/v/ - Video Games

it's fucking video games, baby


New Reply[×]
Name
Email
Subject
Message
Files Max 5 files32MB total
Tegaki
Password
Flag
[New Reply]


READ THE RULES


free-photo-of-pipe-with-knob-on-white-wall.webp
[Hide] (8.1KB, 500x750) Reverse
I don't think Valve is a remarkable company and I think their history in gaming is quite overrated.

Counter-Strike: Basically the Call of Duty of PC. It's the biggest because it's the most accessible. It doesn't have the skill demands of Quake or Unreal, nor even more realistically oriented tactical shooters. It's not a bad game by any means, but it's nothing special except in regards to popularity because it was there to catch the people that got filtered out of arena shooters of the time. 

Left 4 Dead: I love L4D.....that is, the first one, the one that wasn't made by Valve, but by Turtle Rock, before they were then immediately purchased by Valve. Valve itself would then go on to develop the absolute garbage that was L4D2, thus ruining the series. 

Half-Life: Somewhat of a forerunner to "cinematic experiences" (barf) experiences in games, I remember playing the Orange Box on 360 as a kid and being thoroughly unimpressed by Half-Life 2. It was nowhere near the quality of Halo 1 and 2 or Gears of War as a shooter. It was a novel, enjoyable game, but ultimately just an average experience overall. Team Fort 2 never really did that much for me and again seemed to serve as a more accessible alternative to more demanding shooters. I was however quite a Portal fan, at least. 

Dota 2: I'm more experienced with other MOBAs, but I think the art style of Dota 2 is quite ugly and I also think that MOBAs in general are a more casual alternative to RTS/RTT. I don't regard MOBAs as a legitimately competitive genre because of balancing issues, but I of course don't think that's any reason not to enjoy Dota or MOBAs in general. I just don't think Dota is that special.

All in all, I think Valve is simultaneously a slightly above average to mediocre company and their popularity is primarily due to accessibility on PC. They're the corporate man larping as a gamer's company.
TF2 was good before they ruined it. Portal was fine. Portal 2 was decent although they tried (and failed) to implement the micropay item system jewry onto it. I also like their permissiveness with the Souce engine that allowed many good independent sourcemods to flourish.
The best praise I can give them is their work on Linux. No other big gaming company on Earth would do what they're doing there.
Replies: >>312630 >>312673
>>312621 (OP) 
I don't really hate Valve, but I agree that it is overrated as a company, and it's pathetic that many people even on imageboards treat it as a "based" corpo that's totally different from other gaming corpos, and act as if it's "based" to bootlick it.
It's as gay as people on imageboards who worship mods.
Replies: >>312673 >>313097
>>312621 (OP) 
To be fair, most people don't even bring up their games when they praise Valve, it's mostly about how they are not as extremely jewish as other companies. In a better world they would be below average at best when it comes being customer friendly, but we live in the most boring cyberpunk dystopia imaginable, so even Valve can be seen as a positive force. 
>>312623
>The best praise I can give them is their work on Linux. No other big gaming company on Earth would do what they're doing there.
To be fair, their work is both important and overrated. Normalfags genuinely think that you couldn't play anything on Linux without Valve, meanwhile back in the early 2010s it was already possible to install the Wangblows version of the Steam client and play games via that with Wine if you were so inclined.
>>312621 (OP) 
Game wise I really like Half Life and the two Portal games. I spent a lot of time playing them and the mods and custom maps the community made out from them. Half Life 2 wasn´t as enjoyable to me thought, with it´s overtly intrusive "interactive" cutscenes and downgraded weapon and enemy variety from the first one. Also played a bit of TF2 at the time and had fun. But seeing how both Valve and the community ruined the game made me stay away from it for good.
As a company I consider them now as scummy as the others. From not owning your games and censoring games to the DRM shit they use and allow in their shitty store.
Replies: >>312673
TemplateThread.png
[Hide] (255.8KB, 2100x2220) Reverse
borderline but I'll take it
Replies: >>312643 >>312645
>>312642
There is no borderline. This isn't a template thread. Your brain isn't working correctly.
Replies: >>312645 >>312647
>>312642
>>312643
Cuckchan-obsessed schizos are the true spiritual cuckchanners.
how_to_win_arguments_with_normalfags.png
[Hide] (842.9KB, 1280x720) Reverse
>>312643
It's a generic talking point that's been re-re-re-re-re-reposted thousands of times by now. It gets the same room temperature takes reposted every time it appears like a template thread, it clogs up the front page like a template thread. Moreover >we just had this "discussion" in the news thread.
Replies: >>312650
>>312647
>It's a generic talking point that's been re-re-re-re-re-reposted thousands of times by now.
I don't use this board much and what little I do, I haven't seen much criticism of Valve's games themselves. 

