Latest Comments by STiAT
Cities: Skylines - After Dark Patch & Expansion Released, Some Initial Thoughts
25 September 2015 at 11:40 am UTC
25 September 2015 at 11:40 am UTC
For that you need patience, and in the beginning I wasn't too patient as well. After I realized it's more fun to go slower and think about your steps, slowly optimize etc, I got it managed.
Cities: Skylines - After Dark Patch & Expansion Released, Some Initial Thoughts
25 September 2015 at 11:04 am UTC
Common mistake, took that way very often when I started playing :-).
A good thing in such phases as well is to check your traffic, and do necessary adoptions, even re-building parts of the City and/or districts. Once before reaching a Milestone I completely rebuilt one whole housing district since it was always traffic jammed from the highway into the city, which is a common mistake done. I've done well with "rings" around the city giving multiple entry points.
25 September 2015 at 11:04 am UTC
Quoting: liamdaweYeah I have a habit of trying to build everything possible, without thinking about managing my economy, oops.
Common mistake, took that way very often when I started playing :-).
A good thing in such phases as well is to check your traffic, and do necessary adoptions, even re-building parts of the City and/or districts. Once before reaching a Milestone I completely rebuilt one whole housing district since it was always traffic jammed from the highway into the city, which is a common mistake done. I've done well with "rings" around the city giving multiple entry points.
Cities: Skylines - After Dark Patch & Expansion Released, Some Initial Thoughts
25 September 2015 at 10:22 am UTC
That's pretty interesting, I'm running an i7/8GB/760GTX and didn't realize bad performance (except for loading :D), and I'm running a city with 344k inhabitants now at 40-50 FPS.
25 September 2015 at 10:22 am UTC
Quoting: EmazzaPerformance is a bit poor on a i7/32GB/980GTX with a city of 100K habitants...
Still, great game!
Cheers!
That's pretty interesting, I'm running an i7/8GB/760GTX and didn't realize bad performance (except for loading :D), and I'm running a city with 344k inhabitants now at 40-50 FPS.
Cities: Skylines - After Dark Patch & Expansion Released, Some Initial Thoughts
25 September 2015 at 10:18 am UTC Likes: 1
25 September 2015 at 10:18 am UTC Likes: 1
Almost had no impact to me in what I'm building (1st, 2nd, 3rd, 4th, 20th, 22nd district of Vienna). But it looks beuatiful :-).
For the Money issue, this usually is only an issue in the beginning, and it means you're growing your city too fast! You need to consider that you'll need to build new expensive buildings within each milestone you reach (especially if you need to build facilities in several districts, as it's for police and fire department in the industrial and housing zone), so it's a pretty good idea to settle close to that milestone and let the city run, and only do necessary maintenance tasks to save up cash, and maybe prepare for where you'll build which things with the street layout, get up your energy to a level that you can expand faster once you reach the milestone, look that the garbage system won't be overwhelmed by new citicens, as well as water supply, sewers and energy supply.
You can afford to loose some people (you won't loose enough to get a significant drawback in money), and you can afford that the housing is not fully satisfied, that's not a huge issue. Especially in the beginning your maintenance costs are not too high (if you didn't overbuild).
For the Money issue, this usually is only an issue in the beginning, and it means you're growing your city too fast! You need to consider that you'll need to build new expensive buildings within each milestone you reach (especially if you need to build facilities in several districts, as it's for police and fire department in the industrial and housing zone), so it's a pretty good idea to settle close to that milestone and let the city run, and only do necessary maintenance tasks to save up cash, and maybe prepare for where you'll build which things with the street layout, get up your energy to a level that you can expand faster once you reach the milestone, look that the garbage system won't be overwhelmed by new citicens, as well as water supply, sewers and energy supply.
You can afford to loose some people (you won't loose enough to get a significant drawback in money), and you can afford that the housing is not fully satisfied, that's not a huge issue. Especially in the beginning your maintenance costs are not too high (if you didn't overbuild).
