Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
User Settings
LAN Parties
Upcoming one-time events:

Regularly scheduled events

User information for Toph O' Rama

Real Name Toph O' Rama   
Search for:
Sort results:   Ascending Descending
Limit results:
Nickname BurntSoul
Email Concealed by request
ICQ None given.
Homepage http://
Signed On Feb 10, 2006, 03:46
Total Comments 176 (Novice)
User ID 24396
User comment history
< Newer [ 1 2 3 4 5 6 7 8 9 ] Older >

News Comments > Op Ed
49. Re: Op Ed Sep 23, 2011, 13:09 BurntSoul
yuastnav wrote on Sep 23, 2011, 11:57:
Mhm I was not aware that there are roguelike multiplayer games.
The only one I knew was the online component of dungeon crawl stone soup which is more of a score-based ladder system or something like that.

The thing is that I wouldn't want to give up the round based concept of something like nethack.
It would not be impossible to make multiplayer, though, it would just be kinda difficult and straining on all the players because you'd always have to wait for the other player before you could make your turn again.

But thanks, I'll check that link out.

Cool, no problem. You'll see that the Wiki references Diablo under the 'mainstream success' section. I'll have to agree that a Wiki will not necessarily be the official end-all answer about the Diablo series, the included statements do follow (in my mind) that Diablo is a Roguelike hybrid of sorts, not a pure definition of the roguelike.

In the case of Diablo, it is not a turn based roguelike (hybrid), correct? So it follows that you wouldn't have to go down the path of turn-based strategy gaming with your FPS unless you wanted to. Dungeon Hack (1993) was not turn based and not strategic per se. It was all real-time until you 'rested'.

I do understand your preference for the round based nethack concept, however. Unfortunately, there are less and less of us able to focus on those types of games anymore (turn based real-time strategy). The FPS idea cannot dwell on that mechanic in this day and age and so is relegated to a more action based demographic.

It would be great to see games like Jagged Alliance or a 'real' X-Com come back from the dead, wouldn't it?
Reply Quote Edit Delete Report
News Comments > Op Ed
47. Re: Op Ed Sep 23, 2011, 10:58 BurntSoul
yuastnav wrote on Sep 23, 2011, 08:52:

Something like nethack or dungeon crawl doesn't really work with coop.

Why? Can't we get creative and make it work?

First off I would never want Diablo III to be an FPS. However, I do think there is room for an FPS that has the Roguelike qualities of the diablo series as well as games like nethack/dungeon hack.

You probably already know this, but the Diablo series' roots were derived from the 'roguelike' game (random hack and slash + dungeon crawler adventure game, random loot drops). There are also multiplayer roguelike games. Go check the wiki on roguelikes to see it. Why is Diablo/Diablo II still being played today? I believe it's because of the Co-op, and the fact that the game is different enough based on random dungeon levels and item drops.

So why does this formula have to stay in the realm of isometric view?

There are more than a few FPS games right now that have everything Diablo has, excluding the level randomization. The story is generally the same: Kill bad guys + boss with quest, get loot, stay alive, level up and do it again.

FPS play + Randomization of levels and the options for them (before the game begins) are the only components that would need to be added.

What has to stay basically the same? The general storyline.

Future new campaigns could be created with new content, textures, creatures and tilesets - while the story changes with which baddies/bosses to kill. Alternatively, the original story could be retrofitted on the fly with a different tileset for that game (Kill boss A but now he lives in a dungeon as opposed to a castle, or he lives in the desert as opposed to the jungle).

You can also add randomly generated and/or recurring side-quests. MMORPGs do it all the time. Even if you didn't want that kind of randomization, you could create specific side-quests but randomly place them in the 'levels' when a new game starts or add more or less side-quests (or none at all).

This keeps things interesting and fresh.

You see, I'd rather be creative to solve this as opposed to saying it just cannot work.
Reply Quote Edit Delete Report
News Comments > Op Ed
46. Re: Op Ed Sep 23, 2011, 10:15 BurntSoul
Beamer wrote on Sep 22, 2011, 18:50:
Know what never works with FP? Randomly generated content. It works in Diablo because you're so removed from the landscape that you don't notice how sparse and repetitive it is. Zoom down to eye level and you will.

