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Messages - fenrif

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406
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 07:49:45 am »
One of the problems with that is that people will just get all the good loot on the baby servers and then run onto the hardcore servers and start deathmatching people at the spawn for kicks and giggles. Would that be preferable to having forced hardcore-ness for every server? Possibly. I don't have good foresight for that kind of thing.

I guess right now a lot of the problems people are having with the update are from bugs. Zombie LOS (which is a good idea) is bugged and they can see through walls and sometimes terrain, zombie spawns are messed up with 10+ spawning where there should be only 3, etc. So it appears that the update greatly increased the difficulty of the game, but not all of that increase was intentional.

I guess this does in a way move towards more player cooperation and clans. With the new zombies, the big cities are almost impossible to loot by oneself, so in a way it encourages getting a team together in order to be successful. Cherno and Elektro should be zombie nightmares, after all. It shouldn't be a walk in the park getting in there.

People do that anyway though? I mean if you're worried about deathmatching at spawn I guess he's solved that... Because deathmatching implies more than one person shooting. Now it'll just be massacre at spawn. And again, the game is supposed to be a super realistic unfun simulator, so I would've thought that'd be exactly waht Rocket wanted? See what I mean about this all just being baffling? All of this could be entirely removed anyway if he didn't mandate that all servers be essentially under his controll. If server admins had the option to say, just run a server for their friends, or kick people, etc.

And the whole team thing is a good goal to have, and a lot of the patch I guess indirectly (and probobly unintentionally) supports that. But the whole heartbeat thing removes any of the tension and thought that went into actually deciding to team up with someone.

407
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 07:33:11 am »
Yeah, I don't really understand some of the changes. Do keep in mind though, it is in Alpha. He could just be trying out stuff to see how it works. If it doesn't work well he'll probably remove it in the next update. Or not, who knows... But it would have been better if he had just reduced the amount of ammo you start out with rather than remove the starting gun entirely.

I can't have a good opinion until I play the new update, but from what I gather the zombies are actually too powerful now and have eagle eye vision. Although I've also heard the zombie and loot spawn rates are bugged and that they will be fixed within a day or two. I'm still reading threads on the forums to get a clearer view about how this update changes the game. Some people seem to love the new additions and others hate them.

Some people will love anything in the game by virtue of it being in the game. :P

And yeah while he could remove all these changes tommorow, the point of it is that anyone with any sense of what makes a game worth playing would've seen from a mile off that these are bad ideas. And I know Rocket's goto defense is "it's not a game it's ~*art*~ but c'mon, it has a score counter. He wants to make the game punishingly hard and unfun, which is a way to go i guess, but there are better ways of doing it than taking away the only means of defense a new character has.

The worst thing is that these changes would actually be really good ideas if they were optional. Having some super hardcore servers where you start with nothing and every single zombie is a wrecking machine would be awesome (and turning off that heartbeat thing, that strikes me as a very softcore idea). But forcing it for every player just seems incredibly short sighted.

408
Other Games / Re: Masterspace - Someone may have beat Notch to "IT"
« on: June 17, 2012, 07:24:12 am »
still  bugs if u like where its going and have some spare cash help out his going at it hard with development so its not a fly by night type of game
Sorry,but .......WOULD YOU MIND TYPING CORRECTLY ?I'm not understanding anything of what you wrote

Sorry, but... Would you mind typing correctly? I'm not able to understand anything you wrote.

 :P

409
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 06:52:47 am »
I really don't understand what the point of this update is. It's really contradictory. On one hand it's got the "now you spawn with nothing usefull" which seems half assed, why not just spawn with absolutely nothing at all. No gun, food, water basically makes the start of the game cripplingly hard, and any newbies spawning on the beach are completely defenseless from bandits roaming around and killing them. You have absolutely no way of defending yourself. How this is good game design is beyond me entirely.

And the magical psychic telepethy of looking at someone and knowing their morality just completely flys in the face of this being a simulation, or in any way realistic. It's a very obvious "video gamey" thing that provides people with information that they don't really need to the ultimate purpose of removing one of the major sources of tension that makes this game great.

Rocket seems dead set on taking this game in a horribly unfun, punishing direction in the name of 'realism' while adding in just enough completely unreal gameplay mechanics to destroy the whole point. I'm honestly completely confused.



410
TR for life! Red ones go faster after all.

411
Other Games / Re: Conlan's Claim [Sci-Fi Frontier Colony Sim]
« on: June 16, 2012, 11:09:34 am »
I actually though Max Payne was kind of a shitty game, but whatever.

You are correct, sir.

412
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 15, 2012, 07:25:04 am »
I hope that you can hide in bushes and things that arent just walls.

413
Other Games / Re: About the ARMA: II mod, DayZ
« on: June 15, 2012, 05:27:43 am »
You probobly should've asked in the Day Z thread, but what's done is done I suppose.

AFAIK no, you can't use the free version to play Day Z, though I don't know why.

414
I'm hoping this is on topic enough. So here goes.

Do you guys think that the increasing technologic advancenents in 3D printers are going to have an affect on table top gaming? I've heard some people claiming that it's going to single handly destroy the table top industry. Much the same way people say piracy will kill the entertainment industry.
This is all assuming that 3D printers will reach the point to be accessible to most consumers.

Table top gaming has been something I was interested in but could never get into. The prices are just way too duanting. I could forsee in the future having an open source table top ruleset, much in like Pathfinder with P&P, where one could upload and download 3D models to print. Then it's a simple matter of painting and playing with very little cost.

I can see why that appeals to so many and why there are concerns that 3D printers might have a massive impact on table top gaming. However, if true, like piracy I think if the companies modify their business plans and keep up to date with a changing economy they might not come through it all that bad at all.

