Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - kg333

Pages: 1 ... 9 10 [11] 12 13 ... 44
151
Other Games / Re: Shores of Hazeron: War was beginning
« on: July 12, 2012, 07:42:09 am »
Once you've made a capitol, you're already visible on the Galaxy Finder, so your location is no longer hidden.  Posting here is a little easier if someone wanted to find you, but it's not revealing any secrets.

KG

152
Other Games / Re: Shores of Hazeron: War was beginning
« on: July 11, 2012, 07:36:32 pm »
Well hot dog.  My old empires are gone, but at least one of my characters got dumped in an open empire with a bunch of TL32 sitting around.  Anyone want a tech boost?

KG

153
Other Games / Re: Shores of Hazeron: War was beginning
« on: July 11, 2012, 05:58:36 pm »
this is probably the worst netcode I have ever come across.

Essentially, yes.  It's just terrible netcode, and the dev hasn't made it a priority to fix.

Got my account sorted out.  So Bay12 is going with a federation of nations, rather than a single empire?  I'm not sure I'm up to running a whole empire by myself again, although I wouldn't mind signing on with someone and taking care of setting up and maintaining a few systems.

KG

154
Other Games / Re: Shores of Hazeron: War was beginning
« on: July 09, 2012, 08:48:23 pm »
I went to reset my account, but it seems I'm not getting any emails at all from Hazeron.  Judging by the most recent changelogs, there's been an issue with that...anyone else having trouble?

KG

155
Other Games / Re: Shores of Hazeron: War was beginning
« on: July 09, 2012, 04:53:27 pm »
If the pirates have gotten more manageable, I might be convinced to rejoin.  I really liked this game before the evil pirate onslaught (5 pirate driven ships in system for every fleet warship D: )

KG

156
Isn't think whole thing a reference to 'Of Mice and Men'?

ok: http://en.wikipedia.org/wiki/Of_Mice_and_Men

Numerous works have referred to or parodied aspects of the book, perhaps most notably the Looney Tunes and Merrie Melodies cartoons, which often had one character asking another, à la Lon Chaney's characterization of Lennie, "which way did he go, George; which way did he go?",[31] or the abominable snowman, referring to Bugs Bunny, saying, "I will name him George, and I will hug him and pet him and squeeze him." The line "Tell me about the rabbits" has also been frequently parodied.

Good point.  And back on topic, I found that original character somewhat terrifying.

KG

157
Tiny Toons?...

Originally this.  I haven't seen the Tiny Toons version.

KG

158
"Nonsense! I'm going to love him and hug him and squeeze him and name him Foamy..."

Another peron that knows that!

Looney Tunes is obscure now?  *grumblemumblegetoffmylawndarnkids

KG

159
Other Games / Re: Games you wish existed
« on: June 28, 2012, 05:41:48 pm »
I just thought of this, but what about a Source mod set on Space Station 13?

I just had a vision of the Gordon Frohman HL2 comic crossed with SS13 and about died laughing.

KG

161
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 22, 2012, 12:36:57 pm »
Other games doing something bad doesn't excuse Arma2 for doing those things badly too. And it certainly doesn't mean that those badly implimented things are somehow what makes Arma2 a good military sim. I get that you like the game, and that's cool, I like it too. But suggesting that people who criticise it for being janky as fuck are wrong because (it's a milsim, other games do it, it doesn't matter, you don't get it, etc) is the equivalent of sticking your fingers in your ears and going "lalalalalala!"

You're missing my point, and I don't particularly appreciate the personal attack.  I'm trying to say it's not valid to criticize the original game for things that the mod screws up, particularly the things that worked fine unmodded, such as inventory.  For example:

I'm also unable to turn around in most doorways... or narrow hallways, or catwalks. Some buildings won't let you crawl across the threshold, forcing you into standing position, possibly ending with you being dead if the reason you were crawling in the first place is looking in your direction. The multistory apartment buildings have more than once caused me and other people to bleed just from walking up the stairs. Broken legs from walking over a pile of rocks.

Yeah... there... are problems. And that's just with DayZ. My experiences with ARMA2 on it's own had a whole different type of bugginess, mostly related to AI problems.

I've never seen injury from buildings happen in Operation Arrowhead's maps, which introduced most of the enterable buildings.  DayZ added these into Chernarus, which apparently didn't go too well.  Chernarus wasn't designed with enterable buildings in mind.

