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Real Name Jerykk   
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Nickname Jerykk
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Signed On Apr 23, 2004, 02:42
Total Comments 13973 (Ninja)
User ID 20715
 
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News Comments > Dragon Age: Inquisition Trailer
46. Re: Dragon Age: Inquisition Trailer Jul 12, 2014, 23:37 Jerykk
 
Wetworks24 wrote on Jul 12, 2014, 00:24:
Redmask wrote on Jul 11, 2014, 22:23:
Wetworks24 wrote on Jul 11, 2014, 16:59:
DA2 was just as tactical as DA Origins. Playing DA2 on nightmare was tough and required a lot of planning and cross class combos to beat during combat.

No, DA:O was more tactical and less bullshit even with potion cooldowns that weren't shared. Memorizing the number and timing of enemy spawns so that you can use abilities is not tactical. DA2 was tough on Nightmare but it was tough for bullshit arbitrary reasons like one shots from instantly spawned in enemies, not because the gameplay was inherently challenging.

False, being able to change your plans in the middle of the battle takes more tactics, not less. The 2nd wave forced you to move your healers and tanks and prevented you from using all your big cooldowns at the beginning of the fight. You also had to set up cross class combos a lot more in DA2 than in DAO.

Wave-based spawns means that you couldn't plan for anything. How can you form a strategy when you have no idea what you'll be fighting against? You didn't know how many waves would spawn or the composition of those waves. As such, you ended up saving all of your strong spells and abilities just in case you needed them later, making combat feel even more tedious and grindy.

I did like the cross-class combos in DA2 and the game definitely did make each class more important to the group (you couldn't do an all-mage party like in DAO). However, the wave-based spawns were just lazy design. Bioware balanced the game for Normal difficulty, where enemies were basically cannon fodder, so to compensate they added waves to draw the fights out and superficially increase the challenge. That worked fine on Normal difficulty but not so much on Nightmare, where enemies actually posed a threat.
 
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News Comments > Dragon Age: Inquisition Trailer
38. Re: Dragon Age: Inquisition Trailer Jul 12, 2014, 16:08 Jerykk
 
Bullshit. DA:I is going Borderlands. What works for the over-the-top cell shaded world of BL does not work for a serious RPG with serious themes like DA:I. Keep your fucking Michael Bay out of my Game of Thrones. The greatest part of BS:Infinite for example is the exploration parts with the UI disabled. Pure exploration, discovery, and storytelling.

I feel like you didn't even play the first DA game. It had floating damage numbers and text, just like 99% of RPGs. Again, in a game that features character progression (through gear and leveling), being able to see exactly how much damage you are doing and what status effects are being applied is very useful. That's why RPGs typically have floating numbers and text. And like I said before, there's a very good chance that you'll be able to disable that stuff.

WTF is wrong with you? If I want great gameplay ONLY I'll go play Super Mario Brothers. And who said anything about realism? It's immersion that's important. Tooltips and damage numbers aside, these characters jump around like they're on a constant meth drip. It's ridiculous. The third person perspective reminds me that I'm PLAYING the game, not in it. And there's no danger in this world. Enemies fall like so many cardboard cutouts. It's a shame too, because the engine is gorgeous, and the story looks pretty engrossing.

DA:O was third-person. DA2 was third-person. Every game that Bioware has ever made was third-person. Why you'd be shocked that DA:I is third-person makes no sense.

As for challenge, I'm pretty sure you can just ramp up the difficulty like in the previous games. DA:O and DA2 were insanely hard on Nightmare difficulty. I see no reason why DA:I would be any different.
 
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News Comments > Dragon Age: Inquisition Trailer
36. Re: Dragon Age: Inquisition Trailer Jul 12, 2014, 16:00 Jerykk
 
You can see a "Fade Portal" conveniently opens up several times and just ports in waves of enemies. That sort of thing is what we're talking about, DA2 all over again and I'm not swallowing any talk about its context in the DA universe.

Unlike DA2, I don't think that's representative of combat scenarios as a whole. The Fade Portals are a rare occurrence (or in this case, part of a boss fight). They've shown footage of other fights where there were no waves of enemies.
 
