- Jun 23, 2022
- 212
- 107
no one seeding?
I am.
I'm even trying to create a direct one but , as you can read in my previous post, I'm having some difficulty making it.
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no one seeding?
I just think expecting the Sandbox to be all encompassing is unrealistic and really leads to development hell. Personally I'm not disappointed with how Sandbox is, I actually really enjoy it. I prefer this style of giving players tools and letting them go crazy with what they can make(same as LBP).I'm not saying I'd call this project a failure at all, in many ways it's absolutely a miracle, but wow those have got to be the most depressingly rock bottom standards I've ever seen. This is what western game development standards do to a man
Thing is the changes could be minor, and have an enormous impact. There's a huge library of animations built up, just attaching any gameplay element to them at all could massively elevate the product. Then imagine what could be if they went the full mile and added say a social sim element where npcs could dynamically interact with each other and react to the player's actions, have personalities, opinions of each other, etc.
A lot of work? Absolutely. But it's nothing compared to skyrim style quests and third person action combat. Clearly the devs care about gameplay, or they wouldn't keep mentioning it for years. You yourself limited your praise to the sandbox, so perhaps you also feel it. Different teams or no, it won't be enough because the gameplay directions they have chosen are the most labor intensive ones out there. The ratio of dev time to play time is terrible. Player driven elements like the scene tools can remedy that, and interactive elements would only enhance them further.
The question the devs should be asking is how they can use the work they've already done most efficiently. One programmer could bang out a simple interaction system in 6 months using only assets already in the game, all without eating into the animation team's time, and I think it would completely revitalize the doubters like myself. Whose to say they couldn't add quests and combat too that down the line and make it even better? It doesn't have to be anything like what I talked about, just anything to incorporate gameplay into what they already have going.
People like that guy caused this situation in the first place. Low standards = shittier games. Why would anyone bother trying to make a decent porn game with decent graphics when devs know they can earn more or less same amount of money for doing way less work?I'm not saying I'd call this project a failure at all, in many ways it's absolutely a miracle, but wow those have got to be the most depressingly rock bottom standards I've ever seen. This is what western game development standards do to a man![]()
You are thinking of playing a real role playing game. That's wishful thinking. This game is only advertised as an open world role playing game, it is not actually an open world role playing game.Thing is the changes could be minor, and have an enormous impact. There's a huge library of animations built up, just attaching any gameplay element to them at all could massively elevate the product. Then imagine what could be if they went the full mile and added say a social sim element where npcs could dynamically interact with each other and react to the player's actions, have personalities, opinions of each other, etc.
They keep mentioning it because it helps them keeping their supporters for longer. Helius also kept saying there will be a game and it won't be just an animation viewer. If you look at Fallen Doll's steam page it still says:A lot of work? Absolutely. But it's nothing compared to skyrim style quests and third person action combat. Clearly the devs care about gameplay, or they wouldn't keep mentioning it for years. You yourself limited your praise to the sandbox, so perhaps you also feel it. Different teams or no, it won't be enough because the gameplay directions they have chosen are the most labor intensive ones out there. The ratio of dev time to play time is terrible. Player driven elements like the scene tools can remedy that, and interactive elements would only enhance them further.
But "game" doesn't have any of that. That description is simply a lie.A roguelike strategy game featuring squad tactics and deck building, paired with a real-time sexually explicit third person sandbox supporting up to 10 players on the same map. Command glamorous investigators as they battle (and bed) cultists & eldritch horrors from Cthulhu mythos.
I have a full stack web developer friend irl, he knows nothing about developing games, at all. I am confident even he could turn this "game" into an actual game with various gameplay mechanics under 6 months using only already existing assets in the "game". It would be buggy like palworld currently is but he is a fast learner, in one year this would be a complete game ready to release on steam. But we can't have that, they need more money from patreon.The question the devs should be asking is how they can use the work they've already done most efficiently. One programmer could bang out a simple interaction system in 6 months using only assets already in the game, all without eating into the animation team's time, and I think it would completely revitalize the doubters like myself. Whose to say they couldn't add quests and combat too that down the line and make it even better? It doesn't have to be anything like what I talked about, just anything to incorporate gameplay into what they already have going.
I just think expecting the Sandbox to be all encompassing is unrealistic and really leads to development hell. Personally I'm not disappointed with how Sandbox is, I actually really enjoy it. I prefer this style of giving players tools and letting them go crazy with what they can make(same as LBP).
I hope in the end the game turns out to be something everyone can enjoy, but as of now I think the devs already have a clear vision or at least an idea of how they want the sandbox to function. Maybe more larger scale suggestions can come into play after the game fully launches if there's enough demand for them. I know official mod support is something a lot of people want and is being considered post launch iirc, so there might be hope for other stuff too.
I do think more immersive interactions such as NPCs interacting with each other will become a thing once the campaign is fully developed. There's probably a good chunk of mechanics that aren't implemented yet for campaign that will also make its way into sandbox, same way all the other assets are included in it.
Gotta love the absolute logical fallacies of this guy's comments.People like that guy caused this situation in the first place. Low standards = shittier games. Why would anyone bother trying to make a decent porn game with decent graphics when devs know they can earn more or less same amount of money for doing way less work?
I'd put my money on your client having a hard time creating a torrent for an unzipped folder rather than a zip.Sorry folks... I wanted to create a .torrent file to share, directly from the unzipped folder instead of a zipped file despite the size difference, but something seems going wrong. Any help?
This is how it seems to get sorta stuck. Dunno what I'm doing wrong.
View attachment 3387542
Oooh man the possibilities when keyframing becomes availableeeeOh I estimate this will make custom animations orders of magnitude easier to make. It goes from abstract connections between animated characters, events and poseable characters to simply keyframing objects and attributes.
