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User information for Jonas Taylor

Real Name Jonas Taylor   
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Nickname theyarecomingforyou
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Signed On Apr 8, 2005, 11:25
Total Comments 6008 (Guru)
User ID 22891
 
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News Comments > Star Citizen Passes $33 Million
87. Re: Star Citizen Passes $33 Million Nov 28, 2013, 19:15 theyarecomingforyou
 
Kosumo wrote on Nov 28, 2013, 16:38:
Really? So what is it that you think will be 'skill' in this game?

Is skill those who can walk around the hangar fastest? cos that's all you've had to play yet to see how their gameplay works.
The hangar module has absolutely nothing to do with this discussion and you know it. There have been numerous videos released, discussions on the forum and interviews regarding the gameplay, so we do have some idea as to how the gameplay works - obviously that doesn't compare to hands-on experience but we don't have access to that at the moment.

Kosumo wrote on Nov 28, 2013, 16:38:
What happens if they don't make a very 'skilled' flight model and it's just pew pew in space. They can talk all they like about now it will play but until you (or anyone else) as played at lest an alpha build, you are backing it totally on hope and dreams at this point. (and their concept videos which show how they would like it to look in the end).
CR has an extensive background in the genre, responsible for excellent skill-based games like Wing Commander and Starlancer. He has gone on record as saying that SC is a skill-based game, which is all we have to go on at the moment. It's only reasonable to be sceptical of that given the exorbitant prices charged for some ships but CR does have a strong background in the genre and most of the interviews have only reinforced people's expectations.

Kosumo wrote on Nov 28, 2013, 16:38:
Also those who are all "you don't make a AAA game in a year!", well I don't think this started as a AAA game (and doubt it is) and even then COD which is a AAA game
From the very first Kickstarter video I think it was very clear that SC was being built as a AAA game, making use of an advanced engine and with incredible detail going into the design. The presentation was better than most trailers from major developers. That was very impressive given the modest budget, which has now multiplied several times over. And yes, COD is a AAA franchise, despite my indifference to it, so read into that what you will.
 
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News Comments > Star Citizen Passes $33 Million
84. Re: Star Citizen Passes $33 Million Nov 28, 2013, 15:00 theyarecomingforyou
 
Jackplug wrote on Nov 28, 2013, 14:48:
Too many ppl are gonna ave too many good ships with rare weapons/stuff that the balance of the game will be tipped too soon. Although I see a fail well before the game even gets released, cos it wont be as what they said it was and to those who've pledged so much it wont be enough..
I do think that is a legitimate criticism, though it's hard to know the impact until the game launches. My understanding is that the more powerful ships will have to be earned in game. However, people who put in more hours will have the same advantage over someone who can only put in 10-15hrs a week. The reality is that you will never have a completely balanced environment.

What I hope is that skilled players will be able to take advantage of less-skilled users with better ships and steal them / destroy them. Personally I get much more satisfaction from starting from scratch and working my way to the top than simply throwing money at the game. Hopefully we'll see clans of lower level players group together and target bigger ships, as we saw with EVE where a player lost a ship worth $8,000.
 
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News Comments > Star Citizen Passes $33 Million
82. Re: Star Citizen Passes $33 Million Nov 28, 2013, 14:45 theyarecomingforyou
 
Quboid wrote on Nov 28, 2013, 12:57:
The kickstarter finished at $2m, 4x what they asked for - what panbient said. Anyway, panbient says the game will probably be delayed and in response, you imply that it might well be delayed ... so why's he talking shit?
Nonsense. First panbient stated that the game should have been delivered in a year when it was stated from the beginning that that wouldn't be the case, then they made the accusation that the development team is unfocused and even stated that responding to backers in the forums is bad for game development. So yes, I accused them of talking shit. They were.

The extra money is going to expanding the scale of the alpha, to orchestral scores, to designing new ships and galaxies, to implement FPS combat, to allow players to explore planets, to allow players to control businesses, to relocate the developers to a bigger studio, to implement facial recognition, etc. The money is not being used to bring forward the release date of the game, nor should it be - that doesn't provide value for money. The money should be used to improve the quality of the game, not get it released more quickly.

As I said, major developers miss targets all the time and you have to consider that this developer is being built from the ground up. Being delayed for a few months doesn't have any bearing on the quality of the game or the competence of the developer, not on a project of this scale. But they haven't even missed the deadline yet. To accuse them of incompetence for a deadline they haven't even missed yet is rather ridiculous.
 
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News Comments > Star Citizen Passes $33 Million
76. Re: Star Citizen Passes $33 Million Nov 28, 2013, 12:38 theyarecomingforyou
 
panbient wrote on Nov 28, 2013, 11:10:
12 months after the initial funding was accomplished was last month. 12 months after they quadrupled what they asked for on kickstarter was last week. Where's the deliverable?

