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Messages - The Mechanical Man

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46
Other Games / Re: Morrowind, Oblivion, Skyrim
« on: July 13, 2012, 07:02:38 am »
I'm sorry, but did any of you like being forced to grind one skill for ages so that when you levelled up you could get the 5+ bonus which would be lost forever if you didn't?

I've always hated that argument. Yes, the mechanic was broken, but I never grinded just for a stupid 5+ bonus. I was never forced to play that way. I just played the game naturally and whatever bonuses I got when I leveled up I went with. It was never a big deal to me, it never negatively affected my character, and I think anyone who puts so much time and organization into just leveling up isn't really experiencing the game in the best way.

47
Other Games / Re: Morrowind, Oblivion, Skyrim
« on: July 12, 2012, 01:33:36 pm »
I think it's popular to like Morrowind, but I don't think everyone says it's the best just to jump on the bandwagon. I really do think it is the best in the series, and a lot of people seem to agree with that sentiment.

48
Other Games / Re: Morrowind, Oblivion, Skyrim
« on: July 12, 2012, 01:24:48 pm »
Woops, double post. Sorry about that.

49
Other Games / Re: Morrowind, Oblivion, Skyrim
« on: July 12, 2012, 01:23:44 pm »
I voted Morrowind.

First off, let me say I played Oblivion first, then Morrowind, then Daggerfall, then Skyrim.

Oblivion is a lot of fun as a game, but it has some very bad mechanics (level scaling for example) at the same time. Also copy+paste dungeons. It being my first foray into the series, I still love it despite it's shortcomings. One thing I don't like so much looking back is how "mainstream fantasy" Oblivion went- you've got Minotaurs, imps, mithril armor, etc.

Morrowind is the best one, in my opinion. The locations and enemies were unique, but there were still things you could relate with history (the Empire's obvious Roman influences for example). I liked the diversity of skills and how the weapons skills were broken up into several different things (rather than just Blade and Blunt for example). The weapon variety was also good, with spears, throwing knives and stars, darts, crossbows, katanas, tantos, sabres, etc. I also like the non-leveled loot, and the rarity of high-level loot like Daedric (I recall there is only one full set you can get in the game). The unique items were also fun to collect and almost always had unique models. In Oblivion you had forts, caves, and Akaviri ruins; in Morrowind you had more mysterious and exciting locations like Dwemer ruins and Daedric temples.

Daggerfall is okay, I think. I honestly don't understand why people love it so much. I guess the thing that gets me is that everything is just same-y as a result of most of the content being randomly generated. All the cities look the same, all the people look the same, all the dungeons look the same, etc. A big part of The Elder Scrolls was exploration for me, and interesting exploration is impossible with the boring and drab landscape in Daggerfall. It's almost entirely flat and devoid of content. The only variety came from reskins. All the quests I did involved "go kill this monster in a house" or "go kill this monster in a dungeon". And then the game ultimately just turned into a dungeon crawl with me just going to towns in between to sell loot. For me, it was repetitive and boring after maybe 20 hours of gameplay. I did like the variety of skills, however.

I think Skyrim is good, but I'm disappointed with where they've taken some of the mechanics. I was excited for Fallout-style perks, but got what I think is a pretty crappy system instead. There are barely any skills now as well. I like the carriage fast travel system, but don't like how you can't travel via boat like in Morrowind. I would have preferred mostly non-scaling stuff like Morrowind, but the scaling now is at least better than Oblivion. Magic is generally a disappointment as far as variety goes, but the spells that are in the game do look nice. There are some interesting enemies, but mostly I find I'm just fighting bandits, undead, or Falmer. Dragons were definitely a fun addition, and I think they were done well, but at the same time it can get repetitive. I played this much less than Oblivion or Morrowind, and I think it's because there aren't as many roleplaying opportunities as in previous games. I guess overall I would say it is a good game by itself, but doesn't compare well to Morrowind. I do like how the Empire is more Roman-like again, like it was in Morrowind.

