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Real Name Jerykk   
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Nickname Jerykk
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Signed On Apr 23, 2004, 02:42
Total Comments 14724 (Ninja)
User ID 20715
 
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News Comments > Quoteworthy: Microsoft on Returning to Steam
37. Re: Quoteworthy: Microsoft on Returning to Steam Jun 20, 2016, 04:49 Jerykk
 
verybad1 wrote on Jun 18, 2016, 16:12:
Task wrote on Jun 18, 2016, 13:34:
verybad1 wrote on Jun 18, 2016, 12:54:
Task wrote on Jun 18, 2016, 12:14:
potential moneymakers like MechWarrior

Thanks for the morning laugh!

A Next Gen MechWarrior 5 on PC and its Arcade sibling Mech Assault 3 on Console would sell like hotcakes. Quite the opposite of a laughing matter.

Not based on previous versions. It was less than impressive to them. That's why they let Piranha do the MechWarrior Online game...because there wasn't enough money in it for Microsoft to bother.

Believe me, I've been with the MW games since the beginning (played the dice baced board game Battletech as well for that matter, and I made a lot of the models for MW4's MekTek mods, but the game has not done terribly well in sales for the enire life of the series.

Just because you and I liked the games doesn't meen it was popular with the overall market.

This. Being successful in the 90's was a lot easier than being successful now. The standard AAA game needs to sell at least 5 million units to be considered a success. I don't think all the Mechwarrior games combined sold that much.

That's what a lot of people don't seem to understand. The big publishers stopped making mech sims/space sims/adventure games because the audience for said genres wasn't growing to match increasing development costs. Business is all about growth so stagnant genres are abandoned. We might eventually see a resurgence of these genres but I don't see any of the big publishers doing it.
 
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News Comments > Fallout 4 Console Mod Theft Protection
26. Re: Fallout 4 Console Mod Theft Protection Jun 19, 2016, 20:54 Jerykk
 
Creston wrote on Jun 19, 2016, 17:59:
I realize the mod theft thing isn't easy to guard against, but this is just some plain jane bullshit method. Essentially what they are saying is "Only people with a Steam account can steal mods."

Well, seeing as how there's only 100 million or so Steam accounts, I'm sure this will make a huge dent in the theft...


You have to own a copy of Fallout 4 on said Steam account as well. I imagine that rebuying FO4 every time your account is blacklisted would get pretty pricey and be enough to dissuade most mod thieves.
 
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News Comments > Fallout 4 Console Mod Theft Protection
19. Re: Fallout 4 Console Mod Theft Protection Jun 19, 2016, 15:38 Jerykk
 
Blackhawk wrote on Jun 19, 2016, 15:29:
Jerykk wrote on Jun 19, 2016, 15:25:
Blackhawk wrote on Jun 19, 2016, 13:17:
eRe4s3r wrote on Jun 19, 2016, 13:05:

Also nowhere in this news do they say that they implement punishments for mod theft.... so wtf is this news? Placebo?

I'm not sure how they could investigate the claims. Proving ownership would be extremely difficult when the usual hosts aren't associated with Bethesda. It would make it very, very easy to troll with false claims.


It's not that hard. If someone makes a claim, they can just provide a link to the mod on Nexusmods and prove that they are the creator listed on that site.

Unless Bethesda has an agreement with the Nexus, that's harder than it sounds.

I'm sure they could come to an agreement with relative ease. Modders don't like having their mods stolen so if Bethesda asked Nexus for the e-mail addresses of specific mod authors, those modders would probably cooperate, especially if those modders are creating the claims in the first place.
 
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News Comments > Fallout 4 Console Mod Theft Protection
14. Re: Fallout 4 Console Mod Theft Protection Jun 19, 2016, 15:25 Jerykk
 
Blackhawk wrote on Jun 19, 2016, 13:17:
eRe4s3r wrote on Jun 19, 2016, 13:05:

Also nowhere in this news do they say that they implement punishments for mod theft.... so wtf is this news? Placebo?

I'm not sure how they could investigate the claims. Proving ownership would be extremely difficult when the usual hosts aren't associated with Bethesda. It would make it very, very easy to troll with false claims.


