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Messages - Microcline

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196
Other Games / Re: The Elder Scrolls V: Skyrim
« on: May 03, 2012, 03:37:27 pm »
Scans of the June issue of GI have been posted.  I'm not going to link them, but they don't paint a pretty picture of the game, even if GI is trying their best to shill it.

-1000 years before Skyrim
-Three factions
-Massive retcons
   -Molag Bal and Mannimarco are the generic allied demon/necromancer bad guys
   -Nords, Dunmer, and Argonians are allies "out of necessity" despite this never being mentioned in other TES games, the three of them having an undying hatred for each other, the Argonians living in a swamp that's poisonous to non-argonians and the Dunmer having four living gods protecting their turf
-Classes, levels, third person, hotbar for skills
-Progress in the Fighters' Guild by destroying "Dark Anchors" and in the Mages' Guild by collecting "Lore Books" rather than unique quests like previous games, Thieves' Guild and Dark Brotherhood will be in the game but are not described
-No player vampirism/lycanthropy, although they will be enemies in certain quests
-No player owned housing/property
-Complete voice acting (I actually started laughing when I read this one)
-Cyrodiil is a straight copy from Oblivion, except smaller
-Graphics have the standard plastic-y HeroEngine look

As it stands it looks like a cheap WoW knock-off with a popular IP stamped on it.

197
Other Games / Re: The Elder Scrolls V: Skyrim
« on: May 03, 2012, 02:45:29 pm »
There's no way any developer would try this as anything other than a bare-faced cash grab.
Oh come on. People have been clamoring for multiplayer in TES and a TES MMO for years now. It doesn't make it a good idea but is it really impossible they said "Hey, our fans really want this, maybe we should give them what they want?"
I've seen far more threads on their forums asking for spears, crossbows, and levitation.  Those are all things that can be implemented without throwing out the current system and are capable of appealing to the audience (how many games these days let you fly?).  When Bethesda is allowed to shrug off criticism for not listening to good advice by trivializing their install base, then they forfeit the ability to blame their mistakes on "we were just listening to the fanbase".  Every game has someone on the forums asking for it to be an MMO or an FPS.  That doesn't make it a good idea.

Quote
I think people who are disgusted with this move have every call to voice their opinion on this matter. If they are betraying what has been the genre of the series for so long now, we have to ask ourselves why, and historically speaking, there has been a recent trend with successful games switching genres to become MMOs or shooters because they are more profitable.
Betrayal is a very loaded term here. Is it so wrong to want to try new things? Personally I prefer that a company experiment and blend genres rather than put out the same old game over and over. To me, putting out a game that's been proven to sell well is more profit-oriented than taking a big risk in a genre you don't know if you're capable of handling. This isn't guaranteed to make them a lot of money, I'm actually more concerned about it losing so much money that TES VI is hurt.
There's no real way for TES to be transformed into an MMO without stripping out and replacing the gameplay features.  If changing genres forces the developer to strip a game down such that only the IP remains, why not create a new IP instead?  Things like FPSXCOM are only going to piss off the established base and the XCOM IP isn't going to bring in the FPS crowd.

Quote
Therefore it is not unreasonable to think that this is a cash grab, or that it will put the series into stasis, or that it will destroy a gameplay style we have all come to love.
It is totally unreasonable considering we have heard barely anything on the subject. Any conclusions we come to are wild speculation but I really think you are overreacting with words like betray and destroy. Furthermore, I doubt it will put the series into stasis since they have been working on it since partway through Skyrim. It's obvious they have separate teams working on this and the mains series.
Spoiler (click to show/hide)

Looks like this is another HeroEngine game.  It's kind of funny that an engine appropriate for low budged Korean MMOs and indie games (that has only recently been officially released and is still not feature complete) is constantly being used to make multi-hundred-million dollar AAA WoW derivatives.  This one's already got the moniker "TESuvius".

198
Other Games / Re: The Elder Scrolls V: Skyrim
« on: May 03, 2012, 01:41:37 pm »
I don't know how anyone thought this would be a good idea.  Bethesda has never produced a TES game that isn't incredibly buggy and imbalanced, two things which are a death sentence in the MMO environment.  They've had trouble producing one province worth of content and quests over a five-year development period.  How do they expect to flesh out all of Tamriel, let alone compete with what WoW has to offer?  When I first saw this, I thought it must be a late April Fools joke, or a fanboy posting a "what-if" article.  There's no way any developer would try this as anything other than a bare-faced cash grab.