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News Comments > Dragon Age: Inquisition Trailer
13. Re: Dragon Age: Inquisition Trailer Jul 12, 2014, 00:50 Jerykk
 
Unless there is some option they are not showing, where you can pull WAY back/up, and have more of a traditional top down/isometric view of the action?

You can pull the camera way up and basically have a top-down view if you want. They've shown it in previous videos.
 
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News Comments > Dragon Age: Inquisition Trailer
9. Re: Dragon Age: Inquisition Trailer Jul 11, 2014, 23:13 Jerykk
 
I agree, it looks amazing. I just hate the gaminess of it, all the stuff I mentioned yesterday, all those console compromises, all those simplifications. They detract from reality, and it breaks the immersion. I can't believe I'm in this world when everything has tool tips, when damage displays in numbers on people, and when I'm in 3rd person view.

It's a videogame. "Gaminess" isn't really a criticism when you're talking about videogames. That's like saying a movie is too "movie-ish." Also, I'm pretty sure you'll be able to disable the floating numbers and maybe even the tool tips. As for the camera, first-person would be terrible for this kind of game. It's all about managing your party and planning your next move. Being able to see as much of the battlefield as possible is ideal, hence the third-person camera.

I'm all for immersion but gameplay always takes priority. If realism hurts the gameplay, it should always take a backseat.
 
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News Comments > Humble 2K Bundle
9. Re: Humble 2K Bundle Jul 8, 2014, 22:56 Jerykk
 
Beamer wrote on Jul 8, 2014, 21:33:
Squirmer wrote on Jul 8, 2014, 20:52:
Best part is you can give all the money to charity and zero to 2K.

So the best part of getting three or six games, for next to nothing, is that you can actually give the developers that made them nothing?

To be fair, none of the developers will see any money from any of these games even if you buy them each at full price. It's extremely rare for developers to see any royalties when dealing with publishers, especially from bundle sales.
 
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News Comments > Divinity: Original Sin Sells Like the Devil
47. Re: Divinity: Original Sin Sells Like the Devil Jul 7, 2014, 03:01 Jerykk
 
So they come in to market and just wipe the floor vs the establishment. LOVE IT!

While I appreciate the sentiment, I think "wipe the floor" might be a bit of an exaggeration. D:OS may selling well for Larian but it's not going to make EA, Ubisoft or Activision shake in their boots.
 
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News Comments > Steam Top 10
13. Re: Steam Top 10 Jul 7, 2014, 02:20 Jerykk
 
Cutter wrote on Jul 6, 2014, 17:58:
I find a lot of the combat encounters to be really unbalanced and aggravating so far. It's more grinding than fun at this point. I don't think 1SP per level cuts it. Makes things far too slow. And the UI still needs a lot to be desired - sticky windows, stackable hotbars, etc.

Have you hired any mercenaries yet? I was having trouble until I hired two, then things got a lot easier. Also, mages are pretty much mandatory for crowd control. That's pretty standard for party-based RPGs.

Also, some of the complaints about D:OS are the same nearly every turn-based game has. Blackguards, POR2, Wiz8, ToEE...especially the targeting swaying enemies thing. I can't tell you how many times I've flubbed up rounds in ToEE because I clicked the floor instead of a stunned enemy. It's really hard to avoid that kind of stuff when your commands are required to be confirmed by clicking on something that is only a few pixels wide.

There are ways you can minimize that. Toning down the idle and fidget animations so there's less swaying, for example. Also, it looks like the characters in D:OS have very accurate collision, which seems unnecessary in a game like this. A simple collision box would work just fine and make it much easier to target things.

This comment was edited on Jul 7, 2014, 02:58.
 
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News Comments > Divinity: Original Sin Sells Like the Devil
37. Re: Divinity: Original Sin Sells Like the Devil Jul 6, 2014, 04:33 Jerykk
 
Optional Nickname! wrote on Jul 5, 2014, 17:26:
GOG reports it as 'coming soon'.

Also, the fact that it is turn based, but the screenshots heavily imply otherwise is curious. Only that it is in the turn-based games category lets you know what type of game it is.

