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User information for Evil Timmy

Real Name Evil Timmy   
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Nickname None given.
Email Concealed by request - Send Mail
ICQ 109217332
Description I'm an electro/glitch/bmore/breaks DJ and long-time avid gamer from Hong Kong. BitTorrent is another one of my hobbies, and I've been an active part of the community since early 2003.
Homepage None given.
Signed On Nov 22, 2003, 10:24
Total Comments 441 (Amateur)
User ID 19465
User comment history
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News Comments > It Came from E3, Part 0
68. Re: No subject May 4, 2004, 03:52 Evil Timmy
ID: Yep. We've been done with the game since February. We just wanted to go to E3 again. It's fun.

You owe me a mouthful of Pepsi over that line. Let's say, two ounces? Okay, good.

Personally, I stopped caring about game release dates and pre-release hype and all that a long time ago. For some of these people, it seems like they feel delaying, say, Half-Life 2, is equivalent to Gabe Newell personally running over their dog, then pissing on it and tossing it on their front porch. It's a reality of the gaming industry: things often take longer than was originally planned. And yes, Valve screwed up with their incredibly late delay announcement. However, if you weren't following it that closely, it wasn't anything to get upset about. It also leaves you more open to the option of other games; Halo, Etherlords II, Jedi Academy, Homeworld 2 and MOH:AA Breakthrough were all worthy of your time and came out in September 2003.

If you get your hopes up based on pre-release hype, there's little you can be but disappointed. However, if you stick largely to games that have garnered good feedback from reviewers and the gaming public, you're likely to have an overall much more enjoyable experience, and to play games that may not have huge marketing and PR teams, but that are more worth your time than half a dozen lame sequels.

Edit: Fixed formatting. Thanks for using completely non-standard tags, to mess with my php/webdesign habits and sensibilities!
This comment was edited on May 4, 03:53.
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News Comments > City of Heroes Live
60. $15? Pocket change! Apr 28, 2004, 23:26 Evil Timmy
$15 really isn't all that much, unless you're on an allowance from your parents. For people actually working jobs, even a part-time job at a fast food place (not me, thankfully), it's rather minimal. However, I'm still reluctant to pay, because I haven't found the gameplay itself to be nearly as enjoyable as many of the single-player experiences you can get.

Far Cry was mentioned was good for 25 hours of gameplay or so even a single time through, so playing 90 minutes a day Monday-Thursday (weekends are for friends and going out, not sitting in front of a computer getting a CRT tan) means it took me about a month to finish the game. And, if I want to stop playing and pick it up at any time, I can without having it cost me a dime. I don't have to wait for friends to come online, nor do I have to deal with other players exploiting, griefing, or making nuisances of themselves.

While I have no clue how well it'd work, I'd love to see a distributed-server-based MMO game, even as a limited experiment. Give individual admins the power to shape a part of the world, and should it be deemed a good-quality, consistent addition to the world, a master server would attach it to the network. The traffic of people to the server would determine the chunk of the subscription fee, which would cover the rising server costs and reward those who make an interesting part of the game world. Players also get the option of choice; if they don't like a section of the world, they don't go there, and it withers and dies, while those they enjoy grow and flourish.

There's also a much smaller outlay necessary for the initial developer. A few Lego-style set pieces and good terrain generation features, along with the ability to define more via a 3ds / Maya / Softimage / preferred modelling app plugin, would give those interested both a good starting point for continuity's sake and the ability to extend the world as far as their imagination and talent allow. Hopefully, these same creators would allow some of their art/models/terrains to be reused by others, and at the same time be allowed to suggest modifications to existing resources or rules. Think of it as a US-style representation scenario, except even more free. Imagine if the admins on your favorite multiplayer server could suggest additions and changes to the game overall, how much better it could be. Of course, this is all pure imagination, and I don't have the bursting-at-the-seams bank account to fund even the inital costs of a project like this. But I'd certainly be interested if anything resembling it popped up in the market.

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News Comments > KOTOR 2 Details
39. My long lost fourth cousin, or something Apr 27, 2004, 19:56 Evil Timmy
my ancestor, Noah Webster

Wow, Blue, we're vaguely related. My great-grandmother's great uncle was Noah Webster. You're like a very distant relative I never knew I had, because you are! Weird how these things show up.

And the whole American vs British thing is something I have first-hand experience with. I lived largely in the States up until three years ago, when I moved to Hong Kong. It's still rather British (seeing as it was a British colony for a century and a half), so I've had to learn a fair few new terms for things so I'm not lost when locals (even those who speak English well) are talking. To be honest, I prefer the metric system and many of the expressions, and I've gotten used to cars driving on the other side of the road. Oh, and massive crowds of people who are 6 or more inches shorter than I am (I'm 6'3"...sorry, 1.1 BlueYards). I also weigh 1.25 BlueTons. All hail El Presidente!

