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Real Name Slash   
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Nickname Slashman
Email Concealed by request - Send Mail
ICQ None given.
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Homepage http://
Signed On Aug 1, 2008, 12:28
Total Comments 1497 (Pro)
User ID 52205
 
User comment history
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News Comments > Steam Top 10
13. Re: Steam Top 10 Oct 28, 2012, 19:54 Slashman
 
I only play games with an Awesome Button!  
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News Comments > Star Citizen Stretch Goals
23. Re: Star Citizen Stretch Goals Oct 28, 2012, 02:29 Slashman
 
Prez wrote on Oct 28, 2012, 01:13:
After thinking about it, it just doesn't seem feasible that this can be a persistent online space game like 'Eve Online' and still have any real singleplayer (the only part I'm interested in) to speak of. As excited as I was when I heard that Chris Roberts was making a space sim (I played Freelancer for about a thousand hours), it pains me to say that I won't be backing this.

I'm squarely with Prez and Cutter on this(who would have ever thought I'd be typing that sentence?).

Chris Roberts, despite being Chris Roberts, cannot deliver two equally satisfying experiences in the same game when dealing with something like an open-world space sim.

Just the fact that so many of the rewards and goals give players more powerful gear and better ships is disturbing enough as is.

He's saying something on one hand and then doing something else on the other. It doesn't add up.
 
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News Comments > Op Ed
12. Re: Op Ed Oct 25, 2012, 12:52 Slashman
 
nin wrote on Oct 25, 2012, 10:34:
I'm amazed he's hung on as long as he has...


He takes a relatively small salary for someone in his position. Only 620K a year(double that if he earns a bonus). He's a steal at that price I guess.
 
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News Comments > Evening Tech Bits
5. Re: Evening Tech Bits Oct 25, 2012, 00:02 Slashman
 
shihonage wrote on Oct 24, 2012, 23:26:
Windows 8 UI was "designed" (the term is used loosely here) by the same lady responsible for making Office 2007 and up unusable.

Someone should go back in time to 2006 and fire her before she wrecks their company for good.

Couldn't we just kill her instead? We already know what kind of horrors she unleashes. It's a perfectly justifiable preemptive strike.
 
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News Comments > XCOM: Enemy Unknown DLC Released; Two More Packs Planned
40. Re: XCOM: Enemy Unknown DLC Released; Two More Packs Planned Oct 24, 2012, 21:20 Slashman
 
If you ain't playin' on Ironman, then you ain't playin'!  
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News Comments > Star Citizen Hits Kickstarter Goal
56. Re: Star Citizen Hits Kickstarter Goal Oct 24, 2012, 19:57 Slashman
 
My problem here is that I cannot see how he would make both types of gameplay as compelling as a single-player experience for those who want it and as a multiplayer/MMO experience for those who want that.

There are things I like in my single-player games(cohesive story, goals, focus on my actions as the main protagonist, meaningful choices) that cannot work in multiplayer very well.

Likewise, there are things that people would expect from multiplayer(team oriented objectives, PVP, a universe that lets all players have an equal impact, huge battles that will take multiple players to win, guilds, etc.) that don't have much value to a single player experience.

I find it very hard to believe that the two can just coexist within the scope of one game, unless one part of it is squarely focused on single or multi at the expense of the other.
 
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News Comments > Star Citizen Hits Kickstarter Goal
45. Re: Star Citizen Hits Kickstarter Goal Oct 24, 2012, 18:04 Slashman
 
If the focus isn't single-player, I definitely am not backing it.

None of the great space sims were multiplayer.

He talks in one breath about high-end PC gaming and space sims not being dead, but then goes and makes an MMO.

Which is it? Is there a market for these games or not? The last thing I want is an epic space sim where my experience is marred by my ISP suddenly having a hiccup.

 
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News Comments > Star Citizen Hits Kickstarter Goal
25. Re: More Big Picture Details Oct 24, 2012, 14:12 Slashman
 
Axis wrote on Oct 24, 2012, 14:05:
Slashman wrote on Oct 24, 2012, 14:00:
nin wrote on Oct 24, 2012, 11:32:
Wildone wrote on Oct 24, 2012, 11:31:
Freelancer was a gay 3rd person mouse controlled abomination. No serious space sim fan would take that seriously.

Thankfully you don't speak for space sim fans.


He speaks for me. I hated the controls in Freelancer.

If I'm playing a space sim I better be able to use a friggin' flightstick.

The mouse controls in Freelancer worked fantastic, better than any flightstick for my preference.

And that's your preference.

I personally hated the controls. They are not better than any flightstick for me because I have never preferred mouse controls in any space sim I have played(and I've played a fair number of them).

What works for me is to have the option to use a mouse or stick if that is your preferred way of controlling a ship. Some people like Xbox controllers for space sims too. Doesn't mean I want to use one or have to like one.