I think that back in the 90's/early 2000's you'd get that kind of sparse and/or repetitive content. I remember Soldier of Fortune 2 had the option for random multiplayer levels. It was almost there (the experiment worked), but the tech wasn't ready. I think that nowadays developers could certainly figure out a way to make better use of tileset transitions and add random environmental things like stalagmites, flora/fauna, rocks, use of water and weather in a random way that will be more interesting and immersive.
Reply Quote Edit Delete Report
News Comments > Battlefield 3 Expansions Timed PS3 Exclusives
23. Re: Battlefield 3 Expansions Timed PS3 Exclusives Sep 22, 2011, 19:52 BurntSoul
Not to try to change the subject, but:

Did you know the Witcher 2 is going to be coming out with some new DLC in late September?

The DLC is Free.
The DLC includes all previous DLC content.
The DLC will be coming out the same time for all platforms it is currently on.
The DLC adds a game type, a tutorial, new quests, another difficulty setting.
The DLC will not have horse armor.

Now that is the right way to do it.
Reply Quote Edit Delete Report
News Comments > Op Ed
40. Re: Op Ed Sep 22, 2011, 17:00 BurntSoul
Okay, for Diablo 3 to be an FPS? No F'n way, the guy is trolling for controversy. However, I do like the idea of a NetHack game in an FPS. In other words, give me the RPG elements. But also give me a completely random maps to cover. Also, I'd like to randomly create the map/dungeon/castle based on specific things like Dungeon Hack. Will I need food to survive, or not? More or Less creatures per level of dungeon? How many levels down? How large of a map can I create on the fly? Which tileset(s) to use? How much magic? Permadeath or not? You get what I mean. Finally, bring on the option for co-op gaming as well as single player and I'm good. Bonus? LAN only play and Dedicated server files, of course  
Reply Quote Edit Delete Report
News Comments > Ships Ahoy - Dungeons & Dragons: Daggerdale
10. Re: Ships Ahoy - Dungeons & Dragons: Daggerdale Jun 24, 2011, 19:58 BurntSoul
As I mentioned in my reply, I'm using autohotkey. I've used it in the past for other games. It works just fine, thanks for looking out for me. Unfortunately, I'm not looking for help.

There's just no excuse for having to rely on 3rd party software to force the game to give me the key configuration I need. A PC's 2 natural controllers are a mouse and keyboard. We're not re-inventing the wheel here, support it!

Daggerdale is an RPG - well, more action RPG than RPG. I've had to do my own dodging from arrows in this game so it fits to have a comfortable setup.

Neverwinter Nights came out in 2002. certainly not as action-like as Daggerdale. There's no physical dodging at all, it's just a virtual die roll that tells me I dodged. Yet I can assign my movement keys just fine.

Reply Quote Edit Delete Report
News Comments > Ships Ahoy - Dungeons & Dragons: Daggerdale
6. Re: Ships Ahoy - Dungeons & Dragons: Daggerdale Jun 24, 2011, 18:31 BurntSoul
Here's the deal:

Even with all the issues, I hope it can get its act together. That being said:

First off, the price: $15. Good to get in and get out. I heard that this game will eventually add dlc over time (new 'modules'). This price does NOT excuse them from the crap that's been happening, though.

This game is best for screwing around bashing monsters co-op with your friends, because the story is presented in a so-so manner (you talk to npc's and they just grunt when you click, and text lines pop up).

This is not a click on the ground RPG, it's a use the keys to move RPG. Yeah, they forgot to include the ability to configure many of your keys in the PC version. Like the arrow keys (I'm left handed). Kind of sad, so you have to go into the .ini to fix the keys you want changed (and some don't change anyway from here), or use a 3rd party utility I've been using like autokey. This pissed me off the most. I'm still waiting for the 2nd patch for this. It's the type of thing that would turn a casual PC gamer off for sure. Don't worry though, you can use a gamepad (WTF?).

Missing textures: 5 minutes in after I installed it, when you picked up certain armor or items and equipped them, you ended up looking like a pasty blue smurf. Supposedly they fixed it in the PC patch.

Ability points loss: upon leveling up, you get a few points to put into abilities. I didn't run into the issue, but people have been ripped when they built their character. Later on the player would save their game a certain way and it would remove those points. This is not cool when you are near the end of the game... Hadn't happened to me, and the first patch apparently fixes it, yet I have heard some people still complaining.

