User information for Maniac

Real Name
Maniac
Nickname
Maniac
Email
Concealed by request
Description
Homepage
Signed On
September 18, 2012
Supporter
-
Total Posts
43 (Suspect)
User ID
57561
Search For:
Sort Results:
Ascending
Descending
Limit Results:
 
43 Comments. 3 pages. Viewing page 2.
Newer [  1  2  3  ] Older
11.
 
Re: Morning Tech Bits
Jan 8, 2016, 08:51
11.
Re: Morning Tech Bits Jan 8, 2016, 08:51
Jan 8, 2016, 08:51
 
eRe4s3r wrote on Jan 7, 2016, 11:04:
741€ ....
At that price in EU it's dead before it even launched. For reference, a bleeding edge 6GB 980TI costs 680€ to 709€ here...

Massively bummed on that price.. that is actually insanely expensive for a gadget you might not actually be able to physically use, and you won't know until you tried..

My main issue was that the price shock happened when you either booked fast or get your toy months later. If they had told the price few days before they would have gotten possibly more orders.

Right now it seems that Vive will be even more expensive, but paradoxically people might be more willing to buy it (unless they surprise with 1000+ euro price tag)

Also for me this was first time I wanted something after the euro price crashed from 1.2 to 1.09, it shows. it used to be that US price without taxes was EU price with taxes.

And they supposedly delivering the VR's from ireland and everyone got the same VAT. ideally it would have been a little cheaper for some.

Vive pre-order coming out next month so .. cya then?
21.
 
Re: EVE: Valkyrie Testing This Month
Jan 8, 2016, 08:42
21.
Re: EVE: Valkyrie Testing This Month Jan 8, 2016, 08:42
Jan 8, 2016, 08:42
 
Slashman wrote on Jan 7, 2016, 13:44:
I played EVE for a year and a half or so and never got podded. And this is even though I frequently went into low sec space on my own personal trade runs and frequently mined in low sec space with friends or alone.

That first sentence got my attention (no podding in a 18month career, impressive) but then I kept reading. Trading and mining in high/low sec and never tasted the real sweetness of zero zero where the real profits and adrenaline rushes were. For fun, care to share your ingame char name so we can see what were up to on the killboards and if there really is no pods losses?

And if not and you really did not get podded it was probably because it's harder to catch one in you are not specifically after it.

Not trying to troll you, just my EVE PTSD kicked in again played for a long time with both PVP and market to keep my pvp habit financed. Good times until the adrenaline rush was no longer there then it was time to quit (+ damn real life)


Regarding Valkyrie, it seems to be an arcadeish shooter. I read somewhere that CCP devs did the proof of concept really fast after the first Oculus dev kits were given out and CCP deemed it good enough for a separate project.

Loved the trailer they showed, but right now it already looks "optimized"

https://www.youtube.com/watch?v=DZ4gpjwJa08

75.
 
Re: Oculus Rift $599
Jan 6, 2016, 19:04
75.
Re: Oculus Rift $599 Jan 6, 2016, 19:04
Jan 6, 2016, 19:04
 
Heh, this was kind of first time I noticed how bad EUR has gotten. I dont usually follow the US prices, dont need to. In the old days the prices were kind of 1:1 with US while including the VAT as well, just because EUR was a lot stronger then.

I think like some have said Oculus fucked up with withholding the price and getting most of us a really rude wakeup call.

Also if it had been a next day delivery, why not more people would have said "fuck it" and just bought it, but now many and me included are just skipping it and seeing what Vive has to offer.

Though now I am expecting a 800+ euros price point for the vive. even though I dont know what it will be, but if its 800-1000 I might go for it. Depeding on reviews. Have some more time to save up for it. Possibly might even skip this generation.

There was a nice chart on reddit (lost it somewhere) that showed the how many people would buy it at certain prices and at this price only high end enthusiast buy it.

Damn it, this like some of you have already said, could really put a blocker on getting VR into mainstream. That just makes me sad panda.
32.
 
Re: New Star Citizen Alpha
Dec 26, 2015, 19:22
32.
Re: New Star Citizen Alpha Dec 26, 2015, 19:22
Dec 26, 2015, 19:22
 
Yesterday I crashed 3-4 times on PTU inside an hour and today had zero CTD moments for my two hour session. There has not been any patches. Seems like either server restart fixed problems or backend got some fixes as client has not been updated.

Was fun, though I got ejected out of multicrew ships for random reasons, freelancer had gun model inside cargo hold that ejected you from ship when you hit it. EVA in the covalex was fun, two person team in EVA mode using suit lights created a nice ambiance.