On track for next month? Hopefully.
Wrong. The Kickstarter finished mid-November. But let's be serious here, a game of this scale and this nature is likely to encounter delays. Half-Life, Half-Life 2, Far Cry 3, Bioshock Infinite, Deus Ex: Human Revolution, Tomb Raider (2013) and Metro: Last Light all suffered substantial delays but were exceptional games nonetheless. A delay isn't any indication that this game doesn't exist or will be bad. If games from multi-billion dollar publishers are being delayed I think it's alright to cut some slack for a crowdfunded game.

I couldn't care less if the game is delayed if it ends up better as a result of it. Other crowdfunded games have faced a similar thing, like the Double Fine game and Wasteland 2. People just have unrealistic expectations. Basically you're talking shit for the sake of it.
 
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News Comments > Star Citizen Passes $33 Million
69. Re: Star Citizen Passes $33 Million Nov 28, 2013, 10:45 theyarecomingforyou
 
panbient wrote on Nov 28, 2013, 09:17:
A year ago RSI started a pitch for what sounded like a small, focused, space game with great potential for expanding into absolute greatness. The community heard it too and supported them beyond their expectations. How is it the game they planned to make for $2 million can't be shown even as a beta when they've gotten well over 15 times more funding? And I don't mean some module either, I mean the original product they pitched last year, the one they said only needed $2 million to be made.
You can't build a AAA game in one year. More importantly, they stated that from the beginning. On the Kickstarter page it clearly states they were aiming for space combat to be available in 12 months (on track for next month) with the beta available in around 22-24 months (on track for late next year). They're delivering EXACTLY WHAT THEY PROMISED.

So fuck you and all the naysayers. For the same amount of money people pledged (or more if they decided to increase their pledge) they will be getting a better game, with higher production quality and better support. The game is taking the same amount of time promised, yet it will be substantially better as a result.

Was an orchestral score originally expected? Nope, yet we have one.
Was FPS combat originally expected? Nope, but we're getting it.
Was planetside combat originally expected? Nope, but we're getting it.
Was the hangar module originally expected? Nope, but we've got it.
 
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News Comments > Star Citizen Passes $33 Million
52. Re: Star Citizen Passes $33 Million Nov 28, 2013, 05:25 theyarecomingforyou
 
InBlack wrote on Nov 28, 2013, 03:36:
How does that work? Who exactly gets to pick the major feature? The guy who donates the most? Is it a lottery kind of thing? Or is it going to be so damn awesome that it will feature whatever ayone who ever pitched in thinks off from the top of their head....

And People wonder why we are naysayers. Jesus Fucking H. Christ on a pogo stick, do any of you 'believers' even see the kind of BULLSHIT statements in these announcements????
If you don't know what you're talking about then STOP TALKING ABOUT IT. You could have saved yourself some embarrassment by simply visiting the website, rather than spewing out paranoid nonsense.

InBlack wrote on Nov 28, 2013, 03:36:
So the dogfighting module is coming next month? Really next month? Anyone want to lay some bets on that?
The Hangar Module managed to be released virtually on time (it was delayed by a week) and it has already been hacked to allow flying, so the gameplay mechanics have existed for a while. I don't see any problem with that target being hit but even AAA developers miss targets so everyone should be prepared for that possibility.
 
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News Comments > Star Citizen Passes $33 Million
35. Re: Star Citizen Passes $33 Million Nov 27, 2013, 18:56 theyarecomingforyou
 
MyRealName wrote on Nov 27, 2013, 16:04:
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.
That's like wanting your toaster to make coffee for you. Just buying a fucking coffee maker. Muhammad!

panbient wrote on Nov 27, 2013, 15:25:
No one is angry at the crowd funding success. But all they've truly done successfully so far is collect more than 15 times the amount of money they originally asked for... but still haven't really shown anything for it.
No game of this scale is made in a year. Not one. Zero. Zilch. Yet already we've had the Hanger Module and next month we'll have the dogfighting module, which are far from the completed project but are certainly evidence of substantial progress. The videos I've seen look like exactly the sort of game I'd want to play, hence why I funded it (only at the basic level).

DangerDog wrote on Nov 27, 2013, 17:22:
I keep thinking of how Wing Commander played and thinking that's what this will end up being more or less. It was all flash and not much substance, heavily scripted and played more like an interactive movie. My lack of faith lies with CryEngine 3, can it be used for an open galaxy space game?
I couldn't disagree more. Going with a pre-existing engine was the logical choice, especially a first-person engine given that FPS elements were always planned for. There would be no point building an engine from scratch and there simply aren't any existing space sim engines out there (X:Stillbirth being a great example of how NOT to launch a game). The only other suitable engine would have been UE3/4, which is hamstringed by consoles and doesn't take full advantage of PC hardware.

