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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 14039 (Ninja)
User ID 20715
 
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News Comments > Star Citizen Passes $33 Million
91. Re: Star Citizen Passes $33 Million Nov 29, 2013, 04:24 Jerykk
 
BicycleRepairMan wrote on Nov 28, 2013, 03:17:
Lol, i find that pretty unbelievable. Possible, maybe, but pretty unbelievable. Even with a mature and engaged audience.

Also, checked out facebook hype, Wing Commander has 6859 likes, this game (or at least a fan interest group/whatever) came up on "star citizen" search, about 122 likes. Facebook may not be their venue either, but come on, thats just ridiculously low.

I'm not sure why you keep using Facebook as a metric for this. How many hardcore space sim players have Facebook pages? Hell, how many non-teenagers have Facebook pages? What you should be using as a metric is the number of backers listed on the RSI site.
 
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News Comments > On Sale
54. Re: On Sale Nov 29, 2013, 00:30 Jerykk
 
jdreyer wrote on Nov 28, 2013, 22:01:
Hey, anyone play Outlast? It looks like a different style of game, but how does it compare to Amnesia?

Outlast is pretty good, though once you figure out the mechanics, enemy encounters become far less scary. Though, the same could be said for Amnesia. Like Amnesia, your only defense against enemies is to run away and hide so the two games are similar in that regard. Outlast definitely has a better presentation than Amnesia and the camcorder mechanic works really well.

If you like survival horror, Outlast is definitely worth picking up.

Other unrelated recommendations are Splinter Cell Blacklist for $24 at Gamefly and Dishonored GOTY for $11 also at Gamefly. Blacklist is criminally overlooked considering it is the second best Splinter Cell game (behind Chaos Theory). And that's coming from a jaded stealth junkie who has played all the SC games and hated Conviction.

This comment was edited on Nov 29, 2013, 00:35.
 
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News Comments > Star Citizen Passes $33 Million
45. Re: Star Citizen Passes $33 Million Nov 28, 2013, 02:53 Jerykk
 
BicycleRepairMan wrote on Nov 28, 2013, 02:47:
Seriouslly $33 million? I just dont understand how this is possible, I'm sorry, but this means that if 2-3 million people contributed, (For comparison , thats how many people who are on steam at a time), thats $10-$15 each. Way, way more than people usually contribute to these kinds of things, and with Star citizen, I just cant see the hype anywhere (except at SCs websites etc.) Look at twitter, for instance, The developers official account (@robertspaceind) has 13000 followers. When searching for "star citizen" on twitter, I find a couple of headlines about how much they've raised, and one tweet from one of the devs. He has 121 followers. The first tweet that actually showed up was a tweet unrelated to the game, 3 hours ago..

Ok, so maybe twitter isnt their main marketing channel, but if millions of people INVESTED real money in this game, why wouldnt most of them follow the devs on twitter? Why wouldnt more tweeters talk about it?

This makes no sense. The internet should be buzzing with excitement for this game, and I just dont see it.


As of this writing, there are 317,246 backers. That means the average backer is giving about $100, which isn't that unbelievable when you look at the rewards for backing at that level. The space sim audience is a passionate (and older) one, likely with expendable income.
 
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News Comments > DIRT 3 Leaving GFWL in the Dirt
30. Re: DIRT 3 Leaving GFWL in the Dirt Nov 28, 2013, 02:51 Jerykk
 
Ladron3dfx wrote on Nov 12, 2013, 16:57:
nin wrote on Nov 12, 2013, 12:08:
I want DR2:OTR fixed, dammit!


To say that it should be fixed implies that it's broken somehow and nothing could further from the truth. GFWL work perfectly in both DR2 & DR2:OTR, there are 50 achievements in each game and I have 35 achievements in each. Trust me, it works. Wink

death of Games for Windows LIVE

uh huh.. Nice

You've obviously never tried moving your GFWL saves from one PC to another. GFWL brilliantly links your saves to your GFWL account and encrypts them with a unique key that's regenerated whenever you install GFWL. So, even if you manage to find and copy your saves over, they won't work with the new installation of GFWL. It's great stuff, really.

And on top of that, GFWL is bloated, slow and unintuitive. Why do I need to use an online profile to buy and play DLC? Why do I have to login to GFWL every time I launch a game? Why is my GFWL account the same as my Windows Live account, which is notorious for becoming inaccessible whenever MS randomly resets your password?

I find it remarkable that you constantly criticize Steam yet praise GFWL. At least be consistent.
 
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News Comments > Steam Reviews Open Beta
36. Re: Steam Reviews Open Beta Nov 28, 2013, 02:43 Jerykk
 
Ladron3dfx wrote on Nov 25, 2013, 23:05:
This is a disaster waiting to happen, destined to be rife with abuse. Games on Steam are released in an unfinished state, alphas, betas, broken mechanic. Negative reviews will be created by the hundreds, devs/pubs will remove said negative reviews, gamers will rally, protest and lead boycotts of said game. All within the Steam service.