Company of Heroes 2 Reviewed For Linux
16 September 2015 at 11:26 am UTC
16 September 2015 at 11:26 am UTC
I've still a huge issue with FPS in the game, dropping below 1fps pretty often, never going above 30, even on lowest settings (i7 and gtx760, 8gb ram).
Still have hope for that being improved in the future.
Still have hope for that being improved in the future.
Looks Like Grid Autosport Could See A Linux Release Soon
14 September 2015 at 11:02 am UTC
14 September 2015 at 11:02 am UTC
I badly want a linux release on this game. A proper racing game is still missing in my collection.
Don't Count On Any EA Frostbite Powered Games On Linux
14 September 2015 at 10:58 am UTC
14 September 2015 at 10:58 am UTC
I wouldn't buy EA-Games anyway, even if they were available on Linux.
Too often I was disappointed after I spent my money on their games.
Too often I was disappointed after I spent my money on their games.
Obsidian Entertainment Say Linux's Future Is Good With Pillars Of Eternity
2 September 2015 at 9:41 pm UTC
2 September 2015 at 9:41 pm UTC
I've had asked them on Twitter myself, since I bought the expansion pass... good to see that I'll still be supported in future expansions and this wasn't a waste of money ;-). Though; I pledged 130 Euros for PoE, so 24 for one addon wouldn't have been that much :p.
There is also a note on reddit from Darren about it (one of the founders).
https://www.reddit.com/r/linux_gaming/comments/3izxkn/obsidian_on_the_linux_version_for_poe_around_one/cumfr5j
From this point of view, having to learn it, building the infrastructure, limited debugging capabilities (very true, I've dabbled with Unity and Linux Support in the past, and the testing / debugging process was a pain in Linux) - ye, the Port was probably a loss. But it isn't. They have learned a bunch (skill can't be taken off you and is an investment in the team), they now do have a infrastructure in place (which can't be taken off them, except if somebody breaks in their offices and clears it .. which I hope won't happen :D). Ok, and the Unity testing process due to tools being available gets better now, but that's not their doing but Unity finally listening to the developers (as them, so to say) calling out for wanting debugging tools in Linux. But we really can't blame them for not having the skills and tools, but they should have known when they did the kickstarter goal that Unity is not just export & release :p. Well for some it is, but that won't work well, in this case: Cool they did go the extra-mile of testing/debugging it properly.
For now, I judge it that we're safe for PoE sequel. Even if Darren states there are no plans on dropping linux development, I doubt they wouldn't check before their next game. In the end, they want to generate money to generate their saleries. But I personally think that for especially content creators it's complicated: They want as many people to enjoy their content as possible. So if it's not a huge loss, you may see some "I think we can afford to do it and still profit a good deal" too.
Considering Linux a 2 % share means they still generated (roughly estimated) 20 milllions out of it, having ~4 Millions in pledges only calculating steam sales a revenue of 12-16 million (don't forget, the minimum pledge was less than the sales price). Before taxes of course, but still a bunch of money which should be enough to be working on some new stuff ;-). Ye, not by us Linux gamers... but I hope that gets better some day. I don't see the market share jumping up to 5 % despite Valves investments, but I can see the development costs reducing in future by better tools for developers, especially with Vulkan, Unity having Tools, UE4 etc. If the content creators cut even or do some profit, they might just do it more and more.
Feral & Co for some reason seem to be able to make a living out of porting as well. The majority may come from OSX ports, but the company still exists :D.