The mouse controls in Freelancer worked great for those people who either like or don't mind using a mouse for space sims.
 
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News Comments > Star Citizen Hits Kickstarter Goal
23. Re: More Big Picture Details Oct 24, 2012, 14:00 Slashman
 
nin wrote on Oct 24, 2012, 11:32:
Wildone wrote on Oct 24, 2012, 11:31:
Freelancer was a gay 3rd person mouse controlled abomination. No serious space sim fan would take that seriously.

Thankfully you don't speak for space sim fans.


He speaks for me. I hated the controls in Freelancer.

If I'm playing a space sim I better be able to use a friggin' flightstick.
 
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News Comments > Torchlight 2 Patch Plans
11. Re: Torchlight 2 Patch Plans Oct 18, 2012, 16:00 Slashman
 
Beelzebud wrote on Oct 18, 2012, 14:31:
Between Xcom and Torchlight 2 I can't get anything done.

Add Civ 5 to that list which I got as a pre-order bonus for Xcom. Now add Endless Space again after the first add-on and SotS2 with the all-clear patch looming. Sleeping Dogs is on sale for half price on steam as well.

Dear PC gaming,

Please die again a little so I can get things done.
 
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News Comments > Sword of the Stars: The Pit Announced
17. Re: Sword of the Stars: The Pit Announced Oct 17, 2012, 10:16 Slashman
 
eRe4s3r wrote on Oct 17, 2012, 07:17:
Yeah that problem with the gates, i have mentioned it nearly a dozen times now in the forums, is still there. And it is god damn annoying (gets MUCH worse if you are allied with someone).

I don't believe Paradox leaned in at all, if anything they leaned in too little, this is 100% a Kerberos and Mecron failure.

It's kinda hilarious when you set out to make a superior sequel and the first game is better in any way.

SoTS 1 wasn't a gem at launch either. A lot of people who praise SoTS 1 are people who played it after all the expansions were there.

The fact is that 4x games take a lot of time and resources to get to completion. That's not an excuse for Kerberos and how they handled the launch. That was awful.

But I just want to say that a lot of people are saying 'SotS 1 didn't work like this or it did this better.' In many cases it didn't do those things better out of the gate. SoTS1 was six years in development. Even the AI that people are praising took years to get right.

SotS 2 is a more complex game. And no doubt it needs a lot of polish even now. But I don't think they were ever setting out to simply redo SotS 1 with better graphics.

I'll wait and see what it's like after the first expansion. I have a heaping set of games to play in the interim anyway.
 
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News Comments > Steam Top 10
36. Re: Steam Top 10 Oct 15, 2012, 13:48 Slashman
 
Man I am glad I went with normal/ironman for my first playthrough of Xcom. I lost 4 level 2 soldiers last night in a single mission. I think I almost cried.

Only my heavy managed to make it to the evac point. Apparently, when they classify a mission as 'very difficult', they actually mean it!!! Wall
 
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News Comments > Roberts Space Industries Website Back
10. Re: Roberts Space Industries Website Back Oct 14, 2012, 20:24 Slashman
 
I don't think this is really what I wanted from Chris Roberts.

If you're going to make an old-school space sim, then make one. Don't wedge in an MMO.

You're saying the space sim genre isn't dead and there's a market for space sims that push hardware and for PC exclusive games, but then you make it into some semi-F2P mish-mash with an offline campaign, and the real meat of the game is going into an online world.

That's really not what I was hoping for. I'm sure there are people excited for this, but until I know what you really intend(how extensive and expansive the single-player portion is), I can't support this. Especially if the 'privateer' aspects are excluded from the single player and I need to share my universe with people I don't know or care about.
 
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News Comments > 0x10c Interview; Test Footage
31. Re: 0x10c Interview; Test Footage Oct 13, 2012, 13:29 Slashman
 
NKD wrote on Oct 13, 2012, 12:33:
I don't really buy into the concept that indie's are obligated to spend millions and millions developing their next title if they are successful just to measure up to some arbitrary level of "Triple A" polish and art.

I don't what you think I'm saying. Here is what I am saying:

Most indie games don't even sell 500k copies. This guy, with a tiny team, sold more copies than most AAA games these days sell. He did it with no publisher taking a cut and extremely small overhead. He now has the means to produce something better. If this was a startup indie company, I could maybe excuse that because they need to start somewhere. But this guy has the finances and resources to do much better.

I don't care about 'AAA standards', I just want graphics that don't make me feel like I'm playing something from more than a decade and a half ago. I have no reason to doubt he can get the gameplay right. Why not work on polishing the graphics and art too. You no longer have the excuse of: 'We're a small indie. We can only do so much.'

Minecraft was hugely successful with meager art and a shoestring budget. If Notch can't do it again, then him spending millions of more dollars is only going to get you a prettier failure, not a more successful game.