> Moreover >we just had this "discussion" in the news thread.
Here?:
 >>304706
There were some posts criticizing Steam's economic practices. There were no criticism or dialog about their games.
>>>/v/312621
>Left 4 Dead: I love L4D.....that is, the first one, the one that wasn't made by Valve, but by Turtle Rock, before they were then immediately purchased by Valve. Valve itself would then go on to develop the absolute garbage that was L4D2, thus ruining the series. 
And yet it was valve that made the games good, since the devs made back4blood and evolve
Replies: >>312660 >>312673
>>312658
Hey... Fuck you. Evolve was the best 1v4 asymmetrical slop. I miss it.
Replies: >>312664
sponge_me_swat.png
[Hide] (841.1KB, 647x581) Reverse
>Counter-Strike: Basically the Call of Duty of PC
<Counter strike came out slightly before Cod which has also been on pc since the first game
Wow that sure is a retarded point
>I'm more experienced with other MOBAs
<he actually play or actively watch assfaggots
So you're a retard with no taste.
>I don't use this board much and what little
Yeah your thread and you smell like a fucking tourist, that's for sure.
Replies: >>312673 >>312707
>>312660
The only good thng about it was the porn.
game night when?
Replies: >>312667
>I'm more experienced with other MOBAs
You mean you're trash at DotA, then. Fuck you shitkid. All of these shit games are derivative of DotA. If you just shit on DotA for "muh art style", you shouldn't be playing the genre anyway. I say this as someone who prefers Heroes of the Storm because it is the only one to respect my time, but it's a shallow experience in comparison. I am just too old and cynical to enjoy DotA after 10,000+ hours of playing it between the two games already. Still better than LoL or any other derivative trash, though HoN may be the best (if it even still exists).
Replies: >>312673
>>312664
>porn
...wat? Why?
Replies: >>312678
>>312623
>TF2 was good before they ruined it.
Care to fill me in? What did they do?

>The best praise I can give them is their work on Linux.
I agree here. I think this is genuinely valuable. I will also tip my non-existent hat to Sony and their support of FreeBSD. The PS4 and 5 actually run on modified versions of it and Sony has supported FreeBSD throughout its involvement. I personally wish Free became the dominant alternative over Linux, but it is what it is. 

>>312624
I don't hate Valve, either, but I don't think the body of their work is that strong. 

>>312641
> Also played a bit of TF2 at the time and had fun. But seeing how both Valve and the community ruined the game made me stay away from it for good.
You're the second poster to say this, so I'll extend the same question. What did they do? Now I'm curious. 

>DRM they give you the option of uploading your game with or without it, but I do prefer a harder anti stance, personally. 

>censoring
Yup, they cucked to the payment processors. 

>>312658
IDK what to say. Turtle Rock struck out with these, but I also never said Turtle Rock was permanently good. They had it with the original L4D and then it seemed all downhill from there. 

>>312661
>Wow that sure is a retarded point
Nope, CS serves as the equivalent to COD - it's the popular, accessible with lower overall skill requirements. 

>So you're a retard with no taste.
I don't really care for MOBAs that much. I don't consider them to be a genuinely competitive genre and I don't think they require as much skill as FPS, RTS/RTT, fighting or racing games. 

>Yeah your thread and you smell like a fucking tourist, that's for sure.
I use zzz, but not /v/ as much. I don't use imageboards in general as much as I used to. I don't care about socializing as much as I used to. 

>>312665
>You mean you're trash at DotA, then.
Not really, I have very little experience with it.
>>312673
>Not really, I have very little experience with it.
Yes, you are. You are extremely shit if you've never played it and you can't handle shitty DotA1 WC3 grafix or shitty DotA2 Source grafix. DotA is the birthplace. If you can't handle DotA1 or DotA2, you suck. HoN is the honorable mention because it didn't remove nor change as much crap that made WCIII DotA great as DotA2 did, but it also sucks. The entire genre is bad and will destroy your sad life. Play something else.
Replies: >>312677 >>312707
>>312674
Anybody is shit at anything they have little experience in. 

