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  • in reply to: CPU Requirements ? #17227
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Hey Personicus, long time-no-see! Glad to see you are still alive and kicking. I am currently running a pair of intel xeon server cpu’s running at 3.6 Ghz and a Gtx 980ti. I think that part of the problem you may be having is that for running this game, it would seem that graphics ram is king. The more gpu ram available, the better the frame buffering. And from the earliest builds, the dev team has made an effort to reduce the amount of persistent debris in agame to alleviate your system having to track all of it. After twenty minutes of play, even with the reductions made, there is a lot of extra shit to track. I will say that I don’t know if that old remnant of the game is causing your problems, but I would venture to guess that the vram level is partly responsible. Message me some time so we can catch up. maxx, out.

    Thanks Maxx. Strangely, running the game in a resized windowed mode seems to have a positive affect on CPU utilisation. Even more bizarre is the fact that the new playable teaser installed on my C: drive (SSD) seems to run worse than the EA Build 120 installed on my D: drive (SATA). While you may be correct that vram is king for this game, I would have thought that a GTX 970 would be more than capable of handling the graphic load, but something is clearly bottlenecking. I’ll most likely wait and see how the final release handles and perhaps a clean install of the game. Sending PM for catch-up….Cheers M8 !

    @2cables: thanks for the feedback. I already had system managed pagefiles on both drives.

    in reply to: Nostalgia kills Overload/intelligence #16085
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    I couldn’t resist, and purely FYI: there are some of us out there who either never played Descent (or any other 6DOF title), or promptly deleted it after a few hours back in the day – my Steam review of Overload reflects that, and more importantly, why I’ve become strangely addicted to the slickness and accessibility of this brilliant arcade shooter, despite being an absolute 6DOF beginner – non-Descenters appear to be few and far between.

    in reply to: Point-based scoring system for challenge mode #15728
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Ultimately, I think the desire for a point-based scoring system comes from a desire for the challenge mode leaderboards to be competitive in a rigorous way, but I think this kind of competitiveness is the wrong criterion to optimize for. As long as they list the max score rather than average, pilots who play more will have an advantage over and above their actual skill. The leaderboards are a fun way to provide a goal across runs, but they’re not a serious comparison of pilot skill.

    ^This.

    The suggestion/proposal to introduce a point system smacks of “elitism” in terms of measuring a pilots’ perceived flight skills – it’s an arcade shooter, and the goal is to “get the job done”….it doesn’t have to be pretty. Multi-player will be the true test of pilot skill – no RNG to deal with.

    There would be an alternative way to deal with this: in each difficulty preset, cap the kill count and assign it as a threshold goal for the next difficulty preset (although all presets are open by default). For example (and these are just arbitrary numbers), in Rookie, set the goal at 200 kills. Once achieved, you get the “Rookie medal” and your Rookie scores beyond the capped kill count are no longer shown on the Rookie leaderboard scores. The player may continue to play at the Rookie preset and his/her kill counts will continue to be registered locally, but will receive no further reward in terms of leaderboard kill counts at that preset. The next “medal” would be a cap of 150 kills in Hotshot – the Rookie player having achieved the “Rookie Medal” will now have an incentive to play at a higher difficulty preset to obtain the “Hotshot Medal”.

    To me, this would be an extremely fair way of ensuring that players’ scores are not skewing the leaderboards, would give less experienced players more of a chance of advancing within a given preset and would introduce incentives for pilots to play at higher difficulties. I would hazard a guess that this would be relatively straight forward to implement – the only challenge I foresee, would be in establishing “fair and amicable” kill count caps for each difficulty preset.

    in reply to: Overload games' system commands #15644
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Big shout out to Maxx for his immeasurable patience in helping this n00b to understand and get this particular piece of software configured over the past few weeks. It works quite well, albeit with a few caveats. An interesting little experiment…..cheers Maxx !

    in reply to: Overload games' system commands #15567
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Thank you for the great response Maxx ! It looks like we could probably form the basis of an “old geezers guild”….I’m right up there with you, so I’m thinking that Overload multiplayer, when it arrives, should have match-making divisions based on age….LOL….but I digress.