They're also throwing away the crutch of modding, which their current library would be almost unplayable without.

199
Other Games / Re: Good free RPG makers
« on: May 01, 2012, 11:10:26 pm »
Program it yourself. RPG makers are dumbed-down, limited in features and you won't improve your programming skill with them.

Frank Lloyd Wright didn't build houses with his bare hands.

The amount of overhead to make a game from scratch is tremendous. I do it, but I've been doing this for years, and I still work with others to lighten the load. I've seen numerous projects crash and burn because they ran into technical difficulties and couldn't fulfill their vision -- or because the teams got bogged down on boring fiddly implementation bits, reinventing the same wheel already used hundreds of times by hundreds of other teams. If someone wants to make a game, and is drawn to using a pre-made toolset, but gets scared off because somebody on a forum told them they should be doing everything from scratch instead, they're almost certain to meet the same fate. On the other hand, use tools, and the feedback loop from work you put into the game is shortened to a fraction of what it would be. Effort turns into results quickly and powerfully.

I used to think using game maker programs was weak, a crutch for the less capable and less ambitious, one I myself only leaned on because I couldn't do any better. Then I went to college, majored in software programming for games, became a design intern at a studio developing an MMO, and eventually graduated and started my own business as an independent developer. Now that I've worked on more than half a dozen finished games myself, I no longer have such elitist preconceptions.

I've personally seen programmers come up with amazing technology, only to desperately search for someone with the creativity to put it good use. I've personally seen designers who hate even basic scripting, but can perform absolute wizardry when given a good editor. DIY game development may sound badass, but in the real world, companies spend hundreds of thousands of dollars paying programmers to do nothing but write tools exactly like this for their own internal use. Not only does it save money by accelerating development times, it enables their often very talented designers to forget about programming everything from scratch and focus on what's really important -- making a fun game.
My initial reaction was also the essential essay Make games not engines.  However, there's a reason that Yume Nikki is the only RPGMaker game to receive an overall positive reaction (Ao Oni, The Way, and Exit Fate could also be argued, but they are at best heavily flawed and extremely subject to user reaction).  Most of these games required their developers to work around RPGMaker's natural flaws to make their game, perhaps taking longer than it would to replicate the functionality in code.  My personal opinion is that RPGMaker is valued more for the inclusion of default sprites and music rather than the engine.

I've seen great things done with GameMaker, but I don't know if it's actually capable of reducing the time needed to become good at game development.  We've seen a crop of people who've developed the ability to use it extremely well (Dan Remar comes to mind), but it's worth noting that they've been using it for 5+ years.

In the end, I think the best option is the proper integration of a high-level language of your choice with pre-existing libraries (or even an engine, if you can find one that fits your idea).  This gives you the ability to treat components as "black boxes" like with a game maker, but doesn't limit you or require you to use workarounds if you want it to do something different.

tl;dr Learning to do anything well takes time, and learning to use a language won't take that much longer and will leave you much more flexible

Some languages you might consider:
C/C++: I wouldn't use this for gamedev unless you have previous experience with it or work with it professionally.  On the other hand, it's fast, solid, and has an extensive and ever-growing number of libraries.  You'll probably want a bit of fluency in it at some point to look at the large number of examples written in it (reading the Nethack source is pretty much a right of passage)
Java: It's clean, portable, and has excellent networking.  There aren't as many game focused libraries for it though.  It isn't as slow as people often claim, but I wouldn't program something with huge memory requirements like Minecraft in it though.
Python: It's a great place for non-programmers to start, but if you have any experience with other languages you'll hate it
C#+XNA: If you aren't concerned with portability, this is what to use.  It's fast, clean and hassle free.  Visual Studio is the best IDE I've used.
Flash: I haven't used it, but I suspect it's one of the best things for aspiring devs, especially given the development of Flixel and Flashpunk

That said, there's nothing really wrong with GameMaker.  In the end the biggest challenge with RPGs (the RPGMaker-styled JRPG ones, at least) is that unlike other types of games that the bulk of the work is in the art assets rather than the programming.

