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Real Name Rick   
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Nickname ^Drag0n^
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Homepage http://www.tacticalgamerz.com
Signed On Jul 9, 2009, 18:02
Total Comments 1249 (Pro)
User ID 55075
 
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News Comments > Skyrim Hi-Rez Pack Tuesday?
64. Re: Skyrim Hi-Rez Pack Tuesday? Feb 6, 2012, 16:45 ^Drag0n^
 
nin wrote on Feb 6, 2012, 13:40:
Good luck getting far into the game in a mere week...

It's well worth full price. Waiting for that recent patch was a good move, but IMHO I don't imagine there's enough in the pipeline to keep waiting for. At least not unless you go mod-heavy even on the first run through.

I was holding out for a GOTY or another sale, but the more I see, the harder it is to resist. The fact that it's been patched several times is a definite plus. Also, once of my biggest gripes about the earlier games was the voice cast seemed limited (it sounded like 3 people in a given town, doing all the voices), and according to one of the videos I watched, they greatly expanded the voice cast this time, based on that specific issue. (I know that may seem petty, but it always broke the immersion for me. "Hey! You sound like the same guy from the last 3 towns!")

So yeah...still looking for a sale in the next few weeks, but if not, I'll pick it up the first week in march.

I think I said it earlier; minimalist UI aside, this game is giganenormous and has very deep gameplay. I have over 250 hours into the game, and I'm STILL finding new locations and major quests.

I do reccommend getting SkyUI and Better Sorting mods over at Nexus; they certainly make finding items easier in extended inventory.

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
68. Re: Skyrim Creation Kit & Feb 6, 2012, 15:02 ^Drag0n^
 
Jerykk wrote on Feb 5, 2012, 06:46:
I thought the perk system was clever, though: definitely more thought out than the last two Fallout titles; I liked how each perk had prerequisites.

The perks in New Vegas had prerequisites. I think the perks in Skyrim are fine too. It's just the UI used to view them that's horrible.

I, however, still take exception to your statement that the interface needs to be different between the PC and the 360; if you make it right, between the 4 triggers, d-pad, 2 thumbsticks, and A-B-X-Y, you have more than enough options to implement select/multi-select, page up/down, slider adjustment, and a few left over afterward.

With a mouse and keyboard, you can do things you just can't do with a gamepad. You can select things directly without needing to cycle or scroll. You can also drag and drop. And right-click. A keyboard also has significantly more keys than a gamepad has buttons, allowing for things like hotbars whereas console games rely on radial menus. The best PC UIs are the ones that take advantage of the features that can only be done with M/KB.

With the current state of Skyrim's UI, I agree with you completely.

As for what I'm describing, either I'm doing a horrible job of explaining how a UI can work easily under both modes of control, or we just have a fundamental disagreement over whether that is enough and/or possible, at which point I'd just say we'd have to agree to disagree.

I've seen some great examples of selection wheel UI in Games, CAD systems, and art software that are just amazingly efficient and would work cleanly with mice and game pads with little, if any, advantage/disadvantage to one method of input over the other. Some examples would be Pro/Engineer, Solidworks, and even Microsoft's own Office Tool Ribbon (admittedly, I used to hate it, but now I find it far more efficient than pull-downs, especially if you don't know or don't have a command shortcut).

Where both modes of control fall flat on their face, though, are in instances such as the one that frustrates you the most: the Alchemy segment of Skyrim.

IMO, I attribute that to a failure in game design as much (if not more) than to that of the UI...while it's a great idea, there are just, well, too MANY items in that alchemy database to deal with in a simple "list-based" format. Period. Even with a full assortment of sorting and filtering tools in SkyUI, it still becomes a chore to replenish your inventory with potions at an alchemy table. If I can't be in and out of a UI to select a new weapon, spell, shout, recipes, enchantment, or smithing option in well under 5-10 seconds per operation, I'm not liking the design. And Alchemy is just plain abysmal on all 3 platforms, with or without SkyUI or any of the other mods I've tried.

Anyway, Like I said, we'll just have to agree to disagree on this one.

^D^

(edited for clarity & typo corrections after I having had my mid-morning coffee...)

This comment was edited on Feb 6, 2012, 23:31.
 
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News Comments > Skyrim Hi-Rez Pack Tuesday?
42. Re: Skyrim Hi-Rez Pack Tuesday? Feb 5, 2012, 22:52 ^Drag0n^
 
Ruffiana wrote on Feb 5, 2012, 18:32:
elefunk wrote on Feb 5, 2012, 16:54:
Megatexture is an inherently flawed concept from its inception. The benefit you get of 100% unique texturework across the entire world is such a useless benefit with such a dramatically exaggerated cost. Even the most creative world ever doesn't require completely unique textures on every surface, so in the end, what's the point?