Multiplayer is tied to Gamespy.

Co-op local multiplayer does not include LAN play.

Because of all the above horseshit, they ended up getting terrible reviews.

Here's to hoping they'll get another patch in that resolves the remaining crap.

In any event, no sweat off my ass - all in I got the game for $1.50 (coupons).

Reply Quote Edit Delete Report
News Comments > Modern Warfare 3 Survival Mode Detailed
6. Re: Modern Warfare 3 Survival Mode Detailed May 27, 2011, 23:08 BurntSoul
The strange thing that made me do a double-take was the phrase 'in-game currency'. This immediately translated in my mind to 'microtransactions' and 'flagshipped', then, 'no, people will buyit/fall for it anyway'. Of course, it doesn't mean anything. It was just word association...  
Reply Quote Edit Delete Report
News Comments > Modern Warfare 3 Survival Mode Detailed
1. Re: Modern Warfare 3 Survival Mode Detailed May 27, 2011, 20:55 BurntSoul
Survival mode sounds just like out of Serious Sam, or it's the zombie co-op mode in new clothes.

Is this a good thing?
Reply Quote Edit Delete Report
News Comments > King's Quest III Redux
2. Re: King's Quest III Redux Apr 8, 2011, 18:54 BurntSoul
Just for your info (maybe you know, maybe you don't), they have done King's Quest I Enhanced, King's Quest II Enhanced, King's Quest III Redux, and Quest for Glory II Enhanced. Guess what? They are free downloads. So hopefully they will also remake 5 and 6, and hopefully they will also be free.  
Reply Quote Edit Delete Report
News Comments > The Lord of the Rings: War in the North Trailer
3. Re: The Lord of the Rings: War in the North Trailer Mar 9, 2011, 20:49 BurntSoul
The end of the trailer shows PS3, XBox360 and Games for Windows logos.

PS: While I'm not a fan of this game, I know that games can have average graphics and still be amazing.

I'm also certain that if this game had amazing graphics (as amazing as you could imagine), that some Blues members would tear it a new one - citing something like, "if it looks that good, there's no way they put any work into the AI"...

Reply Quote Edit Delete Report
News Comments > The Elder Scrolls: Skyrim Trailer
3. Re: The Elder Scrolls: Skyrim Trailer Feb 24, 2011, 12:07 BurntSoul
Well, he is the dragon boner, after all.

Reply Quote Edit Delete Report
News Comments > Dead Space 2 Key Remap Patch Plans
19. Re: Dead Space 2 Key Remap Patch Plans Feb 8, 2011, 15:57 BurntSoul
Okay here it is, plain and simple.

12 things you need to have ready before you ship your game to PC users. Understand that these items are already expected by the game community, since the majority of PC gamers cannot get themselves a refund for your product if they are not happy. In no particular order:

1. A workable, playable Demo that is 100% representative of the game. Hell, make it timed shareware! All I need is 5 days...

2. Not having to continually authenticate your game with the Internet to play offline, and allowing us to uninstall/reinstall said game without limit.

3. Allow users to make mapping changes in as many combinations as available with a mouse, keyboard, joystick and yes - gamepad.

4. This game must feel as responsive with its controllers, as a natively developed PC game can naturally be.

5. Dedicated servers for multiplayer.

6. Allow for LAN matches when not connected to the Internet.

7. To have the game feel complete AS IS, without DLC. If there is DLC, the rule should be that it cannot splinter the multiplayer community. In other words, freely share that DLC with everyone, if it is a multiplayer mappack for example. I'm sure more people will flock to your game, if it's good enough...

8. Modding tools should be developed and freely sprinkled among the community to bring new life and breadth and length to their product.

9. If patches are needed, patches should be made.

10. Developers that care about their product should have meaningful discussions with the non-whining part of the gaming community to help figure out what to fix, what to tweak and how to effectively strengthen their franchise with the gamer base.

11. If the single player game/co - op game has a story, it follows that the story should be complete (aka, it should have an ending...).

12. The game should be stable enough not to crash. I know this one is open ended. The idea is that if a consumer buys the game, it should be a working game that they bought.

I know I left something out. Initially, this was only 3 points. I also know that a good number of these options will not happen again, because the publishers/marketers want to shape how you will spend more money on their game. I'm guessing they are doing this with DLC/no modding tools, as well as no dedicated servers for example (less/no control for the users). We can all dream, though.