>The entire genre is bad
I know, hence why I don't care for MOBAs. They're inherently unbalanced and flawed. MOBAs shouldn't be taken seriously as any kind of esport or competitive game.
E-yGdIdXIAcmCsk.jpg
[Hide] (108.1KB, 1000x1200) Reverse
FC8jycYXoAADab6.jpg
[Hide] (420.6KB, 2048x2048) Reverse
FS6gL74XoAEWPf6.jpg
[Hide] (259.8KB, 1280x1768) Reverse
FbjF-mnWYAM27R8.jpg
[Hide] (992.4KB, 4000x3000) Reverse
FW4SbGnXwAAQe2j.jpg
[Hide] (181.6KB, 2560x1440) Reverse
>>312667
>He doesn't know
You missed some good and fun threads were shills paniced when /v/ was posting Wraith porn instead of talking about the game.
Evolve wratih thread I guess.
Fa7VZNKVsAUbYlZ.jpg
[Hide] (281.9KB, 2000x1927) Reverse
a9bf334bfaf851b5eff40d89685309a2.png
[Hide] (364.4KB, 2086x1624) Reverse
stephen-oakley-stephen-oakley-wraith-04-render.jpg
[Hide] (476.3KB, 2000x1233) Reverse
BQE3BSQ.jpeg
[Hide] (1MB, 2800x3500) Reverse
>>312621 (OP) 
They do alright compared to others.  They want money but at least the fat fuck was honest about money driving business.  That and Proton and Linux support.
Replies: >>312690
>>312686
That's the one "good" thing you can say about them: they're in it to take their piece of the action, not revel in sin and ontological evil like pretty much every other company of a similar size. That means they stand by when Stripe declares war on beauty (since fighting would threaten their piece of the action) but they also at least try to provide a useful service and will act to protect it, which is why they went full throttle on Linux support.
I know this is off-topic, but I think GOG are idiots for not previously prioritizing Linux support like Valve. DRM free games, old games and Linux.....if you built a Venn Diagram of those things, it'd probably be an almost a perfect circle in regards to the consumer base of each.
Replies: >>312695
>>312692
>focus on less than 2% of the PC userbase 
>and that's after almost a decade of Valve putting massive support to Proton with the powers of a multi-billion dollar corporation and a hardware launch
Genius idea, what could possibly go wrong?
Replies: >>312697 >>312734
>>312695
I already explained it. Linux is less than 2% of the PC base, but it will be disproportionately higher among people who value DRM-free gaming. Use your head.
Replies: >>312702 >>312734
>>312673
>Care to fill me in? What did they do?
Added cash shop for items
Made the game F2P so players went from decently competent to 99% absolute retards overnight
Added loot boxes and trading so half the playerbase became traders and item obsessed losers
Added tons of items with no regard for balance or aesthetics
Mangled the game's art style beyond belief

This is all from the early 2010s, I can't comment on how bad it got beyond that because I stopped playing.
>>312697
>use your head
>fails to realize that a higher percentage of a small number is still a small number
Replies: >>312734
matchmade.png
[Hide] (148.6KB, 675x767) Reverse
>tactical shooter [...] doesn't have the skill demands of [arena shooter]
I don't think either subgenre can really be placed above the other
>I remember playing the Orange Box on 360 as a kid
That's bait
>quality of Halo 1 and 2 or Gears of War as a shooter
Controlstick auto-aim slop (that even retained auto-aim in the PC ports!) doesn't meet even the bottom bar to qualify as a shooter, let alone a game, and that's before you get into regen health or GoW's chest high wall addiction.
>Somewhat of a forerunner to "cinematic experiences" (barf) experiences in games
That's really the only valid criticism of the game as a whole
>I also think that MOBAs in general are a more casual alternative to RTS/RTT. I don't regard MOBAs as a legitimately competitive genre because of balancing issues
>>312674
>The entire genre is bad
This can't be overstated:
https://web.archive.org/web/20210127133250/https://learntocounter.com/why-dota-sucks-2/
Among its countless sins, perhaps the worst was its terrible abuse of skill-based matchmaking, IMHO holding more blame than even XBL.

>>312661
>Counter strike came out slightly before Cod which has also been on pc since the first game
That's a bit of an understatement considering both that the Quake version is 6 years older than CoD, and that both it and the pre-Pixar-ized TF2 prototypes recieving widespread prerelease coverage shaped the entire contemporary tacticool multiplayer subgenre long before CoD:MW & R6:Lockdown watered it down for console.
>>312621 (OP) 
>Valve itself would then go on to develop the absolute garbage that was L4D2, thus ruining the series. 

Why though? I have always preferred 1 for many reasons, but 2 isn't that bad. Isn't it possible to make 2 like 1 after the last update? Yeah i know you can't exactly replicate the atmosphere but still.
Replies: >>312719
>>312718
L4D1 campaigns have been in L4D2 for 15 years.
Replies: >>312736
People like to attribute Steam as the death of Valve, but it wasn't even that, it was the hats in TF2. Proto-lootcrate live service bullshit and it completely ruined the aesthetic of the otherwise great game, not to mention it gave rise to loot crates in CS-GO that were so toxic that it led to an entire gambling ring forming around them that is active to this day. This is what ruined Valve, alongside not actually making any games, before that they were an amazing studio. Half-Life 1 and 2 alone revolutionized FPS games, hell single player games, as we know them, and HL2 really pushed the tech ahead at the time. Counter Strike was a great PC online shooter, Portal was a unique little gem, I could go on, but eventually they just got lazy and started doing what game companies and platforms are doing today, except 10-15 years early(but it was okay back then because it was Valve doing it). I just want to remember the good times, it helps that Steam isn't a steaming pile of shit like it's competitors(not to mention that it's easy to crack/pirate the stuff on there if you don't like paying).
geldreich.png
[Hide] (99.6KB, 1153x311) Reverse
>>312695
>>312697
>>312702
Valve's involvement in Linux is largely an insurance measure against Windows getting shittier. When they first began messing around with porting their games to Linux, Microsoft's higher-ups apparently had zero plans of updating Direct3D at all and hoped to force all Windows programs onto the Windows 8 store. Seeing a major software distributor put actual resources into Linux supposedly scared them into boiling the frog a little slower. And now that Windows 11 is fully pajeetified and macOS is a centralized app verification nightmare, Valve has a fallback OS to ship games on which can run a large percentage of Windows vidya.
Sadly almost none of Valve's competition has had enough foresight to put any work into Windows compatibility layers, system programming, graphics drivers, or even store clients. They mostly just offer limited support for shipping Linux binaries of games at best, and waste time powerlessly whining about Microsoft's decisions. For all their pretenses of being Steam competition with principles, they just passively exist in a gaming landscape which Valve actively shapes. It's embarrassing to look at. Somehow the fucking CSGO gambling company is the only one of them with an actual self-preservation instinct, and that self-preservation instinct somehow single-handedly keeps a lot of current year tech bullshit from even more inescapable than it already is.
I hate that I know this. It's a ridiculously fragile situation in which a scary amount rests on a single company I don't like somehow having more brains than anyone else. That company is also so dysfunctional that it can barely even live out its original purpose of shipping games. If some seismic shift occurs to the PC gaming landscape occurs and Valve dies, a lack of a good replacement force in the system programming world (or some way of making the situation less fragile) could seriously mess things up.