50
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 11, 2012, 03:08:18 pm »
To be honest, I hate the Six Launcher. I only tried it once, I admit, and maybe I just wasn't doing it right, but it ran extremely slow and seemed to do a totally incompetent job at updating my game. And the server list was all messed up. I just update manually, because it's easy enough and if I mess something up myself I know how to fix it.

51
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 11, 2012, 12:26:05 pm »
ugh im confused nothisn working now anymore...i downloaded the BEta Patch and 1.72 and now Aram refuses to work at all...well i deinstalled all both of them and reinstall it maybe the whole thing works on a clean slate... :-\

Don't reinstall the whole game. Try working through the problem first.


First, what do you mean by "Arma refuses to work at all"? Does this mean you can't get the game to run? Or can you get onto the main menu but not load any missions?

52
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 11, 2012, 09:06:41 am »
After playing 1.7.2 some more, I have some stories.

First, there are still strange instances of zombie aggro, and there are still instances of instant zombie respawns.

But having magically lost my double barrel shotgun (which was a bad weapon anyways) I took out my hatchet and started running around Rambo style getting kills that way. Miraculously it worked. I scored maybe 30 zombie kills with the hatchet over the course of 45 minutes. I had my legs broken once, and on two occasions their attacks made me bleed, but other than that handling the zombies was not a problem. It was in fact quite hilarious and fun.

At a hunting stand while I was axing military zombies, I ran into another survivor. Looks like he had an M14 or something, some military grade weapon at least. Either way, he didn't fire at me- I can't say for certain if he would have if I had a gun rather than an axe. I leaned left and right with a salute, trying to show my friendliness. Then the two of us chatted for a little but. I shared some cooked food with him and we went our separate ways. It was a nice meeting. But only moments after we started to leave, the zombies we killed only a minute before respawned. So naturally I axed them to death. Then I headed north, found a barn, and finally got a Winchester! I was excited, traveled through the woods a little bit, and logged off.


I would say most of the fun just came from using the hatchet. It was ridiculous fun; charging zombies head on, not bothering to sneak (just sprinting everywhere), etc.

53
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 11, 2012, 07:06:13 am »
The problem is that he should do one change at a time, and see how that works, rather than releasing an update that will break several different aspects of the game, then do a handfull of hotfixes, each with a new feature or two thrown in for good measure which will mess something else up.

I've seemed to notice that as well. Rocket will just throw in stuff and it'll seem to break other things. And he can never just change one variable in zombie behavior. Maybe he'll reduce hearing, but then he'll increase their line of sight. That's not how you perform an experiment; you change one variable at a time and see how it affects results. You don't just change three because then when there is a problem it's harder to figure out which variable is causing it.

Yeah tuckered out on dayz, at least playing alone without buddys, just logging in sometimes to shot some russians, but it ain't the same now that i have full gear and no worry in the world.

When I don't care about anything anymore, I just start running around killing as many zombies as possible. It can actually be a lot of fun if you just go into a town shooting.

54
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 10, 2012, 09:43:25 pm »
Experience from playing 1.7.2:

-Zombie aggro seems to be broken. Sometimes you can sprint near one 15m away and it doesn't notice you, other times one will spot you from 100m away. Line of sight supposedly is now the main thing that aggroes zombies, but at the same time zombies can sometimes see you through the back of their heads. Losing them can either be impossible or very easy by just walking around a corner. It's a hit or miss method at this point. I haven't played 1.7.2 too much, so I can't have a clear and true opinion yet, but there definitely seem to be some issues.

-Zombie respawns are most definitely bugged. After killing one, another will instantly respawn within the same general region- what location they spawn at seems to be random at this point.

-Zombies are still teleporting through walls.

These are the problems I've experienced in about 20 minutes of testing. 1.7.2 is really full of bugs at this point, and to be honest it's just not fun. One good thing, however, is that the FPS seems to have drastically improved.

