User information for Crustacean Soup

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Crustacean Soup
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Signed On
July 14, 2011
Total Posts
387 (Amateur)
User ID
56982
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387 Comments. 20 pages. Viewing page 1.
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9.
 
Re: DMCA Notice Freezes Star Control Origins in Carbonite
Jan 1, 2019, 14:51
9.
Re: DMCA Notice Freezes Star Control Origins in Carbonite Jan 1, 2019, 14:51
Jan 1, 2019, 14:51
 
Rilcon wrote on Jan 1, 2019, 14:15:
It's a DMCA, it can't be thrown out outright. Anyone can write one up for free using a template, and it's on the receiving party to prove, via hiring lawyers and starting a civil suit against the sender. In the meantime, platforms like Steam have to assume the sender is telling the truth just because they pinky-swore in a legal document.

And of course, apart from being expensive to fight a DMCA, even if you're in the right, you can fail depending on the judge being in a bad mood or being taken to some district on the other side of the country known for always calling one way or the other. And even if you win, they can escalate further.

Sending a DMCA for anything other than straight-up piracy or copying is generally a cheap bitch move.

You can counter claim a DMCA takedown for free, at which point Valve would put the game back up as it would then be out of their hands / responsibility. However you'd be on the hook potentially even worse if the claimant proceeds with a copyright lawsuit.

Given that the game supposedly doesn't have any copyright connection with SC1/2, I don't see why they don't do that. A DMCA claim can't be made over trademark violation either.
6.
 
Re: ArcheAge Head Start Issues
Dec 18, 2015, 23:20
6.
Re: ArcheAge Head Start Issues Dec 18, 2015, 23:20
Dec 18, 2015, 23:20
 
Trevellian wrote on Dec 18, 2015, 20:53:
If they have fixed said matchmaking issues now is actually a good time to do a free weekend and get those people like me who were on the fence back on board.

Matchmaking is fine now, it's definitely not in the state it was in during the beta. It takes maybe a minute to find a match most times; much less if you already have a team (and you can stick with the a matchmade team from game to game if you like them).
11.
 
Re: Rainbow Six: Siege Open Beta Begins
Nov 27, 2015, 15:20
11.
Re: Rainbow Six: Siege Open Beta Begins Nov 27, 2015, 15:20
Nov 27, 2015, 15:20
 
Rhett wrote on Nov 27, 2015, 13:43:
Besides the stupidly bright blood, I haven't noticed much... but I've always thought the PVP was really off (supposedly the tickrate is really really low...). Terrorist hunt is seemingly much harder. Kanal is awesome.

I've only ever played a couple Terrorist Hunt rounds total so I doubt I'd notice any difference there.

We just played a few (PVP) rounds in the office and it feels pretty similar to the last test, aside from the new / removed operators. Still fun so far.
7.
 
Re: Rainbow Six: Siege Open Beta Begins
Nov 26, 2015, 23:53
7.
Re: Rainbow Six: Siege Open Beta Begins Nov 26, 2015, 23:53
Nov 26, 2015, 23:53
 
Panickd wrote on Nov 26, 2015, 16:47:
The closed beta was fun as hell. I poured several hours of my weekend into it with a "just one more round" mentality. Changes they've made since then have put a significant dent in the fun factor. After a handful of rounds I think I'm done with it. There isn't any way to just drop in and play it and fuck around anymore. It's all been tweaked into hyper-competitive bullshit.

What's changed, specifically? I really enjoyed the last test, I'm planning on playing it over the weekend.
5.
 
Re: Game Tycoon 2 Early Access
Oct 31, 2015, 11:27
5.
Re: Game Tycoon 2 Early Access Oct 31, 2015, 11:27
Oct 31, 2015, 11:27
 
yonder wrote on Oct 31, 2015, 07:11:
Quboid wrote on Oct 31, 2015, 00:33:
yonder wrote on Oct 30, 2015, 19:05:
I bet Greenheart Games is ecstatic at the thought of people thinking this is a sequel to their superb Game *Developer* Tycoon!

They kinda ripped off Game Dev Story, I wouldn't feel sorry for them.

There's over a decade between those two games, so the accusation certainly holds up a bit more with the two Tycoon games. There was barely more than a year between GDT and GT1.

It's not so much an accusation as an admitted inspiration.
15.
 
Re: EA Account Details Leaked
Oct 17, 2015, 00:43
15.
Re: EA Account Details Leaked Oct 17, 2015, 00:43
Oct 17, 2015, 00:43
 
Mere hundreds of accounts suggests to me that a breach happened elsewhere, someone tried the email addresses and passwords against Origin, and they built up a list of Origin accounts from that. It happens. This is why you don't reuse passwords on accounts you'd rather not be compromised.
11.
 
Re: GOG.com Announces Optional Client
Jun 5, 2014, 19:00
11.
Re: GOG.com Announces Optional Client Jun 5, 2014, 19:00
Jun 5, 2014, 19:00
 
No dev-centric information yet?
3.
 
