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Real Name yuastnav   
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Signed On Jun 25, 2010, 15:17
Total Comments 1190 (Pro)
User ID 55800
 
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News Comments > UnderRail Released
5. Re: UnderRail Released Dec 19, 2015, 04:29 yuastnav
 
Caladell wrote on Dec 18, 2015, 20:25:
I'm finally going to play this. Bought the alpha on Desura...I don't know how many years ago. Tried a couple times as updates came in, but didn't want to play much until it was final.
Now I'm going to check it out. Hope it was worth the wait.

Heh yeah, same here. Wasn't sure but checked Desura yesterday and yep, it's there. I have not a single clue when I bought it but I'm pretty sure it was long before the early access thing on Steam existed and the only way (?) of getting alpha versions of games was on Desura.
 
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News Comments > Star Citizen Procedurally Generated Planets
70. Re: Star Citizen Procedurally Generated Planets Dec 18, 2015, 09:35 yuastnav
 
Razumen wrote on Dec 18, 2015, 09:15:
Bub wrote on Dec 18, 2015, 06:33:
Notice how they only hinted that the CGI reel was from ingame, very slick lying craft there.

Proceduraly generated stuff us usually crap-tastic.

Here is how it works:

* have 14 different tile sets
* have 5 different skyboxes
* have 12 different terrain types
* have 8 different fauna types
* have 4 different indigent life forms

Put each set in a different hat, then take one from each and mix, rinse and repeat.

Garbage in, Garbage out. What you get is cookie cutter planets with about as much personality as Dan Quayle.

That's not procedural generation, that's just randomization, you don't really know what you're talking about. There are many games that use PG for great effect.

Well yeah but they are mostly garbage.

You could argue that your universe is procedurally generated since you would need to define all the laws of nature and set some initial condition and then let the universe propagate from that point on. However, it is much, much more complex than anything we were able to make so far.
In my opinion the best looking environments were the ones that were hand-made because you can look at parts of the universe and try to imitate that. If you use an algorithm, on the other hand, it looks quite terrible.


I do not understand how what RSI did so far is impressive. We've seen that all before. Infinity Universe, or whatever it was called, did this like eight years ago or so. Back then it looked awesome. RSI gotta step up their game, hard, if they want to make something awesome.
 
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News Comments > X Rebirth: Home of Light Announced
8. Re: X Rebirth: Home of Light Announced Dec 14, 2015, 17:49 yuastnav
 
I'm just glad they are going to build a full real full scale X game. I've played Rebirth for only about 15 hours and in my opinion this game is unfixable. Which is why I think it's great they are doing another game, because you'd need to start from scratch to build a real X game.

[edit]
With that said, I've only read rumours on bluesnews about there being a real X game in the future. Where did it come from? I tried to look at the official site and the official forums and haven't found anything.
 
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News Comments > Sunday Crowdfunding Roundup
1. Re: Sunday Crowdfunding Roundup Dec 14, 2015, 07:24 yuastnav
 
I admit that I had a lot of doubts they'd be able to reach 5.5 million but I'm really, really glad they did.  
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News Comments > Tom Clancy's Rainbow Six Siege Released
10. Re: Tom Clancy's Rainbow Six Siege Released Dec 1, 2015, 21:20 yuastnav
 
CJ_Parker wrote on Dec 1, 2015, 16:02:
yuastnav wrote on Dec 1, 2015, 11:23:
So how does this compare to Rogue Spear and Raven Shield?

This was a joke question, right?

I just want a modern version of Rogue Spear.
 
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News Comments > Morning Crowdfunding Roundup
5. Re: Morning Crowdfunding Roundup Dec 1, 2015, 15:30 yuastnav
 
ldonyo wrote on Dec 1, 2015, 11:53:
yuastnav wrote on Dec 1, 2015, 11:25:
It would be really cool if they could reach the 5.5 millions but I strongly doubt that is going to happen.
The $5.5 million is to do a 12-episode season. They've already passed their goal for a six-episode run and $4.4 million to go nine episodes. There are still have 11 days to hit the $5.5 million mark.

I know, but already from the beginning I was sceptical whether a network or something like that would pick it up if it only reached two million to make three episodes. And then Joel mentioned something similar, too.

I'm happy that there are going to be at least six new episodes but I would have loved a revival of MST3K.
 