This isn't a Valvedrone fellating the company. I'm just preoccupied with the question of how you make Valve unnecessary.

>fails to realize that a higher percentage of a small number is still a small number
IIRC Linuxfags end up being a disproportionately high percentage of buyers of games with native Linux ports. You also have to reminder that China massively throws off Steam's stats for everything because it's an absolutely massive bugman market.
>>312719
Yeah i know, but the update that was released a couple of years ago fixed many bugs like missing ambient,animations, L4D1 zombies etc. Also, L4D1 gun animations were ported too around that time.
Replies: >>312739
>>312734
GOG is going to fully support Linux and likely Proton soon, with a new GOG Galaxy client, finally.
Replies: >>312738
>>312737
I ain't installing that shit
>>312736
Left 4 Dead 1 has a more robust animation system on player movement, which I'm not sure why they axed in Left 4 Dead 2, and player ragdolls, which are amazing, different looking flashlight, among a bunch of other engine differences which make it unlikely anyone is going to bother taking the time to fully replicate it in the Left 4 Dead 2 engine.
I think Left 4 Dead is superior to its sequel in a couple ways, maybe even in performance, probably because there was less stuff hacked on, although having less special infected really changes the feeling of the game, and infinite shoves can be abused at times.

Also why would I go through the trouble of trying to set up Left 4 Dead 2 to be like Left 4 Dead when I can just play Left 4 Dead, aside from more maps.
>>312734
Moving off of Windows to a decentralized platform is a wise move because Microsoft has a vested interest in fucking everyone in the ass. They are competing against all the gaming services in the most anti-competitive way, by buying all the gaming properties and owning the operating system that all their competitors run on so they can present their service as the default and even make your computer nag you to use theirs and not the competition's. It's their lifelong business practice.
It's frankly shocking that only Valve is trying to move out of this shitshow.
>>312734
>self-preservation
Other game distributors didn't have effectively infinite money to waste on funding bedroom coders who may or may not have pulled through, and definitely didn't have an environment where the number of people you have to convince to get an apparent long shot like that greenlit can be counted on one finger.
Replies: >>312762
>>312734
If I were to hazard a guess for something that could safely offramp PC gaming from Valve, it would be OS-level appstore functionality,

Linux distros and other freetard OSs they've influenced have long had package managers as probably their most distinctive feature versus both Windows/Mac and earlier proprietary eunuchses. Some package managers now are cross-distro, cross-OS, or even capable of coexisting with other package managers. On top of that, there are crossplatform APIs like capable of handling special silly gaming profile stuff some people have become attached to since the XBox era (launcher, metaserver/matchmaking browser, skill rank, cheevos, cloud saves, etc.).

But the one thing missing is monetization. On freetard OSs, none of the package managers have store functionality, and all of the stores use their own package management. While on Windows/Mac/iOS/Android, the closest thing to a package manager is inseparable from MS/Apple/Google's store, with its exclusive ~30% cut, meaning all other stores instead replicate the entire 1-click un/installation/update mechanism that's a basic neutral part of the OS on Linux.

If a "store API" was separate from the actual stores in a neutral way, especially a multiplatform one extending across desktop and mobile, the UI for all stores would be unified in the same clients, and they could all use the same neutral OS APIs for package management and other non-monetary services, each store free from financial interference with each other or the platform provider.

This would provide the zero-friction experience necessary to make buying from different store practical for lazy normalfags, while also making OS maintainace and administration far less burdensome.
Replies: >>312762
>>312743
>Other game distributors didn't have effectively infinite money to waste on funding bedroom coders who may or may not have pulled through
From what I see, they are generally pretty wise with who they throw money at when it comes to this. They tend to be either established programmers (such as Ryan C Gordon or specific graphics driver developers), or people who begin promising projects which could become truly special if they are given enough time and financial incentive to focus exclusively on it (such as the DXVK guy).

