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User information for S Westberg

Real Name S Westberg   
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Nickname Flatline
Email Concealed by request
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Homepage http://
Signed On Feb 15, 2007, 19:09
Total Comments 2301 (Senior)
User ID 34131
 
User comment history
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News Comments > New Condemned Game Possibilities Explored
11. Re: New Condemned Game Possibilities Explored Feb 2, 2015, 15:47 Flatline
 
Yhatzee must be masturbating furiously at this news.  
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News Comments > Windows 10 Free with Raspberry Pi 2
11. Re: Windows 10 Free with Raspberry Pi 2 Feb 2, 2015, 15:16 Flatline
 
[VG]Reagle wrote on Feb 2, 2015, 14:56:
Well its not going to run Call of duty anytime soon.

I'd list that as a selling point frankly.

W10 means that development for the pi will open up some (I guess it'l open up to VB?) which is cool for a lot of stuff. More importantly it opens up to more versions of linux which is arguably bigger.
 
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News Comments > Spaceship Ahoy - Elite: Dangerous
805. Re: Spaceship Ahoy - Elite: Dangerous Jan 30, 2015, 19:52 Flatline
 
Vall Forran wrote on Jan 30, 2015, 19:44:
Flatline wrote on Jan 30, 2015, 19:36:
Vall Forran wrote on Jan 29, 2015, 00:15:
I don't know how you guys do those 11+ rare trade runs. That is the most boring thing ever. I tried it after a long break thinking it would be easier with a bigger jump range, but nope. Super boring.

It's sad, but I prefer my 5 ly trading route.

Turn on a podcast like Yhatzee and go a space-truckin'.

I'm on a 3-4 jump loop right now that takes about 3 more minutes than your neighbor loop (which I did for a while). I'm averaging about 3300 credits per ton for the loop. Which isn't too bad. I'm averaging 300,000 credits in my type 6. Once I get 1.5 mil I can hit the A class jump drive and that should drop me down to 2 jumps and boost my profit rate.

I'm hunting around to find a higher credit per ton trading run but so far I'm not finding too much in the empire right now.

Edit: Apparently 3300 credits per loop is an insane profit per ton from what I'm seeing over on Reddit. Most people have trouble getting into the mid-2000's

$3.3k per TON! What the fuck. I'm assuming you mistyped...that is insane. I get (on a good day) $1.5k per ton. And, ahem, if it's real, please fill me in. Daddy wants a python.

I just checked the route and my preferred route has dropped in value down to about 2500 (I think that's my route. I'll look it up at home).

But here's a 2.9k per ton profit (2950, which is pretty good) route that's about 45 light years per trip. With a 20 LY jump range that's gonna be 3 jumps (I have to look at the map to see if that's possible). You're looking at about 30 seconds between jumps, but the stations look to be 20 ls away from the nav beacon. So you save lots of time. Even 4 jumps, while fuel expensive, isn't very time consuming with a 20ls trip to the stations.


Rathamas (Artzybasheff Hub) 20ls Palladium &#8594; Wuru (Wendelin Terminal) 24ls

Buy: 12534 (3h 8m ago)
Sell: 14263 (3h 45m ago)


Wuru (Wendelin Terminal) 24ls Resonating Separators &#8594; Rathamas (Artzybasheff Hub) 20ls

Buy: 5386 (3h 45m ago)
Sell: 6607 (16h 47m ago)

Edit: This is round trip 3k per ton. Additionally, the data even at 3 hours old can fluctuate quite a bit. I'd lowball and figure maybe 2-500 credit swing up or down from those profits by the time you get there.

From that neighbor system run you did I think Wuru is like 8 or 9 jumps away. Took me half an hour to get there but that area seemed to have good trading.
 
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News Comments > Spaceship Ahoy - Elite: Dangerous
801. Re: Spaceship Ahoy - Elite: Dangerous Jan 30, 2015, 19:36 Flatline
 
Vall Forran wrote on Jan 29, 2015, 00:15:
I don't know how you guys do those 11+ rare trade runs. That is the most boring thing ever. I tried it after a long break thinking it would be easier with a bigger jump range, but nope. Super boring.

It's sad, but I prefer my 5 ly trading route.

Turn on a podcast like Yhatzee and go a space-truckin'.

I'm on a 3-4 jump loop right now that takes about 3 more minutes than your neighbor loop (which I did for a while). I'm averaging about 3300 credits per ton for the loop. Which isn't too bad. I'm averaging 300,000 credits in my type 6. Once I get 1.5 mil I can hit the A class jump drive and that should drop me down to 2 jumps and boost my profit rate.

