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Real Name Jerykk   
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Nickname Jerykk
Email Concealed by request
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Signed On Apr 23, 2004, 02:42
Total Comments 14038 (Ninja)
User ID 20715
 
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News Comments > Steam Top 10
35. Re: Steam Top 10 Oct 20, 2014, 04:29 Jerykk
 
I don't care about loot or leveling (I think Diablo and its ilk are terribly boring) but I thought BL2 was enjoyable. The combat was fun, there was a nice variety of enemies and the writing was humorous. No, it wasn't even remotely as deep as an RPG but if you're comparing Borderlands to an RPG, you've got the completely wrong mindset. Borderlands is a shooter, first and foremost.  
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News Comments > Hatred Announced
28. Re: Hatred Announced Oct 17, 2014, 02:30 Jerykk
 
harlock wrote on Oct 16, 2014, 23:22:
doesnt look like postal in that it seems un-humorous.. looks pretty disturbing - its made specifically for "trenchcoat mafia" types, gratuitously so

i wonder if it will start getting press, seems pretty freaky

The original Postal had little to no humor. It was pretty dark and morbid. Hatred could very easily be mistaken for a remake.

My issue with both Postal and Hatred is that mowing down defenseless civilians just isn't very interesting. Where's the challenge? Where's the depth? Shock value doesn't compensate for boring gameplay.
 
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News Comments > Hatred Announced
14. Re: Hatred Announced Oct 16, 2014, 22:57 Jerykk
 
Flame me for getting my panties in a bunch all you want, this is nearly as bad as 'A Serbian Film' only in interactive form.

Eh, that's a bit of a stretch. I'm pretty sure this game won't have fatal skullfucking, necrophilia, incest or newborn baby rape.

That said, it's pretty obvious that the developers went this route hoping that the controversy would get them a lot of exposure (and therefore sales). Postal was pretty much the exact same game and its controversial theme didn't really make it a chart topper.

Ultra violent games only succeed if they have the gameplay to back them up. Doom, Carmageddon, Mortal Kombat, Soldier of Fortune... violence got them attention but compelling gameplay is what got them sales.

The wholesale slaughtering of humans in games by real humans is meaningless, it's been done in hundreds of titles preceding this one. Postal ring a bell? The Moscow Airport in COD? GTA? Saints Row? They're no less "realistic" than this.

The difference is that killing civilians isn't the focus of games like GTA or Saint's Row. In addition, their depiction of NPC deaths is generally comical and not gory in any way.
 
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News Comments > Dragon Age: Inquisition Specs
47. Re: Dragon Age: Inquisition Specs Oct 11, 2014, 16:41 Jerykk
 
Cpmartins wrote on Oct 11, 2014, 10:08:
Well said. After watching some gameplay trailers, I'm not impressed. A lot of people not even using the Tactical Overlay, just pressing those awesome buttons and facerolling through. Strong wait and see on this one, yet my hopes are up and I'd love for it to be good.

I'm pretty sure Normal difficulty will be a joke and won't require any tactics or strategy, just like in DA2. However, Nightmare difficulty should be the exact opposite (again, like DA2). At this point, you should be playing all mainstream games on the highest difficulty anyway. Normal difficulty is designed for casual gamers, not gamers that have been playing games for 20+ years.
 
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News Comments > The Evil Within > 30 FPS "Not Supported"
90. Re: The Evil Within > 30 FPS Oct 9, 2014, 23:18 Jerykk
 
NewMaxx wrote on Oct 9, 2014, 16:18:
Mashiki Amiketo wrote on Oct 9, 2014, 16:03:
NewMaxx wrote on Oct 9, 2014, 15:50:
Exactly. He probably feels 30 FPS is more "cinematic." Hey, many if not most people prefer movies at 24 FPS over 48 FPS. It's not at all unreasonable to suggest the guy actually feels a lower frame-rate helps set the atmosphere.