>>312744
I've been thinking along similar lines, although that in and of itself doesn't solve the issue of the large vacuum which would be left if Valve's investment/self-insurance in system programming suddenly vanished.
Replies: >>312773
no_fire_at_all.jpg
[Hide] (32.1KB, 351x367) Reverse
>>312762
The dirty secret of open sores dev is that most of the usable code is contributed by faceless minions at megacorps with actual money on the line for real applications, while the masses of community devs mostly spin their wheels on idealistic solutions to imaginary problems, typically getting nothing of value done, which of course invites the striped socks brigade and their HR harpies to bog projects down with endless process and drama. The snail's pace of Wayland development is a particularly obvious example of this, where the project has wasted nearly 2 decades failing at what Apple (Quartz) and MS (DWM) did in 3 years, Valve has rammed through its Frog protocols to bypass the gaggle of dickering retards through sheer unilateral control over Linux Steam and SteamOS as a platform.
>Ryan C Gordon
Hahaha oh man does anybody else remember the FatELF saga? That's, like, the perfect specimen for loonicks dweebs being allergic to desirable features.

I think all that's really needed is someone, even just a bunch of someones, who cares about Linux desktop AT ALL with actual money on the line. Look at Linux server dev, and you'll notice all the WONTFIX faggotry stops real quick when there's somebody who needs a pull request upstreamed for their multimillion dollar use case.
Replies: >>312775 >>312778
>>312773
Nice strawman but you know that "striped socks brigade"? Would be totally ignorable except for most of them are Red Hat employees.

Red Hat is responsible for almost every bad decision that took off in the Linux scene, especially desktop Linux. Wayland? Red Hat. Pulseaudio breaking your audio for 15 years? Red Hat. SystemD? Red Hat until a couple years ago. GNOME becoming increasingly unusable and infecting otherwise innocent GTK applications with shitty UX? Red Hat. Flathub? Red Hat. CoCsucking? Rammed through the kernel with the help of Greg shoah Koah-Hartmann, who works for Red Hat. You'd think if anyone cared about the desktop it would be them since workstation is technically one of their core products, but they just keep enshittifying.
Replies: >>312790
chiyo-chan.jpg
[Hide] (23.4KB, 400x400) Reverse
>>312773
Kek, I actually wrote about a lot of that in an earlier version of the post you responded to, but figured it was getting too TL;DR for a late night post and deleted most of it. In general it seems like both most ways of monetizing proprietary software (outside singleplayer games with one-time purchases, oddly enough) and most methods of funding free software and permissively licensed software have some kind of odd perverse incentive built-in to enshittify the software. People from both sides fling shit at the other while ignoring that their own side has very similar issues, and often identical ones.
Also,
>open sores
That one always strikes me as badly thought-out because it implies the alternative is still a sore, just one that's been closed up. If it's been improperly treated, sometimes you gotta open that shit back up to work on it. The way the term is normally used implies the speaker is the kind of person who sweeps problems under the rug whenever possible and hates addressing them.
Replies: >>312790
freemium_product.jpeg
[Hide] (25.7KB, 450x360) Reverse
>>312775
I was referring primarily to hardhatted folks down in the mines using Linux/BSD/etc. for actual work who also contribute upstream, not humble pickaxe merchants like Red Hat. But even then
>You'd think if anyone cared about the desktop it would be them since workstation is technically one of their core products
LOL no, not in terms of what their Premier-tier premium paypigs care about. Look at any company using Linux or something like it for all their server infra and embedded firmware, which is most of them, and see what an individual engineer programming/maintaining/operating that actually has on their desk. They're basically all still on Windows, with their only interface to the Linux they're working on being webshit, a crosscompiler toolchain, or maybe SSH. Most of them have never seen a Linux DE session in their lives, many of them probably aren't aware such a thing exists. The situation is even grimmer in younger IT corps like Google, Meta, Amazon, or Netflix, where the majority of workstation sessions aren't mindless Windows sheeple, but fully indoctrinated Macfags. I wish it wasn't true, but literally nobody cares about the Linux desktop for strategic business reasons other than Valve.
>Would be totally ignorable except for most of them are Red Hat employees
Not really, they're white elephant staff/volunteer hotpockets autisming over irrelevant desktop shit, retained solely as a fig leaf for the fiction of a Linux "community" extending into desktop. Everything you mentioned is a worthless toy in the eyes of their actual paying customerbase, except somewhat in the case of
>SystemD
Has actual problems, such as its infamous feature creep (mitigated to some extent by forks like elogind), and typical Pooteringware implementation bugginess. But even on a purely theoretical level much of what grognards complain about are the things that actually make it a good idea, such as binary formats, native software in place of spaghetti scripts, and standardized IPC with D-Bus (something else I'm surprised you didn't list, since it also rankles the autism of grogs) instead of piping around opaque text streams. The anti-SystemD contrarians had numerous chances to fix the legacy crap themselves, such as SMC, Shepherd, & Initng. But instead, the best they've been willing to endorse is stupid shit like runit, OpenRC & Upstart that are just the same borked script soup with a dep resolver slapped on top.

