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User information for Bruno Beaudoin

Real Name Bruno Beaudoin   
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Nickname ItBurn
Email Concealed by request - Send Mail
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Description
Homepage http://www.blazingbitgames.com
Signed On Mar 8, 2011, 17:00
Total Comments 1031 (Pro)
User ID 56211
 
User comment history
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News Comments > Star Citizen Dogfighting Module Delay
26. Re: Star Citizen Dogfighting Module Delay Dec 17, 2013, 11:09 ItBurn
 
Blue wrote on Dec 17, 2013, 11:03:
ItBurn wrote on Dec 17, 2013, 10:54:
dj LiTh wrote on Dec 17, 2013, 10:46:
ItBurn wrote on Dec 17, 2013, 10:33:
Your jokes would be funny if they were based in reality. Adding more people to a project slows it down in the short term rather than speed it up. It's much worse when it's multiple teams in different locations. That's absolute truth in the software industry and that's part of his explanation for the delay.

________

He explains that the overabundance of funding they received has allowed them to proceed faster than anticipated, which, counterintuitively means they are delaying the dogfighting module they intended to be one of the first elements of the game released to the public.

Ya reading is hard...

That's Blue's interpretation of what Roberts said. The only thing close to that that he said was that they were able to implement some features that they didn't expect they could do so soon. I'm guessing he's talking about mocap primarily. What he said though is that their teams are ramping up and synchronizing everything when the teams are still being set up is tough.

I disagree. I think what I wrote is a fair summary of what Chris wrote, which is this:

The incredible surge in funding this year has helped the long term picture. We have been able to ramp up sooner and wider than we originally thought. This means more features and content will be in the game at launch. We’re further along than originally planned in building the tech for the persistent and instancing server backend which will ultimately drive Star Citizen. Both Squadron 42 and First Person Personal combat / boarding have full teams working in parallel, in addition to the teams in Los Angeles, Austin and Montreal working on the Dogfighting and Planetside components. We have smaller groups of people supporting these efforts from CGBot in Austin & Monterrey, Mexico and Void Alpha in San Francisco.

Long term, this is great for the game, but in the short term, getting multiple teams up to speed has definitely taken some bandwidth from myself and the initial team members.
Which brings us to the Dogfighting module;


I guess you could read it that way, but I think that the delay is because of the teams and not these extra features. Whatever, you're right, I'm too starstrucked from being replied to by Blue.
 
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News Comments > Star Citizen Dogfighting Module Delay
20. Re: Star Citizen Dogfighting Module Delay Dec 17, 2013, 10:54 ItBurn
 
dj LiTh wrote on Dec 17, 2013, 10:46:
ItBurn wrote on Dec 17, 2013, 10:33:
Your jokes would be funny if they were based in reality. Adding more people to a project slows it down in the short term rather than speed it up. It's much worse when it's multiple teams in different locations. That's absolute truth in the software industry and that's part of his explanation for the delay.

________

He explains that the overabundance of funding they received has allowed them to proceed faster than anticipated, which, counterintuitively means they are delaying the dogfighting module they intended to be one of the first elements of the game released to the public.

Ya reading is hard...

That's Blue's interpretation of what Roberts said. The only thing close to that that he said was that they were able to implement some features that they didn't expect they could do so soon. I'm guessing he's talking about mocap primarily. What he said though is that their teams are ramping up and synchronizing everything when the teams are still being set up is tough.
 
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News Comments > Star Citizen Dogfighting Module Delay
8. Re: Star Citizen Dogfighting Module Delay Dec 17, 2013, 10:33 ItBurn
 
Your jokes would be funny if they were based in reality. Adding more people to a project slows it down in the short term rather than speed it up. It's much worse when it's multiple teams in different locations. That's absolute truth in the software industry and that's part of his explanation for the delay.  
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News Comments > Ultra Street Fighter IV Trailer, Interview
6. Re: Ultra Street Fighter IV Trailer, Interview Dec 16, 2013, 11:41 ItBurn
 
I hate their combat system. There's also way too many buttons and variations of special moves. Also, the single player AI is horrible and not a single of their characters is interesting to me. Their PC port is functionnal, but the control remapping is horrible and broken. Combine all this with the terrible practices of Capcom like on disk DLC and reselling the same thing for full price over and over and you're left with a sour taste in your mouth.

If you want to participate in tournaments it seems like a good game though I guess...
 
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News Comments > Ubisoft Restarted Rainbow Six: Patriots Development
12. Re: Ubisoft Restarted Rainbow Six: Patriots Development Dec 14, 2013, 11:26 ItBurn
 
Prez wrote on Dec 14, 2013, 04:52:
netnerd85 wrote on Dec 14, 2013, 03:24:
Eh, Hidden & Dangerous was always better than Rainbow Six...

I LOVED Hidden and Dangerous! It had its issues but it remains one of my best gaming memories ever!

To this date I still can't find better 4 player coop. I mean, it was a piece of shit broken game, but damn it was fun.
 