I'm hunting around to find a higher credit per ton trading run but so far I'm not finding too much in the empire right now.

Edit: Apparently 3300 credits per loop is an insane profit per ton from what I'm seeing over on Reddit. Most people have trouble getting into the mid-2000's

This comment was edited on Jan 30, 2015, 19:42.
 
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News Comments > Evening Metaverse
3. Re: Evening Metaverse Jan 29, 2015, 19:54 Flatline
 
Pigeon wrote on Jan 29, 2015, 19:06:
A home broadband connection of 10Mbps supports three video streams, plus other Web use, at the same time, Pai said. “For some time now, under this administration, grounding the new benchmark for broadband in reality hasn’t been the point,” he added. “No, the ultimate goal is to seize new, virtually limitless authority to regulate the broadband marketplace...”

Pai went on to say his whole family can simultaneously stream videos of his cat that he took with his Razr V3 and posted on his myspace page...


Silliness aside, I notice the term advanced broadband is being used instead of just broadband. This leads me to believe broadband may still be classified as 4up 1down.

Nah the minimum for broadband is going to be 25/3 or whatever it is. "advanced" is just a catchphrase.

And considering that even factoring in the cost of network upgrades it costs like less than 2 cents a gig to transfer data... Cry me a f*ckin river telcomms. You've already been charging us premium fees to upgrade your network for 25 years.
 
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News Comments > Fahrenheit: Indigo Prophecy Remastered Tomorrow
15. Re: Fahrenheit: Indigo Prophecy Remastered Tomorrow Jan 29, 2015, 11:26 Flatline
 
Creston wrote on Jan 28, 2015, 23:53:
This game made the unforgivable design decision to force you to focus on not one, but TWO different sets of QTEs at the same time, all while really cool shit was happening on screen—really cool shit that you never got to see, because you had to keep fucking around with the stupid QTEs. My wife, who watched me play it for awhile, said that especially the "escape from demons in the office area" was really cool to see. Me? Never saw a glimpse of it.

The story was actually cool, but holy shit was the game design behind it fucking terrible. Do yourself a favor, watch someone just play through this on Youtube. It'll be FAR less aggravating. Unless you happen to be one of those rare souls that likes QTEs (I imagine a few exist, after all, why else would devs keep putting fucking QTEs in games??), in which case this game will be your own personal nirvana.

The first like... half... of Fahrenheit had a fantastic story. The last half started... uneven. Then it shit it's pants in the final act by rushing like a high school boy losing his virginity: The payoff wasn't worth the buildup.

Also...

That whole thing with the AI was f*cking rubbish for what was supposed to be a supernatural thriller
 
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News Comments > Star Citizen Persistent Universe Presentation; Funding Hits $71M
5. Re: Star Citizen Persistent Universe Presentation; Funding Hits $71M Jan 28, 2015, 11:18 Flatline
 
nin wrote on Jan 28, 2015, 10:30:
Is there a special salute that's required for "the Chairman"?


President Scroob, SALUTE!
 
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News Comments > Spaceship Ahoy - Elite: Dangerous
768. Re: Spaceship Ahoy - Elite: Dangerous Jan 27, 2015, 10:45 Flatline
 
Vall Forran wrote on Jan 26, 2015, 20:53:
If they are going that route, they should have something similar to Tribes 2.

Target a player, press 'v', a quick context menu opens with different types of communication options, then submenus making the comm more specific. In the end, you press v,p,d and you send a message, "Drop your cargo!" Or, v,g,s,s "Shazbot!" as they warp away with 10% health.

I think pirates have it especially rough because by the time they type something simple the target's frameshift drive is 90% charged.

I agree. It wouldn't cost that much to do some voice recording, and apparently you choose the gender of your commander anyway in one of the weird submenus for... who knows what.
 
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News Comments > Ubisoft Deactivating Far Cry 4 Keys; Cites Fraud
14. Re: Ubisoft Deactivating Far Cry 4 Keys; Cites Fraud Jan 26, 2015, 15:36 Flatline
 
G2A has always been of nebulous legality anyway hasn't it?  
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News Comments > Homeworld Remastered Collection Next Month
37. Re: Homeworld Remastered Collection Next Month Jan 26, 2015, 15:33 Flatline
 
I wonder if it's still as hard to mod as the original Homeworld. That was a big downer.

I remember the Babylon 5 mod though. That was kind of all kinds of awesome.
 
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News Comments > DOOM Mythbusters
14. Re: DOOM Mythbusters Jan 26, 2015, 15:29 Flatline
 
Cutter wrote on Jan 26, 2015, 13:31:
This show was interesting for a season or two but it jumped the shark long ago. This is just silly now. Then again, Discovery is turning into a steaming pile of crap like A&E did.


