I suggest us console players wait until this DLC is at least 30% off in a sale. If the reason for it is legit, then that's fine, but why should we pay the same for far less content?
Cannot disagree. I was going to wait for a sale, but seeing the console version changed that. But most are impatient, which is why I suggested 30% lol
From what i'm reading here from those who watched the preview i definitely not buy until full timetable arrive
It still costs the same to create in the first place. Also adjusting the price for every single individual is impossible. How would they even adjust the price if you don't own a certain dlc for layers for example. If you have no layers, should it be free then? So why should this specific dlc on a specific platform have a lower price?
There are literally 0 additional layers at all. The extra services are not included for anyone on console, so pricing can be set at 20% or so off. If I sold a pack of 10 doughnuts for £10 for adults but I took 4 out for a child's pack, would it be fair to charge £10 for the pack of 6? I mean the doughnuts were already made. If your answer is no. Why the double standard?
I ain't waiting for anything, definitely not joining the miffed club indirectly demanding price cuts to the DLC. Have said it don't know how many times before, if I want something I buy that something end of......
This is the only analogy here that makes sense and it's mindboggling that anyone supports the contrary, y'all are mad.
Mainly so that it doesn't turn out that even a reduced timetable will cause texture blurring... because Matt said that blurring isn't really a priority problem... for me on PS5 Pro it's practically the only problem, because if it crashes, it's once a month and who knows if that's even the case... but blurring happens today and every day and almost on any map, and I've already found out that sometimes even on a map without any additional DLC, and by that I mean that I only have one map installed in TSW5 and even then this problem has already appeared...... these are sometimes interesting findings and experiments
Not quite the same. Scaling the game down for consoles is quite a bit of extra work (and cost) for DTG.
Maybe so but we are still losing shed load off services. Because our £500 consoles cant handle simple sim game because they cant optimise it properly.
Thing is, it's anything but a simple game, and the line between what more optimization can achieve and what console limitations mean cannot be achieved is blurry and indistinct. They're working on it.
"simple sim game"? No, Derail Valley is a simple sim game. But did you ever look once into the simugraph blueprints? The trains are basically simulated like real trains would behave. Sure there were some hit and miss locos. But just look into the expert 101 blueprint. Let alone timetables. Or 3D Models. You will see, that this game is actually not at all a 'simple sim game'.
Indeed and while Derail Valley has various consists standing around there is only the player train moving around at any one time. There’s no complex signalling system as the player simply sets the route with the remote control as they go, or now from the 2D Dispatcher map. There’s no timetable being checked off against your progress. It all takes place on a tiny square map (8 x 8km??) with nice, but not hugely complex scenery. Anyhow with the performance adjustments I’ve just made to TSW and thinking about investing in the Lossless Scaling app, I’m fairly hopeful of running the full timetable even on my potato PC.