Steam forums are rife with stupidity, boneheads and fanboys. Now you'll get to read their reviews. Wonderful. Thumbsup

Not sure if you're aware of this but the store page of every game on Steam shows its Metacritic score. If you click on said score, you are taken to the Metacritic page where you can view the User Scores as well. So, if publishers were concerned about negative reviews, wouldn't they have demanded that Steam remove the Metacritic score from the store?
 
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News Comments > Steam Reviews Open Beta
35. Re: Steam Reviews Open Beta Nov 28, 2013, 02:39 Jerykk
 
Wesp5 wrote on Nov 26, 2013, 03:31:
Suppa7 wrote on Nov 25, 2013, 14:26:
How the fuck anyone with any hint of what makes a good FPS can give Shadow warrior 2013 a fucking 74 (aka bad game) is pretty braindead.

Uh, Shadow Warrior 2013 was a pretty boring game! The same enemies in only marginal different arenas all over again until the end. The same goes for the bosses, everyone defeatable with the same trick. Maybe there is a minority who still loves something like this, but even the yearly CoD games are more interesting with their linear showpieces...

I thought the combat in SW was tremendously enjoyable. Slicing enemies up with the sword never got old. I also played on the highest difficulty. I imagine that playing on Normal is far less interesting, as the enemies would basically just be cannon fodder.

And no, you can't defeat all the enemies with the same trick. Unlike CoD, most of the enemies in SW require different tactics to dispatch. Using melee on a regular grunt works fine and dandy but using it on the exploding dudes is a bad idea. When you play on the highest difficulty, you also have to make intelligent use of most of your powers, otherwise you get overwhelmed by the angry hordes of enemies.

I also thought the level design was pretty enjoyable. While it's true that it did make heavy use of arenas for the enemy encounters, the abundant secrets and collectibles encouraged exploration outside of combat, something you don't really see in modern shooters.
 
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News Comments > Star Citizen Passes $33 Million
39. Re: Star Citizen Passes $33 Million Nov 27, 2013, 22:12 Jerykk
 
Just to repeat what I said for the previous million, if they don't produce seamless planetfell and procedurally generated environments to explore -- in Crytek, ffs -- they they're just not trying and won't get my funding. I'll wait on Braben (who I'm watching/waiting on anyway) and/or indies.

Procedural generation is painfully overrated for gaming. It produces quantity, not quality. Sure, you may have an infinite amount of variation but when that variation is so superficial and generic it doesn't even matter. You could produce 1000 different environments but they'd all look and feel the same, even if they were technically unique. I'd take a hand-crafted world over a procedurally generated one any day.
 
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News Comments > Steam Autumn Sale
39. Re: Steam Autumn Sale Nov 27, 2013, 20:48 Jerykk
 
I play games for their storylines, characters, the attention to detail in-game and the experience they deliver. To give you a good measure, I'm currently playing Assassin's Creed IV - Black Flag and absolutely loving it. I can't put it down.

Eh? Many of the criticisms you made of Sleeping Dogs can just as easily be applied to Black Flag. Predictable and shallow story? Check. Stereotypical characters? Check. Clunky combat? Check. Unrealistic driving (or in this case, sailing) physics? Check. A small set of generic mission types repeated ad nauseum? Check.

For what it's worth, the combat in Sleeping Dogs is about a million times more entertaining than Black Flag's. That's really the most compelling part of Sleeping Dogs. Beating dudes (or ladies) up in a most gratuitous fashion. Beating someone with a telephone or slamming a car door into their head repeatedly never gets old. Hurling people over balconies never gets old either. If you don't enjoy these things, I guess Sleeping Dogs isn't for you. But the claim that Black Flag is better than Sleeping Dogs isn't really supported by the evidence you provided. It would have been better to just admit that you like pirate fiction more than crime fiction.
 
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News Comments > Steam Autumn Sale
28. Re: Every sale, same games... Nov 27, 2013, 17:40 Jerykk
 
JohnBirshire wrote on Nov 27, 2013, 17:36:
Sleeping Dogs, Terraria, Skyrim, Walking Dead, Left 4 Dead, Crysis 2, it's always the same exact games on sale every time, nothing new.

Except that's not actually true. There have been lots of new games released since the last Steam sale and these games are now on sale. State of Decay, for example.

It seems like you only expect new games to go on sale but that's not a realistic expectation. And for older games that have gone on sale before, the new discounts are typically better.
 
