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User information for wonkawonka

Real Name wonkawonka   
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Homepage http://
Signed On Apr 10, 2006, 12:37
Total Comments 280 (Amateur)
User ID 24649
 
User comment history
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News Comments > Watch Dogs Limited Edition
9. Re: Watch Dogs Limited Edition Jul 19, 2013, 10:30 wonkawonka
 
Speaking of Watch Dogs, the "exposed" trailer is pretty amazing. If it weren't for some bystanders' chunky models (especially the kid at the ATM), they could have fooled the more casual person into thinking it's a movie.
The main models are phenomenal, and so is the black lady with rings in the club. Unbelievable.
 
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News Comments > Shadowrun Returns Keys Inbound
18. Re: Shadowrun Returns Keys Inbound Jul 16, 2013, 13:16 wonkawonka
 
Got mine, put it on steam just in case I lose the email.
Ready to roll next week!
(in the meantime, honing my skillz on xcom on the ipad. Damn good port)
 
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News Comments > On the Future of Diablo III
11. Re: On the Future of Diablo III Jul 2, 2013, 12:27 wonkawonka
 
Bah, my takeaway over the last few years of in-app purchases and auction houses is:

Any non-subscription game that allows for additional payment to the publisher above and beyond the price of the game to modify the experience ever so slightly above and beyond pure eye candy will be fundamentally broken.
 
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News Comments > Mac OS XCOM: Enemy Unknown
5. Re: Max OS XCOM: Enemy Unknown Jun 28, 2013, 08:49 wonkawonka
 
InBlack wrote on Jun 28, 2013, 03:38:
Will this work with iOS or is that port still forthcoming?
It's already out on the app store. Working well starting with the iPad 3. They did a hell of a job.
 
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News Comments > Strategic Command WWII: Assault on Communism Demo
2. Re: Strategic Command WWII: Assault on Communism Demo Jun 4, 2013, 05:04 wonkawonka
 
Basically this completely ridiculous title and description can be summed up by "Eastern Front".  
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News Comments > Call of Juarez Gunslinger Demo
12. Re: Call of Juarez Gunslinger Demo May 30, 2013, 04:51 wonkawonka
 
It's a lot of fun, definitely worth $15.
And the duel mechanics are actually very good.
 
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News Comments > Ships Ahoy - Wargame AirLand Battle
3. Re: Ships Ahoy - Wargame AirLand Battle May 30, 2013, 02:41 wonkawonka
 
I have Wargame:EE.
I started with pretty high expectations of the game, but I ended up being disappointed. The main reason is that in single player mode, the campaign feels ridiculous. While they tried hard to model detailed historical units, the way the missions played felt too much like an arcade game. And the micromanaged objectives forced a certain playing style with little strategic control.
I think this stems from the core focus of W:EE which is multiplayer. And I don't play multiplayer. So within about 8 missions into the campaign I stopped, and started hacking it to unlock the more modern units and have some fun.
Definitely NOT a Close Combat / Combat Mission style game.
 
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News Comments > Battle Academy: Rommel in Normandy Beta
2. Re: Battle Academy: Rommel in Normandy Beta May 21, 2013, 03:22 wonkawonka
 
Cutter wrote on May 21, 2013, 00:52:
Panzerfaust!!!
'44? Panzershreck.
How's the game? Anyone tried it? Graphics are clearly date, but that doesn't matter to me. I just want another of the old style Close Combat series.
 
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News Comments > Shadow Warrior Reboot This Fall; New Trailer
4. Re: Shadow Warrior Reboot This Fall; New Trailer May 20, 2013, 09:49 wonkawonka
 
It's colorful indeed, which is a nice change.
There are lopped off heads, blood splotches everywhere, a katana and a pistol, and shuriken embedded in a door frame.
And a bad guy with a mask waiting inside the temple for the inevitable boss battle.

If it's got over the top comedy, blood baths, destructible environments, but less non-human monsters, I'm all for it. In fact a kind of single-player version of Bulletstorm without cover would be fun.
 
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News Comments > XCOM Shooter "Fresh Look" Reveal in "Days"
7. Re: XCOM Shooter Apr 24, 2013, 10:11 wonkawonka
 
Weird, I didn't see those problems. Granted the half-cover is relatively crappy, but overall I felt I had control over the battlefield. My tactical decisions worked.
I played many campaigns all the way through, including an Ironman, and I loved it. Yes, some missions are repetitive but it's not that bad.
But I haven't played in classic or impossible modes, so that might be the big difference. I'm considering switching to classic, because my only challenge now is managing panic.
 
