User comment history
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| News Comments > Dota 2 This Summer |
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| 19. |
Re: Dota 2 This Summer |
Jun 17, 2013, 17:15 |
Yifes |
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Xero wrote on Jun 17, 2013, 15:33: Yeah but you get all those interactions in the RTS of Warcraft 3, BUT you have to deal with microing your "expendable" units as well while you keep your base in production at the same time. Watching the elite players do all this while keeping a direct control on their hero (or 3 at a time for that matter), was mind boggling skill.
Controlling 1 hero and not having to worry about much else aside from your team work which in multi-player games in WC3 it was the same, just seems like a simplified version of Wc3. You can't argue that a game is better just because it's more mechanically intensive. If you do that, then you can say Warcraft 3 is just Brood War for idiots.
Besides, they're completely different games. DotA is NOT a RTS and it only shares similarities because of the WC3 engine. Saying another game is better because you can control more units at a time doesn't make any sense. You only control one character in may different genres of games, and it has no relation to how good the game is. |
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| News Comments > XCOM Shooter "Fresh Look" Reveal in "Days" |
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| 23. |
Re: XCOM Shooter |
Apr 24, 2013, 13:14 |
Yifes |
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Beamer wrote on Apr 24, 2013, 10:44: Screw editor. It needed to be random. Enemy placement needed to be random and roving rather than 3 guys in the same places, sitting there until discovered, and occasionally teleporting in front of you. And it needed to stop showing that damn in-engine cinematic every single time you come across 3 new enemies. Every time. Every damn time! Alien placement is random. Try restarting the same mission multiple times (not from a saved game), a problem I've run into when I consistently failed the first mission on ironman impossible like a dozen times in a row. There are multiple spawn locations, which changes every time. The only enemy locations that are not random are some of the spawns in the story missions, like thin men add-ons halfway through a bomb diffusal, or "boss" locations.
Also, alien packs DO roam around the map, just not all of them. Incidentally this is why the teleportation bug exists, as it is a problem with unactivated alien pack movement when your line of sight is blocked. |
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| News Comments > XCOM Shooter "Fresh Look" Reveal in "Days" |
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| 22. |
Re: XCOM Shooter |
Apr 24, 2013, 13:05 |
Yifes |
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Krovven wrote on Apr 24, 2013, 12:02: You give an example in your previous post. When you come across a group of enemies, they would get to displace, even though it was your turn and not the Ai's turn, rendering your unit placement and tactics almost pointless. Regardless what you would do, most situations you couldn't get the drop on the enemy because of this.
It also seemed like it was predetermined at the start of a mission whether your units would miss the majority of their attacks, or hit the majority, regardless of percentages.
Having been playing a lot of Civ5 and Warlock lately, understanding those mechanics and outcomes being predictable based on what I did, I found XCOM very unpredictable regardless of my tactics. The enemy displacement when you first make contact is necessary because of the game's emphasis on cover. If the enemy didn't do that, even impossible would be a walk in the park as you could destroy aliens very easily on first contact while they're out of cover. The solution to this problem is to control your movement so you only make contact when most your units still have their turns left.
The game is predictable if you know how to play, which is how people can consistently win on ironman impossible. Alot of it has to do with controlling when you activate aliens, limiting alien attacks using line of sight, and relying heavily on explosives during the early game. |
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| News Comments > Torment Kickstarter Concludes |
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| 25. |
Re: About original Torment |
Apr 6, 2013, 08:25 |
Yifes |
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eRe4s3r wrote on Apr 6, 2013, 00:07: You know what I just randomly noticed because I am replaying it (don't laugh..). Torment may have a great story, but can it be that they ran out of time? Some of the characters you meet are severely under-developed. Pharod and Annah for example. Especially considering that there is even the remnant of a romance (Annah) in the game, but they never do anything with it. Chris Avellone commented on this years ago in an interview I read somewhere. They ran out of time and the end of the game is much less polished. You can really feel it in areas like Baator. |
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| News Comments > Torment Kickstarter Concludes |
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| 24. |
Re: Torment Kickstarter Concludes |
Apr 6, 2013, 08:20 |
Yifes |
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El Pit wrote on Apr 6, 2013, 07:26: storytelling IN WORDS instead of letting the player experience it. Sometimes it felt like reading a book instead of playing a game. You can express more with words than you can with just animation and dialogue. The depth of storytelling that I experienced in PS:T surpassed any other game that I've played. Reading is a part of the gameplay experience, and that's not a bad thing.
