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Joined 1 year ago
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Cake day: June 6th, 2023

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  • Depth to movement mechanics is one of the differences between mediocre and great first person games. Look at counter strike movement over the years. Players have extracted everything from the quirks of that engine, the game is better for it, and the skill ceiling for movement alone is enormous. That skill ceiling is important. Crouch jumps in particular have been in pretty much every game i can think of since i learned halo on the og xbox. even if they aren’t explicitly used by the game designers, there is often tricks you can do to exploit campaigns in fun ways, or maneuver the multiplayer with a higher level of expertise than others. Thats fun. Competitive but fun.

    Compared to games where every mechanic is dead simple and everyone can do it, its more just rock paper scissors at that point. The designer gave a specific movement ability, you counter it with some other ability they designed. Its boring to me.











  • You must not notice aliasing and shimmering then? Most find it very distracting to see everything flickering and shimmering and stair step with the slightest motion.

    And ray tracing really depends on the game, implementation, and hardware. Ray traced global illumination alone fixes the classic video game look that stems from rasterized lighting errors (light leaking, default ambient light, etc). It is the future for high quality games even not photo-realistic ones. Its expense is offset by both reconstruction and improved hardware. You wont be able to avoid it forever even if you want to.




  • The one theyve acknowledged working on is related to garbage. Your cargo port/terminal will import a lot of various resources for your city to use, including garbage. Which means no matter how much garbage handling to build, your imports will flood it.

    Workaround is to district everything and make sure your garbage handling facilities excludes the districts with the poets/terminals.

    Some other economic bugs are not as bad. Like services not using resources correctly or zoned buildings having too much of a safety net for bankruptcy. Theres a lot the community is tracking down and the devs are working on.

    I wouldn’t say it makes the game unplayable. The complexity that does work is great. Its still so much better than CS1. Im not in the camp of anyone not buying “out of principal”. Its a fairly small team who had a deadline to meet. They made a great game in that time despite the glaring issues. They provided 10 years of CS1 support (even excluding dlcs), CS2 will be no different.




  • Low income housing is basically a poverty/homelessness backstop. Lower rent than anything else. Completely uneducated or unemployed need it. Nobody else wants to live there, including students. If it has high enough land value that it gets the warning, that likely means that it costs more to live there than in alternatives throughout the city. Which makes it a useless building.

    Ive had success with some low income towers shoved into a spot with gaps in service coverage, no parks, high noise, etc.