It was expensive tech just for the sake of being expensive. Skyrim's world is infinitely more interesting and varied than Rage, and it did so in a puny overall file size.

Megatexture is an overblown technological breakthrough that epitomizes the concept of diminishing returns.

You have a fundamental misunderstanding of how content is authored and how this technology made strides towards making the creation of a unique and believable environment.

I won't say it's the end-all, be-all of graphics technology...but it is, at worst, an interesting idea brought to fruition. it will, undoubtedly will lead to other advances in content creation and general rendering techniques...inside and outside of id Software.

I totally agree.

While id may have made a PR error by publicly stating that they were shifting focus to consoles, earning them the ire of their hardcore fans, the fact remains that all platforms had the same or similar detail texture problems, a the root of which is the fact that the engine is hampered by the fact that it's designed for far more VRAM than > 90% of the cards sold offer (3GB). I agree--it's probably going to be one of those games that will look amazing when the hardware it requires goes mainstream. And yeah, I do fine the moire pattern of repeated textures distracting... Even in Skyrim.

^D^

Edited to fix the crappy grammar choices made by Android.

This comment was edited on Feb 5, 2012, 23:40.
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
62. Re: Skyrim Creation Kit & Feb 5, 2012, 03:32 ^Drag0n^
 
Dev wrote on Feb 4, 2012, 14:01:
^Drag0n^ wrote on Feb 4, 2012, 13:22:
By only allowing you to address your hardware with a 32-bit memory model, you can only address 4GB of ram. that's a huge limitation to the artists alone in terms of texture detail, size, and quality. It also limits how big your loaded portion of the world can be, etc.
Not quite. PAE can allow up to 64 gigs in 32 bit.

Anyway, 64 bit is not a magic silver bullet.

BTW, have you noticed a HUGE difference since the recent patch where beth enabled LAA? That went from 2gb to 4gb max memory usage by skyrim. As I recall, it mostly made a difference for people running memory intensive mods.

My bad, Dev: I was more referring to the 32hbit OS limit, as opposed to PAE. I get that 32bit is needed to support Atom, but what a boat anchor.

I can't really comment on LAA, as I upgraded my video card and cpu at the time 1.3 came out, which probably did far more for performance than the code change did.

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
61. Re: Skyrim Creation Kit & Feb 5, 2012, 03:20 ^Drag0n^
 
Jerykk wrote on Feb 4, 2012, 19:41:
All the platforms would have benefited from someone devoted to UI design and management; as, if done properly, the UI wouldn't care if you used a mouse or gamepad. teams I've managed and worked with in the past approached it this way, with reasonable degrees of success.

They did have a UI designer and programmer. All games do. However, they decided to design the UI for gamepads and focused on style over efficiency.

You can't design a UI that's optimized for both gamepad and M/KB because the two control schemes are so vastly different. It really is necessary to redesign the UI for PC ports, as Bioware has done with their games. It won't create support/debugging nightmare because even if the UI was exactly the same as the console version, it would still need to receive an equal amount of testing and debugging on the PC.

I'm know we've gone back and forth on this one a bit in a previous thread, but I honestly enjoy the debate. Here's my thoughts:

The UI programmer was a tongue-in-cheek jab. As you pointed out in our previous discussion, the interface on inventory management is, at best, the result of a bare minimum effort. And while I think it was smart of them to not introduce radically different UIs between the ports (a plus for the 360 & PC, as they share a lot of code) , I wholeheartedly agree that the interface it has, well, sucks for inventory management. I thought the perk system was clever, though: definitely more thought out than the last two Fallout titles; I liked how each perk had prerequisites.

I, however, still take exception to your statement that the interface needs to be different between the PC and the 360; if you make it right, between the 4 triggers, d-pad, 2 thumbsticks, and A-B-X-Y, you have more than enough options to implement select/multi-select, page up/down, slider adjustment, and a few left over afterward. The real issue is that a lot of game UI is just plain horrible to begin with. One that was done properly wouldn't care, nor would it be more confusing, on one platform vs another. Case in point: I could totally see SkyUI working with a 360 controller, only difference being that the mouse would be replaced with hilighting, and you'd change categories/columns with the d-pad or one of the thumbsticks, and the various triggers to toggle the different select/unselect/drop/move options.

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
43. Re: Skyrim Creation Kit & Feb 4, 2012, 13:22 ^Drag0n^
 
Quboid wrote on Feb 4, 2012, 13:16:
Kelbor wrote on Feb 4, 2012, 13:05:
What would be the best surprise is that Bethesda would release a 64bit executable along with the Creation Kit so we can make the most out of it. I feel the continuing use of 32bit executable is what is holding the PC platform back.