In the case of movies, there's a reason. At 48FPS the glaring issues with the CGI start showing up very easily, if you saw the first two hobbit movies in the theater you'll know exactly what I'm talking about. It wasn't a case of "how things looked" it was a case of "things looked unrealistic" because of how they were rendered. In the case of games, the lower your fps look the more unrealistic they look. Remember all those games that used motion blur to cover up the fps problem and make it look smoother.

Allow me to refer you to this article on AC: Unity's decision.

Alex Amancio, the game's Creative Director, reiterated this point: "30 was our goal, it feels more cinematic" and "you don't gain that much from 60 fps and it doesn't look like the real thing. It's a bit like The Hobbit movie, it looked really weird."

So I stand by my original point that the designer very well might have decided on 30 FPS for that artistic reason.

You... you don't actually believe that nonsense, do you? If developers were truly going for a cinematic experience, they'd go for 24 FPS, not 30. However, 24 FPS looks and plays like shit. 30 FPS is the lowest you can go before becoming offensively bad. In essence, it is the minimum playable framerate for the average person.

30 FPS is a compromise, not a goal. When you opt for 30 FPS, you've decided to prioritize visuals over playability. 60 FPS is objectively smoother and more responsive than 30 FPS. If developers would just come out and say that they're targeting 30 FPS because they want to maximize the visuals, that would be fine. However, this "cinematic" drivel has got to stop. Games are not movies. Standards that work for film do not necessarily work for games, nor should you even aspire to follow said standards when you're making a product in an entirely different medium.

It seems that Japanese developers are woefully out of touch with PC gaming. Dark Souls, Killer is Dead, Naruto, Evil Within, FF13... their developers don't seem to have any understanding of what PC gamers expect.

This comment was edited on Oct 9, 2014, 23:24.
 
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News Comments > Styx: Master of Shadows Launch Trailer
1. Re: Styx: Master of Shadows Launch Trailer Oct 7, 2014, 04:44 Jerykk
 
Really hope this turns out well. The gameplay footage (not shown in this trailer) seems pretty promising.  
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News Comments > METAL GEAR SOLID V: GROUND ZEROES w/4K Support in December
13. Re: METAL GEAR SOLID V: GROUND ZEROES w/4K Support in December Oct 7, 2014, 04:43 Jerykk
 
Might be willing to pay $10 for this... maybe. Probably end up going with $5, though.  
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News Comments > Steam Top 10
61. Re: Steam Top 10 Oct 6, 2014, 12:28 Jerykk
 
Weapon masters are immune to the "finisher" that automatically completes a flurry. This is why you have to break off your flurry prematurely and start over again. Basically you're stunlocking the warchief until he drops dead.

By "finisher," I meant the finisher where you press F and stab the dude with your sword, not the automatic head explosion.
 
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News Comments > Game Reviews
30. Re: Game Reviews Oct 6, 2014, 03:50 Jerykk
 
Steele Johnson wrote on Oct 5, 2014, 19:08:
I knew this game was going to suck. They should have made it more of a survival co-op game and less single-player crappy save point console game. Why do game designers insist on releasing games like this that no one wants? I mean, how many games do you have to see fail before you go in a different direction?

What are you talking about? Tons of people wanted to see a single-player survival horror game set in the Alien universe. As for the save system, that's a design choice, not a console limitation. There are plenty of console games with quicksave. Isolation is a survival horror game. It relies on tension. Quicksave destroys tension because it removes any sense of risk or consequence. If you're making a survival horror game and you have quick save, you've already failed.
 
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News Comments > Steam Top 10
54. Re: Steam Top 10 Oct 6, 2014, 03:40 Jerykk
 
Quinn wrote on Oct 6, 2014, 03:19:
harlock wrote on Oct 6, 2014, 00:13:
DarkCntry wrote on Oct 5, 2014, 23:38:
Here's a trick for you...get one of the Warchiefs up to like level 19, make sure he has no weaknesses...then tell me just how easy it is. Oh, and make sure he's a Combat Master, that makes sure you won't rely on the streak attacks or just use stun+flurry.

