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I haven’t heard of any definitive differences, but I expect the Xbox One X version will get better average framerates.
Multiplayer is PS4<->PC and XB1<->PC, you just can’t have PS4 and XB1 in the same game. Given the news regarding Fortnite, it seems possible that that could change somewhere down the road, but we don’t know.
That was… an accident 🙂
The PS4 release was supposed to be delayed as well, but there was a mistake with the EU/international markets, so those people get it early… congratulations I guess!
PS4 in US and XB1 releases will (barring further mishaps) be simultaneous, and sometime pretty soon.
More than just that; it also depends on who you killed or were killed by. But I’ve yet to see a description of how the algorithm works. It’s possible that’s intentional – i.e. it’s a secret.
You can clean these up, but not easily; it requires opening the .overload file in a (preferably programming-oriented) text editor, searching for “NaN” values, and deleting those vertices – and any segments that reference those vertices – from the file.
I don’t think anyone’s yet isolated what actions cause these values to get into the file.
On ship movement, they do use client-side prediction. If there is a mismatch between that and the server, the errors are corrected gradually and smoothly. I don’t know how much credit that system can take, but either way the result is currently good enough that you very seldom notice anything. You might on a really bad connection maybe, but it’s been great for me even when playing on a server in Europe.
On hit detection, there is no lag compensation as far as I recall or can notice. You can shoot someone with Driller, clearly hit on your screen, and do no damage; likewise, you can dodge the shots on your screen and take damage anyway. The effects are minor on lower pings, though apparently still big enough to matter from time to time. They’re significant on higher (around 100 ms or more) pings, to the point that a lot of people now appear to be self-segregating to their own geographical region, especially for 1v1s.
Games with more players aren’t affected as much because it’s easier to lead your shots on a target that is distracted by someone else. Not everyone likes playing FFAs with lag either, but I’ve been OK so far.
Seven more briefing screens with typographical issues. I’ve flagged the error locations with red dots.
Impulse description: should be “widely”
Cyclone description: first one should be “dissipate”, second probably shouldn’t have a dash in this context (“high rate”)
Flak description: should be “technology-sharing initiative”, i.e. dash needs moving
Phoebe Complex intro: “capacity”
Goliath description: “Phoebe”, in a couple locations
Valkyrie description: “anomalies”
Titan Observatory intro: “occurred” (that one is easy to miss)
They’ve asked GOG to put it up for sale, but they’ve been dragging their feet. Hopefully soon.
Nobody I’ve talked to on the Overload Discord cares about number of realities. They care about whether their skill matters. That’s been the drawback of a client/server model.
For most cases, it hasn’t been a crippling problem. Bigger games have enough going on that a little fuzzy hit detection isn’t going to make that big a difference anyway because you can’t dodge everything. The place it’s earned the most dissatisfaction is head-to-head.
From what I recall, there might be something coming at some point post-release to help with that… kind of emulate peer-to-peer I guess? Probably for smaller games though if I recall correctly. Until then, well, team games and FFA are still fairly good.
Ironically, the afterburner was a fan requested feature added to Descent ][.
Did not know that. Very interesting.
All that means is 3 different flight styles to fight against.
Easy, medium and hard? 😉
Cheekiness aside, I don’t see the negatives either – I expect in multiplayer people will gravitate towards tri-chord as they gain experience, and in single-player, people will do whatever.
Should still be continuous… I don’t think that’s changed.
I think it got in more or less as a compromise between different philosophies. Some people liked it, and as far as I can tell the veterans among us just shrugged our shoulders and said “it’s not hurting the game, so suit yourself I guess”.May 9, 2018 at 7:27 pm in reply to: Revival Stream guest for 5/15: Artist – Victor Duarte #17114
Do we have any surprises to look forward to as far as environments go? Blizzard suggests there might be ice… anything more brown or green? 🙂 I liked the “feel” of Baloris Prime in D2 and would love to see it realized with more realism.
Another curious thing is, given the geometries of the cube and rounded cube, hybrid may actually be the most effective choice on an analog input device.