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User information for Mr. Denton

Real Name Mr. Denton   
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Nickname Parias
Email Concealed by request - Send Mail
ICQ None given.
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Homepage None given.
Signed On Mar 8, 2002, 21:48
Total Comments 414 (Amateur)
User ID 12630
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
80. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 20:45 Parias
 
Quboid wrote on Nov 26, 2013, 20:10:
If you get blown up by someone in a fancier ship with fancier weapons, are you going to think "well that guy's one hell of a player", or are you going to think "damn kids with their dad's credit card"? By the sounds of it, in Star Citizen I'm going to think the later and to me, that's a big problem.

That doesn't sound consistent with the game's design at all though. It's not some random online deathmatch arena - the game is based around an NPC-driven live universe. If some guy goes on a killing rampage with his thousand dollar warship within the first five seconds of gameplay, he'll lose that ship pretty fast when the space-police crack down (as well as suffer a reputation hit which may keep the police pissed off at him). And ship replacement won't be instantaneous for him either.

In fact, given the nature of the game, you might never even see said player at all. There's a pretty low chance of someone with an expensive ship negatively impacting your gameplay experience unless you go into a low-security area and / or explicitly go looking for trouble.

As for the impact this may have on intentional combat, well, read this:

"I should also point out that Voyager Direct is intended only to sell cosmetic items or basic ship items that would be available on pretty much any planet the better items will always have to be bought by actually flying to the appropriate planet or earning the via gameplay. There is no need to buy anything from Voyager Direct it is all OPTIONAL and should be viewed the same way that you view paying for a subscription or buying a skin. All of this will be earnable in the game, without too much time invested.

Im very opposed to having a game where ANY of the items, outside of your initial game / ship package can be only purchased with cash. I hate the bifurcation of items in most online games, even when they are just for flair items. I want Star Citizen to allow players to earn everything they need in-game for ships, upgrades and even flair.

Our plan is once Star Citizen is launched the games ongoing running and content costs (which will be significant as were a data & content heavy game) will be supported by the ongoing purchase of new game packages as well as the money the game will earn by some of the players choosing to buy some UEC credits with real money as they dont have the time or patience to earn the item in game (and for this I wanted to establish a cap so someone cant just come in and buy everything, although with a skill based game with a heavy rock paper scissors approach to ship design and weapons this wont help that much as you think). We are making the bet that this will be enough to cover the game ongoing running costs and we will not need a subscription like other big online games live Eve Online or World of War Craft. But it is a risk as were taking some of the things that games use to support on-going running costs like sale of flair items and making them not require money just gameplay."


This comment was edited on Nov 26, 2013, 20:50.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
71. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 19:03 Parias
 
Quboid wrote on Nov 26, 2013, 18:56:
Parias wrote on Nov 26, 2013, 18:54:
For those who missed the livestream - they apparently have the guy who did the UI stuff in Ironman 3 handling their HUD design.

And it looks pretty snazzy.

That looks rather bloated. I hope there'll be more minimal UI options.

It's got a better radar than X Rebirth.

During the Livestream they explained in quite a bit of detail that there will be lots of options to minimize / adjust certain aspects of the UI as needed. They're going for something cool while still catering to various player preferences.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
67. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 18:54 Parias
 
For those who missed the livestream - they apparently have the guy who did the UI stuff in Ironman 3 handling their HUD design.

And it looks pretty snazzy.

Kosumo wrote on Nov 26, 2013, 18:48:
The next question is what about the cheaters?

The could suffer badly from cheaters/hacks and griffers.

Thats what killed the Dayz fun for me (and many others)

Have they talked about this?

Yes, many times.

For example:

"The game will be fully client/server with all significant actions validated on the server (and the client won't be trusted).

We have developers (including myself) who have worked on multiple MMOs and online games, so we know how cheating can hurt a game and what kind of cheats/attacks can be attempted (though new ones can always be discovered!). We'll do everything we can to prevent cheating (including being true client/server), and when the inevitable vulnerability slips through the cracks and is discovered we will take care of it as fast as possible."

This comment was edited on Nov 26, 2013, 19:01.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
54. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 16:20 Parias
 
ItBurn wrote on Nov 26, 2013, 16:12:
Echelon Wind Warriors published by Bethesda. Anyone played that? It sure had flaws, but I loved the flight physics.

The storyline in it was actually kind of funny (if suffering a bit from the usual translation problems) - and the fact it had full campaign co-op made it insanely fun.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
48. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 15:27 Parias
 
ItBurn wrote on Nov 26, 2013, 15:19:
What? Freelancer is the best space sim I ever played. Especially because of the great controls and the amount of things to do. The execution was top notch and it all worked flawlessly in coop.

I'd argue against it being a good space "sim", because it literally was a point and click kill-kill-kill experience (complete with health potions).

