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Real Name MisterBenn   
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Signed On Jan 2, 2011, 16:34
Total Comments 329 (Amateur)
User ID 56105
 
User comment history
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News Comments > PUBG as a Service: No Sequel Plans
4. Re: PUBG as a Service: No Sequel Plans Oct 23, 2017, 10:56 MisterBenn
 
I take that to mean they plan to keep the game in a continual state of maintenance for the months and years to come, releasing new content and upgrading what bits of engine they can get at along the way. I think it implies getting more money from players along the way as well, probably not by outright subscription, but more likely via selling some kind of payable updates or expansion packs.  
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News Comments > Destiny 2 Day One Issues Outlined
5. Re: Destiny 2 Day One Issues Outlined Oct 20, 2017, 10:22 MisterBenn
 
I recommend against their advice, that you should ask your corporate IT department for help playing Destiny 2 on the network!  
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News Comments > Activision Patents Driving Microtransactions Through Matchmaking
2. Re: Activision Patents Driving Microtransactions Through Matchmaking Oct 18, 2017, 10:06 MisterBenn
 
I think the final case is the worst. If you buy an item, you get preferential treatment and get matched in games where it counters the other players. Of course if you haven't bought microtransactions, you get the other end of that deal. These pioneers have found a way to make cosmetic microtransactions pay to win!  
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News Comments > Rocket League Halloween Event Starts Tomorrow
2. Re: Rocket League Halloween Event Starts Tomorrow Oct 15, 2017, 21:42 MisterBenn
 
I'm fully hooked on this too, although I've probably hit the limit of what my ageing, medicated body can accomplish in public matches. I've learned that the best way to avoid toxicity is to play unranked during late hours... it's way more easy going there compared to the ladder and sometimes actually positive!

From what I can see, two things are happening together in this announcement. Firstly it's a variation on the limited time events they often do, except instead of straight up giving you the items, they seem to prefer the spinning lights of the loot box opener.

Secondly, it's (a temporary trial of?) a solution to the fact that everyone has stacks of crates and actually spending keys to open them is a poor value proposition. At least within a couple of weeks of a crate being newly introduced. Buying items for keys from other players is pretty much always better value than trying to get them randomly from creates. This Candy Corn thing is more or less a suggestion from the forums, that people should earn a way to open their crates, that keeps the items inside usable but soulbound to not flood the marketplace more.
 
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News Comments > BAFL - Brakes Are For Losers Demo
4. Re: BAFL - Brakes Are For Losers Demo Oct 14, 2017, 11:49 MisterBenn
 
It's a fun genre but the physics don't look good to me. The cars seem to have no weight and the collisions look really bouncy.  
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News Comments > Skyrim Creation Club Launches with Survival Mode
5. Re: Skyrim Creation Club Launches with Survival Mode Oct 4, 2017, 11:06 MisterBenn
 
If it's balanced right it's a fun way to play, at least some of the food, clothing, heat sources and magic effects have some use, where they had almost none before.

When I played with survival mods I ended up avoiding the strictest mods because they felt anti-fun very quickly... I preferred milder penalties rather than the chance of death. You could end up playing a silly game of rushing from heat source to heat source outdoors, or making a ridiculous chain of campfires so you could survive a trip up to the frozen north. And you'd get the strong feeling that the survival mode affected only you, as you were stalking a troupe of topless raiders hanging out on a glacier.

Hopefully if they've made an effort to tune it was, it will be an interesting way to play for those still into Skyrim. By being from an official source it should be highly integrated into the UI and highly compatible, which helps a lot.

What did Bethesda say about releasing mods that already exist? Clearly they have their own implementation here but survival mods have been doing exactly these things for years.
 
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News Comments > PUBG vs Fortnite
12. Re: New AMD Drivers Support Dual Vega GPUs Sep 22, 2017, 12:30 MisterBenn
 
Alamar wrote on Sep 22, 2017, 11:35:
Did PUBG do anything original?