200
Other Games / Re: Tribes:Ascend Beta
« on: May 01, 2012, 03:03:37 pm »
I don't know how Raindance made it out of testing with the current gen setup.  Last match we capped the flag once, grabbed the flag, then went BRT/JUG and had a generator rave until the time ran out.  On the other maps generator rooms either have two entrances or allow the attacker some way of bouncing explosives in, so are (at least in theory) vulnerable.  On Raindance, you have a drop that stops enemy movement, a narrow corridor to fire at, an easily accessible inventory station, and are almost completely immune to enemy fire.  I can't think of a way for even a perfectly coordinated team to make it past the wall of constant explosive damage.

How would you guys rate the maps?  I'd say it's

Katabatic - I can't think of anything wrong with it.  It seems to have a perfect mix of map features
Drydock - I know there are problems with the short cap routes and chasing, but I love the potential for juggernaut shenanigans
Crossfire - It's an interesting contrast to the others (no big hills -> sentinels get clear shots -> heavy/medium capping is more prevalent), but I can't say it's the most fun (this is probably just personal opinion though)
Arx Novena
Sunstar - I like the way this one works with Bella Omega's idea of the generator affecting other base features to allow multiphase plans (i.e. capture the center tower and destroy the gen to get uncontested dominance of the enemy flagstand via bombardment)
Raindance - It's a good map that probably just needs a second, sloped entrance to the gen room
Temple Ruins - I can't think of anything I like about it

edit: forgot all about Arx, but I have to say I like the map

201
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: April 27, 2012, 05:20:32 pm »
I'm pretty okay with the floater redesign.  In the original, floaters were something of a joke as they had low defenses, no psionics, and their terror unit was a giant target that needed to close into melee range to do anything.

I do somewhat miss the old anti-grav system.  In the original, the only thing that they had going for them was that you never knew when a floater was hiding behind a building, and making them hyper-aggressive seems to limit this.  While I'm not advocating a return to turns of looking for the last alien, it would be nice if some of the aliens set up ambushes for the player instead of rushing into battle.

202
Eh, this is a couple weeks old, and the general consensus is that it's just a smokescreen EA threw up after winning the coveted golden poo.  There are two articles written on the subject by Forbes journalist Erik Kain here and here.

EA also has a record of trying to create fake controversy as an advertising mechanism, most notably when they hired people to pretend to protest Dante's Inferno.  I never got why the stereotype of gamers as fat, basement-dwelling homophobes continues to be perpetuated.  From what I've seen, gamers tend to be young and lean either to the left or towards libertarianism, with very little overlap with the fundamentalist groups that make up the core of the anti-gay rights voting bloc.

Perhaps perpetuating these stereotypes allows publishers and "game journalists" (read: advertisers) to dehumanize their customers, allowing them to justify how they treat them.

203
Other Games / Re: Sim City 5
« on: April 27, 2012, 10:59:19 am »
I've got to say that this really looks like a repeat of Spore.  While I'm always interested in reductionism in games, I can't see Glassbox working without a fairly long development cycle.  What's probably going to happen is that EA's going to pressure for a release, and it's going to get neutered or removed.  Unless there's been a major shakeup in EA's management and business practices, I'd strongly doubt that they have the willingness or capability to do something like this.

204
Other Games / Re: The Elder Scrolls V: Skyrim
« on: April 26, 2012, 10:35:11 pm »
Leatra mind pointing out where the heck you got flamed? I just searched. The only time I saw anyone talking about the actual snow, you weren't even remotely flamed. Pretty much nobody disagreed with you at all.
I suspect the posts he's referring to are (with a few others on the next page)
and
They seemed to take an aggressive stance without actually addressing Leatra's complaints.  I'd say that using a quote box while completely rewording a quote is definitely bad etiquette, and I have difficulty taking seriously anyone who uses the phrase "nostalgia goggles".  I also don't understand why Kivish Zokun though his post was worded in a way that would convince him to try the game.  I must also add that while not having played a game doesn't lend credibility, it doesn't allow others to disregard criticism unless they provide a reason.  For example, Wind Waker is a game that looks terrible in screenshots but glorious in actual play due to the fluid animation.  While I have no interest in pardoning rude behavior, I would conclude though that while the DF forums tend to hold themselves to a certain standard of decorum any Internet discourse requires a degree of thick skin from the participants.

I do feel I have to apologize for being more colorful than needed in our engagements, but from what I remember the general idea of the thread was that this game was worse than Morrowind and every feature was lacking and everything was poorly thought out.
I don't know if anyone's opinion has changed that dramatically (barring the first few weeks).  What I think affected the tone is that once the game's flaws were agreed on, it became less about the overall quality of the game and more about whether mods could resolve them.  It's probably the same exact camps as Oblivion: those who think it's unsalvageable and went back to Morrowind and those who think their major complaints can be fixed with mods.