I suppose my gripe is this:  If you read Ctrl-Alt-Delete's blog post, Tim basically takes these kinds of problems in DayZ and concludes "ArmA 2 must be a terrible game; who would buy this, and why would they put the mod on this game?"    This isn't the first time I've seen people try DayZ without playing ArmA and say this, and it's not really fair to either DayZ or ArmA.  I don't think DayZ would even be possible on any other engine, since I'm not aware of any FPSes that can even handle a map that size.

KG

162
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 22, 2012, 09:16:21 am »
Things like the inventory are just plain bad. It has nothing to do with arma2 being a milsim, it's just a bad inventory. Things like not being able to turn around in a doorway without the rist of shattering all your bones is the fault of the arma2 engine, and again has nothing to do with it being a milsim... it's just bad. The reason people can join a server and press a button to explode every other player connected is because Arma2 lets clients have access to the server via scripts. You can pretty much do anything you want once you're connected to a server, including spawning anything, turning players into farm animals, teleporting, etc. Again, this is a problem with Arma2 and nothing to do with it being a military sim.

The zombies AI is because Rocket just used the panicked civilian ai because he wanted it to be difficult. AFAIK he also increased the speed of the zombies to the point where servers have a hard time keeping up with them, which is why they're prone to teleport around.

The inventory wasn't designed as an RPG inventory, which is how DayZ tries to use it.  It's usually only used as a loadout screen when buying gear at base in ArmA 2, and virtually everything in your gear is supposed to accessible when playing without ever looking at your gear screen.  It's not bad when used in its original context, but it wasn't designed for the full functionality required by an RPG.  It doesn't handle backpacks, food, water, and giving stuff to people well because it was never intended to.

I've never seen the doorway problem in ArmA 2 under normal play (and I have about 150 hours into it), so I can't comment on that.  Ladders are definitely a problem, but I can count the number of FPSes I've seen that do ladders well on one hand.  They're a classic problem.

Security is a big problem.  I don't know what the deal is with BattleEye not working well, but it doesn't.  Again, however, it's not a problem unique to ArmA; most online games I've seen have at least some problems, and games run by smaller companies like Bohemia Interactive tend to fare worse.

The other thing I see get a lot of complaints is the menu system.  The menus were designed so you could command your squad off just the function keys and mouse (select units with left hand, scroll to command with mouse wheel).  DayZ has no squad functionality, which leaves the scroll wheel menu as an irritation.  It just wasn't optimized for swapping personal items.

KG

163
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 22, 2012, 06:28:41 am »
I had not realized this mod was making that much of a splash outside the subcommunities here and on reddit.  Ctrl-Alt-Delete covered it today.

And his blog post covers most of the reasons that DayZ is starting to irritate me.  It's pulling in a bunch of guys looking for Left 4 Dead into ArmA 2, and they don't get it.  They complain about a lot of the things that make ArmA 2 a milsim, like the inventory, running, and un-intuitive gunplay, and assume ArmA 2 must be a terrible game without ever having played it.  If they'd spend an hour or two actually trying ArmA instead of just buying for the mod, they might understand why some things that don't work well in DayZ are there.  Not to mention a lot of the bugs that are DayZ's problem are getting blamed on ArmA...yeah, the zombies are buggy as hell because the AI was meant to path effectively over a map of a small country and engage at rifle range, not look good when walking up to smack you in the face. 

It's not ArmA's fault, dammit.  DayZ takes 10% of what the engine was designed to do (small unit tactics on a massive scale), pushes it beyond its limits, and people blame ArmA for it. 

KG

164
Other Games / Re: Steam Sales
« on: June 21, 2012, 06:29:09 pm »
What about the first two Deus Ex games and the HR DLC? Anyone have experience with those?
The first two games is full of nostalgia go ahead and grab it, the DLC otherhand throws in maybe 2 more hours of fun into HR

The first is fantastic.  I haven't played the second, but the general attitude I've heard about it is "There was no Deus Ex sequel", so caveat emptor.

KG

165
Other Games / Re: Steam Sales
« on: June 12, 2012, 04:07:17 pm »
Already own Amnesia, Defence Grid and Supermeatboy. The other games look like generic flash games with fullscreen mode.

edit: Actually, Audiosurf looks fun. Can anyone confirm this?

It's clever, but I thought it was a bit meh.  Of the rest of the bundle, Killing Floor isn't bad, and the Wonderful End of the World looks like a sub-par Katamari ripoff.

KG

Pages: 1 ... 9 10 [11] 12 13 ... 44