In what ways is this holding back the PC?

By only allowing you to address your hardware with a 32-bit memory model, you can only address 4GB of ram. that's a huge limitation to the artists alone in terms of texture detail, size, and quality. It also limits how big your loaded portion of the world can be, etc.

64-bit exe? 100% goodness. And relatively no downside, as any PC running this game is native 64-bit anyway.

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
42. Re: Skyrim Creation Kit & Feb 4, 2012, 13:18 ^Drag0n^
 
Jerykk wrote on Feb 4, 2012, 04:02:
Todd Howard said last summer they would release a High Res Pack, he also mentioned attempting to unfuck the PC user interface:

I think you're misinterpreting his statements. The PC version already has higher-res textures than the console versions if you run at the highest detail settings. Unfortunately, they're still relatively low-res compared to games like Witcher 2 and Metro 2033. And they did make some PC-centric changes to the UI. Namely, the presence of hotkeys and mouse support.

If they do actually release a genuinely high-res texture pack, I'll be pleasantly surprised. If they completely redo the UI, I'll be completely shocked. At this point, it's pretty redundant anyway, as I doubt they could do any better than what SkyUI has already done.

Agreed.

I understand and agree with their decision to make the UI universal (for the most part) across platforms. Creating a "special" interface would have created a support/debugging nightmare.

I disagree with the interface they made, however.

All the platforms would have benefited from someone devoted to UI design and management; as, if done properly, the UI wouldn't care if you used a mouse or gamepad. teams I've managed and worked with in the past approached it this way, with reasonable degrees of success.

Just my $0.02.

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
39. Re: Skyrim Creation Kit & Feb 4, 2012, 13:13 ^Drag0n^
 
Silicon Avatar wrote on Feb 4, 2012, 06:27:
^Drag0n^ wrote on Feb 4, 2012, 01:35:
Silicon Avatar wrote on Feb 4, 2012, 01:28:
The game needs cats - and cats with laser eyes that shoot bees out of their mouths.

If Bethesda releases an HD texture pack for PC for free I will actually be pretty impressed with them.

IMO, any game that chews up 211 hours of gameplay, then suddenly reveals new castles I have not seen before? Pretty damn impressive.

Beth is like what id used to be... Loving the support they are throwing at the PC... Pretty much since FO3....

^D^

Well, there is that.

I do have a ton of hours in the game - and even more in both Fallout games. I always seem to get more than my money's worth out of Bethesda games even if they do take a little patching.


Yeah, I hear you. whenever I think about bitching, I remember just how much content is crammed into the game, and marvel that there actually aren't more problems than there are.

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
25. Re: Skyrim Creation Kit & Feb 4, 2012, 01:35 ^Drag0n^
 
Silicon Avatar wrote on Feb 4, 2012, 01:28:
The game needs cats - and cats with laser eyes that shoot bees out of their mouths.

If Bethesda releases an HD texture pack for PC for free I will actually be pretty impressed with them.

IMO, any game that chews up 211 hours of gameplay, then suddenly reveals new castles I have not seen before? Pretty damn impressive.

Beth is like what id used to be... Loving the support they are throwing at the PC... Pretty much since FO3....

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
22. Re: Skyrim Creation Kit & Feb 4, 2012, 01:25 ^Drag0n^
 
Rossafur wrote on Feb 4, 2012, 01:04:
Slashman wrote on Feb 4, 2012, 00:54:
Actually...I'd like to know what is with the horse aggression in this game.

These are the first horses I know who will run toward a pack of wolves. Are they just confused?

At this point, I'd like to request some horse armor DLC.

http://skyrim.nexusmods.com/downloads/file.php?id=1522
Cowardly horses mod (horses run away now instead of fighting everything)

Aaand
http://skyrim.nexusmods.com/downloads/file.php?id=2590
Cowardly (or cautious, if you prefer) wolves, for wolf lovers like me who hate being forced to kill unnaturally aggressive/suicidal wolves all the time.

The game needs aggressive bees.... I mean, really... just grab them out of the air with your bare hands without getting stung? Sheeeeesh.

^D^

PS- the random crashing that I was having appears to have been due to an SKSE bug for the release made on the day that 1.4 went legit. The SKSE released today fixed the problem.

 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
21. Re: Skyrim Creation Kit & Feb 4, 2012, 01:19 ^Drag0n^
 
Creston wrote on Feb 4, 2012, 00:08:
Mashiki Amiketo wrote on Feb 3, 2012, 21:13:
Apparently the rumor mill is going off and about that it's a high res texture pack for PC users.