Seeing a guy learning to fly, by crashing his cutlass many times around olisar loosing all but 1 main engine and 1 manouver thruster and after I EVA'd to it, we flew to astro for repairs.

It's nice to see the potential in the game. I agree right now it's nothing more than a 16 player multiplayer instance, but the experience is fun. I have no expectations from this build besides giving me a decent understanding how currently enable functionalities work. ship flying + first person movement in the same game is really something.

That said: gunnery role seems really difficult as for instance the traverse speed for Super Hornet turret is very slow compared to the other ships. I don't think I killed anything in my 10+ stints in the gunnery position on different ships.

P52 merlin has no quantum drive or at least did not work for me. So it currently seems to be meant for local combat only. Not in system escort etc.. basically just defending/assisting connie in combat where the enemy or connie it self can always quantum drive out leaving the escort ship behind.

22.
 
Re: Star Citizen Procedurally Generated Planets
Dec 17, 2015, 12:10
22.
Re: Star Citizen Procedurally Generated Planets Dec 17, 2015, 12:10
Dec 17, 2015, 12:10
 
Wolfox wrote on Dec 17, 2015, 11:18:
Oh look, Star Citizen now has a feature that's been implemented years ago in Evochron, a game with a total budget probably around 0.1% of the Star Citizen budget?

Yeah, that's mighty impressive.

I first saw seamless planetary landings in Elite 2, their budget was even smaller. Your point is?

The Raven wrote on Dec 17, 2015, 11:24:
So it is a nice demo, and I love the atmosphere scattering they achieved, but I think ED has demonstrated superior planets thus far.

Elite devs have supposedly spent ~10 months on this feature with a small dev team. CIG has spent few days, when they learned that it's not that hard to put a tech demo like that together. Also i'm quite sure there is lot of hurdles ahead. They usually get really detailed about whatever functionality they are working on. I expect something like that here as well. Also not surprised that we wont see big improvements from this for a while, until they workout the backend.


descender wrote on Dec 17, 2015, 11:50:
Why on earth do people keep assuming these tech demos directly translate into end game visuals? The sheen and polish and over-detailed scenes are the absolute last thing they will work on.

Maybe because CIG does not create Ubisoft quality game where you first see something that was currently being developed on hi end PC's and then you get something that was optimized for previous gen consoles.

SC will probably require a high end next gen PC to play at maximum graphics when it comes out. Heres to hoping pascal and volta from Nvidia will actually bring the performance boost they hinting at.
9.
 
Re: Star Citizen Procedurally Generated Planets
Dec 17, 2015, 11:02
9.
Re: Star Citizen Procedurally Generated Planets Dec 17, 2015, 11:02
Dec 17, 2015, 11:02
 
eRe4s3r wrote on Dec 17, 2015, 10:47:
That's pretty damn impressive, but personally I don't care about planets with nothing interesting on them (See Elite Horizons or even KSP) to me that is super lazy game development. Procedural content is not real content, its just fluff that hides that there is nothing underneath the surface of a game in terms of content. But then some people love that in elite.. just hope SC is not going that route. And hey, as KSP shows us, handcrafted height-map based planets (so no caves or arching rock formations) with zero detail ain't better either...

I agree that procedural all the way ("Hey remember those 100+ systems you though we cant do? well now its 2000 and all are looking like Stanton") will be extremely bad and I do hope that they will create the main areas as planned by hand (every area has it's own uniqueness) and employ rules that "auto landing only due to traffic congestions etc" because griefing and lack of skill crashes would be abundant.

But this is a proof of concept regarding exploration. As in allow for people to find interesting locations on planets, moons, asteroids.

Also if they manage to add gravity imagine the dogfights near planets where one of the ships looses engines and gets dragged into atmosphere and fiery death. Opens a lot of different options in a sandbox game where the game has just given you the tools to make of them what you want.

The fact that they got it working in the engine will make space more interesting. Sure the procedural part might get repetitive, it all depends how they have thought this through.

Jamil20 wrote on Dec 17, 2015, 10:47:
Maniac wrote on Dec 17, 2015, 10:13:
Maybe it's time to concede you were wrong.

STFU about Derek Smart. It's getting obnoxiously childish. We've all known he's a troll since the 90's.

I know, it was a low blow. I am sorry, but it does feel good for some strange reason. Maybe because it will hopefully .. finally STFU mr Smart. Ah, who am I kidding right.