PS - Props to Parias for keeping his head while everyone else runs around like headless hippos.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
60. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 18:07 theyarecomingforyou
 
ItBurn wrote on Nov 26, 2013, 17:20:
Sorry to burst your bubble, but Star Citizen is "everything" like Freelancer.

Squadron 42 sounds closer to what you want.
No, Freelancer was a crappy third-person casual space game with awkward cutscenes thrown in. SC goes back to the cockpit-centric style of Starlancer and Wing Commander, where you still have off-ship activities but flying is the core strength. S42 is definitely going to be interesting but I like the variety that SC is going to offer.

As I said, SC looks nothing like Freelancer.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
57. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 17:16 theyarecomingforyou
 
Prez wrote on Nov 26, 2013, 16:26:
Chris Roberts has made one or two in his time ya know.
Exactly. Starlancer and the Wing Commander games (especially III, IV and Prophecy) defined the genre and given everything I've seen of SC it looks to be taking the right approach (i.e. nothing like Freelancer).

It's great to see a game like this receive so much support, especially given that the genre has been largely ignored by publishers. This game represents the best chance of reviving the genre, hence why it is the most successful crowdfunded game ever.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
42. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 14:54 theyarecomingforyou
 
Jerykk wrote on Nov 26, 2013, 14:38:
I liked Freelancer. Also, publishers aren't touching space sims in general, letalone big budget ones. It's not specific to Chris Roberts.
I wasn't impressed with Freelancer. It failed to deliver on the scope and the controls were dumbed down in favour of mouse support. I much preferred the earlier Starlancer, which I regard as one of the best space sims of all time (along with Tie Fighter).

Still, SC looks great and I backed it via KS. It's also the game I see as being the best suited for the Oculus Rift, which I am seriously considering getting because of SC.
 
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News Comments > Star Citizen Picks Up Another Couple $ Million
32. Re: Star Citizen Picks Up Another Couple $ Million Nov 26, 2013, 13:36 theyarecomingforyou
 
Simon Says wrote on Nov 26, 2013, 13:23:
Took a look at the pledges and contributions packages yesterday...

It goes up to 5000$, and they still have the balls to say it ain't P2W?

Bleh! This thing's gonna bomb so hard.
If someone wants to simply buy in at the top tier then they're free to do so but doing so deprives them of the fun and satisfaction of working for it. It really isn't much different from all the people who put in 60hrs+ a week when others are only able to put in 5-10hrs.

Also, you have to realise that this is what is paying for the game's development, which is very different to normal games. If people are willing to spend hundreds of dollars then they should get some recognition for that. Once the game launches then the lifetime insurance won't be available and if anyone fails to keep up with the in-game insurance payments then they lose what they purchased. And everything can be earned in-game.

If this were a retail game from a major publisher then I'd be annoyed at this but this is a genre that was for an intents and purposes dead, so I'm happy to see a game of this scope being developed. I'm also excited about the inevitable Tie Fighter mod that will be made by fans.
 
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News Comments > FIFA Manager Series Cancelled
1. Re: FIFA Manager Series Cancelled Nov 25, 2013, 10:36 theyarecomingforyou
 
In other words, EA couldn't compete with Football Manager and rather that put the effort in to make a better game they decided to give up. Good riddance. They might as well do the same with the NBA Live series, after the astonishingly bad reviews.  
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News Comments > Star Citizen Crowdfunding Hits $29M
49. Re: Star Citizen Crowdfunding Hits $29M Nov 24, 2013, 06:48 theyarecomingforyou
 
Jaxx wrote on Nov 24, 2013, 06:13:
Since the trademark is still owned by EA, he would NOT be able to use that name without buying it or paying A LOT of money to EA since they are some of the greediest bastards.
Firstly, there is no evidence that this fictional company in any way infringes upon EA's trademarks - it is called 'Origin Jumpworks' not simply 'Origin' and it is a non-trading entity (i.e. it's not a real business). Secondly, we have absolutely no idea of the licensing arrangements between private companies - it could be that even if there was a conflict that EA would waive any potential licensing fee in exchange for non-exclusive distribution rights on Origin.

Do you think that Chris Roberts would really pick a name that would deliberately infringes on EA just so he could have over large amounts of money to them? The game is early enough in development that he could simply rename it. Honestly, some of the people around here need to up their meds.
 
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News Comments > RAGE Free Weekend
24. Re: RAGE Free Weekend Nov 22, 2013, 04:47 theyarecomingforyou
 
RAGE was a trainwreck.

Graphically it was a clusterfuck, with some decent scenes but others employing pathetically low quality sprites and items with one-tenth the polygon detail expected of a modern game - the texture quality was shockingly bad.

Gameplay wise the shooting side of things was well done but the AI was really weak, the level design obscenely linear (worse than COD), the story an insult and the driving sections were tedious. The ending was missing altogether and it was clear that there was originally going to be a boss fight but they decided to cut it. What's the point of giving you the BFG and then end the game before you have any enemies to use it against? The first time I completed the game I hadn't even fired a shot as I was saving my ammo for the boss.