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News Comments > The Elder Scrolls Online in April
79. Re: The Elder Scrolls Online in April Dec 11, 2013, 22:45 ItBurn
 
Task wrote on Dec 11, 2013, 22:15:
Cutter wrote on Dec 11, 2013, 16:06:
ItBurn wrote on Dec 11, 2013, 15:50:
There's absolutely no reason to start a new character, and that destroys all the magic for me. The game says that you are this god at everything. Making a second character is yourself forcing this upon yourself. I dunno, I want game systems to direct gameplay, I don't want to imagine game mechanics that aren't there.

Basically it's hard to explain :p

This is why I'm stoked for Divinity Original Sin.

Had no idea what Divinity Original Sin was. Looked it up.

Amazed.

Seems related(sequel?) to Divine Divinity. A game I hated. It had good ideas, but the gameplay was atrocious, you never knew what the hell you were supposed to do and it was very unpolished. Lots of people liked it apparently.
 
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News Comments > Cliff Bleszinski's PC Shooter Plans
7. Re: Cliff Bleszinski's PC Shooter Plans Dec 11, 2013, 22:39 ItBurn
 
Cliff has shit on PC gaming like few devs have. I haven't forgotten.  
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News Comments > The Elder Scrolls Online in April
57. Re: The Elder Scrolls Online in April Dec 11, 2013, 16:36 ItBurn
 
Beamer wrote on Dec 11, 2013, 16:31:
TES is much more an adventuring game than an RPG. It has RPG elements, but you aren't playing a role. You can be everything.

I prefer it that way, honestly. I don't have time to do multiple playthroughs, so I want to see everything and do everything on that one I give it. If a game wants multiple playthroughs, it should be ~10-25 hours. If it's 60-80, I prefer being able to see it all.

My opinion. I'm not saying this is the only way games should be done, I'm saying this is the way games I will love are done.

While I disagree that that's how games should be done, I think we can agree that there's no way you've done everything in Skyrim :p
 
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News Comments > The Elder Scrolls Online in April
45. Re: The Elder Scrolls Online in April Dec 11, 2013, 15:50 ItBurn
 
Creston wrote on Dec 11, 2013, 15:44:
ItBurn wrote on Dec 11, 2013, 15:18:
You could replay the game a bunch of times, do the quest lines you had to skip and experiment different builds.

Amazingly, you can still do so in Skyrim. I just don't get the complaint of "Man, you can be the guild master of all four guilds at the same time!"

Yes, you can. Some people make one character and want to experience all the content with that one character. They can.

If you don't want to do it that way, how about... I dunno... not doing all four guild quest lines with that one character? It doesn't seem that difficult a solution.

I like that I can mix and match. It's a lot of fun to be a werewolf mage who goes on to become the ultimate assassin (though the assassin quests are all way too easy, unfortunately), because you can sneak in with magic, switch to werewolf, murder your victim, run back out again and change back, then go ask the guards what happened (well not really, but okay.)

If all four quest lines were separate, you couldn't mix and match like this.

I got no more enjoyment out of Morrowind forcing me to do three playthroughs and pick three different houses than I got out of doing all four all at once in oblivion.

Typically for Skyrim I make a character for playthrough, think about what he'll do, and then play the quests that make sense for the archetype. But I'm fine if people don't want to do that and want to do all content in one go.

There's absolutely no reason to start a new character, and that destroys all the magic for me. The game says that you are this god at everything. Making a second character is yourself forcing this upon yourself. I dunno, I want game systems to direct gameplay, I don't want to imagine game mechanics that aren't there.

Basically it's hard to explain :p
 
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News Comments > The Elder Scrolls Online in April
43. Re: The Elder Scrolls Online in April Dec 11, 2013, 15:18 ItBurn
 
descender wrote on Dec 11, 2013, 15:00:
They worked because the world reacted organically to your character.

Did I miss something in Skyrim where I had more than 1 real choice to make (who to support in the civil war) the entire game?

My biggest gripe with Oblivion/FO3/Skyrim/etc are the lack of necessary and limiting choice. When you can do 95% of all quests in one playthrough, they aren't getting "choice" right at all.

I gotta agree, but disagree.

Skyrim basically never really has any player choice in quests. You're the hero and you do things how they're supposed to be done. Also, you can do every quest, max every skill and become master of every guild. Both these things suck.

In Fallout 3/NV, you have many ways to complete quests. You can pretty much do everything though, but it's definitely not as bad as Skyrim.

Still love both games, but it would be even better if you really had to make choices and specialize. You could replay the game a bunch of times, do the quest lines you had to skip and experiment different builds.
 
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News Comments > The Elder Scrolls Online in April
29. Re: The Elder Scrolls Online in April Dec 11, 2013, 13:58 ItBurn
 
Acleacius wrote on Dec 11, 2013, 13:53:
The most amazing trailer, of the most amazing MMO 'RPG' I've ever seen. I've never seen so many, 'REAL' world effecting dialog choices, in a CTF battle trailer.

The affects', just stun me.

I barely understand what you wrote, but I think you're being sarcastic.

Yeah, I saw the trailer, wow, it sucks. It really sucks. It's basically exactly what I want the least about the game.
 
