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But yeah us being able to "see" BTs while sneaking around is just a gameified representation of Sam's senses. He still can't actually see them, though our BB likely can. It is pretty fun to consider that what we see and what Sam sees are pretty different because if we COULDN'T see BTs, the game would be infinitely harder to play. It's a good way to imagine how hard it must be for people in-universe to navigate BT zones.
CJacobs fucked around with this message at 07:02 on Jun 4, 2020 |
# ? Jun 4, 2020 06:59 |
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# ? Jun 12, 2024 21:32 |
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CJacobs posted:JESUS CHRIST YOUR AVATAR lol, sorry
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# ? Jun 4, 2020 07:19 |
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I thought he could see them but only while linked?
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# ? Jun 4, 2020 07:23 |
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He probably sees the blue outlines we see when we scan them, the 'senses' part is the part where they slowly come together out of weebly wobbly dots when you sit still. You can tell because they disappear when you hold your breath with R1.StillFullyTerrible posted:lol, sorry Thank goodness for firefox element zapper
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# ? Jun 4, 2020 07:26 |
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Pretty sure the shower scene is probably more traumatizing then his avatar.
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# ? Jun 4, 2020 09:43 |
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really liking the chilLP, CJacobs!
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# ? Jun 4, 2020 11:08 |
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It's painful to watch after giving up caffeine. I would kill for a can of monster to start the day right now, and I've only ever drunk it a couple of times. I love the landscapes, though. And the actual outside landscapes, not just the close-ups of his face in the mirror. Please don't stop doing those.
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# ? Jun 4, 2020 11:24 |
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SugarAddict posted:Pretty sure the shower scene is probably more traumatizing then his avatar. Her. And some people got arachnophobia, it's all cool.
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# ? Jun 4, 2020 13:50 |
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StillFullyTerrible posted:lol, sorry Do you have it in higher resolution? I'm asking for a friend's school project.
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# ? Jun 4, 2020 15:00 |
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Are the things being built, and popular enough for thousands to use/like them, plus those dirt roads being created by people walking that way a lot permanent? and for how many actual people can they show up? Also are there things popular enough to show up for literally everyone? And if they are permanent..how much of the game has changed since launch? It's an interesting idea how it all works. But if it meant that if I started playing today or in a couple of months from now and there would be hundreds of shortcuts everywhere, I feel it would diminish the gameplay. Like getting a difficult mission to cross a huge mountain and deliver some drugs only to find there's several elevators taking you up and down. Plus Weedlordgoku69 over there is drilling his way through to create a tunnel. His first starting point didn't get that much likes but the second spot is hugely popular..
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# ? Jun 4, 2020 17:20 |
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The fact that desire lines are an online feature is great.
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# ? Jun 4, 2020 17:36 |
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Qwezz posted:Are the things being built, and popular enough for thousands to use/like them, plus those dirt roads being created by people walking that way a lot permanent? and for how many actual people can they show up? I think CJacobs mentioned something about being assigned to a server for these things? So you'd only be seeing effects of people who are currently/recently online, or at least were at some point when you were playing. I doubt you see literally everything everyone ever built either - otherwise you'd see several thousand postboxes around the one he built in the episode there.
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# ? Jun 4, 2020 17:37 |
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Tenebrais posted:I think CJacobs mentioned something about being assigned to a server for these things? So you'd only be seeing effects of people who are currently/recently online, or at least were at some point when you were playing. I was thinking that too but then I thought 'who would give those postboxes likes?' so they would have almost zero and not show up for anyone. The Server thing is a good point. And if effects only show up from people who are currently/recently online. That could mean that I would have trouble climbing a hill and suddenly have a Ladder poof into existence since Weedlordgoku69 decided to login since it's been a while he worked on his tunnel so the server loads his stuff. I think. I'm just guessing here. Have no idea how it works but I also really think this kind of multiplayer interaction is cool ever since I saw the souls series and their online messages. Love the LP. Really interested how this game folds out and how far it goes on the Kojima scale.
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# ? Jun 4, 2020 18:09 |
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Tenebrais posted:I think CJacobs mentioned something about being assigned to a server for these things? So you'd only be seeing effects of people who are currently/recently online, or at least were at some point when you were playing. Also I believe it was mentioned that you get more and more online effects as your chiral network expands in the game, and it's pretty minimal to start with.
