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User information for HorrorScope

Real Name HorrorScope   
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Nickname HorrorScope
Email Concealed by request
ICQ None given.
Description
Homepage http://
Signed On May 28, 2003, 23:35
Total Comments 4682 (Master)
User ID 17232
 
User comment history
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News Comments > GTA5 GeForce Drivers
16. Re: GTA5 GeForce Drivers Apr 13, 2015, 22:31 HorrorScope
 
Rigs wrote on Apr 13, 2015, 22:13:
HorrorScope wrote on Apr 13, 2015, 21:59:
jdreyer wrote on Apr 13, 2015, 21:54:
This thread has 11 comments in the past 2 hours, and the AMD GTA driver thread has 0. I'm not sure if that's a good thing or a bad thing...

Like Diablo 3, no one cares.

More to the point, most AMD users don't have many issues with the drivers that have now so updating is a somewhat moot point...

=-Rigs-=

Ok, why not. That said, don't need to update the Nvidia one's either for it to run well.
 
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News Comments > GTA5 GeForce Drivers
12. Re: GTA5 GeForce Drivers Apr 13, 2015, 21:59 HorrorScope
 
jdreyer wrote on Apr 13, 2015, 21:54:
This thread has 11 comments in the past 2 hours, and the AMD GTA driver thread has 0. I'm not sure if that's a good thing or a bad thing...

Like Diablo 3, no one cares.
 
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News Comments > GTA5 GeForce Drivers
9. Re: GTA5 GeForce Drivers Apr 13, 2015, 21:26 HorrorScope
 
Yeah my youngest had this ordered since Christmas, fired it up, went online, zero issues. Playing well per his account, very happy, good performance. On old drivers and a 660.

This comment was edited on Apr 13, 2015, 21:49.
 
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News Comments > Saturday Crowdfunding Roundup
11. Re: Saturday Crowdfunding Roundup Apr 11, 2015, 17:14 HorrorScope
 
Kxmode wrote on Apr 11, 2015, 13:58:
You guys are some of the most jaded individuals. Before the KS campaign ended you were saying things like "they are not going to make it" and "they're 200k away from 600k. No way are they going to get that in 24 hours." After the campaign you now say "this smells like a scam."

I think this is one of the reasons why I no longer post as I used to. Most of you, not all, are toxic. I really don't want your jaded views to rub off on me.

Okay I've said all I need to say. I'll let you get back to your jaded discussion...

You could be right, but ole sayings...

The webs we weave.
The evil that men do.

Fact is they called 1800LoanMe and said, look, give us XXX and we can return that with interest + in short order, we got XXX coming in.

Who knows, but to call us jaded is to say the world is ponies and rainbows. A lot of people fight for every angle they can get. Do you not see the linked articles at Blue's daily? Man scamming man.

Personally I don't care, don't need.
 
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News Comments > Path of Exile Expansion Closed Beta This Month
3. Re: Path of Exile Expansion Closed Beta This Month Apr 11, 2015, 12:58 HorrorScope
 
Have strange urge to want to discuss Pillar of Eternity in this thread.  
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News Comments > The Witcher 3: Wild Hunt Trailer
47. Re: The Witcher 3: Wild Hunt Trailer Apr 11, 2015, 12:55 HorrorScope
 
ForgedReality wrote on Apr 11, 2015, 12:07:
Only an ignorant little kid who hasn't played any of the Witcher games could say it's anything like Skyrim. The two are so completely different. The only similarities are it's a fantasy third person RPG (although The Witcher is just barely RPG territory). The comparison stops there.

Funny, I'm old and have played all Witchers and most Elder Scrolls. I say it looks a lot like Skyrim. Fanstasy, check. Open World, check.
 
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News Comments > The Witcher 3: Wild Hunt Trailer
42. Re: The Witcher 3: Wild Hunt Trailer Apr 11, 2015, 11:12 HorrorScope
 
Jonjonz wrote on Apr 11, 2015, 08:27:
So are we talking basically a Skyrim knockoff but with a much better color pallette, better art direction, and minus the stupid 'Fus Do" BS.