There's not a lot original about the concept or game mode as you guessed. Mostly PUBG has one of the smoother engines for letting dozens of people play in a physics-simulated sandbox (even though it's still frequently rough round the edges) and a lot of the gameplay systems are smartly tuned. The way you hunt for loot, work your inventory, spot and hear opponents, try to get the jump on enemies and eventually close in for a showdown are all well tuned, and streamlined pretty well to keep things fluent. The genre naturally has a lot of general appeal, and the open ended gameplay gives huge room for variety, and lots of opportunity to hone and please that hunter's instinct!
 
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News Comments > Project CARS 2 Launch Trailer
3. Re: Project CARS 2 Launch Trailer Sep 21, 2017, 01:41 MisterBenn
 
I've kept an eye on this chap, he seems like a big fan of racing and sim racing and comes across as knowing his stuff... he is rating Project Cars 2 as pretty good at this point, somewhere resembling Assetto Corsa in terms of simulation (at the general appeal end of the Racing Simulator market, rather than the most fanatical end) - and he's been playing with VR in recent videos and called it a great deal of fun. He's a pretty entertaining chap and really gets into the races!  
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News Comments > BlizzCon Virtual Tickets
3. Re: BlizzCon Virtual Tickets Sep 14, 2017, 00:26 MisterBenn
 
You can buy an upgrade pack for the goody bag for the virtual ticket to see the future products Blizzard has coming out... that's too many levels!  
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News Comments > Rocket League Autumn Update This Month
4. Re: Rocket League Autumn Update This Month Sep 13, 2017, 23:02 MisterBenn
 
After joining the party pretty late, I am hooked on this now. Haven't felt much incentive to chase the season banner rewards though, mostly through preferring casual modes to competitive. People are reliably more easy going in Casual Standard and the most common playing standard is normally silver -> gold which is alright for me.

This week I realised how the reward level system worked and figured I could probably get the Gold one. I played about 10 games in the first session, 9 out of 10 games had continual bitching in them. One of those had a guy on my team that was spamming "Ok..." on each one of our touches that weren't a strong hit upfield. In 2 games of those 10, someone threw a protest and stopped playing properly (one opponent parked in our goal, the other defected and started playing for us while their team was winning.) Fuck that! Assuming my ranks about right I'll win 50% of the time, so I need to play about 50 more games to get the gold banner. I bet there will be non-league banners soon anyhow so I'll still be able to customise.

The patch changes look very good, I'm a bit disappointed at the aggressive standardisation of the arenas too. It's a bit of a condemnation of their like/dislike system that they can't leave the variety in and let people select a preference of what they enjoy playing. You could still enforce standard arenas and higher competitive ranks if you wanted to. At low levels the map layout has very little bearing on the result compared to the chaos of what's going on. Let people have the variety!

Regarding different physics and effects, the only aspect I think should be in is floor friction changes for rain and snow. I think wind would be more punishing than fun! A bit of extra skidding to handle would be enough to make the game feel different and people could adjust to the different styles easily enough.
 
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News Comments > Endless Space 2 Adds Free Content
1. Re: Endless Space 2 Adds Free Content Sep 13, 2017, 00:10 MisterBenn
 
Man I really want to like this game, it does many things REALLY well. The presentation style is great (although style wins out over clarity occasionally) and there are smart and wise design decisions all over the place.

I really like how tech advances give very strong benefits, including enabling complete areas of gameplay that you start without. One tech gives you access to the commodities market so you can turn your useless early luxuries into cash so you can speed build or amass strategic resources. The tech after that lets you levy a trade on everyone's use of the market so you have an extra income the entire game! Another early tech is needed to warp outside of star lanes which is the only way to spread to new clusters. Other techs are needed to specialise your planets, set up trade companaies, colonise different planets and so on. Techs really make a difference and you want them all right now, you need to look at your surroundings and really plan a tech order.

There are also communal tasks like the race to locate the academy where new heroes come from, which gets people racing to collect the reward. This game does a really good job of making you feel the competition with other players in other ways than just military. There are plenty of wise design touches like that.