You say you haven't tried Starlancer or Freespace? Try them. I won't contest that Freelancer was a fun action game (I got a lot of enjoyment out of it too), but it's a bit of a different genre from what's really a "sim" - and better embodies the kind of gameplay Star Citizen is promising.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
46. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 15:02 Parias
 
Wildone wrote on Nov 26, 2013, 15:00:
How much is the monthly subscription gonna be I wonder

There is no required monthly subscription. You purchase once for a standard retail price and that's it.

Developer citations here.

This comment was edited on Nov 26, 2013, 15:17.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
36. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 14:36 Parias
 
jdreyer wrote on Nov 26, 2013, 14:17:
SC has made more money in the past two weeks than any gaming ks total ever. Has anyone on this forum, ostensibly the target audience of this game, given during that period?

Yeah, I actually caved and threw an additional $170 at it just yesterday. My two local friends already have a Space-Gunship and a Space-Bomber (said bomber also purchased within the last couple of weeks), so I wanted a Space-Fuel Tanker to round out our little ragtag group.
 
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News Comments > John Carmack Leaves id Software
22. Re: Out of the Blue Nov 22, 2013, 22:06 Parias
 
TangledThorns wrote on Nov 22, 2013, 20:34:
John Carmack, over hyped.

You haven't been in the industry very long, have you?

djinn wrote on Nov 22, 2013, 21:19:
Time machine activated...

http://web.archive.org/web/19961226231646/http://bluesnews.com/

Oh wow, aside from the Carmack update there is even some news on Team Fortress in there

Oh man! This is fantastic.

"The only current card that would have been fast enough to run D3Dquake is 3dfx, and they can run glquake."

*Sniff* The memories....
 
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News Comments > Entire Wing Commander Series Now on GOG.com
27. Re: Entire Wing Commander Series Now on GOG.com Nov 21, 2013, 21:12 Parias
 
Prez wrote on Nov 21, 2013, 17:15:
Wing Commander Saga looks amazing, (kudos to the dev team!) but judging from the screenshots on the website it looks as though there is no cockpit view. I would really miss the cockpit view - it just wouldn't feel like Wing Commander to me without it.

Freespace 2 actually does support 3D cockpits now as well, so technically this would be possible to implement. I think they just need the development resources to do so.
 
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News Comments > Entire Wing Commander Series Now on GOG.com
8. Re: Entire Wing Commander Series Now on GOG.com Nov 21, 2013, 11:47 Parias
 
InBlack wrote on Nov 21, 2013, 10:38:
Im tempted with Prophecy, but isnt there basically a free standalone total conversion MOD for Freespace2 that does the same thing and looks much much better?

It's based around a different story though, isn't it? I'd honestly play through both if you want the complete Wing Commander experience since these games are all about story. From my perspective, I don't think I can see them as the same thing as all just because they offer pretty diverse experiences.

This comment was edited on Nov 21, 2013, 11:55.
 
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News Comments > Black Mesa Goes Commercial
37. Re: Black Mesa Goes Commercial Nov 20, 2013, 20:25 Parias
 
theyarecomingforyou wrote on Nov 20, 2013, 19:58:
bigspender wrote on Nov 20, 2013, 18:23:
So the remake was pretty damn cool - but its been given away for free for like a year - what makes them think anyone is going to pay for it now?
Well, I intend to buy it and several other people have indicated the same. Don't forget that a lot of people won't even know about it or aren't comfortable installing mods

It's not really a mod though - isn't it a totally standalone product with it's own installer? You pretty much just hit "Go" to make it run.
 
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News Comments > Black Mesa Goes Commercial
34. Re: Black Mesa Goes Commercial Nov 20, 2013, 17:08 Parias
 
ItBurn wrote on Nov 20, 2013, 16:59:
If I was going to tell someone to play Half-Life for the first time, this is what I'd give him. The old game just doesn't hold up to our modern sensibilities.

Unless you enjoy it to the vocals of Freeman's Mind.
 
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News Comments > Black Mesa Goes Commercial
12. Re: Black Mesa Goes Commercial Nov 20, 2013, 11:46 Parias
 
InBlack wrote on Nov 20, 2013, 10:26:
Not really interested. I played the HL1 campaign to death, I think I could do it blindfolded.

This isn't really the same thing - the maps were completely redone from scratch and a lot of the levels are actually quite different (fundamentally similar concept and architecture, but implemented differently enough to be interesting). The voice acting and character models are essentially original too.

It's actually quite well done; there's a reason why it's considered so popular.

Cutter wrote on Nov 20, 2013, 10:53:
theyarecomingforyou wrote on Nov 20, 2013, 10:39:
Cutter wrote on Nov 20, 2013, 10:21:
Thanks for nothing - literally - Valve.
Nothing? They're letting a mod team profit from their IP and giving them improved access to the Source engine. That's something that very few developers / publishers would ever do.

Personally I think this is great news. They deserve something for all of their hard work and hopefully this funding will allow them to continue with Xen and then move onto the Half-Life expansions. Black Mesa was excellent and I'm surprised that Valve hasn't brought them onboard to work on HL3. I'll be purchasing it to show my support.