It's not that hard. If someone makes a claim, they can just provide a link to the mod on Nexusmods and prove that they are the creator listed on that site.
 
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News Comments > Quoteworthy: Microsoft on Returning to Steam
18. Re: Quoteworthy: Microsoft on Returning to Steam Jun 18, 2016, 16:06 Jerykk
 
I like how he dodges the question about what customers want and instead focuses on what Steam needs. "Steam will do fine without our games." Sure, Steam's doing fine but you're screwing your customers by forcing them to use your shitty Windows Store. 99.9% of customers would be happier and therefore more likely to buy your games if they were available on Steam.  
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News Comments > Dead Rising 4 Win10 Exclusivity is 90 Days
38. Re: Dead Rising 4 Win10 Exclusivity is 90 Days Jun 17, 2016, 18:47 Jerykk
 
Razumen wrote on Jun 17, 2016, 18:04:
ItBurn wrote on Jun 17, 2016, 17:35:
HoSpanky wrote on Jun 17, 2016, 17:25:
ItBurn wrote on Jun 17, 2016, 17:05:
You guys are not good at history.

We're constantly accepting things that are slightly shittier, because it's not so bad, or because most people don't care. Now we have to pay 15$ for a DLC containing a new multiplayer map. Back then, maps were free and you had deep mod tools to make your own. That's ONE example.

That's a pretty terrible example. "Back then", the work involved in building a map was far, far less than it is now, UNLESS you want maps that look like shit. If that's your thing, well, then I'm super sorry for you. The level of polygonal and textural detail we now expect in a single map for a game exceeds what most games had in their entirety, "back then".

I dunno. It was really hard to make maps back then because the tools were so limited. Nowadays, it's pretty easy with the fully featured editors with deep scripting that we have. There's still some games with level editors and fans churn out tons of levels for free. Ugh, are you going to have me make a whole essay about how we got more and more shafted as years went? It's pretty obvious to me. I've lived it. I still play games and enjoy myself, but I know being a consumer was better back then. I don't have time right now to give more examples, so you'll have to find your own examples :p

No, they really do take that much more work. Making a AAA quality level in UE4 today requires a lot more work than say, an Unreal Tournament level did. Yes, some tools have improved, but not to the point where creating meshes, materials, and level layouts at the desired level of detail is anywhere as fast as it used to be.

Don't believe me? Try making a complete map for UT4 from scratch, without using anyone elses' premade assets.

That's not quite accurate. Tools are faster, more accessible and more versatile than ever. The problem is that standards have risen considerably and creating assets that meet those standards naturally takes longer.

ItBurn is wearing rose-tinted glasses, though. Many games sold map packs in the 90's. Remember Final Doom? Scourge of Armagon? Dissolution of Eternity? Ground Zero? The Reckoning?
 
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News Comments > Dead Rising 4 Win10 Exclusivity is 90 Days
11. Re: Dead Rising 4 Win10 Exclusivity is 90 Days Jun 17, 2016, 13:18 Jerykk
 
Razumen wrote on Jun 17, 2016, 11:45:
PHJF wrote on Jun 17, 2016, 10:27:
It's launching on Xbone and Win10...

Yeah, not sure how he got 1 year out of this...

The fact they're going to allow support for other versions of Windows is surprising though, MS is making a LOT of good decisions lately, makes me suspicious they have something up their sleeve later though haha

MS isn't publishing the game. Capcom is. MS is just giving them money to keep it exclusive to Microsoft platforms for a year and exclusive to the Windows Store for 90 days.
 
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News Comments > Dead Rising 4 Announced
14. Re: Dead Rising 4 Announced Jun 15, 2016, 16:11 Jerykk
 
SlimRam wrote on Jun 15, 2016, 04:25:
Creston wrote on Jun 14, 2016, 18:27:
Look, we've given MS a TON of shit over the years for their 'support' of PC gaming, but they have just announced three (four?) major AAA titles that would have been exclusives last year, and said they are coming to the PC.