    I was recently talking to my older son about this piece of software, and being a developer, he was of the opinion that the reaction time would probably be considerably inferior to that of a keyboard stroke, particularly for “state changing” functions – glad to hear that you’re confirming that not to be the case.

    I think you may well have convinced me to take the plunge and dive right into this. Thanks once again.

    in reply to: Overload games' system commands #15561
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    This sounds very intriguing !!

    To the OP: could you perhaps elaborate on this software in terms of how responsive it is in Overload i.e. are the actions carried out instantaneously similar to using keystrokes on a regular keyboard ? Furthermore, can it be used effectively for primary/secondary weapon switching ?

    This could potentially encourage me to include a headset on my “Satan Klaus” list !

    in reply to: Overload weapon tiers (Challenge Mode) #15537
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Nice post Yinut !

    I especially share your sentiments with respect to the Crusher and the Cyclone. That said, the Crusher AF is something to be reckoned with and I think its range feels well beyond 3 metres, but I can see what you’re driving at in terms of its limitations. As for the Cyclone (aka “Farting Squirrel” – excuse the crude comedic comparison), I avoid the use of this weapon entirely by default. I’ve made some half-hearted attempts at trying to warm up to it, considering that others have provided glowing praise for its subtle nuances, but it simply feels far too underwhelming. I absolutely love your suggestion regarding a separate hotkey to deploy creepers and/or the time bomb, BUT…..that would in turn require additional key binds (and being a selfish lefty, I’ve basically exhausted my options). Fun aside, nice idea though !

    in reply to: Thoughts spawned by drop 8 #15536
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Thank you Yinut. Yes, I agree with your suggestion regarding the addition of a HUD indicator for weapon upgrades. Although I would really like an audio cue that informs me as soon as an upgrade has been obtained, it also needs to be represented on the hud.

    in reply to: Thoughts spawned by drop 8 #15496
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Thanks for your response and for acknowledging the feedback….much appreciated.

    in reply to: Everspace Expansion #15301
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    To be clear, I was only referring to the great music from the Everspace trailer being something that would be nice to have in Overload….everything else seems fine from my perspective.

    in reply to: Some Thoughts on Build 83 #15269
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Very timely post. It was only yesterday evening that I was exchanging thoughts about the current build with DWD. I’ve been slogging away at Overload since mid-April and for me, you’ve basically managed to echo many, if not all, of my frustrations with B83. That said, I managed to score a somewhat respectable 122 kills on Blizzard (insane) with this build, but there’s no way that I could replicate that score or even come close by jumping in ad-hoc and playing for 30 mins or so….on the contrary, I had to grind that friggin’ RNG to be dealt a favourable hand with a somewhat forgiving bot-pool. As a side note, Blizzard is by far the most enjoyable CM map due to the ingenious wind tunnels !! More like this please. Pipeline would be my next favourite, but it’s simply too small, especially considering the amount of Golems that are unleashed (Ace and above).

    I wholeheartedly support and agree with your suggestion of introducing another preset beyond Insane (Nightmare ?). Someone should take a detailed and statistical look at the Leaderboards, in particular the Insane preset on Infinite. With the exception of all “cavernous” levels (Hive, Labyrinth, Caverns), there seems to be a significant “thinning of the herd” approximately after the top 5 or 6 scores. There’s quite a large disparity…..half a dozen god-like individuals racking up seemingly impossible scores (500+), followed by the rest of the pack, but with a significant drop in kills. So perhaps a “Nightmare” preset should be introduced for the absolute elite pilots (throw everything at them, and then some), and slightly re-balance the current Ace and Insane presets accordingly. Alternatively, and most likely not really feasible at this point, would be to introduce combat Tiers (think Q3 Arena). This system would expose players to new enemies gradually based on their ability to defeat a previous tier. Of course, within each tier, presets would still need to be available i.e. rookie, hotshot etc). Again, most likely not feasible at this point, but just throwing it out there.

