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OldJanx.6798

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Everything posted by OldJanx.6798

  1. eagerly awaiting 3 Feb... i did pve, sad.. after not being linked to my server on second relink 😕 pains of a guildless player... very much enjoy playing on the server i pick to play on, with other people i choose to play with and know what they're doing. not random boonblobs who must follow pin, struggle to have independent thoughts, and be told when to w-key and 111111.
  2. so... with BGFX what's the chances we get metal thrown back into the mix? seems like it should not be that big of a stretch.
  3. i've written games using opengl, metal, and directx and have a good grasp on vulkan.and as i have no purpose in being here anymore, i'm done with this insane misinformed conversation.
  4. LOL... Vulkan is not OpenGL. Much like Metal (and is THE reason apple is dropping OpenGL because it is old and lacks features of a modern api) Vulkan is a next generation rendering api that provides rendering and task scheduling capabilities, further proving my point about OpenGL being past its prime. If you look at any of the triple a games being released, they'll primarily be released on directx on windows, and today will be on metal on macos. for linux they should be on vulkan (and would be if released on steam though more than likely would released as directx games and run under vulkan in proton). nice try but thx for the attempt. ;)
  5. like i said, the first mac beta (mid 2012) was wine based. the "native" mac client as it stands today (just going off memory so i could be wrong) was a few years later. i don't blame apple at all. they're a product company who doesn't care about lazy developers who refuse to provide good user experiences to their end users (cough) by not adopting modern software to fit modern hardware. if you want to talk about industry standards, I'm guessing that's just repeated talk on things unknown. not throwing shade but while opengl is open doesn't mean its for modern hardware, it doesn't mean its the best tool for the job, doesn't mean it produces the best result for the best user experience. just saying.
  6. Metal (OpenGL's replacement on macOS) was released in 2014, I think around the same time they came out with the native mac client... so its not like they had to do anything from scratch. the initial mac client was actually a wine based app, so they had everything they needed when the made the native app to do what needed to be done when it needed to be done to have a working mac app now. they just didn't. Similar to their windows client sporting a version of direct x from 2004... they just chose the oldest technology they could possibly get their hands on.
  7. ya, sad that anet can't invest back in its players like its players continually invest in its game. have bought this game 3 times on 3 different accounts, own only macs and won't be buying a pc to run any version of windows. Its sad when software development companies don't properly abstract their software and can't adapt to changes like when microsoft updates direct x or changes in opengl or apple's move to metal, and so they're stuck on the old and their game suffers, their users suffer. wow this is really terrible news. guess I'll never see cantha, if it does ever indeed get released. sad.
  8. the only thing i'd vote would be blackgate. not trying to be disrespectful or flame (don't pile), just saying it just drives activity away for the week, both my na accts are here this week so i guess this is fresh on my mind at the moment as its pretty dead on both opposing servers. and for me i think it really boils down to needing to get rid of the ppt mechanic. wvw showcases the game's (imo) unparalleled fighting mechanics and yet wvw is still mostly a capture the flag game which has always seemed kind of off. having worked in software for the last 20+ years i know nothing's going to change over night or even over the next few years (time/money/resources) but i honestly think changing the underlying mechanic of how wvw game play works from CTF to just combat would make it a lot more fun and get rid of this wide swing of ppt to the top then fall off the charts as they face a historically anet protected server that will out ppt anyone that comes their way. take the fly zones we currently have today and using the numbers of deaths per side determine majority ownership. whoever has majority # of kills in that area gets a ppk score addend for the tick. along wit that is a modifier based on players occupying the map so that (for instance) a 2:1 fight ends up with the team with twice the number/size gets half the addend per kill while the team with half the number/size gets 1.5 the addend. as the outnumber grows the ppk diminishes to the point where the vastly outnumbered team basically gets nothing while the roamers getting run over get quite a few points if they manage to down a couple in the process. taking out the capturing of the structures prevents these large groups from cowing the other team from participating in the game once they've taken everything and sit idle all day waiting for the chance to get participation when someone in the group kills somebody.
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