Whilst super for them, it means sweet FA to me and many others who really wanted to see HL3 instead of a remake of a 15 year old game we can all play blindfolded made with an outdated engine - and they're charging for it. Knock yourself out however.

I don't follow your logic - how would this fan effort affect HL3 in any way whatsoever?
 
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News Comments > Half-Life Anniversary
28. Re: Half-Life Anniversary Nov 19, 2013, 22:42 Parias
 
Taskeen wrote on Nov 19, 2013, 22:19:
I'm not sure who to blame for there being no amazing new SW Flight Sim in this day in age, with all the new tech that is available - LucasArts head exec's or publishers thinking SW Space Sim wouldn't sell anymore.

It's not exactly a Star Wars game, but "why doesn't anybody make good space sims anymore" is basically the underlying mentality for Star Citizen (if it ever comes out).
 
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News Comments > New Studio to Resume Command & Conquer Development
11. Re: New Studio to Resume Command & Conquer Development Nov 19, 2013, 17:49 Parias
 
Yosemite Sam wrote on Nov 18, 2013, 14:45:
Guess I'm in the minority here, but screw the Company of Command and Conquer shit. Big maps, tiberium mining and base building. All built around a single player campaign, with the ability to play multiplayer against people or AI. Make it purdy, put in destructible environments and we've got a game EA will never make.

Not entirely the minority - this is what I want as well. I'd actually like something in a similar vein to Red Alert 3 because it had a full co-op capable singleplayer campaign, goofy live-action cutscenes, and in general was fun as hell.

This online-only competitive stuff doesn't interest me at all.
 
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News Comments > Shadowrun Returns Dragonfall (Berlin) in January
6. Re: Shadowrun Returns Dragonfall (Berlin) in January Nov 19, 2013, 13:23 Parias
 
Creston wrote on Nov 19, 2013, 11:16:
Player crafted modules would have to implement it into the module. As far as I can tell, it's a module specific thing that has to be actively put in there.

I'm curious about the technicalities of this though - is it as simple as specifying a flag like "CanSaveAnywhere = Yes" (in which case, why not make it an engine-default), or do you actually have to alter the entire logic structure of your module to make this actually function?

Sounds a bit unusual for something that's normally a core game engine function rather than something modders need to specifically design around.
 
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News Comments > Lunar Flight Occulus Rift Support Released
2. Re: Lunar Flight Occulus Rift Support Released Nov 15, 2013, 11:12 Parias
 
Are you aware that KSP actually does have multiplayer now?

http://tinyurl.com/l2rxhan

(And agreed - this does look pretty awesome)
 
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News Comments > Evening Metaverse
3. Re: Evening Metaverse Nov 13, 2013, 17:51 Parias
 
Yup - Adobe's updater will generally try to shovel it in there unless you hit the tickbox to opt-out.  
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News Comments > Morning Interviews
15. Re: Morning Interviews Nov 8, 2013, 18:15 Parias
 
Still not sure if I get your logic though, nor understand how this would impact the game experience negatively.

The game will have a singleplayer campaign and the ability to host your own private server instances - if desired, you'll never have to interact with the "Persistent Universe" portion at all.

Additionally, the MMO portion of the game that these purchases apply to involve large-scale, NPC-driven universes. The game is not exclusively driven towards combat. If you step into the persistent universe with a starting ship while player X starts off with a $1200 Corvette, what does it matter - how does this affect you? You might not ever see the guy, and if he DOES use his investment to go on a murderous rampage, there will be consequences and he'd basically have to live in low-security space just to avoid getting shot up by the authorities.

This isn't like other P2W games which are completely oriented around instanced arena combat; just because some other random player starts with a more expensive ship than you does not mean you're going to have a terrible gameplay experience - in all likelyhood it won't even impact you at all.

This is to say nothing of the actual ship balancing - the super-expensive ships are also going to be slow, ponderous, and expensive to maintain in the game (particularly to equip them properly and keep them crewed). They're not just handing you the keys to a magical win button, or giving you golden ammo that does more damage or something.

I guess if you're that determined to see only bad in this game, there's not much I can say to change your mind - but I'll continue to insist that you're misunderstanding the point, and that you're slamming a game that looks legitimately-promising for the wrong reasons.

This comment was edited on Nov 8, 2013, 18:22.
 
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News Comments > Morning Interviews
13. Re: Morning Interviews Nov 8, 2013, 17:47 Parias
 
Julio wrote on Nov 8, 2013, 17:12:
I'm not buying into the hype. Perhaps because all I care about is a good single player experience. If Squadron 42 actually turns out to be good, I'll get it if its cheap enough. So far the pay-to-win philosophy makes it not worth investing in for me.

I don't believe it's an intentional scam. Just an extreme pay-to-win game.

The game is not pay-to-win.
 
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414 Comments. 21 pages. Viewing page 6.
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