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News Comments > Morning Crowdfunding Roundup
3. Re: Morning Crowdfunding Roundup Dec 1, 2015, 11:25 yuastnav
 
It would be really cool if they could reach the 5.5 millions but I strongly doubt that is going to happen.  
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News Comments > Tom Clancy's Rainbow Six Siege Released
3. Re: Tom Clancy's Rainbow Six Siege Released Dec 1, 2015, 11:23 yuastnav
 
So how does this compare to Rogue Spear and Raven Shield?  
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News Comments > Fallout 4 Shipped 12M on Day One
99. Re: Fallout 4 Shipped 12M on Day One Nov 13, 2015, 18:35 yuastnav
 
So is this game as boring as Fallout 3 New Vegas? I skipped Fallout 3 because it looked liked Oblivion with guns and Oblivion didn't get even close to being as fun as Morrowind but people were stoked about F3NV so I gave it a shot and played it for a couple of hours.
Man, I've never missed Fallout 2 and Fallout Tactics as much as when I played F3NV. Why did they abandon the isometric look? Not everything has to be 3D all the time, you know. >_> I really wish they didn't go down this route starting with Fallout 3.

Skyrim was okay, though. Had some very, very nice scenery and dragons are always awesome but from what I saw of Fallout 4 it doesn't have anything cool going on for it. Except for Power Armour, which is always awesome if done right, but Warhammer 40k scratches that itch almost as well as Fallout 2.

So I guess what I want to know is: what makes Fallout 4 new and exciting? What makes it fun? I was absolutely not impressed with this whole building gimmick and the companions don't really seem to add anything. So buy or wait for sale (if at all)?
 
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News Comments > Anno 2205 Released
11. Re: Anno 2205 Released Nov 4, 2015, 05:27 yuastnav
 
I loved 2070 and was looking forward to 2205... until I read the steam reviews. It seems they have taken away much. I really liked the charm of 2070 with the AI, the ark, the factions, the voting etc.

I'm not sure whether I'm going to enjoy 2205, so I guess I'll buy it on a sale, which is a shame.
 
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News Comments > Gatherings & Competitions
13. Re: Gatherings & Competitions Nov 2, 2015, 06:18 yuastnav
 
Cutter wrote on Oct 29, 2015, 09:37:
Acleacius wrote on Oct 28, 2015, 21:55:
Cutter wrote on Oct 28, 2015, 21:20:
Acleacius wrote on Oct 28, 2015, 20:58:
Yes, were would the society be without hate speech panels! Biting

Spoken like an SJW.
Rolleyes
I had to look this up, it's either ...Sir James Whitney School for the Deaf... or A social justice warrior (...does not necessarily strongly believe all that they say, or even care about the groups they are fighting on behalf of...). Wut? You couldn't possibly believe I don't care about the Bruised, Battered and Beaten or the Tormented, Terrorized and Tortured. I know your far too smart. Amazed

So, I'm guessing you made a hilariously funny joke and it went over my head. On the other hand, if you really believe I'm a SJW (stupid name, who ever came up with this must be a real hoot at parties) then you need to actually read the definition or you need to make up a new one. Giggle

If you believe a male never has a right to act as a male, [...]

What does that even mean.
 
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News Comments > Pillars of Eternity Sells 500K Copies
19. Re: Pillars of Eternity Sells 500K Copies Oct 24, 2015, 08:00 yuastnav
 
Game was good, ending was stupid.

Hope they'll make more but with a better story. Would back their next project.


On the other hand, I'm currently in the last third of Divinity Original Sin and I like the combat system way more.
 
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News Comments > Konami Denies Kojima Exit
19. Re: Konami Denies Kojima Exit Oct 21, 2015, 12:44 yuastnav
 
Great White Shark wrote on Oct 20, 2015, 19:17:
yuastnav wrote on Oct 20, 2015, 18:20:
If I'm not mistaken some people get their panties in a bunch every time kotaku is mentioned after the whole gamergate debacle sealion show took place. I miss the show. Sea lions are fun.

You're mistaken. Kotakus shitty reputation long preceded that whole event, like by years.

*shrug* I never cared much for kotaku and avoided the website so I cannot really say.
 
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News Comments > PAYDAY 2 Microtransaction Tweak
6. Re: PAYDAY 2 Microtransaction Tweak Oct 21, 2015, 12:43 yuastnav
 
Verno wrote on Oct 21, 2015, 10:56:
I stopped playing awhile ago because the game was just too grindy. Grind out 100000 bad dudes if someone makes the smallest mistake, assuming you're not just playing a mission type where its scripted to go bad. All that just to get a random shot at what you wanted then rinse repeat. I guess I'm looking for something different from a heist game, I wanted something with a bit more emphasis on planning and execution rather than action.

Anyways not a horrible game or something, just not what I was looking for. I certainly can't see myself ever shelling out RL money for anything in it nor grinding out low chance drops. The rest of the game just isn't compelling enough to put up with the grindy aspects.