And now the bad: to me this game has one of the weakest combat systems in a space 4x I've played. They've tried to do an abridged system like in Endless Space 1 but it's worse here. There's a weird system of lanes, engagement distances and combat orders that doesn't really let you control things the way you want. After you pick orders you watch the combat and it's really hard to actually tell what's happening. The cinematic looks great but tends to focus on one ship at a time so you get no situational awareness. From the design screen it's clear that long/medium/short range engagement matters, but I can't tell in combat what range the ships are. The arcs of movement are predetermined and tend to be gentle arcs that start at a distance, then you and the enemy fly close and parallel for a while. No specific way to tell the distance in real terms from what I can see. There is a plan view but that replaces the ship graphics with a collection of numberless, languageless symbols that are so abstract and esoteric that a team of cryptologists couldn't hope to understand them. I find myself just wanting a decent overhead view with health bars and a more achievable way of creating simple tactics around ranges and weapon types like in all of these games. Oh, and there's a command point system that makes your starmada engage in groups of say 6 ships at a time, which I hate because it's so gamey and arbitrary. These rules apply whether you watch the combat or not so you don't have the option of just simulating combat and just playing the game as an empire builder.
 
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News Comments > etc., etc.
1. Re: etc., etc. Sep 1, 2017, 22:17 MisterBenn
 
TotalBiscuit has an interesting video on this. Proceeds for this commemorative DLC are going to the family of Michael Forgey who passed away. While TB says that this is both clearly a great gesture and a worthy cause, there are significant limits to the gesture in that not all sales of this DLC will pass on proceeds to the family. Multiple US states are not passing the sales proceeds forward, and no non-US sales are benefitting the family either. TB noted that the disclosure of these limits was only expressed in some small text and were pretty easy to miss, and he was pretty uncomfortable that all the non-charitable sales of this pack were effectively day 0 DLC that was destined to spin the company a tidy sum of money.  
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News Comments > Project CARS 2 Trailer
3. Re: Project CARS 2 Trailer Aug 19, 2017, 12:57 MisterBenn
 
This chap is pretty underwhelmed, particularly with regard to the feel and some suspiciously cheaty AI behaviour.  
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News Comments > Morning Consolidation
1. Re: Morning Consolidation Jun 19, 2017, 21:19 MisterBenn
 
It's amazing how much virtual reality has progressed. I never used to think it would happen, but now I can slip on a headset and experience in stunning accuracy the year 2011 when I last cared about Skyrim. What an age we live in!  
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News Comments > The Binding of Isaac: Afterbirth+ Next Month
4. Re: The Binding of Isaac: Afterbirth+ Next Month Dec 10, 2016, 12:17 MisterBenn
 
Currently I'm on a Grim Dawn and Rocket League-related break from this game, but I'll be straight on this when it comes out. It takes a bit of effort to get past the snes cartoon graphics and the fighting against poop monsters (and I'd hate to be caught playing it by a fellow adult) but underneath that there is a game with a rock solid design, huge variety and longevity. The way you interact with the levels, improvising with your items and abilities to get things done is amazing, and I haven't seen that kind of thing rivalled in another roguelike. The mod tools, and monthly integration of the community's best efforts into the official game should really assure that the game is not done for a long time yet.  
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News Comments > The Elder Scrolls: Legends Beta Begins
1. Re: The Elder Scrolls: Legends Beta Begins Aug 4, 2016, 19:21 MisterBenn
 
This is possibly still easy to get into, I signed up 9 days ago and got an invite 5 days later. There was a "agree to marketing for an increased chance of an invite" option that I also didn't take.

In general I've been looking for something to fill the Duels of the Planeswalkers hole since they screwed up the formula of that. (And I'm closer to being an Elder Scrolls fanboy than a Blizzard one.) Mostly interested in this because of the solo arena mode, you can draft and run versus AI opponents at your own speed, and don't have to commit the time to stay competitive versus a public community meta. Much more my pace!
 