Still feels good to see Mr.Smart dream being fulfilled
2.
 
Re: Star Citizen Procedurally Generated Planets
Dec 17, 2015, 10:13
2.
Re: Star Citizen Procedurally Generated Planets Dec 17, 2015, 10:13
Dec 17, 2015, 10:13
 
I missed the livestream yesterday and today was a nice surprise. I first saw the actual gameplay here: https://www.youtube.com/watch?v=X5XSiww9ZO4

I'm absolutely positively surprised they managed to cobble this together in few days. Sure this feature is probably less that quarter done, but none the less impressive. It was a 41 mil milestone (procedural R&D) and I was not expecting this to come for years if at all.


And I would like to quote this one guy (you all probably know him), who said it was not possible.

The Holy Grail of immersion for me has always been for the player to be able to exist in first person mode throughout the entire game world. You’d be able to walk around inside your ship. You’d be able to dock that ship with a station, exit, walk around inside that station. You’d be able to fly your ship directly into a planet, land, exit that ship, enter a building, do stuff etc.
Now imagine a game, in a universe of that size, with populated space and planetary areas, complete with internal areas for stations, buildings, ships etc. And with high visual fidelity, great runtime performance… and multiplayer. Then ask yourself this: “How the heck are we going to build that, let alone get it to actually run?”
You can’t. And you’re not.

Maybe it's time to concede you were wrong.

This comment was edited on Dec 17, 2015, 10:22.
41.
 
Re: Star Citizen Alpha 2.0
Dec 12, 2015, 06:30
41.
Re: Star Citizen Alpha 2.0 Dec 12, 2015, 06:30
Dec 12, 2015, 06:30
 
CJ_Parker wrote on Dec 12, 2015, 06:18:
Oh yeah... the old white knight Christ Roberts cultist fanboi adage...


If you run out of all excuses, go for the white knight card, always helps. Whatever makes you sleep better at night. I myself am pretty surprised that 2.0 got out of PTU as fast as it did. gonna test drive it tonight with friends
38.
 
Re: Star Citizen Alpha 2.0
Dec 12, 2015, 06:11
38.
Re: Star Citizen Alpha 2.0 Dec 12, 2015, 06:11
Dec 12, 2015, 06:11
 
CJ_Parker wrote on Dec 12, 2015, 05:38:
Let's get some perspective here. This crap release that is missing pretty much all of the "FIIIDDDELITEEEEEHHH" that Christ Roberts keeps spouting still only has a fraction of the promised features and they are struggling hard with only 16 players per instance.
You know, a number of players that is even LESS than what they promised would be able to man a SINGLE capital ship.

So let's not get ahead of ourselves here. They have a long, long shopping list of features to implement and need to reach their 50 to 100 players/ships per instance goal.
No one ever doubted that they could pull off this half-assed shit we got here with 2.0 with a dozen players in an instance and a reduced feature set. The doubts are and were always directed at the FULL implementation of ALL stretch goal features and the originally advertised number of ships/players per instance (the original promise was closer to 100 ships per instance by the way).

Bad troll is bad. Let's DO get some perspective here. It's alpha. We can probably agree that maybe even pre-alpha.

Learn your milestones and when to whine about missing all the fidelity.

https://en.wikipedia.org/wiki/Video_game_development#Milestones

But just in case you dont want to read:

First playable
The first playable is the game version containing representative gameplay and assets, this is the first version with functional major gameplay elements. It is often based on the prototype created in pre-production. Alpha and first playable are sometimes used to refer to a single milestone, however large projects require first playable before feature complete alpha.First playable occurs 12 to 18 months before code release. It is sometimes referred to as the "Pre-Alpha" stage.


Alpha

Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished.A game in alpha is feature complete, that is, game is playable and contains all the major features.These features may be further revised based on testing and feedback. Additional small, new features may be added, similarly planned, but unimplemented features may be dropped.Programmers focus mainly on finishing the codebase, rather than implementing additions.Alpha occurs eight to ten months before code release,but this can vary significantly based on the scope of content and assets any given game has.


So not sure why you find the need to complain about the game constantly. There is no reason. It's pre-alpha. Lets agree that you should wait till beta has been few months ongoing.. somewhere in the beginning/middle of 2017.
1.
 
Re: Chucklefish Forums Breached
Dec 10, 2015, 10:06
1.
Re: Chucklefish Forums Breached Dec 10, 2015, 10:06
Dec 10, 2015, 10:06
 
No backups at all makes me a sad panda. Wonder if this also means that passwords leaked (culprit took a dump before database drop).