Re: Ships Ahoy - 1849
May 8, 2014, 22:03
3.
Re: Ships Ahoy - 1849 May 8, 2014, 22:03
May 8, 2014, 22:03
 
The 4:3 screenshots on Steam are... concerning, and the gameplay looks dead simple. I might investigate the mobile version though, always on the lookout for Android games that aren't horrible freemium messes.
9.
 
Re: Battlefield 4 Community Test Environment
May 8, 2014, 21:59
9.
Re: Battlefield 4 Community Test Environment May 8, 2014, 21:59
May 8, 2014, 21:59
 
I like the scare quotes. "Netcode" doesn't mean anything. Or more precisely, it's a vague term with different definitions that ends up being a means of describing perceptual issues with a networked game. Those issues can be anything, from rendering delays, to animation blending issues, to server simulation latency, to physics simulation inaccuracies, to server-client network latency, to simulation desynchronizations, and I could go on. And why those things might be problems is a whole story that's individual to every game.

But when you're dealing with a perceptual thing in a largely visual medium, players are going to... simplify. They're going to notice that things are wrong, but they're not going to always know why they notice that, or even if they do they're not going to know what's causing the symptoms they're noticing. So it all gets bundled up under "netcode" and forums broil, cities fall, empires crumble, Xenu blows up a few volcanoes....
16.
 
Re: Fortnite Alpha Signups
Apr 9, 2014, 01:20
16.
Re: Fortnite Alpha Signups Apr 9, 2014, 01:20
Apr 9, 2014, 01:20
 
Fantaz wrote on Apr 8, 2014, 18:38:
"At this time, you do not qualify for the Fortnite Alpha. Thank you so much for your interest."

WTF? what questions did you guys answer correctly to qualify? or is it U.S. only and not Canada?

I'm in Canada, answered truthfully, and got a "Thank you for signing up for the Fortnite Alpha. If you are chosen, we will notify you...", not a rejection.
5.
 
Re: Molyneux: Indie Revival
Mar 25, 2014, 09:55
5.
Re: Molyneux: Indie Revival Mar 25, 2014, 09:55
Mar 25, 2014, 09:55
 
He hasn't acknowledged the factors that created indies like us. They're new and powerful, making this not at all like the 80s.
- Steam, Youtube, and in the Internet in general, gives indies a promotional platform they never had before
- Likewise, Steam gives indies a distribution platform they never had before, letting them completely bypass the publishers. Sony and Microsoft also seem to be leaning that way with console digital distribution (and Nintendo?). With fewer people getting a cut, you don't need to sell as many copies...
- Content creation tools are better than ever, and instruction is available all over the Internet, making everyone more productive
- You no longer need an enormous team to create a great tool set, or a lot of capital to license one, when you can license freaking Unreal Engine 4 for $19/mo. (which, just adding to everything else, is a more complete and featureful package than ever before; likewise for the new Unity I'm sure)
- Modern engines and modern hardware are easier to program and build games for. The engines are laid out more sensibly, they use nice scripting languages, the hardware is a lot more powerful so you can get more out of them with less low-level fiddling

edit:
- Also, thanks to the Internet: Anyone can hire worldwide; anyone can work on remote, distributed teams

This comment was edited on Mar 25, 2014, 10:12.
16.
 
Re: Free BF4 Handgun Shortcut Kit
Feb 18, 2014, 22:24
16.
Re: Free BF4 Handgun Shortcut Kit Feb 18, 2014, 22:24
Feb 18, 2014, 22:24
 
eRe4s3r wrote on Feb 18, 2014, 22:22:
Crustacean Soup wrote on Feb 18, 2014, 21:51:
What? Who cares about bullet drop when you're ripping around like you can in this? Or is that some in-joke I'm missing?

Makes hitting crits on titans a total no brainer... i got a KD of 10+ in this and I am not a superb pro gamer. But I *can* aim perfectly when weapons are hit-scan

I am quake railgun master
Ah, in Titans. Yes, arc would have been nice. 40mm cannon is the only Titan weapon on PC, the other two are unnecessary when you can aim.

I just played again and hit someone using the magic pistol effectively. He also had a poor connection (120-200ms) and was meleeing me to death while several metres away on my screen (30-50ms), rendering the shotgun hopeless. I'm now a bit pissed.
13.
 
Re: Free BF4 Handgun Shortcut Kit
Feb 18, 2014, 21:51
13.
Re: Free BF4 Handgun Shortcut Kit Feb 18, 2014, 21:51
Feb 18, 2014, 21:51
 
What? Who cares about bullet drop when you're ripping around like you can in this? Or is that some in-joke I'm missing?
11.
 
Re: Free BF4 Handgun Shortcut Kit
Feb 18, 2014, 21:44
11.
Re: Free BF4 Handgun Shortcut Kit Feb 18, 2014, 21:44
Feb 18, 2014, 21:44
 
DangerDog wrote on Feb 18, 2014, 21:35:
It's a fast shooter like unreal tournament or quake.
There has to be a way you can do more with the game mode of a faster speed game though, beyond team deathmatch and friends. Deathmatch is great and all, but I've been playing it since Doom 2. Titanfall's Hardpoint mode barely gets beyond that.

And yes, the lack of destruction itself is not bothering me. I don't know that I would want extensive destruction in this game, and lack of cosmetic destruction I can easily look past. The game needs something dynamic though.
8.
 
