I'm also not that qualified to speak on it, but when you have a game trying to be multiple things it's not, you have a problem. Crossout is trying to be casual, but it's too competitive in a highly meta-driven environment where fun and enjoyment give way to the worst grind I have ever seen in a game and the most efficient grind strategies putting anything else to shame, leading to an exhausting experience for anyone who just wants to play a fun game and more importantly have variety in what they can do in that game. After a few hundred battles in my Killdozer, it stops being as fun, especially when the meta is killing the vibe. Crossout also tries to be competitive through Clan Wars and else, but I don't care how many basement-dwelling sweats will say otherwise, you can make a game have good competitive elements without the need for a ton of grinding and wasting away on your chair. Balance issues also void any "competitive" element as well beyond stuff like teamwork, this is why WoT isn't taken seriously in the Esports world despite them trying really hard in the past to make it. A game like Crossout isn't competitive, nor is it casual. So what is it? I think the answer is rather simple. Like War Thunder, it's a time sink. A time sink disguised as a video game. How long does a battle take? How many battles does it take you (without premium) to earn enough scrap to sell it? Something that bugs me in Crossout is how payouts work. Say someone with one of those stupid tempura builds ambushes you from behind and hits your explosives, now you have to suicide because you're no longer able to fight, and now you have to wait three/four minutes for the match to end. At least you'll get some scrap right? Nope, "No Rewards For This Battle". You were better off just leaving the game. However, for matches where you did actually do stuff, you're punished for leaving early and getting the most out of your time as it will limit the max amount of scrap you'll get to 5, whereas in WoT for example, you'll actually make money. I think the problem here is Crossout has certain parts and build combinations that encourage suicide rushing, but then they expect you to wait the full battle, only for it to be possible for you to just get absolutely nothing for your time. Is that really how you want to spend your time? I know I certainly don't want to. That's why I'm quitting, and why this time has led me to realize this game is part of a genre that encourages addiction, mindless spending, gambling (usually), and overall human degeneracy through a video game. Do you really have that much fun here to justify the time spent? Other games are infinitely more gratifying, relaxing, and worthwhile. If you struggle with gaming addiction because of this game and/or games like it, I urge you to please consider whether or not you're really enjoying it. Who knows, I might end up checking it out again in a year to see if anything's changed. Definition of insanity, maybe I should just delete my account to ensure I don't come back. In Summary for the previous ~12 paragraphs:
This post was made to echo a sentiment of mine and vent a very long-time's worth of frustration. Crossout quite literally makes my blood boil when I try to play it, and it helps at least to vent. If you've read this entire thing, I genuinely appreciate. Hopefully I've voiced concerns about some problems you may not have thought about, and hopefully it brings to light some issues that aren't talked about much. No TL;DR here, but there are summaries for each part. |
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2021.11.29 10:58 armouredwave Paint Scheme for Modern British DPM Desert Camouflage
I have very little experience in model painting, but I'd like to paint these early 2000s British Army models I have in DDPM, in the colours shown below: submitted by armouredwave to minipainting [link] [comments] This is the DPM Desert Pattern The full DDPM uniform Anyone got recommendations for paints/colours to use and how to best create that stippling effect on the miniature? Thanks. |
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