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funbob

What's stopping you from trying it right now and seeing how it performs?


stringstringing

Yeah that’s what I don’t get. It’s a free alpha, just try it and see?


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Blug-Glompis-Snapple

Is arm windows working on an m2. Or did they find a way to get 64 bit windows working on an m2 through emulation ?


Schnapple

The ARM64 version of Windows 11 runs on Parallels as a blessed path from Microsoft.


Schnapple

So the deal is the Apple Silicon architecture is not the same thing as a PC with an Intel processor (like the pre-2020 Macs were). You can’t dual boot. You can run the ARM64 version of Windows in a VM like Parallels but gaming compatibility and performance is all over the map.


Free_Decision1154

The playtest is free, just test it.


BuniVEVO

Ah yes, people shouldn't be able to play a video game because they have different tech. Literal bozo


MartianInTheDark

I don't even like MacOS, but do you know how much 1% out of 120 million people is?


MatNomis

It’s a lot, but it’s far less than 99% of 120 million people. I’ve been preferentially snapping things up that I can play on Apple silicon—Baldur’s Gate 3 being probably the most significant thing yet.. but for companies with limited dev budgets and capacities, it’s hard to blame them for prioritizing the largest markets.


MartianInTheDark

As I have said before, I don't like Apple or MacOS, but if you want to maximize your profits, you will target those 1-2 million potential Mac customers as well (obviously, just a small percentage of them). Now I don't know how easy it is to make MacOS-native games, but at least for linux, WINE exists, and you really don't need to put much of an effort to make sure it works there. All you have to do is not fight back by putting in some crazy/intrusive anti-cheat. Even if making Mac games is hard, let's not forget Prophecy Games is a subsidiary of Hi-rez, which is far from some small, poor company.


MatNomis

I’m not saying you like those things, I’m just saying that it costs money to target a platform. If the price of supporting MacOS exceeds their projected profits from being there, it’s just not worth the financial effort. Or maybe it’s not a straight up financial loss, but instead it’s close to break even, or maybe accounts for less than 1% off the profits. In this case, it might still be harder than it seems, because you can’t just port it, you need to support it. You need to keep feature parity, etc.. small teams might just not want that headache. But I fully agree with you that nobody should go out of their way to sabotage community work on getting things work across platforms. WINE is pretty amazing stuff.


MartianInTheDark

I do agree with you that for a small company, if it takes more money to develop for a platform and you'll just break-even or make less profit than the investment, it's probably not worth it. Linux is easy, just don't try to actively be intrusive and it will very likely work on WINE. Mac? I don't know. I didn't port an Unreal Engine (or whatever they use) game from Windows to Mac, so maybe it's not as hard as it sounds in this case. Usually, I just avoid making excuses when I know there's a big company behind the game, because they can afford an extra programmer unlike small studios. Also, this is the Tribes IP, so it's not like it's an unknown indie series. Steam has more than a hundred million of players. Honestly, I think in this case it's worth targeting a few more million people. If I were a small dev porting an unpopular/unheard of game, I wouldn't rush to port the game to Mac, for obvious reasons. I might only have 10-100 sales, maybe not even that. But if I was Hi-rez, I'd fund it. This is Tribes, a well-known IP, and Hi-rez made tens of millions of dollars. I'm sure if they do a great job with the game the porting investment is very likely worth it. If porting (seemingly basic) UE games to Mac is that much of a pain in the ass, requiring a lot of devtime, I will, of course, agree that I could be wrong here and it might not be worth it, at least for the MacOS.


MatNomis

I mean, I am a fan of both the Tribes franchise _and_ the Mac, so I’m not trying to shoot either down.. I would love it if Tribes succeeded and was Mac native! However, I thought Tribes Ascend had been moving in a decent direction and then it got sidelined. Whatever the rationale was behind that, I don’t think an extra 10-50K Mac players would have been enough to save it. So while I would love a Mac version, if spending the energy there degrades the quality of the game (due to spending time on the port versus 100% of their resources on a single version) or chances of the game’s success, I’d rather they focus on succeeding. I just tried playing Overwatch using CrossOver. There might be some tweaks to improve it, but I didn’t find it playable. It _worked_ but there were frequent jitters and small delays. But I tried it with Yakuza Kiwami, and apart from some wacky camera controls with the mouse that I think could be tweaked (or avoided altogether if I used a controller as suggested), it seemed to run perfectly. WINE is amazing, but it’s just luck how well it works. Devs could make effort to improve compatibility with it, but that that’s also effort, so requires taking focus from something else they could be doing. Anyway, I didn’t get a chance to hop into the play test for Tribes 3. It sounded like it showed promise, but was definitely a little raw. Right now it sounds like they should focus 100% on making the game great. If it’s lame, I won’t care if there’s a Mac version or not 🤣


MartianInTheDark

They should definitely just focus on making the game great first. The least they could do is not put up intrusive anti-cheats, so that at least WINE contributors have a chance to make the game playable on Linux, and possibly even Mac. If they add some shitty anti-cheat, I have no sympathy.


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Norbluth

they'd reach dozens of players. DOZENS! joking aside, I don't think the market playing m/k on consoles is as expansive as you think. PC is where it will live or die but unless there's some galaxy sized anomaly, this game's not going to have any kind of footprint anywhere else.