Fuzzcat

Active Member
Oct 27, 2017
624
664
The flight in this game is really good and the shooting works. They need to get a guy to build some play maps for those parts when people get bored of animation loops. The animations are pretty good though I'll admit. Low end hardware suffers on this game however. I can tell the difference when I decide to run it on integrated instead of gpu.
I tried to fly, only to crash through the ground, and get trapped floating forever in the (under) sea, had to close/start. Never tried again.

How did you shoot?
In story mode, if I'm correct, it's >hold right mouse button< then >hit left mouse button<, but it doesn't works in the range shooting, in the "arena" (were you summon opponents), or sandbox (not even in front of the Hyena pack that lurks hidden in the woods).
 

catsdino

Active Member
Aug 6, 2019
919
463
I tried to fly, only to crash through the ground, and get trapped floating forever in the (under) sea, had to close/start. Never tried again.

How did you shoot?
In story mode, if I'm correct, it's >hold right mouse button< then >hit left mouse button<, but it doesn't works in the range shooting, in the "arena" (were you summon opponents), or sandbox (not even in front of the Hyena pack that lurks hidden in the woods).
You have to have your bow out. Check the controls in your input settings.
 

DKOC

Active Member
Feb 1, 2019
936
956
Krosos ;

If newer build are getting worse, then that means you have a defective development team. Whether that is because someone lied in their job interview and were not capable of doing the tasks given to them, had zero experience in making an RPG, or were ignoring the feedback that was telling them what should be their priorities, ... it is really hard to say which of these are the culprit.

For most games, your builds should be improving over time, as the team works better with eachother, and they learn what they need to learn, in order to make things work. Typically when builds get worse over time, people lose interest and move on. The honeymoon period with Wild Life's development may be coming to an end soon, and suddenly they'll see a mass exodus of people leaving their patreon, unless their build quality improves.

Honestly, it could go either way at this point; either they keep trying to ride the wave of income, thinking it will never disappear or they put effort into making it play better.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
It really depends when visual quality gets higher and higher complexity mostly automatically rises and it gets harder to compensate this is very well visible in the for now most complex part which is the whole Fisher Village Map.

Also the CUM System it changed in many ways throughout it's first iteration and i often look back now and compare in which direction.
 
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sstoutle2019

Newbie
Dec 18, 2019
19
34
If only three things are added to this game, it will be reborn as the best game ever.
1th: It is an in-game mesh and pose builder and costume builder (ex: customizing penis size and various poses)
2th: Touch system by the hand and mouse pointer of NPCs in the game (ex. Vagina can be opened by hand)
3th: It is an in-game house builder (houses, furnitures, interiors, and Lightings etc.)
 

benisfug

Member
Aug 18, 2018
300
863
It really depends when visual quality gets higher and higher complexity mostly automatically rises and it gets harder to compensate this is very well visible in the for now most complex part which is the whole Fisher Village Map.

Also the CUM System it changed in many ways throughout it's first iteration and i often look back now and compare in which direction.
A bigger problem I don't see brought up much is the planned open world thing. If they can't get a little area like the village running well I can't imagine how it's going to run when they start expanding.
 

DKOC

Active Member
Feb 1, 2019
936
956
marmaduke ;

The issues I have with the newer builds are:

1. They keep adding in new prototype systems, but don't end up removing existing prototype systems, or improving upon the existing systems. Lets take combat and sex, as two examples:

Combat, first started with the Spear. Then they added the Bow, which made Spear combat pretty pointless, as you could more easily and more effectively kill even Chakkar. Then they added the Assault Rifle, which made the Bow pretty pointless and the Spear even more so. They haven't gone back and removed the Spear or the Bow. They haven't improved either of them in over a year. Heck, even the Assault Rifle has issues like not having an ammo counter, and they haven't implemented something simple like that yet.

Sex, first started with basic animation loops. Then they added gangbang scenes that required you to memorize which specific people you have to gather up into a group, to engage it with. Then, they added multi-grouped animation loops, wherein there is an idle, a foreplay, a main, an internal and an external cumshot. Then, they added the prototype sex system for humans, with effective transitions between each action. Then, they created sandbox specific scenes and story mode specific scenes. But, many of these older basic animation loops have issues. For example take the Minotaur Throne animations, wherein the minotaur sits on midair. Or the fact that many of these basic animations don't even have anal/vaginal options or the pose variation slider does nothing. There is no consistency of these things in the basic animations. The gangbang scenes typically have neither a pose variation or a vaginal/anal change either.

They really need to prune the things from the game that they don't want, and more heavily focus the experience. Because right now, it feels like a serious case of feature creep, spectacle creep, and a complete lack of development direction / good design.