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News Comments > The Elder Scrolls Online in April
6. Re: The Elder Scrolls Online in April Dec 11, 2013, 12:01 ItBurn
 
jacobvandy wrote on Dec 11, 2013, 11:59:
ItBurn wrote on Dec 11, 2013, 11:46:
I hate mmos, but I LOOOOOOVE Elder Scrolls. I'll play it, but I expect to grow tired of it very soon.

There's a tragedy here though. They designed a ton of provinces in a very short time. This mean that they'll be very generic. They won't have the absolute love that Morrowind and Skyrim got for example. This means that the next single player Elder Scroll games' creative liberties will be severly limited...

There's already proof of that, let me dig something up.

Edit: Can't find the image, but basically, the lore describes an Elven city as being amazingly bright and alien, but in ESO it looks like a generic brick fort...

You're out of your mind if you really think that. As if Todd Howard is gonna go "well Zenimax already did Elswyr and it looks like X, so that's what we have to make TES VII look like, even though it's shit." No possible way. This is a barely authorized spinoff game forced by a parent company... I would be hard pressed to consider any of it canon.

I'm not saying they will have NO liberty, but it can only affect things in a negative way.
 
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News Comments > The Elder Scrolls Online in April
2. Re: The Elder Scrolls Online in April Dec 11, 2013, 11:46 ItBurn
 
I hate mmos, but I LOOOOOOVE Elder Scrolls. I'll play it, but I expect to grow tired of it very soon.

There's a tragedy here though. They designed a ton of provinces in a very short time. This mean that they'll be very generic. They won't have the absolute love that Morrowind and Skyrim got for example. This means that the next single player Elder Scroll games' creative liberties will be severly limited...

There's already proof of that, let me dig something up.

Edit: Can't find the image, but basically, the lore describes an Elven city as being amazingly bright and alien, but in ESO it looks like a generic brick fort...

This comment was edited on Dec 11, 2013, 11:52.
 
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News Comments > Morning Screenshots
2. Re: Morning Screenshots Dec 11, 2013, 09:38 ItBurn
 
I think they forgot to add textures to that dinosaur thing in the ESO screenshots...  
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News Comments > No Man's Sky Revealed
19. Re: No Man's Sky Revealed Dec 8, 2013, 18:28 ItBurn
 
What? I don't know what you guys have been smoking.

Star Citizen is made by a large team and a lot of them are veterans of the industry that have released top quality games in the past and know how things work. I don't even know why you dragged SC into this, get a better hobby than being negative about this particular random thing in the world.

This game is made by a handful of young indie devs. I saw the interview with the devs at the VGX yesterday and I wasn't filled with confidence that they had the required experience, money, talent and numbers. The amount of features that we saw in the (very scripted)video would be too much for a lot of AAA studios.
 
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News Comments > No Man's Sky Revealed
9. Re: No Man's Sky Revealed Dec 8, 2013, 15:26 ItBurn
 
Looks extremely cool, but it's way too big of a project for some indie devs.  
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News Comments > Starbound Beta Details
14. Re: Starbound Beta Details Dec 5, 2013, 14:40 ItBurn
 
xXBatmanXx wrote on Dec 5, 2013, 14:34:
saluk wrote on Dec 5, 2013, 14:24:
After trying to for a while, I just can't get behind these TRUE sandbox games. Let's throw a bunch of random objects in the bin, okay, have fun kids! No I'm not going to sit and draw some tiles around to make my house look pretty for 5 hours. But I see the appeal for others, and this looks like it pushes forward a bit more. It's been fun to watch some of the streams.

Yea I don't get that house stuff either. I make a big hole in the ground with an elevator and then each level has chests to store various types of loot. So 10 chests per level and have the following levels as examples: weapons, armour, resources, potions, etc

Well, if this is anything like Terraria, building your house isn't really the focus. It's about building a shelter to have peace and quiet while you explore the world and come back to store your loot. Terraria is about combat and exploration.

In minecraft though, building is a more important part. You're very vulnerable, so you need proper shelter. Also, stuff you build or caves you dig have a huge impact on gameplay and ease of movement. It's a lot more rewarding and fun to build because it really affects the gameplay. Also, you can build much more interesting things than in a 2D game...
 
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News Comments > Starbound Beta Details
8. Re: Starbound Beta Details Dec 5, 2013, 12:05 ItBurn
 
I'd really like to play it, which means that I don't want to play the buggy, unbalanced and incomplete version of it... I'll wait for release.  
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News Comments > Star Citizen Passes $33 Million
79. Re: Star Citizen Passes $33 Million Nov 28, 2013, 13:07 ItBurn
 
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?

It seems illogical to criticise the people urging caution of having unrealistic expectations.

Wow, you didn't know? The kickstarter was started waaay after the actual crowdfunding started on the game's website. They got a lot more money from their site's kickstarter and also asked for more. The Kickstarter had a really low funding amount because they still wanted to get the money. Everyone had already pledged through the main site, so they were afraid not enough would be left for the kickstarter(my interpretation). Their initial crowdfunding run, including the kickstarter, got way more than 2 mil and their initial goal was also more than 2 mil.

Haven't you guys been paying any attention to this???
 
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