If he can't make a good game again, then he's failed as a developer. Making games is a risk. The difference is that he has a huge buffer of cash to help mitigate it, while most indies live or die based on their next tile.
 
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News Comments > 0x10c Interview; Test Footage
24. Re: 0x10c Interview; Test Footage Oct 13, 2012, 10:33 Slashman
 
NKD wrote on Oct 13, 2012, 02:23:
And what could The Witcher 2 have been if they didn't spend so much time on art? The percentage of the average "Triple A" game development team made up of artists increases every year.

I dunno. Why don't you tell me what it could have been with your crystal ball. I only know that it was an excellent game that put a lot more expensive to produce games to shame with its quality and after sale support.

Also...the bulk of the budget for 'AAA' games goes into marketing and hype building. If developers got more of it, they could do even more.

Plus certain concepts, like freely designing your own starship like in 0x10c (from polys, not from blocks), would be complicated immensely if we were dealing with some kind of "halfway decent" graphics. Good luck getting fancy textures to look nice over arbitrary shapes.

Minecraft sold over 9.2 million according to sales figure from Notch. I think he could afford to do something slightly more than what we're seeing in that video.

In fact, if a small indie becomes as successful as Notch is saying that Minecraft made them, I think they're almost obligated to hit it out of the park with their next title in all areas compared to their last.
 
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News Comments > 0x10c Interview; Test Footage
9. Re: 0x10c Interview; Test Footage Oct 13, 2012, 02:16 Slashman
 
NKD wrote on Oct 13, 2012, 01:51:
Cutter wrote on Oct 13, 2012, 00:59:
Hey 1985 called and it wants its graphics back. Thanks but I'll be playing something gorgeous like X Rebirth instead.


Might as well call it X: Watered Down or EVE Online: Single Player Offline Mode.

Not even the same genre. By the way graphics whores such as yourself are the reason we can't have nice things. Gotta spend 80 billion dollars on artists.

Because of course, halfway decent graphics means that the rest of the game has to be crap. Gee...I wonder how The Witcher 2 team did it?

 
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News Comments > XCOM: Enemy Unknown Patch
38. Re: XCOM: Enemy Unknown Patch Oct 12, 2012, 10:01 Slashman
 
ochentay4 wrote on Oct 12, 2012, 09:44:
Slashman wrote on Oct 11, 2012, 23:32:
And finally the game unlocked for me and a patch to boot!!!

I'm playing normal/ironman. I don't think I have the cajones for classic/ironman. I'll attempt that once my but is finished getting kicked on normal. Dunce
Hi, its COJONES not CAJONES. Cojones=Balls / Cajones/Drawer. Nevertheless, Im happy for you! I couldnt buy it yet!

Wait...is that drawer like the thing you pull out of a desk or drawers like underwear? If it's the latter, it could still technically work for that sentence.

Also, I have the tutorial enabled for my first game, I assume it will eventually unlock everything and let you do whatever you want after you cover the basics right?
 
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News Comments > XCOM: Enemy Unknown Patch
20. Re: XCOM: Enemy Unknown Patch Oct 11, 2012, 23:32 Slashman
 
And finally the game unlocked for me and a patch to boot!!!

I'm playing normal/ironman. I don't think I have the cajones for classic/ironman. I'll attempt that once my but is finished getting kicked on normal. Dunce
 
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News Comments > Chris Roberts' Star Citizen Announced
68. Re: More Big Picture Details Oct 10, 2012, 21:24 Slashman
 
I'm really intrigued. But I just don't know if he can possibly deliver on what he's promising. Not without some of those features being seriously compromised. I just can't see it happening all in one go.

In all honesty, I'm more interested in a decent, single-player space flight sim(preferably Privateer style).

Having a completely separate and fulfilling single player, offline experience plus the persistent online universe is a bit much for me to believe.
 
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News Comments > Ships Ahoy - XCOM: Enemy Unknown
115. Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 15:26 Slashman
 
Prez wrote on Oct 10, 2012, 14:40:
IMO they need to dial down Classic just a bit, because as it is now calling it 'classic' is retarded. The old game wasn't near that hard.

Basically yeah. In truth your soldiers dropped like flies in the original too; the difference being you could field a squad of 14 so the mission wasn't FUBAR if 4 squaddies eat a plasma bolt. In XCOM, it's a fail. On Classic mode I finished several missions with only one remaining soldier, having lost 3 highly trained soldiers in the process. 2 or 3 missions like that will easily put you into a death spiral as enemies get tougher and your fielding nothing but rookies. I lost my first 3 classic difficulty games like that - no fun. It feels as though there ought to be a difficulty level in between Normal and Classic.

People are scaring me into playing normal around here...

I really need tomorrow to get here already!!! Wreck
 
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1497 Comments. 75 pages. Viewing page 21.
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