Re: Free BF4 Handgun Shortcut Kit
Feb 18, 2014, 21:04
8.
Re: Free BF4 Handgun Shortcut Kit Feb 18, 2014, 21:04
Feb 18, 2014, 21:04
 
I've been enjoying Titanfall. It's not the prettiest thing out there, but it runs well, looks good enough, and the first-person animations and camera animations are good.

The issue I'm having is the lack of variety in the current maps -- there's two of them in the beta, and they play out about the same way every single time. The movement is great fun, but it has the effect of basically flattening out the maps, so that Conquest just doesn't work. It works in Battlefield because there's back-and-forth pushing, but you can just parkour everywhere in Titanfall and bypass all of that.

Agent.X7 wrote on Feb 18, 2014, 19:54:
Static map. Bigger than most COD maps, smaller than most 64 player BF maps, manages to feel empty with just 12 people. Mechs are more useful if you set them to auto-guard an area or follow you than if you actually pilot it yourself. The auto-pistol is BULLSHIT. Pure console gun that is WAY overpowered on the PC.

Crowded maps wouldn't work with the movement system, but it's not even a little hard to find other pilots to kill, as long as you're moving constantly. Team Deathmatch is maybe another matter, but Hardpoint focuses everything more than enough.

The magic pistol is obnoxious to get killed by. It has some distinct disadvantages though, I haven't really had any problems with other players using it. I can even take auto-pistol users out at mid-range with my shotgun before they can lock on.

If anything, I feel like the shotgun is the absurdly useful one. I haven't found any reason to use any other gun. Activate stim pack, run in, shoot the enemies at point blank...

Still, fun. There aren't many modern FPSs that I can enjoy this much, they're all so serious and samey. (edit) It may be the type of fun that won't last too long because of that lack of variety, so whether I'll buy the game is another matter.

This comment was edited on Feb 18, 2014, 21:21.
5.
 
Re: Steam Adds Discoverability Options
Feb 7, 2014, 21:32
5.
Re: Steam Adds Discoverability Options Feb 7, 2014, 21:32
Feb 7, 2014, 21:32
 
jacobvandy wrote on Feb 7, 2014, 19:34:
AFAIK, if you're seeing Payday 2 announcements in your Activity feed, that means you joined their community group. If you don't want to see them, then quit the group.
That's how it works. You also get pop-ups when they make announcements. Otherwise, you'll just see the announcements in the hub.
2.
 
Re: Evening Safety Dance
Jan 22, 2014, 22:01
2.
Re: Evening Safety Dance Jan 22, 2014, 22:01
Jan 22, 2014, 22:01
 
The Barracuda article includes a description of the exploit, the URLs involved, the affected browser, a link to the CVE page for the exploit involved, and a packet capture. I don't know what more you want from them.

Who uses 32-bit IE 10 or below? I'm sure a lot of businesses do, and Cracked is a nice site to view while bored at work...
31.
 
Re: EA Paying for YouTube Love
Jan 22, 2014, 21:49
31.
Re: EA Paying for YouTube Love Jan 22, 2014, 21:49
Jan 22, 2014, 21:49
 
Still don't get that bandwagon. The new start menu is nonsensical (but the search still works), Metro is useless, and I miss the glass effect, but it's otherwise more or less just like Windows 7 from the desktop side. There are plenty of ways to fairly criticize it (e.g. it haphazardly throws two different, incomplete, totally separate UIs together and tries to claim that it seamlessly merges Desktop and Mobile), but the rabid naysayers just come off as being as silly as console warriors.
17.
 
Re: etc.
Jan 12, 2014, 14:42
17.
Re: etc. Jan 12, 2014, 14:42
Jan 12, 2014, 14:42
 
But blocking and hitting are not highly directional and don't require a high degree of interaction. Auto attacks and abilities happen over a largish arc with instananeousish hits like every other MMO. And I can't remember doing anything like Skyrim's power attacks / shield bashes to break blocks.

Stepping back from ESO in particular, do you recognize how Skyrim's combat differs from a typical MMORPG's (say, WoW), or even a typical MOBA?
15.
 
Re: etc.
Jan 12, 2014, 12:22
15.
Re: etc. Jan 12, 2014, 12:22
Jan 12, 2014, 12:22
 
xXBatmanXx wrote on Jan 12, 2014, 12:06:
Pet peeve: "The combat system is terrible" yet no one ever says what an awesome combat system is. I have been playing games since a Commodore 64 and friend's Atari's. Please enlighten me on what a good/great combat system is. I am truly interested, considering I have played THOUSANDS of games across every single console and platform - and honestly, the combat is normal style combat just like all the other games of this type.

Thanks.

Bats.

Yes, I think "like all the other games of this type" is the problem. It doesn't play like an ES game.

At PAX East, the melee character played like an MMO character: keep autoattacking, occasionally press a spell button. In Skyrim blocking is fairly directional, you can break enemy blocks, strike multiple enemies at once, and you can even miss attacks since they're tighter and more manually-directed than in an MMO. Not so in ESO.

Did this change?
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