Then guess what? 200-300 pages after, people criticized the exact same things I criticized. Illusion doesn't last long I guess. The whole argument ended when I asked someone I was arguing to stop if it's going to get personal.
I talked about the Oblivion-mod quality textures and awful UI before the game was released
My first post after release was a rant that touched just about everything you brought up in your post
and another criticizing Skyrim's quest flaws
both of which were posted before your's.

(Sorry about that last part.  It's a bit self-aggrandizing.  I just figured that if I was trawling the thread for specific quotes I might as well show that Skyrim was being criticized before, during, and after release)

205
Other Games / Re: Mass Effect 3
« on: April 22, 2012, 01:53:15 pm »
So basically they told they will do something and they didn't. Welcome to the human race.


Also, it's true that journalists are mostly sold out, but you can't blame them, they can't bite the only hand that is feeding them.

"Oh, you were told your car got 32mpg, but actually gets 16? Oh well

You can't blame car magazines, or reviewers they can't bite the hand that feeds them."

You can think that, but some people are opposed to holding their buttcheeks open while being hatefucked.

First of all, a car is a much bigger investment. Second of all, the game was fine, except the ending. The "choices matter'' actually made into the game, just in a half-assed manner of some "assets".

Nice comparison.

I would be fine if you guys said you were disappointed with the ending, or with the game as a whole, and your opinion is right to you. But you just go on whining and whining about it. Maybe I can't blame you, you guys obviously grew up in greenhouse environment, where everything is put on a bloody plate for you and like cats you start screaming and biting if the hand stroking you goes one millimeter wrong. Instead of just trying to get the best out of something you paid for. I grew up with spoiled relatives and I definitely see that in all of those who are bitching about this shit instead of stating that they're unsatisfied and moving on to do something worthwhile. Final Fantasy VII had a much worse ending, but I didn't see anybody stick up a dynamite up his ass and exploding with shit all over the internet. What's with the Y generation.
If we aren't focused on the awful ending, what are we supposed to focus on?  The content cut for day 1 DLC?  The smear campaign against anyone criticizing the game?  The fact that it installs spyware on your computer?  The popamole shooting galleries?  The rigid separation of story and gameplay?  The fact that someone thought that a space ninja with bullshit plot armor was a good villain that fit with the setting?  The fact that the game played out exactly the same regardless of choices made?

If we are treating gaming as a business, their treatment of their customers is unforgivable.  If we are treating it as an art, their reaction to criticism has ensured that like Buckley and Shyamalan they will stagnate, never realizing their flaws and seeking improvement.  As Erik Kain puts it in this article,
Quote from: Erik Kain
If anything, acts of gamer “entitlement” are mostly attempts at giving second or third chances to a developer or publisher. It’s a customer basically telling you exactly what’s wrong with your product before saying “We won’t buy your product ever again!”

That sort of information strikes me as quite useful, actually. Almost the sort of data you might pay for. But I’ve never been a big believer in the value of yes-men.
The "entitled" people complaining are the ones who think Bioware might still be capable of producing a decent product.  The ones who understand the extent of Bioware's hubris have already boarded the lifeboats and departed.

Also, you may want to drop the pretense that the "entitlement" argument is anything but a joke.  In a competitive environment, consumers are right to feel entitled to an outstanding commitment to service, as otherwise they are free to move to the competitors.  EA's inability to understand this has come around to bite them in the ass, and it could very well happen to sites such as IGN and Kotaku.

206
Other Games / Re: Star Wars is offically dead.
« on: April 19, 2012, 10:02:00 pm »
Vader finds your lack of faith in his moves disturbing.

Also palaptine's totally a pimp. You know dude's spent at least some time breaking out the dance moves because who the hell could stop him from mandating a planet wide breakdance? Sith don't mean you lack a sense of humor or mad rhythm.
He's got a surprising amount of swag for his age.

I always figured that Star Wars, like any other series, is only as good as the author writing it.  I see a good deal of agreement about IV, V, Tie Fighter, Republic Commando, the Battlefront series, the Tartakovsky cartoon, and one of the KOTOR games (although there's a sharp divide about which one).

207
Other Games / Re: Tribes:Ascend Beta
« on: April 19, 2012, 12:47:58 am »
Got into this recently, and having a bit of fun. Never played the original, but I hear that it has enough of the same feel to keep people nostalgic.