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News Comments > Wasteland 2 Beta for Backers Next Month
13. Re: Wasteland 2 Beta for Backers Next Month Nov 27, 2013, 05:38 Jerykk
 
Julio wrote on Nov 27, 2013, 04:42:
Mad Max RW wrote on Nov 26, 2013, 18:46:
I'm loving the real time vs. turn based shitstorm going on at the Torment boards. The common argument among real time apologists is "b-b-but turnbased takes longer!" Planescape was 90% reading. If you don't have patience for turnbased combat you never had patience to fucking read. The hypocrisy of these clueless drones is hilarious.

I have to think that Kickstarters should really indicate if they are going to be turn based or real time. I don't think Torment would have got nearly as much funding if it was going to be upfront and say it was thinking about real time.

Not sure why you'd think that. Combat was never the focus of PST. In fact, most people think the combat in PST is downright terrible. If combat was the primary reason why you backed Torment, you backed it for all the wrong reasons.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
37. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 14:38 Jerykk
 
jacobvandy wrote on Nov 26, 2013, 13:13:
InBlack wrote on Nov 26, 2013, 12:39:
Except it wasnt forcibly neutered by the publisher. It was in development hell aka Duke Nukem forever. If Microsoft hadnt stepped in and taken CR off the project the game would have never been released.

This is why I'm skeptical of Chris Roberts, yet again, promising the moon. He failed to deliver with Freelancer, and that was with publisher resources backing him up. That's probably why nobody wanted to touch him with this new project... Fortunately for CR, the general populace is a lot more gullible.

I liked Freelancer. Also, publishers aren't touching space sims in general, letalone big budget ones. It's not specific to Chris Roberts.
 
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News Comments > Amazon Sales All Week
17. Re: Amazon Sales All Week Nov 25, 2013, 16:31 Jerykk
 
This is a better list of all the Amazon digital sales:

List

Tells you everything that will be on sale, when it will be on sale and how much it will cost. Some games are on sale multiple times, with some deals being better than others, so it's best to sort by title.
 
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News Comments > Raven's Cry Next Year
5. Re: Raven's Cry next Year Nov 25, 2013, 01:17 Jerykk
 
Definitely interested in seeing how this turns out. Mechanically, TW2 wasn't bad. It's just that the writing was so bad and setting so generic that it was difficult to find motivation to continue playing. Hopefully they hired some decent writers for this one.  
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News Comments > On Sale
7. Re: Red Orchestra 2: Heroes of Stalingrad - GOTY Nov 25, 2013, 01:14 Jerykk
 
Strange that Rockstar never bothered porting RDR to PC. Surely it would have been profitable enough to warrant the effort. Also, given how much it cost to develop the game, you'd think they'd want to milk it for every cent they could.  
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News Comments > Fallout 4(?) "Nuclear Winter" Teased
39. Re: Fallout 4(?) Nov 25, 2013, 01:11 Jerykk
 
HorrorScope wrote on Nov 24, 2013, 11:23:
shihonage wrote on Nov 23, 2013, 23:26:
You're a LARPer. Bethesda makes games for LARPers because of their own failure at semi-coherent or even meaningfully branching narrative. You enjoy the walking simulator aspect, while for me it's gotten banal, mundane and generally old a long time ago.

I understand some games where this works. Games where you truly create your own narrative, because they're procedural and feature emergent gameplay features. Games like Dwarf Fortress. You don't need to LARP in Dwarf Fortress, because what happens IS the story.

Fallout 3 doesn't have that, neither does Skyrim. Neither does GTA series for that matter. They don't have fluid gameplay systems that intersect and create emergent narrative.

Therefore, you're forced to LARP it while you walk the wasteland and hand in some of the worst-written quests in history of videogames. Your emergent gameplay there amounts to an odd bug or to rearranging furniture in someone's home.

And since the rational mind rejects vampire cults, suicidal trees, and towns built on nuclear bombs, it just leaves a void where narrative should've been.

As for sales numbers, that's hardly indicator of quality. Phantom Menace made a mountain of money, yet it's one of the worst movies ever made.

It's a quality game. Bethesda is a quality company. You not liking it doesn't change that. The people have spoken, with words and wallets. I like what I like, you can enjoy what you like, but you are wrong stating we are wrong for liking what we like. I loved FO3 even more than Vegas, because I liked the larger world with more places to go into and explore, with added mod support I will surrender.

Bethesda is good at making big, detailed worlds to explore but they are terrible at making any of the characters or history of these worlds make sense. There are an obscene amount of logic holes in FO3, primarily due to the fact that Bethesda's writers are more interested in silly gimmicks than coherent lore. Megaton, Little Lamplight, Tenpenny Tower... it was like going to a theme park where the facade is broken the moment you actually think about it.

Also, the quests in FO3 weren't really branching. The vast majority of them were completely linear, with the only choice being to do them or not. In NV, most of the quests had actual branches based on your character's skills and/or moral decisions.
 
