Microsoft has Coalition, who are a very competent UE4 dev. Microsoft needs to get their studios talking and sharing knowledge and technical information. Arkane was brought in a little over two years ago. You'd hope in that time that developers could sharing experiences and avoiding this kind of situation. Or maybe Redfall was already too far along to make major improvements. I know Coalition has a highly customized UE4.
They have a studio now that is only focused on sharing and assisting with development of UE5 projects, although that might mostly be for UE5 animations. It's a splinter group from Undead Labs formed in 2021.
That obviously doesn't help with UE4, but then UE4 is likely considered EOL at MS, so they aren't going to be putting any company wide resources towards it.
Regards,
SB
Really? State of Decay was an absolute mess from a tech point of view. Keep on meaning to boot SOD2 up again on the Series X just to see if it's any better on that.
The terrible textures in Redfall were a texture streaming bug/issue of some kind. Some of the textures just take an age to load for some reason.
Yes, launch for State of Decay 2 was pretty rough, especially multiplayer. Singleplayer wasn't bad. It's reportedly much better now with people that hated the multiplayer at launch actually really enjoying it now.
Regards,
SB
Really good and devastating review:
Really comes down to how much they had in the pipeline and cut it for release. If there is a significant amount of effort completed, it may make sense to wrap it up. Reminds me of Destiny 1 if I recall that one correctly.
I agree with majority here. It’s not worth to try to fix it. Too much is missing and not working. Just fix the outstanding bugs and move on. Learn from mistakes.
Really comes down to how much they had in the pipeline and cut it for release. If there is a significant amount of effort completed, it may make sense to wrap it up. Reminds me of Destiny 1 if I recall that one correctly.
It depends. They kind of went with a longer to respond but harder hitting AI. I think they should adjust it to respond quicker but hit lighter. That will of course need rebalancing testing to make sure they don't over or under do it.The AI seems to be the biggest problem. How quick of a fix is that?
I mean they should do both. Leave a small team to actually fix it while also starting on a new game .
I agree with majority here. It’s not worth to try to fix it. Too much is missing and not working. Just fix the outstanding bugs and move on. Learn from mistakes.
By harder hitting do you mean more capable or just increased damage? It looks like the devs deliberately slowed AI reaction time, but the AI also have obvious issues with visibility. Vampires seem to respond more quickly and fight more aggressively than grunts (though the examples I've seen show disappointingly basic attack patterns). SkillUp's review showed several examples of AI foiled by verticality, which is another example of a visibility issue. Are they reining in AI visibility to help performance? When the AI is foiled by a chair, is it deliberately dumb to save CPU cycles or because of insufficient dev time (see: still life cutscenes and "movies")?It depends. They kind of went with a longer to respond but harder hitting AI. I think they should adjust it to respond quicker but hit lighter. That will of course need rebalancing testing to make sure they don't over or under do it.
I think the base cultists enemy AI is slower to react, so if they make them faster to react they may need to lower the amount of damage they do to keep the player life expectancy the same. It is easy to get into a situation where having multiple enemies pushes you over the edge so you die, not because any single enemy is too powerful but because there are enough of them.By harder hitting do you mean more capable or just increased damage?