Agreed. Having it as a full on series is what killed it. Your ideas for myths burn out too fast.

2 hour specials or a mini series a couple times a year would have prolonged the show and made it more of an event.

Then there's stuff that they just like get wrong. Like someone asked if it was possible to build a gunpowder-powered engine. So they tried to run like a 2 cylinder engine with gunpowder. When it didn't work they claimed it was busted.

But I'm sitting there wondering if they remember shooting off fully automatic weapons. Because that's a gunpowder-powered engine. Put an articulated arm on the bolt as it blows back and you can turn that mechanical energy into electricity or anything else. As long as you have "fuel" (read: bullets) the engine works until it overheats and melts.
 
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News Comments > Saturday Consolidation
19. Re: Saturday Consolidation Jan 25, 2015, 17:00 Flatline
 
Beamer wrote on Jan 25, 2015, 13:46:
She didn't"invent" issues. Maybe they were new to you but they were discussed before she got involved.

Funny, that's my argument for why she's irrelevant. Maybe 400k for a cliffsnotes of gaming history is a good deal though?
 
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News Comments > Saturday Consolidation
18. Re: Saturday Consolidation Jan 25, 2015, 16:59 Flatline
 
jimnms wrote on Jan 24, 2015, 23:25:
MoreLuckThanSkill wrote on Jan 24, 2015, 16:15:
From the whining on blues lately you'd think straight white males were the victims.

How dare anybody complain about rape/death threats, or discuss their viewpoint on a video game!?!

Are you new to the internet? Everyone gets rape/death threats when they discuss their point of view on pretty much anything.

True story, I was threatened by death and dismemberment and my family being killed by someone who wrote a blog post that I skewered on another site... the article was about board games.

I took his threats about as seriously as I took his blog post: I posted the threats publicly and laughed my ass off.

But I guess that's one of the differences between men and women? Women take all death threats 100% seriously?
 
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News Comments > Star Citizen at $70M; New Arena Commander Patch
24. Re: Star Citizen at $70M; New Arena Commander Patch Jan 25, 2015, 16:28 Flatline
 
yuastnav wrote on Jan 25, 2015, 15:11:
He cannot stretch the development of the game out indefinitely, or else something similar that happened to Duke Nukem Forever will happen, too.

If I remember correctly (and the early E3 trailers will probably confirm that) it was supposed to use the Unreal (Tournament) engine but since the engine was old they decided to scrap the project and redo it.

So Star Citizen will have to limitations.
1. At some point the tech of the game will get old, be it because of advancements in graphics, user interface (i.e. how players expect a game should handle).
2. The game is limited by the available tech. You cannot have a huge world with millions of dynamically changeable parts because the computation and memory restrictions won't allow it.

I just don't get how they think they can get away with such a project. Maybe the programmers didn't tell Roberts that what he wants is impossible and hope that it will just become abandonware at some point? Or maybe it will have to be scaled down at some point.

I always heard that SC was going to use Crysis as the game engine. Never heard about the UT engine being used.

But even so, they're basically having to rewrite most of it since the Crysis engine isn't meant to render entire solar systems at once.
 
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News Comments > Shadowrun: Hong Kong $1M Mini-Campaign Goal
5. Re: Shadowrun: Hong Kong $1M Mini-Campaign Goal Jan 24, 2015, 19:59 Flatline
 
Saboth wrote on Jan 24, 2015, 18:04:
I just finished up the original, "Shadowrun Returns" today. I wasn't too impressed. The story wasn't great, combat was kind of tedious, and the game felt more like a point and click murder mystery adventure with a few fights thrown in than something resembling X-Com. Limited money, limited upgrades, items, gear, etc. I've heard the Dragonfall game is superior, so I might pick that up on the next sale.

Vastly superior. Dead Man's Switch was okay for what it was- an introduction to the editor. The whole intent of SR was to make it a platform to distribute fan content on.

However that being said if the core gameplay was boring to you Dragonfall might not be better. It's essentially the same game.
 
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News Comments > More Star Wars on GOG.com
16. Re: More Star Wars on GOG.com Jan 24, 2015, 02:39 Flatline
 
Rigs wrote on Jan 24, 2015, 00:59:
Flatline wrote on Jan 24, 2015, 00:20:
Rebellion sucked. It was a clunky galactic grand strategy/4x game that kind of failed on all accounts.

Empire at War was better. But not by a terrible lot. The ground game still sucked.

I also noticed that the original star wars RTS game that had the "metal" version of the imperial march hasn't been released yet. Probably a good thing. Unbalanced (you gained resources by doing better than your opponent in battle, which basically led to run-away victories), crappy graphics, and overall a boring game.