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News Comments > Steam Top 10
40. Re: Steam Top 10 Nov 24, 2013, 22:18 Jerykk
 
Yep. I can see why in-game it needs to happen, because there are WAAAAAAY too many ships on the ocean, and any time you start a fight, you wind up fighting 3-4 ships in the space of ten seconds, so if they kept firing while you were boarding, you'd never, ever board anything.

I don't think that would have been problematic, though. It would have just required players to take out all nearby ships before boarding any one of them, which would have in turn made the whole instant repair tactic less viable. Even something as simple as disabling boarding entirely until all ships are neutralized would have worked.
 
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News Comments > Steam Top 10
29. Re: Steam Top 10 Nov 24, 2013, 17:50 Jerykk
 
Creston wrote on Nov 24, 2013, 17:10:
eRe4s3r wrote on Nov 24, 2013, 17:00:
Only thing I don't like is that you can evade sticky situations by boarding a smaller ship and repairing

Yeah, that's bullshit. I refuse to do that. It's even more nonsensical than if there'd been health powerups floating on the ocean.


It's also dumb that you can lower your wanted level by boarding ships too. Finally, it's dumb that other ships stop attacking you while you're boarding.
 
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News Comments > Torment: Tides of Numenera Combat Voting
66. Re: Torment: Tides of Numenera Combat Voting Nov 23, 2013, 17:47 Jerykk
 
HorrorScope wrote on Nov 23, 2013, 10:39:
Just wondering how many people here have played Drakensang 1 or 2? They are pause based, they are actually quite good, I would have prefered TB, but just saying, I think a lot of people looked right past this franchise.

I played them and thought the combat was terrible, mainly due to the pacing. It's technically real-time but the delay between actions is so long that turn-based would have actually been faster. Seriously, when the delay between basic attacks is 3-5 seconds, why even make it real-time?

As for people defending the Infinity Engine, I don't think it was bad. I just think that the combat in PST was bad. I also think that turn-based is better, for the reasons I mentioned earlier.
 
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News Comments > Torment: Tides of Numenera Combat Voting
59. Re: Torment: Tides of Numenera Combat Voting Nov 23, 2013, 05:47 Jerykk
 
Krovven wrote on Nov 23, 2013, 05:32:
Jerykk wrote on Nov 23, 2013, 05:05:
Also, why would combat even be a factor in you backing Torment? Combat was easily the worst part of PST and any changes they could make to it would be for the better.

Because I like real-time with pause gameplay and that's what I expected by this being a spiritual sequel to PT. I play some turn-based games (I've even backed Wasteland 2), but I get more enjoyment out of RPGs with real-time with pause. And if they implemented the combat exactly as it was in Planescape Torment I'm sure everyone would be unhappy as well. It can be improved upon and I certainly never would expect them to not improve upon it.

To reiterate...I hope they do both systems, or a mix of the two. People on the turn-based side keep touting "but Torment is a story driven game". That doesn't mean they can't have real-time with pause, or even that turn-based combat makes the story driven game better in any way. The Witcher is real-time with pause and the story certainly didn't suffer because of it.

Currently playing Expeditions Conquistador, which is very good. The turn-based combat I found difficult at first, until I understood all the rules and abilities. Now I'm in Mexico and combat is literally a no lose situation. They need to resort to outnumbering me 12 units to my 6 to even make it a challenge.

Basically all turn-based games I've found have to resort to AI cheating to increase the challenge because once a player knows how the rules work, they will beat the computer every time. You can see this in everything from Civ to XCom.

The problem is that trying to design combat that works in both real-time and turn-based never ends well. See Arcanum for a good example of that. The mechanics and systems involved are too different.

As for AI, RT is no different from TB when it comes to cheating. In Baldur's Gate or Icewind Dale or PST or Dragon's Age, the designers inevitably have to challenge you by either throwing hordes of enemies at you or by making ridiculously overpowered enemies. It's not like the AI in RT combat is any better than the AI in turn-based combat.

Finally, are you playing Expeditions with the latest patch? I know that Mexico was a joke in the original release but I thought they patched it to make it significantly harder.
 
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News Comments > Torment: Tides of Numenera Combat Voting
57. Re: Torment: Tides of Numenera Combat Voting Nov 23, 2013, 05:05 Jerykk
 
Yea I think it does enhance gameplay. Straight turn-based, while in general I have no problem with it, once you know how everything works combat generally ceases to be a challenge. You know how to deal with each unit and make your moves accordingly. In a real-time with pause situation it is a lot more dynamic and things can happen that aren't necessarily predictable.

Except in real-time with pause, you can always just pause the game if something unpredictable happens. Real-time also means you have ample opportunity to recover from mistakes whereas turn-based means you have to live with the consequences. As such, every decision you make in turn-based combat is far more meaningful than the decisions you make in RT combat.

Also, why would combat even be a factor in you backing Torment? Combat was easily the worst part of PST and any changes they could make to it would be for the better.
 
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