I suspect the vanilla version of this to be better than Skyrim. But nowhere near the modding of Skyrim. So they both find their happy places.

Good trailer, will be interesting to see how seamless it is. Can we jump over a 3 foot fence? Interface, like Skyrim, these are imo very console centric, ok'ish, but could be better if a true focus on std pc controls. Bugs? Performance? Combat, I was ok with either 1 or 2, expect the same or better. But no doubt, this trailer makes it seem landscape wise, Witcher on steroids.

Time? To me now it is all about time. Too little, too much.
 
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News Comments > Larian Plans Annual Releases
11. Re: Larian Plans Annual Releases Apr 10, 2015, 11:20 HorrorScope
 
Soulburner wrote on Apr 10, 2015, 03:55:
I love Divinity: Original Sin but, like others said, I would like a proper sequel to Divinity 2 in the same formula - that third person action RPG was one of the best games if this kind.

Well sure you would, you know why?

It is based on the engine everyone loves to hate but somehow manages to make great games with many one of a kinds.

You love it because it is based on Gamebryo! In their case their engine was very stable (Not Elder Scrolls at the time) but you had to play hard with the settings to get solid performance.

As said, was a very good game and would like to see more as well.
 
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News Comments > Larian Plans Annual Releases
4. Re: Larian Plans Annual Releases Apr 9, 2015, 22:34 HorrorScope
 
To me they are sitting on the best engine. Full 3d, MP available, TB. Imo the best choices in each. Get a little more focus and grittier story telling, see bank account grow.  
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News Comments > etc.
2. Re: etc. Apr 8, 2015, 10:57 HorrorScope
 
PHJF wrote on Apr 8, 2015, 10:51:
Having finished Bloodborne, I finally sunk my teeth into Pillars on Hard/Expert. Not having a visible AoE for my wizards is a serious pain in the dick when it seems every damage spell is a fucking cone.

The great thing is I have walked into rooms, surveyed the potential enemies within, and declined to combat (looking at you, Raedric). I like to see a game that doesn't hand victory to the player on silver platters.

Their per encounter is a small AOE spell. But what you do is throw down slicken, large AOE, then move into position with Fan Flames Cone, probably the strongest damage #'s early game anywhere and holds up well, well into mid game and possibly beyond.
 
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News Comments > Battlefield 4 144Hz Netcode Update Coming
18. Re: Battlefield 4 144Hz Netcode Update Coming Apr 7, 2015, 16:05 HorrorScope
 
ASeven wrote on Apr 7, 2015, 13:41:
So, is this game out of the beta yet, after 3 years?

Still in R&D.
 
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News Comments > Star Citizen March Update
5. Re: Star Citizen March Update Apr 7, 2015, 13:35 HorrorScope
 
Without looking... did all depts report once again really good months? Or did someone report a bad month?  
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News Comments > Sony Buys OnLive - Shutdown Planned
25. Re: Sony Buys OnLive - Shutdown Planned Apr 5, 2015, 13:35 HorrorScope
 
SlimRam wrote on Apr 3, 2015, 17:07:
Like it or not, I think that network only (no console) gaming is going to happen.

No problem. Like Mobile or whatever, you can flock to it or just stay where you are and continue to support that. Enough Small-Med companies will continue to make traditional games and I reckon some very large ones to.
 
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News Comments > Pillars of Eternity Patched
51. Re: Pillars of Eternity Patched Apr 4, 2015, 23:03 HorrorScope
 
Cipher - Draining Whip, Biting Whip in front of +10 to total focus.

Hit Dex and Might heavy with the fastest range. That will give you a lot of focus (magic) to work with.

Int, the Perception as the other attributes to build up.
 
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News Comments > Pillars of Eternity Patched
45. Re: Pillars of Eternity Patched Apr 4, 2015, 20:38 HorrorScope
 
Yeah we all have our likes and dislikes.

I'm glad there was a command line to force path of the damned without starting over.

Using a awesome sweetfx setting, game is gorgeous.

Command line set zoom .7 to 2.2. Really like playing this game really close, especially in dungeons, which is the opposite of what I normally do. Looks great in close and makes the dungeons more suspenseful.