Christ I played all of these.

I rather liked the 'metal'-mix versions of the classic soundtrack. In fact, I have them all as mp3's on my hard drive and listen to them occasionally. Once you get over the whole 'they raped my childhood'-bit, maybe then you can relax and actually enjoy a little experimentation. It really rather fit the game somewhat and I remember reading an article with the sound designer that did the remixes and you could tell that he thought very highly of John Williams' score and had a lot of respect for him and the music. The actual game, Force Commander was...a mess, especially at launch. A bug-ridden mess that most wrote off almost immediately. The gaming review media swarmed on it like vultures and gave it a reputation I feel was undeserved. It was flawed, no doubt, but it wasn't unplayable (after being patched, anyway). And it did have some nice insight into the galactic civil war that we hadn't seen up until that point. In the movies, books and games, we knew about the war, the major turning point and the aftermath but never really got a good look at what happened DURING it. This game was meant to shed light on that.


=-Rigs-=

Force Commander that was it thank you.

Incidentally... I never criticized the soundtrack. I put "metal" in quotes because while it had guitar distortion it isn't what I'd call metal. I think I still have the soundtrack echoing around my music collection too.

The game was mediocre though. You're right it had a few interesting points to it but as a game it was meh. And I finished it.

That being said, you know what I'd love to see as a Star Wars planetary RTS? The Company of Heroes model of gameplay. It seems more suited to it than traditional base building. One side is usually entrenched and the other side attacks and is more mobile.

Anyway ground-based combat in Star Wars has always been kind of weak and uninteresting compared to the space based battles in my experience.
 
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News Comments > More Star Wars on GOG.com
11. Re: More Star Wars on GOG.com Jan 24, 2015, 00:20 Flatline
 
Rebellion sucked. It was a clunky galactic grand strategy/4x game that kind of failed on all accounts.

Empire at War was better. But not by a terrible lot. The ground game still sucked.

I also noticed that the original star wars RTS game that had the "metal" version of the imperial march hasn't been released yet. Probably a good thing. Unbalanced (you gained resources by doing better than your opponent in battle, which basically led to run-away victories), crappy graphics, and overall a boring game.

Christ I played all of these.
 
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News Comments > Morning Safety Dance
2. Re: Morning Safety Dance Jan 23, 2015, 12:42 Flatline
 
100% of data breeches are preventable. Turn the computer off and lock it in a safe.  
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
49. Re: Roberts: Star Citizen Will Jan 22, 2015, 13:39 Flatline
 
nin wrote on Jan 22, 2015, 13:02:
Orogogus wrote on Jan 22, 2015, 12:59:
There's Artemis Bridge Simulator. The way it works, as far as I can tell, is to purposely make things complicated by not giving the captain (or anyone) access to all the readouts and controls. One guy could do everything, if the game let him/her, but it doesn't so you get to LARP around with your pals asking Spock for sensor readings and Scotty for more power.

EDIT: I've wondered the same thing before, though. When I ask what people expect a claw operator to actually do when there's no clawing to be done, they assure me it would be awesome. Whatever. It's their dream, not mine.

Oh wow, I didn't know that had made it to steam. Seen a few videos of that one, and it's always cool to watch folks "play" it.


It is a lot of fun. Comms is meh but it's an interesting team building exercise.
 
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News Comments > Roberts: Star Citizen Will "Probably" Pass $100M; Release Schedule Expanded
37. Re: Roberts: Star Citizen Will Jan 22, 2015, 12:00 Flatline
 
Creston wrote on Jan 22, 2015, 11:47:
Flatline wrote on Jan 22, 2015, 11:39:
If memory serves you could have players in turrets in your YT-2000 in x-wing alliance.

And it sucked. you're trying to shoot the bad guys and the f*cking ship is looping and spinning and you have like zero frame of reference as to what the ship is about to do.

I don't remember that being in Alliance, but I've played a few games where one guy is driving and the other is in the turret (Borderlands readily comes to mind), and it's practically impossible to hit anything.

In a destroyer type vessel, this would be mitigated since it simply can't turn that quickly, but even then it would be boring as hell to be in a turret. You could take controls of turrets in X3 and you just sit there waiting for that 2 seconds that an enemy flies into view. It's not even remotely interesting.

Exactly. It's not an ability that I particularly want because I've used it before and it's meh.

I guess you could be a damage control team in FPS, but even then "hold E to repair system" is going to be boring. Even a minigame like hacking in Bioshock is going to get old fast.

We'll see.
 
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2301 Comments. 116 pages. Viewing page 3.
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