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News Comments > Rocket League Neo Tokyo This Month
2. Re: Rocket League Neo Tokyo This Month Jun 11, 2016, 13:15 MisterBenn
 
These guys know how to make a trailer!  
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News Comments > etc.
16. Re: etc. May 22, 2016, 12:09 MisterBenn
 
My guess is they're sitting on HL3 so it can be the honey pot, if they make a major play into a new market in future.  
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News Comments > Stellaris Sales Record
12. Re: Stellaris Sales Record May 10, 2016, 12:30 MisterBenn
 
I smirked at seeing:

IGN: 6.3
IGN Italy: 9.3!

To me it's a solid 8 at the moment. Does a lot of things right and plays well out of the box, but has some gameplay issues to work out and has some official and user content to fill in yet. I expect it's got an excellent future ahead of it though, presentation + accessibility + simulation depth + unscripted + mods is a killer combination.
 
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News Comments > Steam Top 10
11. Re: Steam Top 10 May 8, 2016, 22:43 MisterBenn
 
I'm probably up to about 25 hours of Stellaris footage watched at this point! I watched the weekly Paradox Blorg streams, the 22 player 2 day press event they did, Quill and Das's series and also about 4 hours of Quill's space dwarves saturday stream this weekend.

Quill definitely likes the game, he played for 10 hours before starting his youtube series, and made about 8 episodes before heading out to that press event. He said on Saturday's stream that facing the day of travel he had a hit of anxiety that he wouldn't be able to get his fix! Having returned he's made 4 more episodes and did that 6 hour stream - he's clearly on a Stellaris high currently.

Having seen what I have I am still dying to get my hands on it tomorrow. Here's my snap judgement on what I've seen. (Bear in mind I haven't seen late game yet).

+ Overall level of finish and polish is excellent.
+ Accessibility is very good, no worse than any other space 4x to get started.
+ Tooltips everywhere explaining game mechanics, up to the same standard as the Civilization games.
+ Smart gameplay design decisions all over the place and really good streamlining.
+ Stable and smooth engine, and presentation is really good. Space objects look awesome up close and free camera can really capture some good scenes.
+ Some space 4x feel lacking in character or at worse a bit like a lightly dressed up spreadsheet, Stellaris is a lot warmer than than and has a bunch of character.
+ Races can be one of three kinds of FTL (warp, starlane or wormhole) which brings an interesting dimension to fighting wars across FTL types.
+ Lots of mod support. Content and mechanics are available to fuck with. Whatever sci-fi universe that you are thinking of WILL get made by someone.
+ Strategic / Political AI is really good. AI feels active plays up to the wildly different government / ethic types very well.
+ Netcode is good, only a couple of drops in the 22 player press event, and they hot rejoined.
+ Paradox's credentials for support are very good.

- Ship combat will be too simple for some people. It's more strategic than tactical. It's more doing your homework on your opponent and countering their ship designs, which makes a really big difference to your success because of how much some components counter others.
- A question mark over the tactical AI. It can definitely build up, attack and invade but I've seen some silliness like continuously sending single ships to lose versus your fleet when you invade.
- Maybe the sector system makes you hand over too many planets for governor control?
- Alliances work fine but I can't imagine ever wanting to join a federation the way it's designed now (rotating 10 year president, president conducts foreign policy like war / peace declaration, inviting new members - without vote or approval from other members).
- It's clear that Stellaris is at the start of its life cycle and will get some major DLC and new features over the next couple of years. I definitely want more federation configurability, there's currently no espionage system and so on. It feels a little like when Civ 5 dropped and the DLCs hadn't been released yet (although this doesn't feel as feature-light as Civ 5 did on launch).

If like me you are dying for new Space 4x and just waiting for confirmation that it doesn't suck before buying in, I'd say it's good enough to have a fuck load of fun in right now. If you're interested but not with the same degree of urgency, there's no problem chilling for a while. It's only going to improve as patches / DLC / user mods get piled on - there's no rush.
 
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