2. Physics seems to get worse and worse. The number of times, I've seen the girls boob go inverted or get stuck in her arm, or has a misalignment of cock to hole, seems to increase with every new build. Considering they haven't changed many of the old animations, I don't see why these errors keep popping up. I also liked that in the older builds, back in 2017/2018, you could modify the physics to suit your preferences, then they got rid of that.

3. Performance seems to get worse and worse. Texture pop-in and object pop-in was supposed to be addressed by the extended load screen that they implemented, but now its starting to occur again. I can handle a solid 60 fps in most areas, even flying, but it absolutely tanks in the Fisher village, to the point of it affecting gameplay. A shooter needs to maintain a minimum of 30 fps, before it becomes hard to react to threats in time. I could understand performance getting worse if they implemented a Witcher 3 wind physics system, or had ray tracing, or used HDR instead of Bloom, but they aren't doing any of these things.

4. Cum still looks like wet paint. And you don't get leaking creampies and any creampies you attempt just explode onto her skin anyway. So why both having an internal orgasm option, when there is no possibility of creampies, gaping, or keeping cum in the holes and not magically appear on her skin.

5. Story seems to get worse and worse. The dialogue systems are getting worse, the text has more and more typos, you have nonsensical actions that lead to sex, and honestly it just feels like they should focus more of the sex elements, and less on the story elements, because every attempt they've done on the lore, or story, or quest development has made the game worse, rather than better.

I could rant on further, but these are the top 5 points.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
A bigger problem I don't see brought up much is the planned open world thing. If they can't get a little area like the village running well I can't imagine how it's going to run when they start expanding.
Part of this can be solved more so when Unreal 5 goes into full production state.

DKOC
I disagree the 33.3 ms target in the Fisher Village is reached for comparable realistic system goals in UHD on DX11 even with 4 Cores.
Which should almost perfectly scale to 16.6 ms @ 1080p

But it currently as well depends on how many characters are on screen at once it is partly doing a efficient instancing
CPU overhead becomes the highest culprit as with every Open World target.
Without Unreal 4.22 it would be more of a disaster.

On the Cum part yeah but we are just about to enter acceptable budget fluid simulations
 
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_NAMELESS_

Member
Jul 22, 2020
454
588
Do i really have to download entire game everytime there is a new patch ? Is there no way to just download the update ?
 

DKOC

Active Member
Feb 1, 2019
936
956
Krosos;

Very few people find 2k or 4k acceptable at 30 fps. A 30 fps target in general, these days, is unacceptable, with games like Doom 2016 capable of attaining a solid 60 fps. Some games feel that even 60 fps isn't acceptable, with a push towards 90 fps.

I'm running 1080p, with 6 cores 3.3ghz, 16 gb ddr4, and a Titan X 12gb, and can achieve 60 fps in most areas, but not the Fisher Village, wherein I'm continually dropping to 20s or less FPS, which is unbearable for gun/shooting conditions.

As far as the fisher village goes, I think the reason why it tanks is because the developers are over-using particle generators. In UE4, particle generators are extremely computationally expensive, and should be used sparingly. A single generator can produce millions of particles, in an optimized fashion, but it terms of computational costs, 1 generator pumping out 1 million particles is the equivalent cost to 5 generators pumping out 10,000 particles each. Particle generators are definitely being used to create things like wind-effects, bugs, leaves falling, drooping spores, etc...

CPU Overhead actually isn't the biggest bottleneck. That actually tends to be RAM clock speed and number of cores in your graphics card. If you are getting a CPU bottleneck from graphics and physics, then that is going to mean that you can't have much in the way of multi-threading, concurrency, gameplay, or entities in the worldspace.

On the cum part, it is hardly acceptable, when a game built in Unity, True Facials, was able to achieve liquid physics effectively, but for reasons unknown, can't be achieved in UE4.
 
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Mar 10, 2019
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Very few people find 2k or 4k acceptable at 30 fps. A 30 fps target in general, these days, is unacceptable, with games like Doom 2016 capable of attaining a solid 60 fps. Some games feel that even 60 fps isn't acceptable, with a push towards 90 fps.
Honestly, can you see difference by your eyes? I can't see any difference in anything above 30 fps.
The only advantage of game running at 60 fps is that I can set 30 fps limit and reduce GPU load and cooling fan noise.

Even movie video formats are running at 24, 25 or 30 fps. There is no reason for more.
You can see formats running at double rate, but these are interleaved half frames (odd lines in one frame, even lines in next frame) which existed only to get around physical properties of CRT screen technology (fast fading luminescent dots).
 
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