Yes, it's a UWA/UWP (whatever) and only on Windows 10, but they ARE going to be on PC, and I think the "buy once play wherever" thing is also to be applauded as a good measure, especially since it will allow mp crossplay. (more controller peasants to frag!)

So, for my part, good on ya, MS.
Ya might want to check the Evening Consolidation section for today. Keyboard and Mouse support for the Xbone is a few months away (and that does mean in game, not just menu navigation) soooo maybe a few less controller peasants

Xbox 360 and PS3 had M/KB support too. Problem is that no developers will support it because it will put gamepad players at a disadvantage and the vast majority of console players prefer to use gamepads.
 
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News Comments > Redout Announced
3. Re: Redout Announced Jun 14, 2016, 23:33 Jerykk
 
Just to clarify, the game will support VR but not require it.  
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News Comments > Dead Rising 4 Announced
10. Re: Dead Rising 4 Announced Jun 14, 2016, 23:30 Jerykk
 
Creston wrote on Jun 14, 2016, 18:27:
Look, we've given MS a TON of shit over the years for their 'support' of PC gaming, but they have just announced three (four?) major AAA titles that would have been exclusives last year, and said they are coming to the PC.

Yes, it's a UWA/UWP (whatever) and only on Windows 10, but they ARE going to be on PC, and I think the "buy once play wherever" thing is also to be applauded as a good measure, especially since it will allow mp crossplay. (more controller peasants to frag!)

So, for my part, good on ya, MS.

While I appreciate that they're releasing the games on PC, the Windows 10/Windows Store requirement is a deal breaker for me. I don't use Windows 10 and even if I did, I really wouldn't want to use the Windows Store. It's even worse than Origin and Uplay. MS is obviously only interested in pushing their latest OS and storefront so it's hard to feel gratitude towards them.
 
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News Comments > Deus Ex: Mankind Divided Breach Mode Revealed
24. Re: Deus Ex: Mankind Divided Breach Mode Revealed Jun 10, 2016, 03:48 Jerykk
 
Acleacius wrote on Jun 9, 2016, 23:50:
Another real reason to worry is the last 2 games from this company I had interest in were Thief and Tomb Raider. Both have been major let downs due to the near absolute consolitis. In many aspects caused mostly if not all the issues, in them including DXHR. I.e. press button to win. Did they ever remove the forced cutscene, every freaking time? Or QTEs in TR or no jumping in Thief. This company actually thinks this shit up, talks about it with their outside voice and decides it's a great idea, then forces it on paying customers. Protest

Those are relatively minor nitpicks. The takedown cutscenes in DX:HR were brief. The lack of manual jumping in Thief didn't really have a big impact in Thief, as the levels were designed with the contextual jumping and mantling in mind. There was tons of verticality. Tomb Raider had a distinct lack of tombs, which was disappointing, though the sequel was greatly improved in that regard. Still not as good as the previous games but a step in the right direction.

I've reached the point in my life where I'm okay with games not being exactly what I want. They weren't perfect in the past either but nostalgia tends to forget such details. I judge games as a whole, so even if there are certain aspects that I dislike, I'm still able to enjoy the game. The simple truth is that games are no longer designed specifically for hardcore gamers that have been playing games for 20+ years. If that's the only kind of game you can enjoy, then you're going to have a pretty limited selection of games to choose from.
 
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News Comments > Styx: Shards of Darkness Trailer
4. Re: Styx: Shards of Darkness Trailer Jun 10, 2016, 03:34 Jerykk
 
NetHead wrote on Jun 9, 2016, 22:22:
I enjoyed Styx, it has its flaws but it was enjoyable and gave the stealth itch a good scratch. It was also refreshing in a number of ways.

Maybe I'm just hitting a blank but I can't off hand think of another recent game that managed to accomplish even that much in a stealth game.

The new Hitman is great and better than Blood Money in many ways. Splinter Cell: Blacklist was also a return to form for the series. Thief wasn't nearly as bad as everyone claimed and was a pretty good stealth game in its own right, even if it didn't quite live up to its predecessors. Dishonored was also great as a stealth game.
 