Especially when the first Divine Divinity isn't turn based and you are just as likely not to search GOG for turn-based but instead by the title or other category.

How can screenshots show whether or not a game is turn-based? By the presence (or lack) of a visible grid? Not all turn-based games have visible grids (Skulls of the Shogun, for example). The Feature trailer for D:OS explicitly says "Tactical Turn-based Combat" and the game's description mentions it too so I don't think they're trying to mislead anyone.
 
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News Comments > Far Cry 4 $130 Kyrat Edition Detailed; New Trailer
21. Re: Far Cry 4 $130 Kyrat Edition Detailed; New Trailer Jul 5, 2014, 16:36 Jerykk
 
The E3 demo looked entirely plausible to me. It was basically just FC3, only with elephants. I was relatively apathetic towards the game when it was announced but now I'm interested.  
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News Comments > Divinity: Original Sin Sells Like the Devil
18. Re: Divinity: Original Sin Sells Like the Devil Jul 5, 2014, 16:33 Jerykk
 
I'm liking the game but the UI could use some work.

1) There's no hotkey for "Take All."
2) The container window doesn't automatically close when you click the Take All button or walk away.
3) You can sort your inventory using filters but those get reset whenever you close your inventory window, forcing you to redo the filter every time.
4) Crafting requires that you combine things that aren't always in the same item category (like weapons and ingredients), forcing you to use the General window that shows every item in your inventory.
5) You can't resize the inventory window.
6) There's no Auto-Arrange button to rearrange your items when you've removed one.
7) Your companions each have their own individual money and key inventories.
8) When bartering, your offers get reset when you switch between characters.
9) There's no hotkey for switching between ranged and melee weapons, forcing you to use up two slots in your hotbar.
10) You can't adjust the width of your hotbar.

It's weird that none of these issues were addressed during the game's Early Access period. Surely people complained about them?
 
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News Comments > Green Man Gaming Indiependence Sale
9. Re: Green Man Gaming Indiependence Sale Jul 5, 2014, 15:22 Jerykk
 
The Half Elf wrote on Jul 5, 2014, 12:52:
The Playfire Rewards is crap. You can only earn money from select new games.

That's not true at all. They often give rewards for older games as well. Right now you can get money for Crusader Kings 2, Skulls of the Shogun and Stealth Bastard. None of those are new games. Within the last month, they've offered rewards for Shogun 2, Driftmoon, Giana Sisters, Prototype 2, DmC, Duke Nukem Forever, Stanley Parable, Rome 2, DIRT, GRID, etc. There's plenty of variety. Since the program began, I've earned almost $150 in credit.
 
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News Comments > Escape Dead Island Announced
11. Re: Escape Dead Island Announced Jul 2, 2014, 02:36 Jerykk
 
Trevellian wrote on Jul 1, 2014, 20:37:
Elf Shot The Food wrote on Jul 1, 2014, 20:33:
Does Techland not own the rights to this series anymore? Because all these recent Dead Island games are being made be other developers; this one in particular is being made by FatShark.

Pretty sure Deep Silver owns the IP. Not that it matters, the first game sucked, I'm sure the second game sucked, the MOBA is a waste of space, and this will be shit too.

Why they think they have a franchise in Dead Island i don't understand.

Why they think they have a franchise in Dead Island i don't understand.

Because Dead Island sold well enough to warrant milking? Publishers don't milk something unless it makes them money. For what it's worth, the original DI wasn't bad at all. A little bit janky and largely misrepresented by the initial teaser video but the combat and exploration were great fun. The last third of the game should have been cut but the first two thirds were good.

As for this new entry in the series, it's too early to judge. The stealth and psychological horror aspects could be interesting. I don't really like the art style but that's something I can easily overlook if the gameplay is up to snuff.
 
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News Comments > Steamships Ahoy - Sniper Elite 3
12. Re: Steamships Ahoy - Sniper Elite 3 Jun 28, 2014, 02:53 Jerykk
 
InBlack wrote on Jun 27, 2014, 09:06:
So the second is really good? Ive ignored these games on account of the first one being a horrible showelvare piece of shit, which somehow still managed to sell well...