The patches after week one, makes the game good on my end. But there is months worth of balancing yet to come.
 
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News Comments > etc.
3. Re: etc. Apr 4, 2015, 14:52 HorrorScope
 
And on top of it, it is fiction. A story of some blokes demise. Crazy shit.  
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News Comments > Pillars of Eternity Patched
17. Re: Pillars of Eternity Patched Apr 3, 2015, 21:28 HorrorScope
 
New bug with patch, something about losing voice over for hired npc's and opening chests, locks.

"We've figured out the underlying cause of this issue. Adventurers Voice Sets are being erased if you dismiss them and re recruit them in the Stronghold. This is also the case if you recruit an Adventurer while you have a full party because they are put into the Stronghold. We are going to be working on a fix for this in an upcoming update."

So heads up, may not want to do that. Wish they could hotfix...
 
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News Comments > Pillars of Eternity Patched
16. Re: Pillars of Eternity Patched Apr 3, 2015, 21:25 HorrorScope
 
PropheT wrote on Apr 3, 2015, 19:39:
I strongly dislike the real time combat, it just seems like everything would be better in a turn-based system given how much you need to pause to really take advantage of everything anyway. You're pretty much never in total control of your party unless you're manually pausing every second or two, so there's literally no benefit to having the combat system be real time.

That's pretty much always been my stance. But it seems there is something missing that can make it all just right. Be able to take this game down to real time, at least any time one of your players is ready to do something else, stop and highlight them and have me pick it. AND then in fights that are more trivial I can bypass the by turn pause and get it done and over. Right there... you have the best of both, because TB could use an auto mop up (Think Heroes of M&M) to.
 
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News Comments > Pillars of Eternity Patch Notes; Patch May Come Tomorrow
17. Re: Pillars of Eternity Patch Notes; Patch May Come Tomorrow Apr 2, 2015, 23:32 HorrorScope
 
Fixed duration issue with Plague of Insects.

This one would eat at you until death, even after a full rest.
 
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News Comments > Pillars of Eternity Patch to Fix Stats
35. Re: Pillars of Eternity Patch to Fix Stats Apr 2, 2015, 16:35 HorrorScope
 
Here are your hopeful patch notes for Friday:

These are the tentative patch notes for the upcoming patch 1.03 release. These may change before it is finally released. This patch is currently in test, and will be released as soon as is possible. Thank you everyone for your patience with us!

"Big Ticket" Items

Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
The crash in Raedric's Hold has been fixed.
Fixed the looping audio sounds that can occur if you play with minimized tooltips.
Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.

Features

Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
Added pro tips to the Glossary.
Many new icons for items.
Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
Added indicators on the loot screen when looting crafting and quest items.
Party can now use lockpicks that are in the Stash.
You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.

Balance

Monk unarmed attack buffed by 1 point at the top end.
Arbalest damage has been lowered.
Fast melee weapons do slightly more damage.
Slight bump to sabre damage.
Tuned down Mind Blades.
Tuned ranges of many Wizard spells to be higher.
Slicken spell is now a single hit AoE.
Chill Fog is now a friend or foe spell.
Curse of Blackened Sight is now foe only.
Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
Fixed the price on Seal of Faith.
Adjusted price on figurines.
Adjusted price on rings.
Tuned up the Goldrot Chew.
Reduced the penalties for Bonded Grief.
Tuned up Bulwark of the Elements.
Modified attributes of companions and Itumaak.
Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
Rebalanced fight difficulty and spell selection for the Old Watcher.
Lowered the scale of the Defiance Bay reputation by 15%.
Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
Changed duration of the Flagellant's Path defense penalty.
Adjustments to the Mantle of the Dying Boar.
Reduced the price of the Brighthollow Hearth and Courtyard Pool.
Heart of Fury will now apply to all damage types.
Tuned damage on Brilliant Radiance down.