Then there were all the technical issues, texture pop-in, performance issues, crashes, etc.

I didn't particularly rate Doom 3 but at least it was a competent game. RAGE was simply bad.
 
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News Comments > Black Mesa Goes Commercial
36. Re: Black Mesa Goes Commercial Nov 20, 2013, 19:58 theyarecomingforyou
 
bigspender wrote on Nov 20, 2013, 18:23:
So the remake was pretty damn cool - but its been given away for free for like a year - what makes them think anyone is going to pay for it now?
Well, I intend to buy it and several other people have indicated the same. Don't forget that a lot of people won't even know about it or aren't comfortable installing mods, plus the team will be adding more features (like deathmatch). If Valve were to promote it on the frontpage then I'm sure it would get plenty of purchases.
 
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News Comments > Black Mesa Goes Commercial
16. Re: Black Mesa Goes Commercial Nov 20, 2013, 12:45 theyarecomingforyou
 
wtf_man wrote on Nov 20, 2013, 12:29:
Half-Life: Source with the Enhanced Mod (Then delete the modded music files) will get you a fairly modern graphics upgrade (compared to the original), and the complete EXACT game... not someone's "artistic interpretation".
I couldn't care less that it's an "artistic interpretation" when the result is as good as Black Mesa. It's incredibly faithful to the original and most of the changes are for the better.

The unfinished version is still better than any game in the COD or Crysis series, which is impressive given that we're talking about a group of amateurs.
 
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News Comments > Black Mesa Goes Commercial
5. Re: Black Mesa Goes Commercial Nov 20, 2013, 10:39 theyarecomingforyou
 
Cutter wrote on Nov 20, 2013, 10:21:
Thanks for nothing - literally - Valve.
Nothing? They're letting a mod team profit from their IP and giving them improved access to the Source engine. That's something that very few developers / publishers would ever do.

Personally I think this is great news. They deserve something for all of their hard work and hopefully this funding will allow them to continue with Xen and then move onto the Half-Life expansions. Black Mesa was excellent and I'm surprised that Valve hasn't brought them onboard to work on HL3. I'll be purchasing it to show my support.
 
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News Comments > Roberts: "Star Citizen is a PC Game"
76. Re: Roberts: Nov 20, 2013, 06:05 theyarecomingforyou
 
The Half Elf wrote on Nov 19, 2013, 00:52:
Um Crysis came out AFTER Far Cry 2, and Far Cry 2 used a modifed Far Cry 1 engine and was NOT done by Crytek. Far Cry 2's only 'cool' thing was setting stuff on fire. Beyond the countless linear roads, I wouldn't put it up against Crysis 1 or 2.
Crysis was released in November 2007; Far Cry 2 was released in October 2008. FC2 was built on the Dunia engine, which was a heavily modified version of the Far Cry engine (they really didn't have much in common). And I never implied it was made by Crytek, in fact it's because it wasn't that it was actually a decent game.

As for the gameplay, you had complete flexibility in how you approached missions, the best vehicles that had been implemented in a FPS, a huge variety of weapons, a compelling health system, challenging AI (when on maximum difficulty) and one of the most unique settings in FPS history. It's strange how people dismiss FC2 yet rave about FC3 when they followed a very similar formula. It reminds me of the people who bashed Vista but raved about Win7.
 
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News Comments > Half-Life Anniversary
33. Re: Half-Life Anniversary Nov 20, 2013, 05:48 theyarecomingforyou
 
Taskeen wrote on Nov 19, 2013, 22:19:
I'm saddened to this day there has not been any new Star Wars flight sims for PC - I played X-Wing, TIE Fighter, and X-Wing Alliance. I liked all of them, but TIE Fighter was my favorite
Ditto. It's a travesty that Lucasarts stopped supporting their space sims. And here's a bit of trivia - the X-Wing Alliance disc actually split in two while I was playing it (inside the optical drive) because of what I assume was a manufacturing defect. I was gutted.

As for Black Mesa, I think they deserve to release it as a pay version and I think it's brilliant that Valve is letting them do that. I can't think of any other developer that would tolerate that, let alone encourage it. Hopefully with a bit of resources behind them we'll see them continue on with the Half-Life expansions.
 
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News Comments > Half-Life Anniversary
20. Re: Half-Life Anniversary Nov 19, 2013, 16:05 theyarecomingforyou
 
The Half Elf wrote on Nov 19, 2013, 14:18:
Rainbow Six, System Shock 2, Shogo, hell even Battlecruiser 3000ad was a fine product compared to the crap that gets shovel out these days.
I think that's nostalgia speaking, as while Shogo was fun it really wasn't all that.
 
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