GSG_Jacob

GSG_Jacob



29 Apr

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Originally posted by Celtic_Beast

Any patch notes for the 1.0 experimental build?

Huge list on Discord - can't paste right now. Maybe someone else will.


28 Apr

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if I had a dollar for each time someone posted this, I'd have enough to license a single use of this in a trailer. Probably.

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Originally posted by justaplaya1

Thanks for anwering.

You see, I am just worried about the way development is going for the past several months. I cannot see this much cosmetics being added while there's so many such old bugs still there. Every game there is something, which I as a long time player cannot take as little fun inconvenience anymore. And then every patch there is more and more of something. The last straw for me was the broken sound which we all had to enjoy for a full patch. Previously it would have been fixed in the nearest hotfix. And then boom! More skins!

About my assumptions, well I have seen similar template in another game, so, you know, I really hope it's not a story about you, as I really would love to see this game prosper.

All I am saying is my honest opinion and I only wish game the best, didn't mean anything bad. I hope you can do it right.

We’ve introduced a lot of new systems over the course of the last many months, and that is bound to increase complexity, and have bugs (re)emerge.

There is a saying that goes “the last 10% of developing a game takes 50% of the time” - this refers to tying up loose ends and make sure things run smoothly. During this time the developers usually go through the backlog of small bugs that haven’t had priority in regards to stability and gameplay. Eg. we have 55 pages of unfiltered commits for the next update. That doesn’t eliminate all bugs, obviously, but it’s a huge chunk out of what was in the backlog.

And you shouldn’t worry about new skins - we have dedicated artists for those tasks, and it’s not taking away focus from the technical side of Deep Rock Galactic.

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Originally posted by ReneDeGames

REASONABLE explanation

It's a quality-of-life based nerf to a slightly overpowered Perk.

Bingo. It's a design decision to make getting a Steeve riskier. Being able to do it instantly in a flock of enemies didn't really make sense.

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Originally posted by Baraklava

I meant what I said, referring to if taming was instant. The issue is not at its core that it doesn't know if it's being or not, it's that it got tamed again despite being tamed, indicating there was no actual double check for it. Whatever check they were using could be circumvented by a single Boolean variable. Maybe there was an issue with the feedback so if two dwarves tried taming the same Steeve locked up their abilities or something, but yeah, your idea makes even more sense as it's even using an existing game mechanic. I haven't tried myself how long you have to hold the button now though, but they could've made its 1-frame hold event and it would probably have worked as intended

I'm not using beastmaster myself though, maybe this is just supposed to be a nerf :)

And wow, I didn't know thei lead programmer left. The guy who made the cave generation I assume? I gotta look into this.

Our lead programmer is one of the founders and still here.

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Originally posted by justaplaya1

Misread your message a bit at first. You meant adding isBeingTamed state - yeah, looks simple, right? If the delay absense was an issue, I think adding even 0.03 seconds or less would be enough. But why couldn't they fix it? I dont know either. Is it somehow connected to the fact their lead programmer left after ME/overclocks update and since then we only see models and shaders (and more bugs ofc) added? Nah, can't be, right? :)

You might want to cool it with the assumptions there. This is ending up in a whole lot of misinformation, that's not going to help anyone.

Pedro, not Pablo, was one of our senior programmers, who left for Canada since his wife got the opportunity to do her Ph.D. there. He was working primarily on backend stuff, game stats, and the Xbox version.

As to why the Steeve-Steeve thing hasn't been fixed? Ockham's Razor. It's not critical in any way, so there are better things to focus on this close to the 1.0 launch. That's pretty much game development 101 - if it ain't that broke, the fix can wait.


24 Apr

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If I recall correctly it tells you that you now have the key to activate machine events and that you are able to do Deep Dives.

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Originally posted by B00tylici0us

Pretty sure it is 2pm. Atleast for the weekly assignments.

It changes with Daylight Saving Time.


22 Apr

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Originally posted by MaybeAdrian

I see, my video was recorded on normal matches, I mean, no one knows what I was recording I think what is fine, right?

No worries. We just didn’t want people to take footage others had recorded.

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Originally posted by MaybeAdrian

Well, i don't know what exactly means. Here say " Footage from Update 29 that you recorded yourself (with help from friends for multiplayer shots) " i don't know exactly if multiplayer shots were necesary or not but seems like what yes (At least that is what i think).

That part was added to emphasize that footage from other people you are playing with is okay. So you need to have the rights for the footage, basically. No stealing.

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You're just going to have to have some patience. ;)


21 Apr

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Originally posted by Derpykat5

To be fair, not everyone has posted theirs on reddit, myself included.

Yeah, I just wanted to note there's an overwhelming amount of submissions out there. :D

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You're about 140 trailers short. :D

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Originally posted by freekv99

don't you mean 204?

It's early, okay?

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Excuse me, in developer land it's 240.

Edit: 204


20 Apr

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Originally posted by GloriousQuint

Confirmed for Update 30 then, neat

no u

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Originally posted by jaspy_cat

I'm throwing something together, not an amazing video editor tbh.. But anyway, is it best practice to blur usernames out of game footage? Or does it matter much?

It doesn't matter to us, and it would probably make the trailer look weird. You can remove the HUD by holding H though.


19 Apr