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News Comments > Mirror's Edge Catalyst Released
17. Re: Mirror's Edge Catalyst Released Jun 8, 2016, 12:33 Jerykk
 
Game is getting 70's (and I honestly think IGN's is pretty spot on), so that is roughly a D rating game.

Since when is a 70 considered a D? A 70 is a C, meaning average or good if you're into the particular genre. I think that's a pretty apt description of both ME games. If the core mechanic (traversal) isn't enough to hold your interest, you probably won't like the game much. Complaining about the combat is like complaining about the combat in a stealth game. Sure, it could be better but it's not the focus of the game and it's not the reason why you're playing the game.

ME:C doesn't fail to capture what the original game had. It captures it perfectly. Problem is, people apparently don't want that anymore.
 
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News Comments > Mirror's Edge Catalyst Released
3. Re: Mirror's Edge Catalyst Released Jun 7, 2016, 23:53 Jerykk
 
Slick wrote on Jun 7, 2016, 23:35:
Nuhauser wrote on Jun 7, 2016, 22:20:
To me it looks like Dying Light without guns and zombies. And I know Mirror's Edge came out long before Dying Light, it just seems like a lot of new games are using a "parkour" style in their gameplay mechanics, even the new Doom has a speedy ledge grab maneuver.

early reviews aren't good, looks more like an expansion pack for the original.. would have been nice to see a more fleshed out game after 8 years...

It is more fleshed out. The combat has been expanded, there are more enemy types, you have more parkour moves, the game is open-world and there's way more content overall. In terms of changes, ME:C has more than most sequels. I think people just don't find the core gameplay as compelling as they used to. Parkour is no longer a novel concept and has been done by many games since ME's release. The parkour in ME:C has a lot more depth than the parkour in Dying Light but people don't really care about the details. They were more interested in the high-level concept and that concept is no longer new.

The game wasn't in development for 8 years either. Years passed before EA decided to even greenlight a sequel.
 
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News Comments > The Solus Project Next Week
4. Re: The Solus Project Next Week Jun 2, 2016, 23:32 Jerykk
 
Wesp5 wrote on Jun 2, 2016, 16:21:
Is anyone else here bored by the similar settings of most of the current indy games? Some of the typical things I remember are:

1) play out in a postapocalyptic world
2) have the player be alone with no NPCs
3) include survival elements and crafting
4) show the player having psychologic issue

Is it so difficult to program friendly or enemy NPCs in the free engines like Unity 5 or Unreal 4 or are the developers just lazy?

Programming AI is difficult in general. That's why so many games have stupid AI. If you want good AI, you basically need an experienced AI programmer dedicated to AI for the entire project and most indies don't have that luxury.
 
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News Comments > Mafia III Trailer
15. Re: Mafia III Trailer May 30, 2016, 04:36 Jerykk
 
From a gameplay standpoint, this sounds like the most interesting Mafia yet. You're working with three different subfactions and you gain favor by capturing territory for them. However, you can only give each territory to one faction so although you gain favor with them, you lose favor with the other two. Different factions offer different benefits and resources, affecting how you play the game. There will likely be story ramifications too. Also, missions seem way more open-ended than in the previous games, with stealth being a much more common option.

For me, the appeal of Mafia has always been the story and the setting. The gameplay has always been solid, if unremarkable. Mafia 3 looks to be stepping it up in the gameplay department. Hopefully they retain the great writing the series is known for.

Look up Mafia 3 on Youtube and you'll find plenty of gameplay footage.
 
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News Comments > Mirror's Edge Catalyst Trailer
6. Re: Mirror's Edge Catalyst Trailer May 26, 2016, 03:38 Jerykk
 
DangerDog wrote on May 25, 2016, 21:34:
Played the beta for a few hours and although it's touting the new Frostbite engine it didn't seem much improved from the first one, on the surface it looks and plays well enough but the open world aspect falls flat if you go off script and want to do any urban exploration.

The open world missions were repetitive and boring, I'm not into doing perfect runs to get a fast time on a leader board. It felt like a lot of the pseudo open world racing games that EA makes, the fact that they're virtually devoid of life makes the experience less than ideal and that's the vibe I got from the beta, pretty on the surface but don't look too closely otherwise it falls apart and the corners cut start to show.