got killed by a "legendary" captain once, he got promoted and started dual wielding these posion axes.. after a while he got up to lvl 18, started pissing me off because he kept showing up at the worst times when i was fighting other dudes

so i marked him and got his intel, dude had invulnerability to everything - stealth, ranged, melee.. hate of defeat, also regeneration... he had fear of caragors but was a monster slayer so he could kill them instantly

anyways, once i found him i slaughtered all his cronies and started pounding on him trying to figure out how to kill him

we were dueling in a heavy rainstorm, in the middle of an open field, all alone because i massacred everyone around him

went back and forth for 10 minutes, as i slowly figured out how to beat him, whittling him down one little sliver at a time

it was so fucking epic - like some movie level shit.. - and yet it was totally unscripted sandbox stuff

Once you were behind him (if he was even immune to stuns from the front) you could've stunned him and flurry him, then stop the flurry right before it ends and stun him again, then flurry him again. That's how you kill combat masters. Either that or you get them to a ledge and bash them over it.

So far I haven't met a single enemy that is immune to stuns from the back. Correct me if I'm wrong.

*SPOILER ALERT IF YOU WANT TO KEEP COMBAT INTERESTING*

Stuns are pretty OP and can be used to effectively neutralize any captain regardless of strengths or weaknesses. Stun, flurry, finisher, repeat until dead. Even Combat Masters can't defend themselves when stunned. Some captains can't be stunned from the front but you can just vault over them and stun them from behind (if you don't have the ability that automatically stuns them when vaulted over). I never encountered any captains that were both immune to vaulting and frontal stuns, but I guess it's theoretically possible. I think they should have added a strength that makes captains completely immune to stuns.
 
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News Comments > Pillars of Eternity Delayed
26. Re: Pillars of Eternity Delayed Oct 5, 2014, 17:55 Jerykk
 
Cutter wrote on Oct 2, 2014, 20:27:
mellis wrote on Oct 2, 2014, 20:09:
Cutter wrote on Oct 2, 2014, 19:13:
Obsidian is behind schedule. Gee...what a surprise.

In fairness, it's a silly time to put out such a title. There is literally a glut of games on the horizon, all competing for our dollars - and it would be a really big shame if Pillars of Eternity didn't get its share of it.

If you've played the 'Backer Beta', they are onto something special. It really is a spiritual successor to the Baldurs Gate and Icewind Dale games, with all the next-gen FX bells and whistles. But, it's not quite there yet...

It has such insane potential, that it would be a shame for them to fall at the final hurdle by pushing out a poo.

Yeah, but the thing is...it's already paid for. Call me impossible but I have this thing about people meeting their commitments, keeping their promises, being on time, etc. Particularly when it's related to an agreement about something I paid in advance for. But hey, that's just me.



Are you an investor? Does the game need to released within a specific fiscal quarter to make your stockholders happy? Is your boss going to get pissed if the game isn't released on time? No? Then who cares? Why would you want Obsidian to rush a game when they have a history of rushed games that would have benefit greatly from having more time? Why would you want any developer to rush their game to meet arbitrary deadlines when doing so is detrimental to the game's quality?

Principles mean nothing if you don't consider their actual repercussions.
 
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News Comments > Pillars of Eternity Delayed
25. Re: Pillars of Eternity Delayed Oct 5, 2014, 17:46 Jerykk
 
Bethesda seems to want to use idTech 5 for all their games now. RAGE, Wolfenstein, Evil Within, Dishonored 2 (rumored)... it wouldn't surprise me if they want BGS to use the engine too. Of course, idTech 5 is a total piece of crap and probably not mod-friendly so that's going to be problematic for BGS. Also, if a game of modest scope ends up being 50+ gigs because of MegaTextures, imagine how obscenely huge an RPG would be... I shudder at the thought.  
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News Comments > Game Reviews
15. Re: Game Reviews Oct 4, 2014, 20:08 Jerykk
 
CJ_Parker wrote on Oct 4, 2014, 18:06:
Wetworks24 wrote on Oct 4, 2014, 16:19:
Some of the reviewers were put off by the length, up to 20-25 hrs in some cases to finish the campaign. They probably thought they could finish the game in 8-10 hrs, then had to rush through to get the review finished on time when they realized it was so long.