Funny thing, Chris Avellone agrees with you and thinks that it's one of the weaknesses of the game. Personally though, I think it's one of the best aspects of the game, and put it on a level above his later works like KOTOR2 and NWN2
This comment was edited on Apr 6, 2013, 08:28. |
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| News Comments > Chris Avellone Joins Torment Team |
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| 9. |
Re: Chris Avellone Joins Torment Team |
Apr 4, 2013, 08:48 |
Yifes |
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dj LiTh wrote on Apr 4, 2013, 06:31: Well its not just him, i dont think its right thats Chris is on so many projects, especially when this is one of their kickstarter goals to add him to the team. They should say just how much of his schedule he'll even be able to attribute to the goal, because its certainly not like its full time. Actually, considering how late they added Chris to the project, and how close they came to not making the $3.5 million requirement, it seems like his contributions will be pretty superfluous. I really don't expect much more than the 1 NPC that they explicitly stated he'll create. Which I'm OK with. |
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| News Comments > Morning Interviews |
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| 12. |
Re: Morning Interviews |
Mar 28, 2013, 17:32 |
Yifes |
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Cyanotetyphas wrote on Mar 28, 2013, 17:28: Enjoying HOTS but the update was pretty formal. Still see the same units, with the very notable exception of the terran spider mine.
I do like what they've added though. You still earn some points for your account on losses and the unranked means I can finally fuck around with Terran without pushing through the custom game format.
Still I wish it had been Frozen Throne level. 2 new units for each of 4 races, a crapload of new heroes and the shop and mercenaries mechanic. That was like a new game in mp. Viper and Swarm host are pretty big additions for zerg. Yeah its slightly less of a jump than TFT, but you have to leave some room for legacy of the void. |
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| News Comments > Hearthstone: Heroes of Warcraft Announced |
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| 13. |
Re: Hearthstone: Heroes of Warcraft Announced |
Mar 24, 2013, 16:44 |
Yifes |
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Cutter wrote on Mar 23, 2013, 03:08:
You couldn't be any further off the mark. There are plenty of good companies out there.
So naive, like a little child. Capitalism has no place for "good" companies. It's like evolution, all this environment breeds is companies that make money.
Good will, brand loyalty, all that has a value on the balance sheet. It's all so people like you can feel better spending your money on a "good" company and helping their bottom line. |
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| News Comments > Hearthstone: Heroes of Warcraft Announced |
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| 6. |
Re: Hearthstone: Heroes of Warcraft Announced |
Mar 23, 2013, 00:34 |
Yifes |
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Cutter wrote on Mar 22, 2013, 21:45: There is absolutely no doubt in anyone's mind that's why they chose this. Free my ass. Money is the one and only thing Actiblizz cares about.
That's all that any company cares about. |
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| News Comments > StarCraft II: Heart of the Swarm Footage |
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| 5. |
Re: StarCraft II: Heart of the Swarm Footage |
Jan 23, 2013, 16:57 |
Yifes |
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Wallshadows wrote on Jan 23, 2013, 12:30: "All new strategies" of rushing. None of the new units are early game units, and almost all the changes affect the mid to late game. |
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| News Comments > Morning Safety Dance |
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| 8. |
Re: Morning Safety Dance |
Dec 17, 2012, 14:24 |
Yifes |
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You can have anti-hate speech laws and still have freedom of speech. Like in Canada. People in the US fail to understand that it does not have to be all or nothing. Protecting free speech does not mean you have to protect pieces of shit like the WBC. |
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| News Comments > StarCraft II Heart of the Swarm Beta Patch |
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| 10. |
Re: StarCraft II Heart of the Swarm Beta Patch |
Dec 6, 2012, 11:05 |
Yifes |
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Ceribaen wrote on Dec 6, 2012, 10:09: To me it's the fact it's 1/3 of a total game at a full game price. I'll get SC2 when you have all three campaigns in a single purchase.