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# ? Jun 4, 2020 18:34 |
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There are a few really cool ways the game tackles the challenge of a playerbase that may dwindle. First and foremost, it prioritizes stuff that was built recently but it's not limited to it. We may see structures which were built ages and ages and ages ago- stuff with literally millions of likes. Were the playerbase to ever dwindle, new players wouldn't be stuck in a structure free world without any help because the server clusters keep track of every structure a player has built as long as they don't delete their profile save (a separate save file from the normal ones that stores lots of info on that kind of stuff).
CJacobs fucked around with this message at 19:56 on Jun 4, 2020 |
# ? Jun 4, 2020 19:49 |
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CJacobs posted:There are a few really cool ways the game tackles the challenge of a playerbase that may dwindle. First and foremost, it prioritizes stuff that was built recently but it's not limited to it. We may see structures which were built ages and ages and ages ago- stuff with literally millions of likes. Were the playerbase to ever dwindle, new players wouldn't be stuck in a structure free world without any help because the server clusters keep track of every structure a player has built as long as they don't delete their profile save (a separate save file from the normal ones that stores lots of info on that kind of stuff). Are all structures generated by the playerbase or are there some guaranteed help spots placed by the developers? (Kind of like you could always summon Solaire).
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# ? Jun 4, 2020 20:01 |
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Hand-placed structures will have the names of ingame NPCs, like the postboxes we've been visiting naming Nick Easton as the creator, but they're pretty rare. I think I have seen some stuff placed around by users with the KJP psn name tag but that may just be leftover structures from the game's original testing phase, not specificaly plopped down for players to use.
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# ? Jun 4, 2020 20:06 |
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I have to say I am champing at the bit to see more of this crunchy stuff now we're sort of getting to it.
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# ? Jun 4, 2020 20:59 |
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CJacobs posted:We may see structures which were built ages and ages and ages ago- stuff with literally millions of likes. So does that mean the worldmap has changed since launch? I'm genuinely curious about this stuff and if it is I wonder if KJP keeps a database of stuff that has been changed. If those things are even semi-permanent I'd love to see a database showing what and where things changed or are the same across the globe even when it all is stuck inside its own box. Like a dirt trail being made across the EU/US/EA (and its increments) servers which is universal across all 3 or typical for an US server or an EU server. "The US servers have a shortcut here where you blowup 20 people to save 10mins but the EU servers in the same section goes another route and is far more stealthy to save 14mins, yet the EA serves have a speed run route which saves 20mins of time if you skiphop some part of the mountain in a certain way pointed out by their Multiplayer messages. but if you want there's a universal route almost everyone takes" Meanwhile Sam is hogging down his eleventh Monster™ can.
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# ? Jun 4, 2020 23:26 |
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Qwezz posted:So does that mean the worldmap has changed since launch? From what I have heard, yes. I don't know if it is night and day, but there is probably enough infrastructure in place now due to previous players, that anyone starting a new game would have an easier time traversing the landscape than players at launch. It's a very interesting pioneer style take on a video game.
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# ? Jun 5, 2020 02:48 |
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But remember, other players' structures don't appear until you connect the local waystation, so every player has to hoof it with only their own supplies on their first time through an area.
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# ? Jun 5, 2020 03:53 |
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CJacobs posted:edit: Lol that ski slope is so awesome, I love it. There is a major spoiler in that video besides the equipment, but people who haven't played the game probably won't notice it. Whoops, that includes me then, sorry! Updated my original post to emphasize the spoiler warning there. Most of my awareness of Death Stranding outside the LP has been cute little videos like that one, or funny ones like somebody wobbling around under a Jenga stack pack then tumbling and sending the whole drat thing into a river in hilarious slapstick . Kinda stayed away from the story stuff since as mentioned I'm used to being very confused when I try to understand Kojima games. Though honestly for a plot of "delivery man in a world where the dead are returning and blowing people up" this has been surprisingly comprehensible thus far. CJacobs posted:But remember, other players' structures don't appear until you connect the local waystation, so every player has to hoof it with only their own supplies on their first time through an area. Ooh, very nice touch, also encourages personal exploration of the route rather than just following the trail of ladders and whatnot somebody else set up.
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# ? Jun 5, 2020 05:46 |
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https://twitter.com/MattWatchGundam/status/1268824655676178432?s=20
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# ? Jun 5, 2020 10:15 |
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Ahh, finally the text log part of the game. "Egyptian mummies and pyramids." Okay. Wasn't expecting that.
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# ? Jun 5, 2020 16:44 |
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Not that surprising they'd be looking into literally every preservation technique ever created.