Nope. The problem seems to be that it's fun to play hide and seek with the fucking Alien for the first five hours. After that it's supposed to turn into a nuisance due to being either way too predictable or the opposite where the Alien pounces you very randomly with lethal precision and no chance to defend yourself if you did not know what was coming.
It seems that the high scores are mostly coming from the reviewers who put in only a few hours and the low scores are coming from the folks who actually bothered to slog through (at least nearly) the entire game.
The complaints about the game being too long are mostly directed at the extremely repetitive gameplay. Playing hide and seek is only fun for that long and 20 hours seemed to be way too long for some folks.

I'm pretty sure all reviewers played the game through to completion, as completing the critical path is standard practice. Seems to me that the reviewers who disliked the game are the ones who dislike pure stealth. After the first few hours, the scariness of the alien wears off and Isolation basically turns into a hardcore stealth game with a focus on avoidance rather than assassination. If you fuck up and get detected, there's no recovery. Some people don't like that kind of stealth.
 
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News Comments > Dragon Age: Inquisition Trailer
9. Re: Dragon Age: Inquisition Trailer Oct 2, 2014, 01:14 Jerykk
 
Task wrote on Oct 1, 2014, 23:46:
Every new game that comes out that is "mass marketed" to fit on consoles too, with clearly console look to the UI (dumbed down), which ends up the same on PC is the end of an Era. So its come to this? I play console games man, and I prefer that its streamlined gamepad UI style stays on console.

You do realize that the previous two Dragon Age games had their own unique UI for PC, right? And that this one will be no different?

Like The Elder Scrolls, which the Inquisition reeks of, though what made that as popular as it is today is that it's been so modder friendly, if it wasn't for it being so moddable it wouldn't have even remotely the fanbase it enjoys today. EA completely misses that and sees "open world etc" and even if they do see that it's something they won't do because the way they'd see it is them competing with the customer because they then can't charge for stupid DLC which the community could just dupe for free if not do better.

DAO had official mod tools that were pretty extensive. However, the modding community was never even remotely close to the size of the Elder Scrolls modding community. Given that fact, it isn't really surprising that EA/Bioware aren't officially supporting mods this time.

This comment was edited on Oct 2, 2014, 04:42.
 
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News Comments > Dragon Age: Inquisition Trailer
7. Re: Dragon Age: Inquisition Trailer Oct 1, 2014, 22:42 Jerykk
 
In a strange way I feel a little sorry for EA, the same way you would feel sorry for a retarded dog eating it's own excrement. They're so determined to add things from games that are successful thinking that will make the game sell, rather than thinking a good game sells, or just missing the point as to why some games sell or have such a fanbase.

Adding popular features to your game is a pretty standard practice. I see Inquisition more as Bioware addressing the issues from DA2 and expanding on the series as a whole. For what it's worth, I think the game looks great and might very well be a return to form for the series.
 
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News Comments > Middle-earth: Shadow of Mordor Reviews; Hi-Rez Texture Plans
70. Re: Middle-earth: Shadow of Mordor Reviews; Hi-Rez Texture Plans Sep 27, 2014, 17:02 Jerykk
 
I'm pretty sure the game will run fine and dandy on your 680. You may not be able to use the optional ultra high-res texture pack but I'm pretty sure you'll be able to use High textures with minimal hitching.  
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News Comments > Middle-earth: Shadow of Mordor Reviews; Hi-Rez Texture Plans
42. Re: Middle-earth: Shadow of Mordor Reviews; Hi-Rez Texture Plans Sep 26, 2014, 15:27 Jerykk
 
Creston wrote on Sep 26, 2014, 12:28:
Jerykk wrote on Sep 26, 2014, 12:24:
Texture resolution has a negligible impact on framerate. Doesn't really matter if you're using 512x512 or 4096x4096 textures, your framerate will be about the same.

IF you have enough VRAM. If not, go ahead and give it a try, and tell me how your framerate "stayed the same."

That said, using super high-res textures can cause hitching if you don't have enough VRAM but how frequent that is has yet to be seen.