Anyone have general tips on how to do well during games? I seem to have issues aiming at times (especially with the Sniper rifle, except on specific maps) but I also just started playing two days ago.

Team comp is fairly important.  You'll always want 2-3 pathfinders running capping routes and ready to chase, a doombringer on the flagstand, a sentinel covering the flagstand, and a technician maintaining the base.  You'll also want someone defending the generator, usually a Juggernaut or a Brute.  Other classes are more situational.  Raider and Infiltrator can work if you're good enough to break the enemy defenses, but aren't useful if you're always slaughtered at the base entrance.  Soldiers are good for controlling the midfield (stopping enemy Juggernauts/Sentinels and killing flag carriers).  If there are enemies on the flagstand a Juggernaut can get easy kills.

In the end it's mostly a matter of playing what you're good at.  Pathfinder requires knowledge of capping routes, Sentinel requires great reflexes, Soldier requires great spinfusor aim, Juggernaut requires accurate judgment of distances and ballistic arcs, Infiltrator requires you to be great at evading enemies using stealth and base features... If you want to learn a specific class I'd suggest looking for Youtube videos.

208
Creative Projects / Re: Seeking: A coding motivation buddy
« on: April 16, 2012, 01:58:14 pm »
As for chat groups...Me personally, I never have time for IRC and I kinda find it distracting.  But!  I'd be happy to banter back and forth with the lot of you in this thread, as a secondary kind of thing.
You could always start a general thread in Creative Projects for coding projects (or just a game development general thread, as we all know what "personal coding project" is a euphemism for 90% of the time and I have a sneaking suspicion that a good number of forum members have at some point tried their hand at it).  The idea would be that seeing posts of screenshots and progress and the desire to make something post-able would provide motivation.  There'd be less overall pressure than a thread devoted to a single game or developer, which might be more appropriate once there's an alpha that people would play on it's own merits, like the Other Games threads for Towns and Cogmind.

209
Other Games / Re: Tribes:Ascend Beta
« on: April 13, 2012, 08:47:38 pm »
@micro, thumper/AR soldier is much better at defending and chasing than a spinfuser/eagle soldier, but it really comes down to personal preference. Technician is good at defending, but is a one trick pony in that it has no point damage that reliable enough i.e no smg.

The new weapons are currently banned in competitive games because no-ones figured out whether they're OP or not, but from my point of view they are.
Yeah, I'd agree that AR is viable for chasing.  I just tend to treat SLD as more of a midfielder for killing JUGs/SENs who could disrupt the defense/offense if left to their own devices, as flag carriers tend to fall more under the purview of SEN, DMB, and PTH.

Thumpertech may just be a product of playing in pubs.  I've killed a couple flag carriers with the smg, but TCN loses pretty much all effectiveness when the gen is destroyed and a smg TCN is entirely dependent on other classes to clear out the base when this happens as they're at a serious disadvantage against just about every base-rape class.

I'm just a bit wary given that it's nearly impossible to profit from an ethical F2P model, previous use of the model has resulted in the release of an overpowered $10 item every two weeks (Riot), and Hi-Rez has a somewhat poor track record with Global Agenda.

210
Other Games / Re: Tribes:Ascend Beta
« on: April 13, 2012, 05:37:12 pm »
the energy rifle has about five times the recharge time of the standard one. it'd be great if you were super accurate and you moved a lot between shots, but the signal jammer and lack of jetpack energy make that kinda counter-intuitive.

also, @PTTG the new items are NOT stronger. they are merely different. ALL the starting items are situationally better than their bought counterparts. the mirv has less concentrated damage at a distance, the LAR deals less damage up close, the Xbow is harder to aim with, the energy rifle has a longer recharge, the snipers smg doesn't bounce and deals less damage at a distance, the tcn's thumper has a limited range, etc etc.

the only one that might be outright better is the infiltrator's stealth spinfusor, but I haven't had a chance to test it so i dont know.
There are certain balance problems that make me question Hi-Rez' motives.  There's no reason to play SLD without the spinfusor, thumpertech is a straight upgrade (try defending the gen without it), and the INF moneygrubbing is ridiculous, as each weapon they've released has been a massive upgrade over the last (jackal >>> spinfusor >>> smg).  I'm willing to give them the benefit of the doubt at the moment, but they've done a great job of falling into the standard F2P pitfalls.

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