Maybe the suits can fix that in a week by using AI.
/s btw
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Maybe the suits can fix that in a week by using AI.
/s btw
Hey ChatGPT, code a new island!
Players: it's not unique enough and that makes it boring. It's like they rushed this one with some standard stuff.
players? you mean marks
I own something from that. I tried running it once and it would barely load. I gave up. Didn’t try again even on a new pc
I bought a pledge early on. Sold it a few years later for double the price. Great investment!
My Helldivers gripe is that the war bonds cost too much for the casual player. 1000 super credits takes a while to gather, and even grind. Paying actual money for them is about $25aud per war bond. I think there's eight war bonds now? That's a full day's income, and you still need to collect medals to unlock the contents of the warbond.
Edit: You all don't need to explain this to me, I'm aware of the options for getting super credits. None of that changes how I feel about the game and that I'm losing interest because of it.
But you don’t “need” to unlock them all on the day of release, there is no FOMO component, they don’t disappear after a month.
And if you play enough to unlock them faster than they can get them out, you definitely have the time to grind the 1000SC to unlock them.
I'm definitely experiencing FOMO with the warbonds I don't have. I don't have the time to play/grind or the inclination to pay for them, so I am missing out. There's three warbonds that I don't have and sure I'll eventually get them maybe but right now I'm missing out. Being able to unlock things is a big part of a game to me. I'm not dedicated enough to HD2 to skip the other games I want to play in order to get the unlocks. The whole process is lowering my interest in the game. I paid for it, I want to use the new toys that get released with it. If I were to buy it today, I'd be so far behind I'd feel short-changed in what I got access to.
Have to disagree. The war bonds have been some of the easiest to pay with in game currency compared to games like cod where their cod points feel next to worthless.
If you are netting very few credits per hell dive, you may be playing with those that don’t need them or playing bots, or a newly released content. Farming on level 1 will often get you with like minded folk, especially before a war bonds release. Farming is quick when you realize you don’t have to extract, just abort to ship.
1000 super credits are easily farmed just by doing missions. Do low level missions, race to the poi's with the car, rinse repeat.
Fun? No. But you said farming so this is it. ¯\_(ツ)_/¯
By just playing the game for little over a week, so no farming, just playing, i've gathered 700 sc.
The medals are easily gathered doing level 5 and up missions and completing your personal orders. And taking part in the majors of course.
All that stuff is great if you've the time. I've got maybe 1-2 hours a week for the game.
But then, warbonds aren't necessary to play the game..
If you play 1-2 hours a week you probably haven’t even unlocked the free stuff yet, or got meaningful upgrades. The new guns are not that great. I use the same shotgun from day 1. Same OG kit. The game plays fine without the BPs. The game gives you free access to BP. The core game itself is very fun to play and the rewards come pretty naturally.How is this an issue?
Here the thing, if you only play 1-2 hours a week you barely have enough time to get a good load out figured out. Why don’t you just enjoy the game as is, when you have 40 hours in the game you should have unlocked a battle pass. It’s how games are monetized now. Enjoy the content available to you or fork up the cash. Welcome to 2025 we all hate it here.
If you don't have the time to read a book,watch a movie or play a game you should not start it.
I'm over 50, like you only have a few hours, i have a tremendous backlog of games i just have to play and a family to provide for. (mechwarrior clans is the first one which comes to mind but i have dozens)
But i came back for this event. You miss nothing. Every weapon you can "buy" does not really alter the game or changes anything. The standard liberator is still one of the very best primaries.
Ignoring the part about the super credits and fomo stuff, the money confuses me. Is regional pricing so different that you're paying an additional $10 AUD compared to US and EU pricing? Additionally, $25 AUD as a full day's income? Even a low hour, part time job earns way more than that. I feel like your situation might not be financially compatible with buying things like that, I'd cheat or pirate if it's that important to you. $10 USD is not much for DLC, and while I strongly dislike purchasable gameplay mechanics in games, it's supporting the continued development and it isn't egregious. $10 is a burger, or a coffee, and I'm saying this as someone well below the poverty line.
But like, the commercial said that making games is just sitting on a couch and pressing a sound board to add that one sound effect in level 3, so like I don’t know why they want money for it.
Well in Helldivers 2s case, its not helpful that they picked to use a dead game engine. Autodesk Stingray has been dead for a while.
Also, I might agree except that solo indie devs in their basement can add many basic features in 6 months time, not just one. I get that some features, like new maps, mechanics, or characters take time. But for example, when a game mechanic already exists elsewhere in a game but not in a different part (for example, a flashlight attachment on one gun but not a different gun), there is not a thing in the world that will convince me that would take 6 months to add. And if it would take 6 months to add, that is entirely due to laziness or incompetence.