1.7.1 was a good version once about 5 hotfixes came out. Hopefully the same can be said for 1.7.2. It seems like there's a pattern of releasing a major version which just breaks everything, and then releasing small hotfixes afterwords to fix or change the worst of it. But truth be told, it IS an alpha and WE are the testers. So Rocket releases 1.7.2, says "Guys test this out. Is it any good?" we say "No! X doesn't work, Y needs to be changed." he says "Okay." and releases hotfixes. I guess that's just the development process at this point.

55
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 10, 2012, 01:14:56 pm »
The mod is pretty rough, yeah, in terms of both gameplay and polish. There are still a lot of bugs, and zombie pathfinding can be messed up.


Guns are pretty rare in most houses. In the countryside, barns have the best chance of spawning a decent weapon. Hunting stands can have good stuff, too. Most buildings are not enterable, but after hours of gameplay I can identify at a distance which ones I can and can't go into.

This list is a bit outdated, but it has some useful item spawn info and pictures of enterable buildings:
http://picacid.com/arma2/loot_en.html

56
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 10, 2012, 07:03:16 am »
Then this sabre team are like playing SMOD for Half-life on superhard with weapons realism topped off. Its completely impossible to hit anyone and theres no indicator for any aenemy or anything.

One thing, if you haven't done this yet in video options change the 3d resolution to something equal to or bigger than your monitor resolution (if my monitor is 1920x1080, I would set the 3d resolution to that or something higher). Also, disable postprocess effects in advanced options. Doing both of these things will make the game look much clearer and sharper and can make it so much easier to see things in the distance. For some reason, the default video options leave ArmA II looking quite blurry.

I believe on the "Recruit" difficulty setting there are indicators for enemies- little round circles on your screen that show where they are. Try that at first. 

57
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 09, 2012, 08:52:37 pm »
There seems to be some sort of conflict between the ArmA II beta patch 94444 and DayZ 1.7.2, or the DayZ update is bugged somehow. When running the DayZ mod I was unable to play any single player missions except for a few, and when I tried to play those few basically all the vehicles and weapons were not spawning. Disabling DayZ seems to have fixed these problems, as now everything is spawning correctly and missions are loading properly.

My advise (which is really true for every single DayZ update, I should have learned my lesson by now) is to just wait for some hotfixes to come out in the following days.

58
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 09, 2012, 07:22:52 pm »
Guys, if you're running 1.7.2, you might/probably will have problems connecting. I could connect about 100% of the time on 1.7.1.5 but since I updated I haven't been able to connect. From what I read on the Day Z forums, this is commonplace and has to do with either the new server code or 1.7.2. Rocket's working on it, give it a day or two. The servers are already fried from the heavy traffic anyways.

Some people seem to get the "Waiting for character to create" and others get stuck on "Loading".

What do you people find so hard about the controls anyway? Even when I was new to Arma I never had a problem.

I never seemed to have a problem with controls, although I did have some time to mess around with them since I played the demo for an hour before buying Combined Operations. I think the mouse-wheel menu options for switching weapons, getting in vehicles, etc. can be confusing at first. Also inventory management can be strange to figure out. Once you figure out how to use it it isn't as much of a pain.

59
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: July 09, 2012, 05:08:50 pm »
Nice! I'll check it out and see how broken stuff is. I don't mind it, though.

Here's a Q&A session with Rocket at Rezzed:

http://www.youtube.com/watch?v=lAXqwewejwU&feature=plcp

There isn't really that much new information about future updates, but it seems Rocket is definitely determined to turn Day Z into a standalone game. But even he doesn't know when that will happen.

60
Other Games / Re: Is anyone going to Rezzed?
« on: July 06, 2012, 07:43:36 pm »
Just posting here to keep up awareness for any PC gamers out there who don't know. It's looking great so far!

Main site:
http://www.rezzed.com/#

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