That'd be off the fucking hook.

Creston

Prepare the hook you want to be off of....

http://i.imgur.com/9RKcH.png

^D^
 
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News Comments > Skyrim Creation Kit & "Surprise" Tuesday
12. Re: Skyrim Creation Kit & "Surprise" Tuesday Feb 3, 2012, 23:51 ^Drag0n^
 
Me? I'll take, "well, guys, screw the Xbox, you get the Morrowind DLC first and today! "

^D^
 
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News Comments > Skyrim Patch
27. Re: Skyrim Patch Feb 3, 2012, 11:58 ^Drag0n^
 
Ugh...anyone else getting random Crash to Desktop with this patch? I was rock stable before, now it goes ka-bloink after about an hour of play.

Ugh.

^D^
 
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News Comments > Ubisoft Online Disruption
27. Re: Ubisoft Online Disruption Feb 2, 2012, 13:50 ^Drag0n^
 
Wildone wrote on Feb 2, 2012, 11:19:
who the fuck is still playing HAWX2

I'm not understanding your use of the word "still," in that sentence.

^D^
 
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News Comments > Ubisoft Online Disruption
24. Re: Ubisoft Online Disruption Feb 2, 2012, 13:39 ^Drag0n^
 
"We hope you understand and appreciate that this interruption into your offline single player service will only enhance your online joy with this game that has no multilayer component. "


Goofballs.

^D^
 
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News Comments > Skyrim Patch
26. Re: Skyrim Patch Feb 2, 2012, 13:24 ^Drag0n^
 
Creston wrote on Feb 1, 2012, 21:44:
eRe4s3r wrote on Feb 1, 2012, 20:08:
For load order sorting? Hows that supposed to work? Do you really believe valve will manage a BOSS list? Not to mention you have mods with dozens of esm's and esp's they'll will have to do a bit more than just set some flags, most mods have dozens of install options.

Hah, at best this is a download and drop in folder nonsense, a proper mod manager will still be required making this workshop entirely useless, because we already got a better workshop, skyrim nexus and their mod-downloader/manager which means, the workshop is at best a download utility, but with crappy search and no proper community behind it.

This will be one of the most useless things ever done, can't believe they delayed the CS for that.

To be fair, this is aimed at the people who currently DON'T use mods. The hardcore are going to stick with Wrye Bash and BOSS and NMM anyways. But for the people who've never tried a mod and want to maybe download one or two, this could work out very well.

But yeah, still, if they really start enjoying it, and download 20 mods, and shit breaks, they're going to complain on the forum.

Creston

Agreed. Honestly, this product isn't aimed at the hardcore gamers that make use of NMM, but rather those guys that have high power rigs that may just want to try a few things out.

And hey, if they break it, the solution is validate the install (or reinstall it) .

^D^
 
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News Comments > Skyrim Patch
20. Re: Skyrim Patch Feb 1, 2012, 20:08 ^Drag0n^
 
Slashman wrote on Feb 1, 2012, 19:12:
Stop being a packrat!!! Wiseguy

LOL...I know. I know...



^D^

This comment was edited on Feb 2, 2012, 13:11.
 
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News Comments > Skyrim Patch
17. Re: Skyrim Patch Feb 1, 2012, 19:08 ^Drag0n^
 
Draugr wrote on Feb 1, 2012, 19:02:
^Drag0n^ wrote on Feb 1, 2012, 18:53:
I'm assuming that the compiler and performance optimizastions means that the SESV Accelleratio Layer mod(s) are no longer needed(?) anyone that's home already verify this yet?

^D^

I just loaded it up to tell the difference, didn't really run around much, with Skyboost that particular area had me at around 42fps. its at 50 now with the new patch and Skyboost removed.

Ah, cool. One less mod I need to lean on. Right now, I'm just using SkyUI and "Better Item Descriptions."

Would be great if they had a "give all"/"store all" option in SkyUI when you store things. Such a pain in the ass to empty your pockets...

^D^

Thanks.
 
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News Comments > Skyrim Patch
16. Re: Skyrim Patch Feb 1, 2012, 19:04 ^Drag0n^
 
They should have had some mobs named Murtagh and Riggs in the Diplomatic Immunity quest.

Bring on the creation kit!!!

Hahaha! nice one Cutter. I see what you did there.

^D^


This comment was edited on Feb 1, 2012, 19:09.
 
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News Comments > Skyrim Patch
13. Re: Skyrim Patch Feb 1, 2012, 18:53 ^Drag0n^
 
I'm assuming that the compiler and performance optimizastions means that the SESV Accelleratio Layer mod(s) are no longer needed(?) anyone that's home already verify this yet?

^D^
 
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