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5,174.2 uur in totaal (5,146.9 uur op moment van beoordeling)
Imagine a fast-paced first-person shooter game where players strive for maximum fps by playing with low details settings. This game heavily relies on quality netcode with minimal delay and has complex gameplay focused on gunplay that requires accurate feedback and movement. It is essential to have good visibility of players and their movement to respond properly. The game is highly competitive, with a high skill ceiling and significant differences between good and bad players.

And suppose you're tasked with designing an update for that game. To achieve the best visual experience, you decide to include demanding graphics and effects that are likely to cause fps drops when playing. You also opt to add a net code that adds delay to everything in the game, making it less responsive. Additionally, you desync gunshot animations which affects the gameplay, while forcing false feedback on players in the form of tracers. Nerf the hit feedback on surfaces where your bullets land, eliminate all quality of life features that assist with gunplay such as cl_bob and cl_righthand adjustments, introduce random acceleration to your movement, create excessively cluttered maps, produce animations that are unpredictable, design matchmaking that hardly takes into account player skill levels, and implement no measures to prevent cheating.

The degree of incompetence is truly astounding.
Geplaatst 13 december 2015. Laatst gewijzigd 18 oktober 2023.
Was deze recensie nuttig? Ja Nee Grappig Prijs
1 persoon vond deze recensie nuttig
19.4 uur in totaal (8.1 uur op moment van beoordeling)
Einzigartiges Spiel.
11/10 Punkten.

Hat alles was ein Spiel braucht und noch viel mehr.
Absolutes Top Game
Geplaatst 27 april 2015.
Was deze recensie nuttig? Ja Nee Grappig Prijs
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