Errr, so what is "hitching" in your world then, if not drastic drops in your frame rate?

I have a 2 gig card. I've run games that use more than 2 gigs of VRAM. I played Watch Dogs on Ultra (which recommended 3 gigs) and only suffered occasional hitching which may or may not have been a result of VRAM (people with 3 gigs or more also experienced hitching). My average framerate was not affected. Same with Skyrim when I installed a ton of high-res texture mods.

And there's a huge difference between occasional hitching and consistently poor performance. We're talking about average framerate here. When it comes to average framerate, I seriously doubt there's going to be a big difference between the different texture settings. It all comes down to how frequent the hitching will be and your tolerance for hitching in general.
 
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News Comments > Middle-earth: Shadow of Mordor Reviews; Hi-Rez Texture Plans
18. Re: Middle-earth: Shadow of Mordor Reviews; Hi-Rez Texture Plans Sep 26, 2014, 12:24 Jerykk
 
Funny seeing people freak out over the VRAM "requirements." Texture resolution has a negligible impact on framerate. Doesn't really matter if you're using 512x512 or 4096x4096 textures, your framerate will be about the same. That said, using super high-res textures can cause hitching if you don't have enough VRAM but how frequent that is has yet to be seen.  
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News Comments > Gone Gold - The Evil Within; Specs Revealed
27. Re: Gone Gold - The Evil Within; Specs Revealed Sep 26, 2014, 04:53 Jerykk
 
The framerate in that video looks pretty bad. GIven that the developer is Japanese, it wouldn't surprise me at all if there's a 30 FPS cap.  
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News Comments > Steam Discovery Update
42. Re: Steam Discovery Update Sep 25, 2014, 23:03 Jerykk
 
Clearly you don't. Cramming everything onto a single page when it's not priority information just makes things cluttered. There is absolutely zero reason for card drops remaining to be included on the main store page. The information is where it belongs...on the Badges page.

Showing remaining card drops takes up a tiny amount of space and is valuable information... literally. I've bought many games from money earned by selling cards. Valve introduced cards in order to add value to games and make them more appealing. As such, it makes sense to show how many drops you have left in an obvious and accessible way.

Trying to use the Badge page is a travesty. The default sorting is nonsensical, some games don't even appear in the list and when you have hundreds of games to sort through, trying to find a specific one is wholly inefficient. What takes up to a minute could be reduced to seconds if they simply showed the remaining drops on the main page.

And yes it is pointless. It's not primary information, it's not even secondary information. Nor would you know if that person just left the game running for 12 hours while they were out to get card drops. Or maybe they forgot to shut the game launcher down. Average playtime, is useless information and certainly doesn't need to be shown on the main screen, or even the product page.

The wonderful thing about averages is that they minimize the impact of exceptions, such as games being idled for farming. In most cases, the average playtime calculations would give you a good sense of a game's longevity. For example, the average for Skyrim or Civ 5 would undoubtedly be significantly higher than the average for Banner Saga or RA3.

Valve has gone far and above everyone else as far as customer-friendly service goes. Showing competitors prices and showing the history of a products pricing would just be plain bad business. What other industry does this on their store pages? None.

If it's bad business to show anything that might discourage a full-price purchase, why show Metacritic scores? Or user reviews? Or third-party DRM warnings? Why even have sales to begin with? You're just devaluing your product and making people less likely to pay full price. No, the reason why Valve does these things is because it builds customer loyalty. Transparency is one way to build customer loyalty. If Steam has the best prices, it should flaunt that fact by comparing its prices to competitors. If it doesn't have the best prices, it should remedy that. There are plenty of stores that pride themselves on having the lowest prices and will match a competitor's price when called out.

Make no mistake, I think Steam is great. However, that doesn't mean there isn't room for improvement. I don't see the new UI as an improvement because the new features don't have any value to me. In fact, they only serve to add more clutter to what was previously a clean and efficient store page. They also make it harder to see information I actually care about. Meanwhile, Enhanced Steam has tons of features that I find useful and would love to see integrated into the official client.
 
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