Systems

Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
Changed one of the fatigue status effects to not end with combat.
Fixed save game issues with spells and abilities that place down traps.
Fixed issue to prevent Ciphers from casting abilities without the required Focus.
Restored modal flag for Reckless Assault.
Set Transcendent Suffering to not be combat only.
Fixed duration issue with Plague of Insects.
Fixed companion audio triggers for some status effects.
Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
Character Hit Autopause option should be working as intended.
You can now close the Grimoire and Chant UI with a hotkey.
Fixed issue with summoning magic items while unarmed.
Fixed delay issue on Knockdown.
Fixed a few issues with Dominate and Charm spells.
Fixed a bad item mod on the Ring of Protection.
Fixed issue with the Terrible weapon mod.
Changed bad data in ranger summons.
Made Takedown to be consistent with Knockdown.
Fixed multiplier on Blooded.
Summoned weapons will be removed when Spiritshifting.
Fixed issue with bouncing reflected melee attacks.
Party members will no longer switch to different weapons after being Charmed or Dominated.
Ancient Memory is now Ally only.
A summoned weapon will not unequip the grimoire.
Fixed Spellstriking mod.
Fixed trigger count issue with the Prone reduction mod.
DOT spells should clean up properly when combat ends.
Fixed Deflection +10 mod.
All Exhortations are now combat only.
Only play weapon ineffective VO if the attack is hostile.
Aggrandizing Radiance will now last until combat ends.
Holy Radiance is now combat only.
Carnage now works better.

Quests

Fixed issues with factions and super friend quests with Lady Webb's dialogue.
Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
Fixed issue with the Winds of Steel quest line.
Fixed a trigger outside the First Fires Keep that could have been avoided.
Many fixes to music, audio, and VFX to a scene near the end of the game.
The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
Changed faction on the Hall of Warrior's containers.
Fixed scripted music for the forge knight combats in the keep.
Visual effects in the introduction cutscene should now be triggered properly.
Fixed conversation of the guards in Raedric's Hold to not repeat.
Added cape and armor to the loot for the Fampyr boss.
Fix to Osrya's starting timer not being attached to the trigger in the area.

UI

Fixed sound issue when collapsing the tutorial UI.
Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
Fixed issue where camping supplies were disappearing when added to Stash.
Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
Fixed cropping on a few portraits.
Fixed issue with highlighting dead bodies and containers in the fog of war.
Fixed item stacking issue that was stacking items inappropriately.
Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
Small UI updates to the journal screen.
Reworked the enchanting UI to work better with multiple lines.
Fixed UI sorting issue in store.
Fixed UI sorting in crafting menu.
Fixes to Capitular glyphs in end game slides.
Fixed issue with stronghold alert widgets not hiding properly.
Fixed an issue with weapon mods were incorrectly being displayed in some cases.
Drag select should work properly when starting the drag over an enemy.
Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
Fixed some control issues with holding down keys.
Shot on the Run recovery value should be now displayed correctly.
Fixed issues to how the HUD fades out during conversations.
When the party receives or loses items, those log messages now go to both logs.
Cleaned up the character sheet formatting and made more items clickable.
Store item names can now take up two lines.
Spells now show DT bypass in the description.
Consumables now show per-Rest and per-Encounter usage limitations.

Other Fixes

Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
Fixed possible issues with disappearing items and weapons.
Minor fixes to a few select voice over lines.
Fixed size issues with equipped capes on Godlike characters.
Changed Explorer achievement to check for 152 maps rather than 160.
Fixed many issues where combat would not end properly.
Updated credits with more backer names.
Updated paperdoll level up lighting.
Scripted music should now be restored properly after loading a game.
Updated Temple of Eothas render.
Fixed some rendering issues with Fog of War on some areas.
Fixed sounds on movie that plays near end of game.
Reduced antelope feet sliding.
Fixed issue with weapon caching causing issues when weapons are swapped.
Interstitial music no longer loops.
Fixed issue where party members could take damage in cutscenes.
Fixed voice cues during looting for full inventory.
Fixed transparency on ghost characters.
Fixed issues with cutscene pathfinding if the game's process is halted.
Fixed issue with Expert mode settings getting saved improperly.
Fixed issue where characters were not properly stopping at the last waypoint of their path.
Adjusted Skuldr scream vocals.
We now handle some edge cases in resolution management on some hardware configurations.
Fixed issue with the party member Knockout achievement not reporting the correct numbers.
 
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