>>312778
I think the universal principle is true or willful information asymmetry. Buy-to-own games have no externalities to hide, whereas libre software, SNS, GaaS, mobileshit/consoleshit walled gardens, etc., have massive hidden externalities behind their profitability like dumping/monopolization, whale milking and datamining. The only solution is probably more legislation to compel the most systemically transparent end-user pricing possible.
>That one always strikes me as badly thought-out
The analogy I usually see is to low quality "ethical" products, such as fruits and vegetables with literal open sores, accepted by customers with compromised quality standards. That's a bit too harsh in my eyes to both open source and other ethical products, but to me it means standards of quality must be upheld by consumers even when seeking higher ethical standards.
Replies: >>312804 >>312805
>>312790
>The anti-SystemD contrarians had numerous chances to fix the legacy crap themselves, such as SMC, Shepherd, & Initng. But instead, the best they've been willing to endorse is stupid shit like runit, OpenRC & Upstart that are just the same borked script soup with a dep resolver slapped on top.
The fact that you mentioned runit in the context of "script soup with a dep resolver" or invoked upstart at all is embarrassing. 
>The analogy I usually see is to low quality "ethical" products, such as fruits and vegetables with literal open sores, accepted by customers with compromised quality standards. That's a bit too harsh in my eyes to both open source and other ethical products, but to me it means standards of quality must be upheld by consumers even when seeking higher ethical standards.
If your meme needs repeated explanations that it's actually about fruit, it isn't very good. It's the mematic version of bad conceptual art that makes liberal women cry because they read the gallery blurb which explains that it's about the artist's gay lover dying of AIDS or something.
Replies: >>312807
>>312790
uhmm does that image refer to this site?!?!?!?
Replies: >>312807
>>312804
What's embarrassing is the people who think rc or sysvinit are perfectly sane software
>needs repeated explanations
All it needs is "it's a puerile insulting epithet", further analogies are merely to rub salt in the wound.

>>312805 
Nah, silly little altchans like this are cheap enough to run out of pocket as a hobby, maybe with a few donations. Unless it's a Cherenkov radiating honeypot, of course.
Replies: >>312808
1447821035542-2.jpg
[Hide] (69.4KB, 204x299) Reverse
>>312807
If it makes so little sense at a glance that it needs explaining and fails to wound the target, does it even count as an insult?
Replies: >>312810
Really_makes_you_think.png
[Hide] (29.4KB, 356x590) Reverse
>>312808
I mean, does "Microshaft" or "eunuchs" need to "make sense"?
Replies: >>312813 >>312821
coon.png
[Hide] (407.1KB, 615x468) Reverse
>>312810
>micropenis joke and a castration pun vs having to tell people your wannabe meme is actually about organic fruit or something
>>312810
Just turn your brain off and absorb light into your eyeballs for 90 minutes.
>>312621 (OP) 
Can't really disagree but I think they're below average really. Having one important or two games doesn't mean jackshit if you cannot make games consistently. ID Software back in the day made Doom then made another sequel without thought and it didn't take a decade or even two and it's just excused with innovation or some nonsense but half life 2 lacks any real value as a game if not for people calling you gordon freeman and one funny scientist dude being there no one would call it half life. They would call it  SP call of duty  without cut-scenes and barely any shooting but a few interesting gimmicks that were old by the time they were introduced.
Replies: >>312873 >>313097
VR2.png
[Hide] (1.7MB, 1920x1080) Reverse
>>312848
Thoughts on the prospects of possible followups to Alyx awakening Valve as an actual developer studio? I've held off until I can get a relatively satisfactory meme headset.
Replies: >>312930
>>312873
>Thoughts on the prospects of possible followups to Alyx awakening Valve as an actual developer studio? 
IMO it's nonsense one lucky project after 9 years(ignoring kiddy casinos) doesn't suddenly mean they're going to start making games like they did when the 360 came about.
Replies: >>312967
>>312930
>one lucky project after 9 years
You now remember Deadlock exists.
Replies: >>312969
>>312967
Dead what?
Replies: >>312970 >>312973
>>312969
Weird Moba/FPS hybrid. The weird androgynous gargoyle character managed to inspire a truckload of rule34 for some reason.
>>312969
Dota 2 x Overwatch with a bad imitation of Dishonored's spoopy Victorian asthetic. It just appeared in beta one day and it's been kind of there ever since.
worried-man-smoking-a-cigarette-2093960337.jpg
[Hide] (24.9KB, 612x408) Reverse
>HL1
>long ass wait
>Valve/Gaben want money
>HL2 jumps on the DLCancer bandwagon
>long ass wait
>Valve/Gaben want money
>first ANYTHING in years jumps on the VR bandwagon
>long ass wait
>realize the big vidya money now is in battle royales, gachacrack, 4X, horesshit online coop
>realize there is a very real possibility that HL3 coulld pick up with the Citadel creating some !nuclear chain reaction, what society the Combine had established falls, different fAcTiOnS rise from the rubble
>realize that Freeman may have to explore the wasteland building bases and repel online invading HEV-clad middle schoolers on Soviet satellite ping while saving up "Scrap™®©" to purchase Barney's questline to unlock weapon slots for your color-coded, Tiered armaments

I don't want to be right this time, lads.
Replies: >>312992 >>312994
Half-Life_2_Episode_3_concept_art.png
[Hide] (163.7KB, 277x360) Reverse
Half-Life_2_Episode_3_Footage_and_Concepts_Revealed_by_Valve_[-Qo1bD5Oxw4].mp4
[Hide] (13.8MB, 1280x720, 01:00)
>>312988
HL3 came and went, it already got canned in the crib for not being innovative enough. The gimmick was supposed to be ice physics and amorphic blob enemies that were code-side based on the Portal 2 white paint, and was later repurposed way later on / today for CS2's smoke physics.