Every time theres a change in technology that shifts power from the producers of something to the customers there's this same outcry. Happend with cassettes, VHS, cheap printing presses, and downloads. It's always and without fail just fear of change and panic. The movie, music, video game, literature etc industries are still going strong. Also it's not like you can't allready duplicate minis.

Though it's an interesting point with 3d printing, since I imagine it'd be just as easy for someone to design their own dreadnaught or space marine type figure, and then everyone use that. As long as it's recognizable as a guy in space armour, or a walking coffin with guns it doesn't need to look exactly like the GW versions. I guess you could get into trouble for putting the specific army logos on there, but then again you could also just make them out of greenstuff and glue them on anything anyway.

A lot of the furor over this could just as easily be applied to kitbashing or converting things. And to be honest I think the real benefit of 3D printing will be for things like this. Say you want to do some heavy full-army converting, and you need a whole heap of different helmets or kibble pieces, then you can just print off a stack of them. Chaos spikes and non-standard looking weapons and things. That's why I'm excited about 3d printing.


415
Other Games / Re: Warhammer40k: On the way out?
« on: June 14, 2012, 09:47:25 pm »
Haha, I'd always kind of hoped I'd misremembered that or something. That's terrible. Now I'm going to have to check my other game rulebooks to see if they have that same rule.

416
Other Games / Re: Warhammer40k: On the way out?
« on: June 14, 2012, 09:10:10 pm »
Didn't they once have a rule that said no proxies were allowed at all? Like not just in tournaments but that proxies were illegal anytime you played teh game anywhere, so if you fielded any your opponent could just point to them and say "rulebook says they aren't allowed, guess you just lost X points from your army list"

I'm sure I heard that somewhere long after I stopped playing, though it may have just been someone winding me up.

417
Other Games / Re: Warhammer40k: On the way out?
« on: June 14, 2012, 07:57:06 pm »
Do you just get the figs and pieces loose? Maybe they figure it's cheaper to clip things out of sprues and reclaim the excess material. That's something I'm surprised GWS hasn't started doing.

Quote
If I went the whole hog trying to make each of them unique I'd never finish. Because when it comes down to it they're all the same guy, in the same pose, and they're all wearing red armour.

When I had to paint 30 identical beastmen, I still took the time to do tattoos, different fur colors and the like. When you're in a hurry to have a painted army, yeah, you don't bother. But now I think I truly enjoy myself more when I'm creating than when I'm at the table.

I know some painters have a batch method where they paint the basic elements all the same then go back and do detail work. It can get a little mind numbing doing each fig from base coat to detailing, one at a time.

I definatly find the painting and modelling side of the hobby much more fun than actually playing, I just prefer doing individual figures to big units.

And yeah, You get sprues sometimes on the metal blisters, but only the little tabs  that connect the main body to smaller parts. If you buy a box of anything you just get the loose parts in plastic baggies.

418
Other Games / Re: Warhammer40k: On the way out?
« on: June 14, 2012, 07:42:23 pm »
Yeah I'm not saying you can't do different things to make them unique. I was specifically talking about having to paint a large number of models that are all coloured pretty similar.

You can add battle damage, shade them differently, do different unit markings, kitbash all of them, etc. But eventually when it comes down to it you're painting 30 odd guys in red armour, or 60 odd greenish orks. If I went the whole hog trying to make each of them unique I'd never finish. Because when it comes down to it they're all the same guy, in the same pose, and they're all wearing red armour.

I clip up all the sprues the figs come in, and turn them into bricks for rubble. Nothing, NOTHING, goes to waste. Having a bit box as a modeler allows you to do so much more than a simple paint job.

One of the only things I don't like about Warmachines is that you don't seem to get sprues with anything. They were so usefull!

419
Other Games / Re: Warhammer40k: On the way out?
« on: June 14, 2012, 06:25:25 pm »
Why on Earth Terra were you painting a bunch of guys identically, though?

Just about every army (aside from possibly the Necrons) could be painted in a variety of ways. I'm planning to have each squad color-or-pattern-coded, and of course you can pose them differently.

This was back before you could pose them at all. 3rd edition came out just as I was getting out of the hobby. And I mean yeah you can paint every marine a completely different colour scheme, but if you want a military looking army then aside from small details like shoulder pads and things the vast majority of a unit is going to be pretty much the same. And if you're painting say an imperial guard army or an ork army then for the amount of figures you're doing (that were all pretty much identical) I found it best to just get them done. And since you're allready painting much of them the same (ork skin for example) it's easier to just assemly line them out quick as you can. Better that than having loads of half-finished squads.

Unless I was playing something like chaos or orks I doubt doing each squad differently would sit right with me.

420
Other Games / Re: Warhammer40k: On the way out?
« on: June 14, 2012, 05:21:53 pm »
I'm not sure how much the starter boxes are, though I think warmachine's are cheaper? Might be wrong on that. I know my local shop has a colour-coded price guide sheet, and the GWS models are definatly more expensive, even if it's only by a few quid per blister or something. But generally with games like Warmachine or Malifaux you just need less models to have a decent sized army.

Sure you can end up spending hundreds if you want everything, or a really big army, but you can play a game of Warmachine with just a handfull of models. A light warjack costs something like £10, and that can easily be a third of your armys point cost in smaller games. Quite a lot of the newer wargames seem to be going this way. Infinity and Malifaux both also seem to revolve around smaller model counts too.

It also means less models to paint, and more importantly much much less of the GWS "paint 50 identical guys" thing. When I was into 40K I'd always have my commanders, solos and vehicles painted up like a flash, but I'd put off the dreaded assembly line painting required for anything else.

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