I imagine if you just stick to the scripted story it'll be worth a playthough but I'll wait for a discount price before taking the plunge.

If you're not interested in time trials, I'm not sure Mirror's Edge is right for you. The time trials were the best part of the first game and really forced you to learn and appreciate the depth of the traversal mechanics. From what I played of the ME:C beta, this still holds true, only the time trials are now integrated into the core game.
 
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News Comments > Steam Top 10
45. Re: Steam Top 10 May 24, 2016, 01:54 Jerykk
 
ItBurn wrote on May 23, 2016, 12:43:
Here's an example of something that happens all the time in the new doom. You see an imp, a low health cannon fodder enemy, and you shoot him with a direct hit. Instead of dying and being thrown across the room in a satisfying fashion, it just stays there, barely reacting to your shot and enters a "stunned" state, which is basically death. Eventually it'll come out of stunned state, but it takes a long time for most enemies. Now you have to either go up to that imp and melee him, or you have to shoot him again and waste ammo. In both instances you waste time and it's less satisfying. Also, the imp is flashing like an asshole and it looks like a Disney arcade game and that takes you out of the immersion and it annoys your brain into thinking more about that monster than you should. You can't just continue killing, you have to go take care of that annoying thing.

It's just my opinion, but I feel that people who prefer the glory kill thing either haven't played better or don't have enough experience with games to imagine better. Maybe I just have different tastes...

I've been playing shooters (and games in general) since Wolf 3D and I beat the new DOOM on Nightmare difficulty. I also know that only certain weapons will stun imps. Namely, the weapons have lower damage per projectile, like the basic shotgun (primary fire, not the secondary grenade which usually one-shots imps on direct hits), plasma gun, assault rifle and chaingun. I was regularly one-shotting imps with the super shotgun, gauss rifle and rocket launcher.

I'm guessing you haven't been using a lot of the weapons or secondary firing modes. Also, the hand grenade is a great way to finish off groups of enemies. Finally, on Nightmare difficulty, seeing a glory kill opportunity is never "annoying." It's a relief because you die in 1-3 hits and need all the health you can get.
 
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News Comments > Steam Top 10
27. Re: Steam Top 10 May 23, 2016, 12:30 Jerykk
 
ItBurn wrote on May 23, 2016, 11:32:
I strongly disagree with people that think glory kills are a good thing. Just go play Brutal Doom. The combat is faster and flows much better. The glory kills turn enemies into bullet sponges and you constantly have to walk over to them to melee them. Sure, you can also spend like one or two extra shots of wasted ammo if you don't want to go run up to them, but for me that's unacceptable. I just want to shoot an enemy and have it die and be throw around the room... I can't have that anymore most of the time. Also, you can't turn them off. You can only turn off the animation, which is what I did. It does improve it a little, but only visually.

Also, the max amount of enemies at a time might not be 6, but it's definitely very small. It always feels like you're fighting a handful of demons and once you kill one, another one respawns. Maybe you guys don't have the eye for it? It's just like Borderlands, and it breaks the immersion for me. Original Doom can have at least 10 times the amount of enemies on screen and some levels do.

If your guns could one-shot every enemy, it would be too easy. The point of giving enemies a lot of health is to force you to keep moving and switch up your weapons. You should be maximizing your DPS by constantly switching weapons. Conserving ammo should not be a consideration, which is why glory kills give you ammo.
 
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News Comments > Homefront: The Revolution DLC & Framerate Patch Plans
8. Re: Homefront: The Revolution DLC & Framerate Patch Plans May 23, 2016, 02:43 Jerykk
 
rudra wrote on May 21, 2016, 23:58:
probly denuvo yet again, zapping away those resources.. devs are idiots, cant handle the code for it, etc.

The claims about Denuvo having an impact on performance are unfounded. DOOM uses Denuvo and runs great. I dislike DRM as much as anyone else but so far, Denuvo hasn't had any proven negative impact on end users.
 
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