I really only played the single player campaign stories for SC, with the occasional MP games against friends I knew. 2 years after launch and people still believe this BS. You play Terran and Protoss in the Wings of Liberty campaign, and it contains more content than the original Starcraft campaign. The new between mission research and storytelling mechanics makes it a superior singleplayer experience than the original SC.
The only thing better about SC1 was the multiplayer, and that was because of Brood War. |
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| News Comments > StarCraft II Global Play Coming |
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| 12. |
Re: StarCraft II Global Play Coming |
Nov 10, 2012, 16:06 |
Yifes |
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DG wrote on Nov 10, 2012, 06:36: For a SP-only player, is SC2 worth buying? Never played SC, did enjoy some of the C&C games (the original, Red Alert & Generals). Yes. The single player is pretty good. They try to provide more variety than just the old build a base and crush your enemy mission formula, but it sometimes backfires as the new mechanics end up being more gimmicky than fun. However the late game missions are appropriately solid and epic. At 29 missions in total, you'll get your money's worth.
They also did good job moving the genre forward by adding RPG elements throughout the campaign, and exploring new storytelling mechanics like a between mission hub that resembles a mini adventure game, where you can interact with your ship and your crew for extra story fluff. |
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| News Comments > Steam Top 10 |
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| 43. |
Re: Steam Top 10 |
Oct 23, 2012, 00:20 |
Yifes |
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Prez wrote on Oct 22, 2012, 18:54: As for XCOM, in this X-COM fanatic's opinion the new one is well worthy of the name even if it is somewhat inferior to the original in some ways. It definitley warrants its apparent runaway success for sure. Too bad those turn-based games don't sell at all anymore...
***EDIT: on sales over the weekend. Haha glad you like it! I'm also happy that the game is selling well, but there are a few bugs that are irritating the hell out of me. |
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| News Comments > Project Eternity Interview |
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| 17. |
Re: Project Eternity Interview |
Oct 22, 2012, 22:45 |
Yifes |
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Creston wrote on Oct 22, 2012, 14:21: Everyone knew from day 1 that KotoR2 was going to come out for Christmas 2004. Every fan of the series knew it, every media outlet knew it, every retailer knew it, lucasarts knew it. So you can be fairly certain that Obsidian knew it too. They got too ambitious with a game that they only had 12-18 months to deliver, and a result it broke down horribly near the end.
Creston Thanks for the link. Great thread by the way, wonder how I missed it. |
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| News Comments > Project Eternity Interview |
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| 10. |
Re: Project Eternity Interview |
Oct 22, 2012, 02:27 |
Yifes |
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Bhruic wrote on Oct 22, 2012, 01:18:
Acleacius wrote on Oct 21, 2012, 17:12: The difference should be obvious, they are setting the time frame and budget for their own game, not a publisher. Every time, they've had to release a game early for a publisher and they've done an insane amount of work for a small budget. We have straight from the horse's mouth that that's not true. Kotor 2 wasn't forced to be released early, they just underestimated the amount of time and effort it would take to release the game the way they envisioned it. It was Obsidian's screw-up. There's absolutely no reason to think that them setting their own schedule and budget ensures they won't have issues. Certainly they have more experience by this point, so I hope they won't have issues, but it's possible that a year and a half from now they might find they don't have enough money to fund development. And it won't be because of a publisher. Really? Cutting a bunch of content after a hectic 18 month schedule in order to make a Christmas release date sounds pretty forced to me. I'd love to read the interview you're referring to where Obsidian admitted that they themselves planned the December launch and not Lucasarts. |
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859 Comments. 43 pages. Viewing page 1.
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