There is also a note on reddit from Darren about it (one of the founders).
https://www.reddit.com/r/linux_gaming/comments/3izxkn/obsidian_on_the_linux_version_for_poe_around_one/cumfr5j
From this point of view, having to learn it, building the infrastructure, limited debugging capabilities (very true, I've dabbled with Unity and Linux Support in the past, and the testing / debugging process was a pain in Linux) - ye, the Port was probably a loss. But it isn't. They have learned a bunch (skill can't be taken off you and is an investment in the team), they now do have a infrastructure in place (which can't be taken off them, except if somebody breaks in their offices and clears it .. which I hope won't happen :D). Ok, and the Unity testing process due to tools being available gets better now, but that's not their doing but Unity finally listening to the developers (as them, so to say) calling out for wanting debugging tools in Linux. But we really can't blame them for not having the skills and tools, but they should have known when they did the kickstarter goal that Unity is not just export & release :p. Well for some it is, but that won't work well, in this case: Cool they did go the extra-mile of testing/debugging it properly.
For now, I judge it that we're safe for PoE sequel. Even if Darren states there are no plans on dropping linux development, I doubt they wouldn't check before their next game. In the end, they want to generate money to generate their saleries. But I personally think that for especially content creators it's complicated: They want as many people to enjoy their content as possible. So if it's not a huge loss, you may see some "I think we can afford to do it and still profit a good deal" too.
Considering Linux a 2 % share means they still generated (roughly estimated) 20 milllions out of it, having ~4 Millions in pledges only calculating steam sales a revenue of 12-16 million (don't forget, the minimum pledge was less than the sales price). Before taxes of course, but still a bunch of money which should be enough to be working on some new stuff ;-). Ye, not by us Linux gamers... but I hope that gets better some day. I don't see the market share jumping up to 5 % despite Valves investments, but I can see the development costs reducing in future by better tools for developers, especially with Vulkan, Unity having Tools, UE4 etc. If the content creators cut even or do some profit, they might just do it more and more.
Feral & Co for some reason seem to be able to make a living out of porting as well. The majority may come from OSX ports, but the company still exists :D.
Obsidian: Developing For Linux Was Not Worth It
31 August 2015 at 12:28 pm UTC
Well, due to the Engines supporting Linux anyway, they can always re-evaluate and port titles. There is no need to port now, for SteamOS/Steamboxes with Linux maybe coming in 2016. If ever.
31 August 2015 at 12:28 pm UTC
Quoting: Guest...
1.) They don't know about SteamOS.
2.) They know about SteamOS but don't know it's actually Linux.
3.) They know about SteamOS being Linux but don't have faith in it being successful.
4.) They know about SteamOS being Linux and see it being successful but still doubt the market share will justify a Linux release.
Did I miss something?
Well, due to the Engines supporting Linux anyway, they can always re-evaluate and port titles. There is no need to port now, for SteamOS/Steamboxes with Linux maybe coming in 2016. If ever.
Obsidian: Developing For Linux Was Not Worth It
31 August 2015 at 12:15 pm UTC
Same but different. The main cash-points they'd have had anyway. We're not talking of what the production costs of the title were, they'd have had them anyway. And they were not funded by a Indie-Fund, but on Kickstarter, so they don't have the additional 25 % cut they'd have otherwhise. We're talking about the additional money they got for a "could-not-have-been-that-much" port. Even after taxes, if the port wasn't profit, they've had more than one person doing linux stuff all the time during their production time, or in other words more than 12 person month at pretty high wages (>10k/month) and benefits (medical care etc.) in developing/testing for linux. I highly doubt that. Really.
31 August 2015 at 12:15 pm UTC
Quoting: hardpenguinJust read this:
https://medium.com/@adrianchm/indie-developers-cannot-count-money-ccb6d32229e8
Same but different. The main cash-points they'd have had anyway. We're not talking of what the production costs of the title were, they'd have had them anyway. And they were not funded by a Indie-Fund, but on Kickstarter, so they don't have the additional 25 % cut they'd have otherwhise. We're talking about the additional money they got for a "could-not-have-been-that-much" port. Even after taxes, if the port wasn't profit, they've had more than one person doing linux stuff all the time during their production time, or in other words more than 12 person month at pretty high wages (>10k/month) and benefits (medical care etc.) in developing/testing for linux. I highly doubt that. Really.
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