It's over amigo, it's been 2 decades, it's alright to let go.
Replies: >>313004
>>312988
It's going to be a direct sequel to Alyx, and apparently you'll be in a gigantic super realistic forest at the beginning, and at some point you're going into space or Xen again and there will be humanoids in zero gravity who can navigate the space dynamically..
>>312992
>Valve came up with slimes for  a enemy
I'm fucking shocked. Shocked.
>>312673
I have a lot to say about Team Fortress 2 and none of it's organized. The short version is that the game's slow and doesn't require keysmashing, so it's more forgiving and easier on the hands than shit like Titanfall, while the techs are obvious to see in motion while also not being outright necessary to use since most of them have some cost in resources or opportunity. This gives the game a smooth skill curve and means you're almost never at a point where the only way to get better is to do the same thing but faster.

The issues with the game are fourfold: fucked matchmaking, bad weapon balance done by people who don't seem to play the game, an excess of untested maps, and cosmetics being so bad that they actively make the game worse via reducing things like team recognition and silhouette identifiability.
The Meet Your Match update reworked the entire matchmaking system, so matches went from taking seconds to get into to taking hours to get into - subsequent updates lowered this to minutes, but it's still noticeably worse than it was before. M.Y.M. caused a lot of other problems, but that's the easiest to explain to someone who has not played the game.
I can't nail down exactly when the weapon balance got bad, but the obvious thing to point to is that they "fixed a bug" causing an overpenetrating projectile weapon to hit the same target multiple times when the game's loading screen tips had advertised that ability as a feature.
Every year, new maps are added to Team Fortress 2. These maps are not made by Valve, but by the community, and it's known that - instead of testing them - Valve just takes top maps from the Workshop and puts them in the game, assuming their popularity must make them good. On top of the obvious problem, there's a second, which ties into point four:

TF2 Emporium.
"TF2 Emporium" is a massive circlejerk of hat designers and map makers - not players, they do not play the game - who have a standing agreement to give positive votes to each other's hats and maps on the Steam Workshop, as well as sharing those hats & maps on social media to drive even more attention to them. It is known for a fact that they also use bots to leave hundreds of positive votes on their pages, making them more likely to be added to the game. They do this for two reasons - the first is that getting a hat or map made by you into Team Fortress 2 can make you quite a bit of money, the other is that they hold spite for the game & its artstyle and delight in upsetting people who actually care about it by getting ugly-looking and balance-harming things added to it. There's also a lot of faggot drama that amounts to them running smear campaigns against anyone who dares speak out against them.

Now to get even more disorganized.
There are many things about Team Fortress 2's core mechanics that make it appealing.
The game is, bluntly, well-designed overall. Most weapons are viable in casual play, maps added before Valve gave up are generally good with balanced sightlines and well-placed everything, and every class is immediately visually recognizable due to silhouette and color placement.
The relatively long time-to-kill, sometimes going into multiple seconds at long range, means you aren't totally fucked if you get jumped, you have time to get your bearings and fight back when surprised, and there's time for another player to show up and even the odds.
Twelve-player lobbies mean it's very likely for there to be another player around your skill level, it's very unlikely for the entire enemy team to be better than you.
The objective-based format means even a bad player isn't "feeding" the enemy team like you might be in a team deathmatch, because the worst thing you can do is achieve nothing rather than a bad player actively making it harder for their team to win. The objectives also, naturally, attract players to a given location, and this is personal but I do prefer guarding a cap, the hill, a flag, or a payload to be more enjoyable than wandering the map looking for players to kill for points.
The ease of switching loadouts and weapons, as well as most weapons serving a specific purpose, rewards crafty players for recognizing an ongoing situation and adjusting their loadout - for instance, if enemy Engineers and their sentry guns are causing a problem and preventing your team from making progress, you can immediately help by switching to a class or loadout that's good at killing sentries, while you can turn the tide against projectile spam by equipping things that let you reflect or destroy projectiles. The room the game gives you to adapt your equipment to a situation is not something I have seen much of, and I like it, because it means the game is actualy won by playing rather than you just being immediately fucked when it starts because the enemy's class & weapon picks counter your picks.
The game has numerous techniques - obviously blast jumping, but also trimping, sentry jumping, damage surfing, and the various counters to invulnerability - but manages to not feel overwhelming because most of them have a cost or risk associated, meaning you're not "losing out" if you aren't tech'ing all the time. Blast jumping can eat a considerable amount of health and isn't always useful depending on map layout, trimping requires the Demoman to dedicate his secondary weapon slot to one of the shields that let you charge & trimp, sentry jumping similarly requires the Engineer to switch out his secondary for the Wrangler that lets you manually aim a sentry along with requiring you to get a sentry in position just to make the jump, damage surfing requires quick thinking and some luck, and every way of inconveniencing an incoming Ubercharge requires you to get close and risk getting torn to shreds.