I am not a game dev and do not have a stake in this personally but also dislike the 'lazy or incompetent dev' line that gets used sometimes. While ALOT of games seem to be made with really shitty code, with a game that seems as complex as Helldivers 2 adding a new feature can be a lot more complex than expected.
First there are non-technical factors: bosses that might not want to implement the feature and needs to be convinced, the devs might not know how to implement it and need to do research which takes time, artists that need to be added to the pipeline for assets, budget or other financial concerns (management might not think the feature will contribute to revenue), or even something like petty internal politics.
One the side of technical problems there is combinatorial explosion where adding ONE feature means thinking about how it interacts with all the other features. There is the problem of possible technical debt where you might inherit bad code from previous devs that you need to change before you can add anything. There is also the problem that the feature might not be technically feasible; remember that a game has only a fraction of a second to do its calculations and display them to the player while also checking for player input. This does not even begin to consider the problems caused by being a multiplayer game with possible network problems.
On the discontinued engine, the studio founder said that they were already in development of Helldivers 2 when it was discontinued according to the Wikipedia article.
Yeah I agree this seems more like tech debt and possibly a shitty architecture to me, both problems that ultimately come from poor management. The codebase I'm responsible for at work was developed in a mad rush, and the levels of pointless coupling and interdependence sometimes makes it hard to change anything without spending forever tracking down all the stupid little places that piece was touching. That shit comes from management pushing you to just do the thing already and move on, which works for a while until things get so messy you have to slow down or spend some time on a refactor. Someone could easily have made a technical decision for the sake of expedience, which was then built upon and became interconnected with other things in a way that made changing it require a major change, which of course no manager will support, so the work gets broken up into 100 tiny stupid tickets trying to move toward adding the new feature without ever making a breaking change, slowing down the whole thing even more.
I don’t think the game engine has anything to do with it. The common criticism against Helldivers 2 is that there should be more enemies, biomes, weapons, missions etc.
Adding a new enemy isn’t easy work. People think it’s just dragging a new 3D model to the map and then it’s done.
First it needs to be planned. It must be conceptually different from all other enemies so people don’t complain about that it’s just a copy paste reskin. Then it must be developed, which includes code, modeling, animation and sound design - all working in tandem.
And finally it must be tested and tweaked to ensure it mechanically works with all other systems in the game, like other enemies, weapons, missions, etc. Maybe during testing they realize it’s not as fun to play as they imagined, so they have to go back to the drawing board and iterate. Each iteration can affect code, modeling, animation and sound design. However, all involved aren’t just waiting in standby for feedback from play testing. They’re currently working with 100s of other things at the same time.
And then after a month of work they realize it’s never going to mechanically work, and they have to start from the beginning with a new idea.
Then repeat all of the above until they find something that actually works. This could easily amount to 6 months of work.
Sure, larger businesses have more developers to get more work done. But there comes a time when throwing new developers at a problem convolutes the process and actually slows things down more than it helps.
Something that seems simple to you like a flashlight attachment may not be so simple under the hood.
Solo indie devs have an advantage because they're familiar with all of the code. They're the ones that wrote it.
They don't need to learn a new part of the code when making fixes or changes. They don't need to explain to another dev that "you don't change how this information is passed in here because you'll need it to look just like that in some other section that you'll never touch".
Additionally any decisions/changes/etc. are all decided by one person, no need for meetings to get everyone on board and explain exactly what you want to do. No need to try to get everyone to understand your vision for what you want to happen.
A famous comic might explain this process a little better:
Sounds to me like you're not considering that they likely have a massive list of priorities to address and a flashlight attachment is simply not even close to the top of the list.
Nothing exists in a vacuum.
“Our software is a bloated mess” is not the defence they think it is.
Doesn't seem to hurt Bethesda. Oblivion remaster drops and the Internet ate that shit up like the pile of old shit it is.
It kind of is, unfortunately. Games are often developed with a lot of pressure and the constant dangling of the budget being cut off. I don't think the devs are incompetent and think what they produced (code quality wise) would be the best, but what could they do if they need a result to present to the publisher end of week and then don't get money (aka time) to clean it up but instead they get the next deadline.
On the other hand I am also not sure I can blame publishers. Things can easily spiral out of control if managed badly in the other direction.... see Cloud Imperium Games (i.e. Star Citizen).
The PC build is trash