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News Comments > Air Conflicts: Vietnam "Takeoff" Trailer
2. Re: Air Conflicts: Vietnam Apr 17, 2013, 12:57 wonkawonka
 
Cutter wrote on Apr 17, 2013, 11:14:
What's with the horrible music? Guys, Vietnam game 101 means a solid soundtrack from the era...especially for trailers where you're trying to sell said 'Nam game! Search Youtube for "Vietnam War The box tops- the letter". Makes all the difference in the world. That aside, gameplay looks pretty decent so I'm most likely in at this point...if you get the music worked out!

Battlefield Vietnam FTW!
 
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News Comments > Project Eternity Environment Trailer
13. Re: Project Eternity Environment Trailer Apr 10, 2013, 12:22 wonkawonka
 
Harlequin wrote on Apr 10, 2013, 12:12:
Creston wrote on Apr 10, 2013, 11:58:
The fact they've been able to do this with the small small small budget (for game development) and in such a short time is amazing.

Speculation on my part but this is how I see it. The ~4mil is simply paying salary and overhead. Which 4mil buys a LOT. (Simple math average salary of a dev 50K the 4mil pays for more then 80 people for 1 year. Clearly they don't have 80 people working on it so that 4mil can be stretched for the 2 years or so they plan for development with ~30 people working on it). With that in mind, the company, obsidian will make money on the post KS sales on steam and such with most probably going to into the company coffers and the remainder to perhaps bonuses. If on KS they made 4mil even if they only do 33% of that on steam post-release its over a mil for the company.

If it was me this is how I would pay everyone and make the company money.

Your numbers are a little off:

Take the 4mil, remove 5% kickstarter fee. You're left with 3.8mil. Out of that, expect a good 10% cost of fulfillment for all the rewards (conservative). You're left with about 3.4mil.

Assume average salary at 60k, with a 1.6x total overhead, i.e. salary overhead at 96k a person. Let's go for 100k, a round number. You can now pay 34 people for one year only before your money runs out.
 
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News Comments > Diablo III Co-Op Improvement Plans
9. Re: Diablo III Co-Op Improvement Plans Apr 3, 2013, 06:04 wonkawonka
 
InBlack wrote on Apr 3, 2013, 05:02:
Armengar wrote on Apr 3, 2013, 04:53:
<sigh>
diablo2 =/= diablo3
diablo3 was NEVER ever going to be "diablo2 with better graphics". diablo 3 was always going to be a different style of game with some core similarities.

diablo3 was different and worked for some people and not for others. I *did* play battle.net diablo2 . LOD was released a year after D2? I cant remember exactly as I didnt buy it on launch (unlike D2). D2 wasnt exactly multiplayer sparkling on launch either. There were just as many bots, item hacks and dupes - more so that D3 IMHO. I still remember my games getting visits from bots constantly. Not so on D3 anymore.

diablo3 was ok for me. Ive said this time and time again, for the price I paid I have more than gotten enough entertainment out of it. If you dont like it then dont play it. Indeed, haters are gonna hate.

Worst of all are the D3 defenders who love to bring up the fact that D3 isnt D2. Well DUH! Jesus fucking capital H. christ, way to miss the entire point of my post. Its not about "Diablo2 with better graphics" we didnt want Diablo2, we wanted a game built FROM Diablo2, just like Diablo2 was built from Diablo1, a game that took systems which have been perfected and tuned and then built upon those. Not a game that threw away EVERYTHING that made the Diablo games great and then decided to do its own thing ALA Diablo...if you cant resolve the point Im trying to make here then please go back to playing Diablo3.

For those who don't understand:
The market told Intel that it didn't want the built-from-scratch Itanium, but the 686.
When something works, improve it.
 
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News Comments > Unreal Engine 4 Teaser
13. Re: Unreal Engine 4 Teaser Mar 25, 2013, 13:40 wonkawonka
 
The best part of the 5-second teaser to the teaser is the comments.
Absolutely hilarious:

well, that was the most literal interpretation of the word 'teaser' I've ever seen

Tremendous footage, it kept me at the edge of my seat! Will the bad guys catch our leather strap dark hero? Find out in the next 5 seconds episode of technology jerkwad! Powered by Unreal 4!! Because Unreal 3 is for poor people!
 