I liked Team Fortress 2 because it let me play how I wanted without spending more time respawning than fighting, I never felt like I was a burden on my teammates, I didn't have to go whole hog all the time just to do well since there was always someone worse than me in the lobby, and it still let me feel cool whenever I landed a difficult rocket shot or got a cool flank as Spy and stabbed a bunch of people. I likee that tryharding and chill play were both fun and unlikely to get you insulted or yelled at.
It seems like every P.V.P. shooting game nowadays is turbotactical shit where you need to microanalyze every aspect of your loadout before you even spawn in, a constant cocaine trip where you can literally kill someone's character before their brain can process that their character has taken damage, wikislop, montage bait, or some other kind of failed E.-sport. Team Fortress 2 let me be slow while not stopping me from being fast, and it's one of the only games I've ever played like that.
Replies: >>313055 >>313066
scot.mp4
[Hide] (7.4MB, 720x480, 01:01)
>>313048
>I can't nail down exactly when the weapon balance got bad
2009 saw the first batch of blatantly unbalanced shit. When the Sandman was introduced it completely immobilized players at ANY range and also worked on ubers. It got a truckload of nerfs in 2009 but that year was when they stopped giving a shit about balance.
Replies: >>313056
>>313055
I wasn't playing until at least 2012, so I wasn't there to witness peak Sandman - I just know that, by Tough Break(2015) or Jungle Inferno(2016), they seemed to have gained an active hatred for balance judging by how they went back and fucked up a bunch of existing weapons, with the only real improvements I can think of being the Dead Ringer nerf and making the Rescue Ranger consume metal - and maybe the Black Box healing nerf.
Valve was very innovative back in the day, but overrated non the less.
Half life was a good game that brought a lot to the table, despite not being the stroke of genius it was painted as.
The source engine used for hl2 was just a vastly improve idtech2, which was also the one powering half-life, they made significant improvements which is a technical achievement back in the day, but overrated non the less, as it clearly shows its not much different under the hood than idtech2.
In fact it is not that vastly different from idtech4 or superior.

The gameplay of hl2 was was novel for its time and the physics based stuff for gameplay and generally added a new layer of world interactions not seen before, idtech4 supported a similar level of physics but it was never really used at that scale, garrys mod was a particularly new level of sandbox gameplay not seen before.

Valve was pretty good back then and pushed the envelope, way more than other companies back in the day, but not as great as most fanbois tend to think, nowdays its just stale and old and hl3 is gonna go down as the meme of the century.
Replies: >>313097
d40803a6a92c358625a277a49865e7c9f97525093aa17c122280064a201b8bb6.png
[Hide] (43.5KB, 250x143) Reverse
>>313048
nah tf2's problem, and collaterally any class based game, is the fact that it's primarily aimed at noobs. since it's a rock, paper, scissors system, anyone, even the most drooling of retards, can get a kill against a class that's weak to his. the fact that it's so chaotic and chokepoints heavy exacerbates that. pick pyro, and hold w+m1, pick demo and spam nades, pick heavy and get pocketed by a medic and get plenty of kills and dopamine at 7 years of age while never having touched another fps in your life. and even if you lose the game, who cares? the "team" in team fortress is just a suggestion, not a mandatory requirement, competitive play was never promoted, encouraged or even mentioned.

tf2 is a noob's paradise.
Replies: >>313085
>>313066
Most of those issues are primarily caused by the skill ceiling that mouse and keyboard has. The game was clearly not designed with PC in mind or Valve was planning on removing rocket jumping and changing other things and decided not to after backlash.
>>313065
>>312848
>>312621 (OP) 
>>312624
Still more quality than id and bungie could ever make.
Replies: >>313106
>>313097
Does quality qualify as mindlessly holding the W key forward to progress?
Replies: >>313110
>>313106
like doom and gaylo?
>muh keycards mazes
>muh relative open outdoor spaces
no real difference
Replies: >>313112
>>313110
Take your meds. At least gaylo and doom have actual enemies who can kill you without being a headless chicken.
Replies: >>313113 >>313114
10faf624b1590174f081ff7dd9d6ce2ef1c58500073c29e61fc7be33dd1ac490.png
[Hide] (100.6KB, 360x240) Reverse
>>313112
2 niggas don't play gaylo
>>313112
the games with autoaim and aim assist?
Replies: >>313116
1a272a72dcee9c5d67d12f65aeb4701118852581a63335f6a0c4c5e64cf39cd0.jpg
[Hide] (268KB, 1920x1080) Reverse
>>313114
So just half-life? Take it back to India Chan you revisionist retard.
Replies: >>313117
>>313116
optional unlike boredoom and faglo
Replies: >>313118
>>313117
>nuh uh muh game is so skilled
>uh nuh uh
>I am a nigger
Replies: >>313125
>>313118
>no argument
Replies: >>313126
>>313125
So bold to state that you don't have a argument.
[New Reply]
79 replies | 29 files | 45 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

Select the solid/filled icons
- news - rules - faq -
jschan 1.7.3