I would ask you to explain whatever "fallacy" you think my comments have but that would require logical thinking on your part instead of simping for a lying dev who couldn't keep their promises for 7+ years in a row.Gotta love the absolute logical fallacies of this guy's comments.
Dock does not say this exactly; it merely suggests that you can test it with any Maya-based character. So, I assumed such a character would be added in the future. I also remember a similar situation happening before, with a sex mini-game being added before the character.Bruh, Its been added and its not a sexbot. If you check the google dock you can see that its a mini game with maya. You can't be this new can you?
Just ignore him, this guy has been here for probs the past 4 years shaking his fists telling people to not like this game, literally almost every day as it seems. He doesn't spend a single cent and yet he feels obligated to call it a scam as if it was his 24/7 job.Gotta love the absolute logical fallacies of this guy's comments.
In regards to the torrent of the unzipped version I do the same with Subverse. It's less efficient for torrenting for sure, but I don't need to have twice the disk space usage to have both the zipped and unzipped version so I can seed the one I already have and play. Thankfully WildLife isn't that big, 14-ish GB zipped so it's not that big of a deal.I'd put my money on your client having a hard time creating a torrent for an unzipped folder rather than a zip.
I don't know what client you're using, and generally the creation itself shouldn't be an issue, but I'd test with another, see if it changes anything.
As a side note, is there a specific reason why you want to make a torrent of an unzipped folder?
Most game torrents you see will be packed in some way (iso, zip, etc.) and it's because single big files are much easier to deal with than multiple (thousands) of smaller ones with varying sizes (especially with P2P transfers).
Easier file integrity checks. No traffic loss through overhead. Disk doesn't need to deal with read/write during transfer. Easier for trackers to determine missing pieces and to assign peers for quicker download completion.
Good point regarding that, especially with Subverse. I rarely torrent and play games on the same machine, so tend to forget about disk issues.In regards to the torrent of the unzipped version I do the same with Subverse. It's less efficient for torrenting for sure, but I don't need to have twice the disk space usage to have both the zipped and unzipped version so I can seed the one I already have and play. Thankfully WildLife isn't that big, 14-ish GB zipped so it's not that big of a deal.
Are these modded outfits adapted for the animations, ie is there like a half dressed/pulled version like the vanilla outfits?Modding is currently improving, now it's getting possible to make real new outfits! Promising start.
I did so while playing it with no issues (at least none on my end). Neither broke as far as I could tell, the game ran fine and the torrent was seeding happily. Might differ between clients but at least with qBittorrent it doesn't seem like the files get locked for reading or anything. You obviously might have issues trying to delete them (haven't tried this one yet so I'm not sure), but using them is not an issue as far as I can see.Good point regarding that, especially with Subverse. I rarely torrent and play games on the same machine, so tend to forget about disk issues.
When you use the files you already have, do you do so after having played it? How do the files react to being used as a torrent and being played on simultaneously, wouldn't it break either one or the other?
Believe me, I could participate in your fun multi quoting battles but even after a months of hammering it into your head you still wouldn't get it. So I save my time and leave you to be mad about the game and wasting your own time fighting other people here.I would ask you to explain whatever "fallacy" you think my comments have but that would require logical thinking on your part instead of simping for a lying dev who couldn't keep their promises for 7+ years in a row.
Pretty nice try to win an argument by using an educated vocabulary, but it would be more efficient to back your claims with actual precise exemples. Because, so far, it resumes as fancy dressing with zero substance.Gotta love the absolute logical fallacies of this guy's comments.
I'm almost convinced their whole thing is "meta-masturbation" at this point. They don't get off to WL itself, but they sure as shit do get their rocks off repeatedly telling everyone within listening/reading distance how much they don't like it.Believe me, I could participate in your fun multi quoting battles but even after a months of hammering it into your head you still wouldn't get it. So I save my time and leave you to be mad about the game and wasting your own time fighting other people here.
I'd put my money on your client having a hard time creating a torrent for an unzipped folder rather than a zip.
I don't know what client you're using, and generally the creation itself shouldn't be an issue, but I'd test with another, see if it changes anything.
As a side note, is there a specific reason why you want to make a torrent of an unzipped folder?
Most game torrents you see will be packed in some way (iso, zip, etc.) and it's because single big files are much easier to deal with than multiple (thousands) of smaller ones with varying sizes (especially with P2P transfers).
Easier file integrity checks. No traffic loss through overhead. Disk doesn't need to deal with read/write during transfer. Easier for trackers to determine missing pieces and to assign peers for quicker download completion.
Listen here you illiterate daft cunt, I didn't say Kenshi didn't have a fucking sandbox, I said it didn't fucking have one like WL did. I've put nearly 1,000 hours into Kenshi over the years, I know the experience it gives, I know what the game is like. Sandboxes are not all the fucking same, what you think a sandbox is, is what the fucking AAA open world games are calling a sandbox. GTA 5 is a sandbox, Palworld is a sandbox, Kenshi is a sandbox, they all let you do whatever you want within the confines of their fucking games with all that "reacting dynamically and realistically". Meanwhile WL has a sandbox; it still restricts you to the confines of what the game can do, even if it apparently is too close to a game engine for some people, and you can make or download whatever you want within those limits of the game.Ironically what sandbox means to me is the exact opposite of this goober:
It's when in Kenshi I set up a base and recruit people, others come on their own to raid and trade, and when I sneak into a rival faction capital and assassinate the leader, their empire falls apart and is taken over in real time. It's not enough to give you the tools to make things, the key element is that a sandbox has to react dynamically and realistically when you poke it.