This comment was edited on Apr 27, 19:59.
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News Comments > Shellshock Nam '67 Movie
8. Dear sweet Jesus... Apr 25, 2004, 02:39 Evil Timmy
Learn from your mistakes, devs! Vietcong was nearly as painful as the war itself. Either you're making an accurate and terribly annoying game, or you've got a generic tropical game that you say is in Vietnam but could be in any tropical location, real or imagined. Why don't we get more moderately-in-the-future games in the style of Deus Ex? It gives you the freedom to add whatever you need for plot devices while still having a fairly firm grounding in reality. Old wars seen from a largely American perspective are overdone, so unless you're really doing something stunningly unique, you'll be drowned out by all the other games set in the same period (and you'll face the inevitable comparisons).

And, an appropriate many Vietnam vets does it take to change a lightbulb?
You don't know 'cause you weren't there man!

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News Comments > DoJ Goes Pirate Hunting
95. Arrr... Apr 23, 2004, 05:00 Evil Timmy
Hi. My name's Timmy, and I pirate games.

Before you rip off my legs and beat me with them, hear me out. I pirate games so I ensure my money's going to the right place. I don't want to send money to a developer who produces a well-marked steaming pile of bits, when instead it could be going to another developer who's produced a game (or other software) that's genuinely worth my time. I don't really think my money will result in a lot of similar games, as most projects are in place for years before the end-users get their hands on them. However, I strongly believe in rewarding those who entertain me, and I do so by paying money for a product they've produced. If their projects sell, they stay employed and continue producing work I appreciate, and get to feed themselves and their family. (Or, put a different way, nobody buy Half-Life 2, please. Look at Gabe Newell!)

While I'm not a supporter of it, DRM is inevitable. However, as with everything else, as the protections get more complex, so will those trying to crack them. A piece of hardware protection for the PC? Well, they've managed just fine to bypass console protection. I'm sure that, while it may be fairly complex and a while in production, there will be a way to unprotect these systems. The only protection that's proved to work is requiring authentication from a server. There's been a growing trend towards online play in games, even ones that are generally biased towards single player (see Far Cry). Hopefully, with the power of computers (desktop and server) increasing fairly rapidly, and broadband penetration in all markets accelerating, more games will have truly useful online play. The killer game will be one that allows you to have a great single-player-style experience in a world filled with other people. Imagine a game with the beautiful graphics and enjoyable gameplay of Far Cry, but with other players on other islands doing missions that may help or hinder your progress. Imagine a turf war game like GTA:VC on the scale of a real city, with real people creating many of the character conflicts you encounter. That level of massively multiplayer gaming will be compelling enough to make the hardiest of single-player gamers a convert.
This comment was edited on Apr 23, 05:02.
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News Comments > etc.
13. Someone close the Valve (tee-hee) Apr 21, 2004, 20:28 Evil Timmy
Valve was all that and a bag of chips back when Half-Life was first out. They were good about patching, and supportive of the mod community, and this allowed Half-Life to become the most popular multiplayer title ever (by that, I mean CS/DoD/NS too). But Valve steadily declined past the milennium, with misleading their customers apparently being their top priority. CS went retail, then DoD did, and both involved changes that were unpopular with their current support base (although they were apparently designed to bring new players in). Then the monumental messes that were the Steam launch and Half-Life 2's Sep 30th release came, and there was much uproar. And neither has really been dealt with; Steam's still had problems with all but the smallest updates, and there's been no apology or much in the way of new information about Half-Life 2.

While there's a lot of talent at work (at play?) in Valve, there's a real problem with their public face and project direction. I think it'd be better for the company if Gabe Newell and Doug Lombardi wrote up letters of resignation and left to piss off their fanbase with some other company. EA's hiring, right? I'm sure they'd fit right in.

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News Comments > Beyond Divinity Gold
11. Choices Apr 21, 2004, 02:05 Evil Timmy
While it's not pure traditional RPG fare, STALKER is shaping up to be a great game. And it contains the element of RPGs that I actually care about: good interactive characters who can change the playing field depending on your conversations with them. If they pull this aspect off half as well as the Fallouts did, I'll fill my trousers from sheer joy.

To be honest, I got both bored and frustrated with Divine Divinity; I'm not sure what it was, precisely, but I could never be bothered to continue playing. Maybe the way the difficulty ramped up, because I missed a part of it...whatever it was, hopefully Beyond Divinity will avoid it and be a worthy addition to my game collection.

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News Comments > Half-Life 2 Box Art?
44. The cold, immovable love of steel Apr 19, 2004, 00:51 Evil Timmy
I pray that there's a metal-case DVD edition on the way. Preferrably, with an imprinted crowbar on the front, in the style of that magazine teaser ad we saw pre-E3 last year. That would be sublime, and I'd proudly display it over my desk.