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News Comments > SimCity Status Report
26. Re: SimCity Status Report Mar 14, 2013, 05:14 wonkawonka
 
It gets better: http://www.youtube.com/watch?v=Bmce9oIxJag

And I quote:
Unlimited time to remain disconnected (won't get booted at 20 minutes, can now be disconnected "forever"). Population count now shows REAL figure, not the "artificially inflated" figure. My large cities have a population of about 15k now, not 100k

EDIT:
And here's a great reddit.

The best part is:
simcity.GetFudgedPopulation() = function

This comment was edited on Mar 14, 2013, 05:24.
 
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News Comments > SimCity Status Report
16. Re: SimCity Status Report Mar 13, 2013, 23:33 wonkawonka
 
Crustacean Soup wrote on Mar 13, 2013, 21:56:
I thought it did do what they said it does, but that it just ends up failing more frequently than the old, less hardware-intensive probabilistic setup.
No it doesn't do what it says it does. Let's forget the fact that it loses cities, etc..., those are just (unacceptable) bugs. The core of the problem is that SimCity 2013 bills itself as a complete simulation of a city, where every inhabitant is simulated. And that is why, it was said that your poor computer couldn't handle the processing needs and even single player needed the online component.
It has been clearly demonstrated by dozens of players that this is not the case. The game does not simulate every inhabitant, instead it uses a very crude model where a person is really a tagged message for communication between city buildings that has no knowledge of its previous behavior. Not only that, but the game uses multiple fudge factors to fake the size of the message queues, thus using a lot less processing power on your own computer only. This all ends up being quite broken and much less effective than the old probabilistic model.

It is a fundamentally broken game due to the inability of the technical team to implement the original vision. Is that due to incompetence or the impossibility of the task? I don't know yet, I might try to write an algorithm to see how much processing power and memory this thing really needs if I ever have the time.
 
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News Comments > Shackleton Crater Kickstarter
9. Re: Shackleton Crater Kickstarter Mar 12, 2013, 03:27 wonkawonka
 
jacobvandy wrote on Mar 11, 2013, 22:29:
$700k for a mobile game? And hoping to get up to $4 million to, and I quote, "secure the ability to make more games" after this one?

HAHAHAHAHAHAHA! Yeah, right...

700k isn't that much, as we don't know how far he is in the project. After all the kickstarter costs, he'll end up with 500k. Making a complete high quality game with great art assets, etc... in a short period of time isn't necessarily far fetched for 500k. That said, he's very egocentric and his kickstarter has significantly less pull than others, such as the latest Torment. His rewards are bare bones to say the least.
 
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News Comments > Shackleton Crater Kickstarter
8. Re: Shackleton Crater Kickstarter Mar 12, 2013, 03:22 wonkawonka
 
jacobvandy wrote on Mar 12, 2013, 00:52:
Holy crap, this guy made Dr. J and Larry Bird Go One-on-One? SHUT UP AND TAKE MY MONEY!

And Seven Cities of Gold! And Archon too...
The dude is a legend as far as I am concerned. Hey, next time I'm near my old //e I'll fire up One on One and see if I can still do that back-to-the-basket-fake-right-go-left to win on pro mode.

Edit: he only produced all those games. Who knows what level of involvement he had, but at least he's got a lot of experience in the industry.

This comment was edited on Mar 12, 2013, 03:32.
 
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News Comments > Endless Space Free DLC
14. Re: Endless Space Free DLC Mar 12, 2013, 01:57 wonkawonka
 
eRe4s3r wrote on Mar 11, 2013, 23:35:
jdreyer wrote on Mar 11, 2013, 23:18:
If I get 8 hours out of it I will have gotten my money back. Think I paid $10 for it.

You'll certainly get 8 hours out of it. I got out 20 before getting fed-up. Not a bad deal really... there are a lot worse games.

Exactly my thoughts. And similarly, as eRe4s3r so eloquently stated, my biggest issues with the game are that:

  • The challenges remain the same through a game (from exploration to extermination)

  • War is uninteresting because military advances are simply more of the same

  • The challenges remain the same across races


  • So basically, you've played it once you've played it all.
     
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    News Comments > SimCity Pares Down Features to Meet Demand
    47. Re: SimCity Pares Down Features to Meet Demand Mar 8, 2013, 03:22 wonkawonka
     
    And then the SimCity devs leave, make their own company, start a Kickstarter for Megalopolis, the single-player no-DRM town and community simulator, asking for $1MM.
    Within 24 hours they have a stretch goal at 1.5MM that adds cooperative host-to-host multiplayer.

    And the rest is history.
     
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    280 Comments. 14 pages. Viewing page 3.
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