- Joined
- Oct 20, 2021
Reminded they have more time to make a horse vagina mod for skyrim than adding a spellcasting button system like Oblivionnexus mod challenge: Dont make porn or faggot mod for 1 day (impossible)
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Reminded they have more time to make a horse vagina mod for skyrim than adding a spellcasting button system like Oblivionnexus mod challenge: Dont make porn or faggot mod for 1 day (impossible)
It's really weird that they can't figure out a way to just make the shout button work as a dedicated spell button.Reminded they have more time to make a horse vagina mod for skyrim than adding a spellcasting button system like Oblivion
ironically attaching a bunch of low-textured polygons to the back of a horse takes less time than scripting and implementing a whole spellcasting system (even if they rip it from oblivion).Reminded they have more time to make a horse vagina mod for skyrim than adding a spellcasting button system like Oblivion
Keep in mind that a rudimentary version of the games engine was already made and provided to Obsidian before development began.Daily reminder that Fallout New Vegas, which many consider one of the greatest RPGs of all time was developed in 1.5 years. CDPR has literally no excuse, especially when they wasted a ton of time scraping the original game after the change in direction. But hopefully the new expansion + patch will get the game closer to what was originally promised.
Yep, its a buggy as hell kludge of features, but I'll be damned if it isn't a magnificently charming buggy as hell kludge of features.Keep in mind that a rudimentary version of the games engine was already made and provided to Obsidian before development began.
Where Obsidian shined was correcting many of the flaws present in that engine and adding a solid story and engaging scenarios.
Todd Howard did most of the work to give Obsidian a body, but Joshua Sawyer gave the Mojave a soul and that's what New Vegas is remembered for.
It's not about the time spent, it's how you spent that time. It took less to make a horse vagina but the effort to make the spellcasting system would be more worthwhile, as much of a pain in the ass it would be to code.ironically attaching a bunch of low-textured polygons to the back of a horse takes less time than scripting and implementing a whole spellcasting system (even if they rip it from oblivion).
I feel the age old saying of "make the mod yourself" applies, even if annoying.It's not about the time spent, it's how you spent that time. It took less to make a horse vagina but the effort to make the spellcasting system would be more worthwhile, as much of a pain in the ass it would be to code.
yeah, people modeling horse pussy most likely don't have much interest in spell crafting and vice versa.I feel the age old saying of "make the mod yourself" applies, even if annoying.
Modding takes autism and that autism takes interest in different things from person to person, and script modding requires a whole other level of autism found in a select few ubertists.
I watched some playthroughs during the drama, and it was comical to see V go from puking his guts out while having a migraine in the cutscene at the end of every major quest to picking up the next one running-and-gunning with nary an impediment. That mismatch between time-sensitive character motivation and the wide variety of comparatively insignificant quests kills suspension of disbelief faster than laughably grimdark worldbuilding and wonky physics glitches.I think the main plot and sidequests are done but the pacing is utterly fucked on account of the nature of the plot. It feels wrong to run around and do open world shit when V's tumor is established to be eating his brain at mach speed.
The only thing that makes sense to me is that they wanted you to be hanging out with Keanu as fast as possible. The way the Acts are structured it feels like the lead up to the heist should have given the player plenty of time to side quest and build a rep as a merc, then after that you get to Act 2 and the stakes are established (though Vic should definitely say you have six months or so to live rather than 'a few weeks at most'.)I watched some playthroughs during the drama, and it was comical to see V go from puking his guts out while having a migraine in the cutscene at the end of every major quest to picking up the next one running-and-gunning with nary an impediment. That mismatch between time-sensitive character motivation and the wide variety of comparatively insignificant quests kills suspension of disbelief faster than laughably grimdark worldbuilding and wonky physics glitches.
The only thing that makes sense to me is that they wanted you to be hanging out with Keanu as fast as possible. The way the Acts are structured it feels like the lead up to the heist should have given the player plenty of time to side quest and build a rep as a merc, then after that you get to Act 2 and the stakes are established (though Vic should definitely say you have six months or so to live rather than 'a few weeks at most'.)
Then you hit Act 3 where most of the game's content is finished and you're dying.
Instead the game doesn't even really start until you do the heist which means all the content you can explore opens up, meaning you have to play the dumbest nigger alive if you want to do any of it.
The extra context and world building Edgerunners brought to the game are honestly what convinced me to play it and probably why it was so successful at bringing in new players.though they also take advantage to such issues when it comes to story telling fully knowing that many people playing cyberpunk are fully ignorant of the world and lore, resulting in a fanbase theorizing on the history and lore.
Lol, nobody finished W3 because the game is fucking boring.From what I can gather in interviews as to why it was rushed in Act 1 is CDPR noticed that majority of players wouldn't finish The Witcher 3 just from how long it takes to finish the game in a normal playthrough
People who read books didLol, nobody finished W3 because the game is fucking boring.
I didn't. The game actually is boring and I found the books more entertaining.People who read books did
I think this is honestly one of the biggest mistakes CDPR made. The entire montage at the beginning of the game of learning to be a merc with Jackie would have been more fun to experience as a player as well as made Jackie and even more impactful character.From what I can gather in interviews as to why it was rushed in Act 1 is CDPR noticed that majority of players wouldn't finish The Witcher 3 just from how long it takes to finish the game in a normal playthrough and they took the risk as to avoid that problem but honestly not only did it cause for the flow to suffer but for the regular players to absorb the World of Cyberpunk, a world that has niche fan base.
Pretty much. Looks like the game itself is being completely redone with the DLC being just the DLC. Surprising, since I expected them to cut their losses instead of pulling a mea culpa like this.So the whole Phantom Liberty DLC I heard is kind of a soft reboot
Kind of excited that they’re implementing the some of the features from the tabletops over to the DLC
I have some news to share regarding the future shape of our teams and our game development philosophy.
Those of you familiar with our strategy might remember that we have a lot going on at CD PROJEKT RED. Projects like Polaris (The Witcher franchise), Orion (Cyberpunk franchise), or Hadar (new franchise) are just some of the exciting elements in the future we see for our games. Part of that strategy is an ongoing process of several deep transformations within the studio which we consider key to making quality games, on time and without crunch. After reshaping our development process and incorporating Agile methodologies, we’re now focusing on refining the shape of our teams.
To meet our own high expectations and ambitions to create the best role-playing games, we not only want to have the best people but also the right teams. What we mean by that is having teams that are built around our projects’ needs; teams that are more agile and more effective. At this point in time, we’re certain that for CD PROJEKT RED to grow, we need to be consistent in implementing that approach.
We’ve carefully assessed all teams in the company in terms of their expected contribution to the delivery of our strategy. There’s no easy way to say this, but today we are overstaffed. We have talented people on board who are finishing their tasks and — based on current and expected project needs — we already know we don’t have other opportunities for them in the next year. The outcome is the studio parting ways with around 100 people, which is roughly 9% of the entire team. This will not be immediate as some employees will be let go as late as Q1 2024 but, in the spirit of transparency, we’ve chosen to share the information now. We want team members to have ample time to process and adjust to the change, and we’ve also made sure to offer everyone a comprehensive severance package.
Finally, I would like to address affected CDPR team members reading this message. Although our paths will diverge professionally, I believe the relationships we have built can remain strong. I encourage you to stay connected and would like to thank you for being an invaluable part of our journey. Your impact will resonate within CD PROJEKT RED and we wish you nothing but success and fulfillment in the next chapter of your professional lives.
Adam Kiciński
CEO, CD PROJEKT