This comment was edited on Apr 19, 00:52.
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News Comments > Interplay Eviction?
39. For Dogmeat! Apr 16, 2004, 05:05 Evil Timmy
I'd definitely go with Obsidian for Fallout 3; Troika's produced two enjoyable but very flawed RPGs so far, and I'm hesitant about buying any of their future products because of it. Arcanum was quirky and a bit unbalanced but rather enjoyable, and ToEE was quite simply frustrating, so unless they get some new project leads or others who can give a good sense of perspective on the game when necessary, I'd be very cautious. Troika, if you'd like to cover my plane ticket and spot me a bed somewhere in the office, I'd be happy to bitch about your games endlessly and gain 30 pounds on the 'Programmer's Diet'.

And, with Doom 3 and Half-Life 2 leaking, any chance we'll see a FO3 alpha? *nudges beta groups and shady Interplay employees*

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News Comments > Painkiller Patch
18. Console piracy Apr 15, 2004, 00:15 Evil Timmy
The consoles aren't safe from piracy, they just require a bit more equipment and expertise to deal with. And, in the case of the Xbox, you can't play many games on Live, but that's like most PC games with MP. Once you're set up, however, it's almost easier to pirate console games. With a modchip (and the Dashboard for the Xbox), a DVD burner, and appropriate software, you can copy whatever you want, or download it from one of the release groups.

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News Comments > Painkiller Patch
13. Re: pffft Apr 14, 2004, 22:50 Evil Timmy
"Nobody is twisting your arm to buy or even play Painkiller. Don't like the requirements or limitations, then don't buy it and stop your whining over something you havent even payed for."

With software like Alcohol 120%, you can make a perfect rip of a disc, then use the image without needing a no-cd crack (or, of course, the actual disc). This is especially useful for games that have many updates; the warez groups have to recheck, recrack, and rerelease the updated game files, and will only keep up with new patches for so long. Trying to keep up with that is missing the point of making your gaming experience hassle-free.

You're also missing the point that these people are making. They're trying to make their opinion heard, that stupid copy protection measures like this are frustrating and can scare people away from the game, people who may have bought it in the first place. Anyone determined to pirate it will, but for those sitting on the fence between warezing and purchasing, or those unsure about the game period may be pushed away by features like this.

I've been using virtual drives in Windows for a long time, because I do a lot of VCD/DVD authoring, and a virtual drive allows me to rather easily test how it turned out, without burning to physical media. And these game companies are telling me I have to disable it for a game I've purchased legitimately? To be perfectly honest, that's a load of crap and unacceptable policy.

(Edit: Clarified some wording)
This comment was edited on Apr 14, 22:54.
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News Comments > Painkiller CD Woes
90. Copy Protection is EVIL Apr 10, 2004, 09:52 Evil Timmy
Mirsky: Keygens have been out for ages, but the fact that there are billions of possible keys (that the game will accept) that aren't listed in the database of actually sold keys (of which there are a few million) means that it's hard to actually get a working online key for it and many other games. This works because the server can require verification and can kick you off if you're not authenticated, and is why many games have tacked-on multiplayer: to some extent, it reduces piracy.

Jereco: This has happened, with the warez release of XIII. Multiple checks with TAGES protection meant it was over a week before a fully cracked proper version was released, when they're usually available online before you can get them in stores. There was a CD check partway through the game, which meant that the initial cracks failed to work, and a crackfix was necessary.

Personally, I find these CD checks to be stupid. Most 'casual' pirates will get a more experienced friend to burn the game for them, and maybe even install it, and that friend will likely have the warez group release. I've found this true in secondary school, in college, and even later in life. So what's the point? Well, the people behind these copy protections keep making money, and the publishers get a false sense of security, while the customers and developers get more headaches for their trouble.

Which brings me to another point: the publisher is nearly always the one to insert the copy protection, and that's after the game has gone gold. If you consider the limited time they have between the announcement of going gold and the time they have in stores, it'd be a fair bit of effort (and certainly cost) to test it on a large number of drives.

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News Comments > Lineage II Open Beta
10. Reduces pressure to animal parts? Yes Mar 24, 2004, 22:07 Evil Timmy
If I really wanted to do something this boring, repetitive, and stupid, I'd just stay at work. Graphics are good, but the characters are quite generic-looking. The level treadmill is in full force in L2. The PvP is unique in the sheer annoyance factor; walking out of town can be deadly, especially if you're at all lagged. What's even worse is you lose experience (and potentially levels) when you get PKed, and it can happen rather rapidly. Quests are boring and generic. I feel they should have paid me for enduring their horrid beta. It's really nothing new, and without any shiny new features, they'll likely have trouble attracting much of a crowd. I'd advise you not waste your money, as this one's headed for the bin.