Rainbow Six Rogue Spear with heists.
 
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News Comments > Natural Selection 2 Drops WinXP
5. Re: Natural Selection 2 Drops WinXP Oct 21, 2015, 02:06 yuastnav
 
Ant wrote on Oct 21, 2015, 01:40:
Krovven wrote on Oct 20, 2015, 22:56:
Ozmodan wrote on Oct 20, 2015, 21:00:
Seriously, what person plays new games on a computer that still has xp on it, or maybe I should say what computer with xp on it can still play any of the new games? Don't see that as an issue for any developer.

It's not a new game for starters and was released when XP was still supported. Hopefully this doesn't screw over too many people.
Yep, also it ran on video card with 512 MB of VRAM. That happened before the Windows XP drop. That's OK. I don't game these days due to BUSY life.

Like at all? :O

Natural Selection 2 isn't that great anyway, unfortunately. I think Natural Selection 2 is what they wanted Natural Selection always to be, so it's not Natural Selection. And that's why it's not that popular.
I spent several thousand of hours on Natural Selection but I don't think I've spent more than 5 playing the sequel. The hit detection is just so unfathomably bad. It was bad in NS1 and I thought that no game ever could have worse hit detection but lol was I wrong.
 
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News Comments > Konami Denies Kojima Exit
15. Re: Konami Denies Kojima Exit Oct 20, 2015, 18:20 yuastnav
 
Krovven wrote on Oct 20, 2015, 18:15:
Wallshadows wrote on Oct 20, 2015, 10:53:
Is there a contract agreement which doesn't allow Kojima to provide that information or is it just better business to create multiple articles which may or may not be credible because it's Kotaku?

What does Kotaku have to do with it? The original story was from The New Yorker and the follow up from Tokyo Sports. Kotaku just reported on in, the same way Blue is doing with this.


If I'm not mistaken some people get their panties in a bunch every time kotaku is mentioned after the whole gamergate debacle sealion show took place. I miss the show. Sea lions are fun.
 
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News Comments > Star Citizen Status Update
84. Re: Star Citizen Status Update Oct 19, 2015, 18:12 yuastnav
 
WaltC wrote on Oct 19, 2015, 15:35:
yuastnav wrote on Oct 19, 2015, 12:43:
... I've dreamt of what Chris is trying to do since I was a kid but while growing up I realised that this is just not possible, at least not now.

I've dreamed for 25 years of an RPG with incredible depth and attention to detail, complete realism, and a fantastic and fascinating storyline, done with movie-like production values in its graphics & sound presentation--and was about to give it up as a forlorn hope---and then came Witcher 3. CDPR has just raised the RPG bar--the game-development bar--by a huge amount.

Just because someone hasn't done it there's no reason it cannot be done. Amazing feats require will and dedication, and saying "it hasn't been done because it can't be done," is the surest way to fail before you get started. Lots of companies fail for lack of a vision--they quit, just give up and disappear. The developers that don't are the ones we all know and the ones we remember--the ones that succeed. So many people think they know "what it takes" to make a game, but usually, they don't. Every game is different, every team is different, etc. Should the game finish up in the next couple of years and people like it, no one will remember how long it took to make it.

Heck, I thought Valve was done for because I hadn't heard from them for several years and out of the blue up pops HL2. Then Valve goes on to found Steam. All things are possible, pretty much.

Well, to be honest, the game I REALLY wanted was basically something that could simulate the entire universe to the subatomic level... or at least a part, like our galaxy.
But I was a kid back then and when I got older I realised that you do not need that amount of detail. However, it would still be nice to have a game that can simulate hundreds of solar systems with thousands of planets, each with people living on it. Each person is simulated by an ai that is indistinguishable from humans, but you have other players, too. The physics is complex, you can deform the terrain you have endless possibilities of interacting with the world.
But that is not going to happen :p and it would be too complex, too unfocused. Also I'm basically describing the singularity.

It would still be nice to have a complex simulation, like what they originally planned for Star Citizen but even more complex. I just don't see how something like this can work.
 
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News Comments > Star Citizen Status Update
56. Re: Star Citizen Status Update Oct 19, 2015, 14:21 yuastnav
 
CJ_Parker wrote on Oct 19, 2015, 14:12:
jdreyer wrote on Oct 19, 2015, 13:48:
You weren't impressed by Alpha 2.0? I thought that was a pretty excellent demo of how all the disparate systems will work together, rough patches aside.

I will be mildly impressed as soon as I can play it with dozens (let's say at least 50) of players in the same instance from my computer at home, connected to EU Star Citizen servers (regional servers for alpha were a stretch goal so it's not unrealistic to expect EU AC 2.0 servers) that provide a mostly lag-free experience without any rubberbanding etc.