This comment was edited on Feb 8, 2011, 16:19.
Reply Quote Edit Delete Report
News Comments > Homefront PC Details
13. Re: OT Batttlefield Jan 28, 2011, 16:45 BurntSoul
It's great that they have all these things. It's a shame however, that we all are getting exited about it. For the most part, these PC centric 'bonuses' were once the standard.

In any event, Kudos to KAOS Studios for bringing back - the old school.
Reply Quote Edit Delete Report
News Comments > Police Quest and Zork on
11. Re: Police Quest and Zork on Jan 18, 2011, 18:47 BurntSoul
When I think of Police Quest my initial, happiest memory is the ringing telephone sound effects in the office. Back in the day the coolest 'technology' for me wasn't the graphics, it was sound cards w/ midi.  
Reply Quote Edit Delete Report
News Comments > Quote of the Day
6. Re: Quote of the Day Jan 6, 2011, 11:43 BurntSoul
Why do casual MMOs instead of hardcore?

1. The casual group is much easier to appease with the quality of development. No one is expecting the next coming for their game in terms of precision, strategic depth, innovative concepts of play or even high quality visuals/physics. It just has to have bright colors and be 'breathing'.

2. There are many, many, many more casual gamers than hardcore gamers. Casual gaming is the gateway to video gaming in general. Casual gamers hit all ages. My wife is a casual gamer. She tells me the games she likes consists of one or two buttons, or 'baby games'. After working all day crunching numbers, she doesn't want to have to think about shopping for the weapon that will give her the best damage per second. She doesn't want to learn about strategic counter attacks for a given creature. She just wants to mash the damn buttons.

3. Casual gaming means casual money. What does 'Free to play and pay when you want' system mean to a casual gamer? "Ahh, I'll buy that hat for a buck, sure what the hell...looks cool!" The odds get higher that the casual gamer will buy something for the game the longer they play it.

4. It doesn't matter if someone sets up an account and plays for a week or two. What matters is micro-transactions. As long as they spend a buck, the company is good. What's 85 million customers times 1 dollar spent per customer? The answer is a WHOLE lot more money than any development + hardware overhead for this type of game.

And it makes me sick.
Reply Quote Edit Delete Report
News Comments > EA Server Shutdowns
36. Re: EA Server Shutdowns Jan 5, 2011, 20:35 BurntSoul
If anyone cares: I found out that the remaining fans of The Lord of the Rings: The Battle for Middle-earth (and LotR: BFME II and LotR: BFME II, RotWK) have pitched their last stand, and are now using GameRanger to play against each other.

Better than nothing, I guess.
Reply Quote Edit Delete Report
News Comments > Windows 8 and Gaming
7. Re: Windows 8 and Gaming Dec 22, 2010, 22:19 BurntSoul
What a load of Horseshit!

Question: Is that "real new push" when Microsoft pushes their customers down on their hands and knees - in front of a cliff? Here comes another uncomfortable screw...

The only real pushing you have been doing lately is when your customers go to linux and apple. You're doing a fantastic job.

Microsoft, please prove me wrong...
Reply Quote Edit Delete Report
News Comments > No PC Dead Space 2 Demo
8. Re: No PC Dead Space 2 Demo Dec 8, 2010, 21:37 BurntSoul
For me: No PC Dead Space 2 purchase.


1. PC Dead Space 1 required me to use a hex editor to change the keys the way I wanted (and right out of the box, too - what a bonus!). Thanks for the patch, guys.

2. NO DEMO to see if I had to deal with that kind of stupid shit again - which of course would mean no purchase.

3. They wouldn't even think to read this forum to get an atom of an idea of how to make their PC customers happy.

Reply Quote Edit Delete Report
News Comments > Manual Borderlands Patch
5. Re: Manual Borderlands Patch Sep 30, 2010, 18:19 BurntSoul

It's nice that they patched the game and all, and that bug was annoying, but why was this patch 900megs?

This patch was 196-197megs, from what I could tell. That's much better than a 900meg patch.

Reply Quote Edit Delete Report
176 Comments. 9 pages. Viewing page 2.
< Newer [ 1 2 3 4 5 6 7 8 9 ] Older >


Blue's News logo