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News Comments > Far Cry Patch Plans
22. Re: Hmmmm Mar 23, 2004, 23:37 Evil Timmy
The biggest problem with Far Cry's AI is that it seems to be very sound-based. This means that you can snipe someone from a long-enough range that they can't hear it, and their buddy will more or less ignore it. If they'd have a better reaction to corpses or their buddies taking damage, it'd be a much better game and be more interesting.

For example, if they got sniped but couldn't see/hear the shooter, they'd crouch immediately and find cover, and peek around corners cautiously for the next few minutes. Or, if they came upon a corpse, they'd have increased perception of motion and sound (from the adrenal response). And, as mentioned by Teddy, they should have an incremental system, so that if they notice an odd sound once or twice, they'll ignore it, but they'll explore over larger areas and stay alert longer as more odd things start happening.

In response to his ship example, maybe there should have been a sort of 'squad commander' unit, who has the power to radio other units and alert them to your presence, instead of just calling a general alarm. This means a more intelligent, realistic response, but also gives you a priority target when taking down a number of troops.
This comment was edited on Mar 23, 23:39.
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News Comments > Ships Ahoy: UT2004
66. Re: No subject Mar 17, 2004, 01:38 Evil Timmy
Downloaded from BitTorrent already, waiting for the DVD SE to be delivered. Thankfully, Torlan wasn't representative of most ONS- maps. Even against bots, this is a lot of fun. Can't wait for the community in Hong Kong to pick up.

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News Comments > Ships Ahoy: Worms 3D US
13. Stupid, stupid delay Mar 11, 2004, 21:31 Evil Timmy
Okay, so this game was out before Halloween last year, which is when most interested people in the States went and downloaded it to check it out. It was already in English, along with a number of other languages, so what took so long? Most people I know found it entertaining for a bit but really not worthy of their time after a short while, so there's very little chance they'll buy it now, four months after it first became 'available' and three and a half months after they got bored with it.

Personally, while I think it's a decent game, it isn't nearly as fun as Worms Armageddon. The simplicity, and at the same time skill required, were what made it so much fun; the 3d aspects make for another level of complexity that's rather unnecessary.

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News Comments > Consolidation - GTA San Andreas Official
5. Re: Anyone remember ... Mar 1, 2004, 11:17 Evil Timmy
GTA: VC was released for PS2 on October 22nd, 2002, and for PC on May 11th, 2003. Hopefully, however, they've got more of a base to work from using experience gained with GTA3/VC, and can either improve the visuals even further or release it at a better time. I certainly wouldn't mind having the PC version in my stocking this Christmas...

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News Comments > DOOM 3 April 15?
53. The engine is what matters Feb 26, 2004, 18:59 Evil Timmy
I'm more excited about having the engine available than I am about Doom 3. As mentioned above, even recent games like Call of Duty are still using the Quake 3 engine to great effect, and the Doom 3 engine will likely be longer-lived than it is. If more games end up looking like Doom 3 (in terms of quality, not style), I'll certainly be happy. Real-time lighting, shading, and detailed physics all add quite a lot to the visuals of a game, and in turn add to your immersion and enjoyment.

But, of course, I'm not too worried about release dates and delays. I've got a job and friends that occupy plenty of my time already, and lots of other enjoyable things to do. It'll come out when it's ready (which is better than before it's ready), and I'll have a new toy to play with in my spare time, nothing more.

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News Comments > Unreal Tournament 2004 Demo
132. Re: Game just needs new engine Feb 12, 2004, 01:42 Evil Timmy
This really is a lot of fun...the CTF is certainly closer to what I remember from the original UT, the Assault is so much more fun with larger and more complex (not to mention prettier) maps, and Onslaught is a nice addition, especially with the vehicles. The sniper weapons are great, and don't have the camp-and-abuse tendencies from other *cough*CS*cough* games. It's pure fun, where teamwork is required and strategies are made up basically as you go along.

Framerates are a fairly steady 70+ with detail options set to defaults at 1024x768x32 4xAA/8xAF on an Athlon XP 2800+/Asus A7N8X/512MB Corsair/R9700 Pro.
This comment was edited on Feb 12, 01:46.
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News Comments > Black Isle, Fallout 3 Dead
29. No subject Dec 8, 2003, 22:56 Evil Timmy
I'm reminded of the image at the end of Fallout 1, with the Vault Dweller and Dogmeat walking off into the sunset. After a lot of good times, the adventure was over. Thank you, Black Isle, for all the incredible games you created over the years, and all the enjoyment you brought. And best of luck to all the employees now looking for jobs; I hope you can find something as good as BIS in their glory days.

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441 Comments. 23 pages. Viewing page 22.
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