I will be seriously impressed if I can play this and the whole PU just "happens" around me at the same time in real-time.
But not before that. Demos and trailers don't cut it. Their demos were made under "lab conditions".
They need to show it off in the wild. You know, the whole live specimen in its natural habitat... with laggy connections, players dropping in and out, players with very different hardware specs and a wide range of connection speeds/latencies and all that jazz.

I agree, that sounds like a reasonable request.
 
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News Comments > Star Citizen Status Update
38. Re: Star Citizen Status Update Oct 19, 2015, 12:45 yuastnav
 
Cpmartins wrote on Oct 19, 2015, 12:33:
@yuastnav

Angels Fall First already did all that. Laggy as shit but it works. And they're just a bunch of guys working on it in their spare time.

Of course, but it is instanced, from what I understand.
And, as far as I know, it does not have the amount of detail and destruction that CIG is going for.

It looks interesting though and I'll need to take a look at it. Maybe after I've finished Divinity Original Sin.
 
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News Comments > Star Citizen Status Update
37. Re: Star Citizen Status Update Oct 19, 2015, 12:43 yuastnav
 
Razumen wrote on Oct 19, 2015, 12:31:
yuastnav wrote on Oct 19, 2015, 12:22:
Razumen wrote on Oct 19, 2015, 11:36:
yuastnav wrote on Oct 19, 2015, 11:26:
Razumen wrote on Oct 19, 2015, 10:27:
Blue wrote on Oct 19, 2015, 10:15:
Razumen wrote on Oct 19, 2015, 10:12:
Honestly, anyone that tries to argue that this game is a fraud is just a blatant troll at this point.

So you are blatantly trolling for blatant trolls?

No, if I was trolling I'd be making baseless statements only to get a rise out of people. Since I'm actually making an informed opinion about it, at most you can call it a pre-emptive defense against the usual cynicism found here.

I'm just saying that it is technically and physically impossible to do what they want to do. No amount of tweaking and fixing can simulate a world with such a scope in real-time. You could have separate spaces where you do FPS combat and space combat but then you would also need to synchronise these two spaces which would also require a lot of resources.
As far as I know no one has ever mentioned how they are going to do that. Of course that is something that is behind the scenes and doesn't get out to the public but it's difficult to imagine nonetheless that it's going to work.

That's why this whole thing is a bag of dreams and nothing more.

Lol, so we should believe you just because you can't understand how they're doing it, despite the fact they've already demonstrated it LIVE to an actual audience, and despite the fact they have a lot of people who are probably more knowledgeable than anyone here working on it?

Wow, the level of denial here is mind blowing.

I know a bit about complex simulations and I keep up to date concerning modern PC games and what they are able to accomplish with a certain performance at current systems.
Do you not comprehend that there comes a point at which it is just not physically possible to do something? CIG are neither scientists nor researches and they use the methods available to everyone else. They use certain models and algorithms to simulate the game and with how our current CPUs work it's impossible to simulate it to the extent and detail they want it to. I didn't know that they already lowered their expectations. If they do that enough they might be able to do it, with proper optimisations. But not to the extent they originally intended.

Despite the fact that you're ignoring that Star citizen isn't even designed for modern systems, I think you're also greatly exaggerating the difficulty of the problem. There are multiple ways to integrate a simulation involving multiple ship and first person physics, one of which is separate physics instances for the insides of ships and stations, which is what I believe what they're already doing, and what some similar games already do.

That is correct, there are games that already do this. However, I was under the impression that everything happens in one instance simultaneously.

Furthermore the way I understand it is that while ships battle each other in space it is also possible to simultaneously have FPS combat, with the possibility of being able to damage the environment as well as structural damage to the spaceships. Having all that in one single instance would be total overkill. But even if you use separate instances you would need a constant stream of information between these instances if you wanted to simulate everything that is happening to the ships from the outside in the FPS section and vice versa.

You have to also keep in mind that at some point CPUs will not be able to get much faster. Moore's law is already failing and you cannot improve classical transistor chips forever.
What you would need are other ways to build chips, other architectures. That is also why it takes so much computer power to simulate neurological systems. The brain just works in a different manner and adapting that to a binary system leads to a huge power consumption over performance.

You can always simplify a problem, however, you also need to reduce the amount of details. That is why they cannot have a physics engine that simulates all the various details of the ships, all the systems, the destruction for several ships etc.

It would be nice, of course. I've dreamt of what Chris is trying to do since I was a kid but while growing up I realised that this is just not possible, at least not now.
 
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