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# ? Jun 5, 2020 17:11 |
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(an example from some random video) Got a question for you folks. YouTube now supports marking 'chapters' in videos by putting timestamps in the description, which appear as little markers on the play header. Would you like me to use this feature to mark out stuff like when cutscenes end/gameplay begins, some of the longer delivery end screens, and so on? If the consensus is that it's not a big deal I won't bother going to the trouble, I can imagine some folks wouldn't WANT to know when cutscenes end/etc because that'd spoil how long they are and a bit of their context just by the markers being present. Just let me know what you think of the idea. edit: Obviously I wouldn't use specific spoilery titles for the 'chapters', just generic stuff like "Cutscene" and "Order For Sam #69" and so on. Also keep in mind that it's YouTube so this feature may randomly be removed at some point in the future with no explanation, so all my work may end up being temporary and only apply while the LP is in progress (see annotations and the Bloodborne lp, THANKS GOOGLE). CJacobs fucked around with this message at 06:08 on Jun 9, 2020 |
# ? Jun 9, 2020 06:04 |
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So youtube is now just ten years behind porn sites? If it isn't a lot of extra work for you, you might as well 'future proof' your videos for people finding them later. But, they're definitely fine as is and I get what you mean by simply knowing the length of a cutscene cutting into dramatic tension.
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# ? Jun 9, 2020 06:51 |
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I could see it useful for things like when you say "if you're not okay with x, then at this point in the video, skip to this next one", but otherwise I say use them as you wish.
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# ? Jun 9, 2020 09:09 |
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use them while they're here, and start scripting the rant video for when youtube removes them
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# ? Jun 9, 2020 09:16 |
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Zetsubou-san posted:start scripting the rant video for when youtube removes them Genius!
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# ? Jun 9, 2020 09:21 |
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I wouldn't find them useful personally, but I could definitely understand the case mentioned above to skip anything trigger inducing.
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# ? Jun 9, 2020 11:08 |
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I think the gameplay and cutscenes kinda flow together nicely to where I wouldn't want to miss anything, but I think it'd be okay if you used them like "ok here's where Sam's just gonna grab like 20 boxes so skip to here when I'm done."
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# ? Jun 9, 2020 15:52 |
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Shei-kun posted:I could see it useful for things like when you say "if you're not okay with x, then at this point in the video, skip to this next one", but otherwise I say use them as you wish. This, but where 'x' is Sam being overexplained things he already knows. (Actual answer, I probably wouldn't use them. They're nice on some games with endless cutscenes, but those seem pretty integral to Death Stranding, and I'd be too lazy to bother skipping stuff as short as repetitive inventory screens)
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# ? Jun 9, 2020 16:35 |
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I agree with using them to point out gnarly stuff, e.g. Sam doing...whatever he did to his toe. (I was eating and you warned me, so I just scrolled down lol) If it doesn't make too much work for you, I say go for it.
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# ? Jun 9, 2020 17:44 |
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Yeah, using them for content warnings and/or "inventory management for this chunk" both sound good. I don't think I'd want them for cutscene length, though
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# ? Jun 9, 2020 17:59 |
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tag every monster
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# ? Jun 9, 2020 19:26 |
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Even if no one is using it to skip things it would be nice to have the marker on the timeline to see how much of an episode is cutscenes/gameplay.
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# ? Jun 9, 2020 19:44 |
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90s Cringe Rock posted:tag every inventory management with Tetris music
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# ? Jun 9, 2020 22:01 |
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Thanks for the input folks, I appreciate it. You can't designate an 'end point' for a chapter, only start points, so I think the way I'll do it is this: I'll mark cutscenes and gameplay, but I'll generalize the titles as much as I can a la what I posted above to keep them from spoiling things. If I don't have anything to say during a segment (like the delivery end screen for example) I'll just cut it out or speed it up in editing, except for if I'm in the middle of speaking or something like that of course. Anything that may be hard to watch, I'll tag regardless, but I'll also probably mention it in the commentary if something like that is coming up. Be aware that although this game doesn't pull any punches with making the characters feel like real people, it's not really THAT type of game, so you won't have worry about that very often. CJacobs fucked around with this message at 22:24 on Jun 9, 2020 |
# ? Jun 9, 2020 22:19 |
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# ? Jun 12, 2024 21:32 |
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I haven't personally felt the need to skip parts of your videos but I guess they may come in useful if we've had 40 videos of walking and suddenly there's a plot thing. But mostly I'm quite happy to watch and if I get bored of watching the same trek sometime in the future I'll probably just listen and tab back in if it sounds important.
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# ? Jun 10, 2020 01:38 |