What? Are you thinking of Sniper: Ghost Warrior? Because the original Sniper Elite was pretty solid. 76 Metacritic average.
 
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News Comments > Areal: Spiritual Successor to S.T.A.L.K.E.R.
34. Re: Areal: Spiritual Successor to S.T.A.L.K.E.R. Jun 25, 2014, 23:37 Jerykk
 
Incredibly shady. Almost all of the footage shown is from the STALKER games, with no clear distinction made by the developers. They even mix STALKER footage with VO talking about Areal. There's no way that they aren't trying to misrepresent the product.

Also, $50k is not even remotely enough for a game of this scope.
 
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News Comments > PC Dead Rising 3 Date; 30-FPS Follow-up
20. Re: PC Dead Rising 3 Date; 30-FPS Follow-up Jun 23, 2014, 05:07 Jerykk
 
Fluid v-synced 30fps > inconsistent 60fps.

30 FPS is never "fluid." Playable, yes. Fluid? Not even close. As for "inconsistent" 60 FPS, it depends on how inconsistent it is and how severe the drops are. Getting 60 FPS 95% of the time with occasional drops to 45 FPS or above is technically "inconsistent" but I'll take that over a constant 30 FPS any day. A constant 30 FPS is a constantly crappy framerate.

Also, v-sync is terrible. Causes input lag and microstuttering. How any hardcore PC gamer doesn't already have a 120+ Hz monitor is baffling to me. 120 Hz + no v-sync = smooth, tear-free, lag-free goodness.

Sure, many gaming pcs are much more powerful than the XB1. But due to the huge number of zombies instanced onscreen (500?), I guessing VRAM will affect your frame rate far more than horsepower for this game. Remember, the XBone can theoretically assign 8GB, minus the core game and OS overhead, as VRAM. I'd wager an average PC with a 4GB video card beats a $3K monster with triple-SLI 2GB cards.

The zombies are more a matter of CPU (for AI) and GPU (for rendering) power than VRAM usage. VRAM is primarily used for render resolution, texture resolution and antialiasing.

This comment was edited on Jun 23, 2014, 05:13.
 
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News Comments > Watch Dogs Patched; PC Graphics Explained
13. Re: Watch Dogs Patched; PC Graphics Explained Jun 22, 2014, 04:00 Jerykk
 
swaaye wrote on Jun 21, 2014, 15:47:
Graphics whoring is almost all I see in comments about this game. Do any of you truly enjoy playing it? I found it to be too formulaic and stale and was bored after maybe 6 hours of the cheesy story. I am most disappointed with how hollow the world feels considering they talked a lot about how it was going to be a new level of open world sim.

I'm enjoying it. It's a lot more interesting if you try to play stealthy. The side-missions are much more open-ended than the story missions and most can be completed with hacking alone.
 
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News Comments > PC Dead Rising 3 Date; 30-FPS Follow-up
9. Re: PC Dead Rising 3 Date; 30-FPS Follow-up Jun 19, 2014, 23:10 Jerykk
 
So what they're basically saying is that the game is poorly optimized and they can't guarantee a stable framerate beyond 30 FPS.  
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News Comments > Watch Dog Patch Plans
11. Re: Watch Dog Patch Plans Jun 19, 2014, 02:28 Jerykk
 
mouse accel is on by default, and with a 5-6 frame latency. it's unplayable with KB+M. i doubt anyone from ubi ever touched it with a mouse n keys. that's what 8 months of additional dev time gets you.

You can edit a cfg file to fix that.
 
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News Comments > Steam Top 10
24. Re: Steam Top 10 Jun 16, 2014, 12:24 Jerykk
 
All the crap is a bit unsightly right now, but that's true of the steam store in general, even if you ignore EA. There are just too many people making games, and it's getting hard to tell what is worth the time any more. I love my indie games, and there are a lot of excellent titles, but I do worry that we are headed to a major crash, and the EA stuff isn't doing anything to help that.

I don't really feel that way. It only takes a quick glance at the store page for each game to tell whether or not it is worthwhile. Hell, a quick glance at the name and icon is usually enough.
 
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