    So yeah, overall I think B83 needs some serious tweaking (and herd thinning)…..and guys, I desperately need a new non-cavernous CM level….please and thank you !

    in reply to: Thoughts on cryopod design #15133
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    A little related to the subject, I was wondering what had happened to the guys that didn’t make it to the cryopods, since the levels are quite sterile…

    …I’m guessing the robots also clean up their mess afterwards????

    They became “stroggified”….

    in reply to: Thoughts on cryopod design #15127
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Interesting post revo, and initially, I kind of “flew” over the thread (pun intended), but reading your thoughts again, I started to reflect on the “lifeless” aspect of the cryopods that you alluded to. In fact, I started philosophising on why I never got hooked on the SP campaign of D1-D3 and why I currently have minimal interest in Overload’s SP campaign (although I’m hoping for a pleasant surprise). For me, grabbing the inhabitants of the cryopods is indeed very “lifeless” – simply another chore or “achievement”, but there’s no emotional investment attached to the task- why do I even care what’s inside, if anything ? The Descent series (excluding Overload at this point, since the full campaign remains to be seen, although I suspect it won’t break the previous successful formula) was very “sterile”, robotic, and mechanical, again with no emotional investment that I’m aware of. This is why I’m having a blast (pun intended) with Overload’s CM – it’s all about kill-count, period !

    But with any SP campaign, I personally would like to have just a smidget of emotional attachment – a sense of accomplishing something more than just grabbing “lifeless” cryopods and racking it up as another accomplishment in the game stats. I would envisage a game feature whereby grabbing the cryopods becomes more of a challenge as well as something to care about:

    1) challenge is finding the hidden Cryopod area(s)
    2) upon entering the Cryopod area, the pods are immediately snatched by a quasi-thief bot
    3) next challenge is to hunt the pod-thief and release/rescue the pod inhabitants
    4) failing to rescue the pod inhabitants results in a penalty (perhaps certain pod inhabitants would have been able to grant/provide upgrades for example)

    Overload SP is most likely “carved in stone” at this point, so this shouldn’t be considered as a serious suggestion. The Descent series didn’t lend itself to “story-telling” or “character development” or emotional investment on the part of the player, but I thought I’d throw out my thoughts on the “lifeless” aspect that revo brought up regarding the Cryopods. This at least got me thinking about the game in general and why Descent SP never struck a chord with me….and why Overload’s current SP levels haven’t piqued my interest much either (but I may be pleasantly surprised at a later date).

    in reply to: Aquanox Deep Descent #15011
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    Yep, got this on my Steam wishlist and waiting for a release date. Perhaps a welcome change of pace given that it’s underwater ?

    in reply to: Share Your Control Config #15010
    PersonicusPersonicus
    Participant
    Topics: 6
    Replies: 35

    I’ve previously also tried out NUMPAD 7/9 for rolls, but that seems to interfere with forward, left and right movements (NUM8, NUM4, NUM6).

    Yeah it’s not 100% ideal… for now, I’ve got 7/9 set to roll 90. If I could get Overload to recognize my additional mouse buttons, I think I’d try mapping roll left/right to my forward/back buttons.

    It would be cool if there was a “Roll modifier” key.

    Have you heard of “GlovePie” ? It’s an input emulator that allows you to map any input from (almost) any device to an in-game keybind i.e. for those games that simply don’t allow for key-rebindings. I’ve been using this little app for years now and it’s been great in helping me when I’ve been in a bind (pun intended) and couldn’t map certain keys within a game’s config.

    It might be worth looking at to see if you could get your other mouse buttons bound ? Just a thought.

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