18.
 
Re: Paragon is a MOBA
Dec 7, 2015, 05:19
18.
Re: Paragon is a MOBA Dec 7, 2015, 05:19
Dec 7, 2015, 05:19
 
I'm not a big MOBA fan, but it does seem they want to do it differently by giving the players more freedom with their heroes via 3rd person control. Maybe it will be enough to give them that different feeling and through that a player base.

Example alpha gameplay here: https://www.youtube.com/watch?v=1Gw9fJGKvcc&lc

edit: and I noticed it was already in the initial post as well. Oh well. Looks different from your usual top-down MOBAs

This comment was edited on Dec 7, 2015, 05:50.
46.
 
Re: Star Citizen Trailer; Arena Commander Free Demo
Dec 5, 2015, 04:06
46.
Re: Star Citizen Trailer; Arena Commander Free Demo Dec 5, 2015, 04:06
Dec 5, 2015, 04:06
 
Jamil20 wrote on Dec 4, 2015, 22:30:
I'm a software developer. Thanks.

I don't think I've ever written features that were so massively broken. Doors that are supposed to open when you stand in front of them someones stop working completely. Why can't that work every time? Or modal pop-ups that can't be closed. Why did no one write the logic for the 'close' button?

Cool, software dev here as well, not gaming though, but I do understand the scope of building something from scratch. So if you would need to build from all this form scratch in three years and even in alpha stage your every feature would be 100% complete in functionality when you giving the client a chance to test and give feedback to it? That would be impressive to say the least. And sadly something that's impossible.

Reality is that there will always be bugs. I dont know if they do automated testings (they should) that would help a lot in dev process.

I do actually remember door being an issue before, as in devs mentioning that the doors have been a complication. Not sure what the background to it is, but if at launch it still like that, i'll join you side in complaining about game breaking things that have been broken since introduction and through the games beta and release.

Also fun fact, I myself have mainly skipped all the flying around just to not burn out before beta. This PTU is the first milestone where I want to fly around with friends, because now we start to get an idea of how the game actually looks like (system wide flying).
22.
 
Re: Star Citizen Trailer; Arena Commander Free Demo
Dec 4, 2015, 13:43
22.
Re: Star Citizen Trailer; Arena Commander Free Demo Dec 4, 2015, 13:43
Dec 4, 2015, 13:43
 
Jamil20 wrote on Dec 4, 2015, 13:36:
I have to say though; Bugs! Oh man the bugs. Almost every feature is full of them. I don't know how a studio can create so much buggy code. I really hope they can clean it up, but I have no confidence. The code base just seems poorly designed or something.

If this had been a release, yes I would agree with you totally, but seeing this is a alpha (go look that up if you are unfamiliar with the term, I guess it's.. "early early access" release on a test server where they release basically features when they are in "give it a try" condition. Yeah, this is what I expect the test server to be. Sure I would love the game to work for me there (which it does not atm) but I like the current level of updates to it. I get it running soon enough and my friends are still ca 200k behind me on access.

Probably when 2.0 reaches maturity and is pushed to live, I expect the test server to probably revert back to totally buggy next feature set condition.
19.
 
Re: Star Citizen Trailer; Arena Commander Free Demo
Dec 4, 2015, 13:35
19.
Re: Star Citizen Trailer; Arena Commander Free Demo Dec 4, 2015, 13:35
Dec 4, 2015, 13:35
 
Cutter wrote on Dec 4, 2015, 11:27:

If you didn't care you wouldn't have replied. He's right. 5 years and 100 mil later and this is what they have to show for it? That's a bad joke.

This is one thing I noticed the haters using. "XX(X) mils of money an nothing to show" while you all know pretty well that it was not all donated right away + even if it would have been then no way would it have been possible to get a game of this calibre out in 3 years. Yes 3 and not 5, you know it as well as the rest of us, but I gotta give you that, a mediocre attempt at trolling.


We all know the development process as we have all followed it. Just getting tired or the cliche "X money and Y time and nothing to show".

But ofcourse I do consider you un-redeemable. There is probably nothing even a full release that will make you say anything else than say - "200mil and 7 years and this to show for? pathetic."

Ok, we will probably have to visit this again in 4 years.
9.
 
Re: Star Citizen Trailer; Arena Commander Free Demo
Dec 4, 2015, 10:47
9.
Re: Star Citizen Trailer; Arena Commander Free Demo Dec 4, 2015, 10:47
Dec 4, 2015, 10:47
 
Creston wrote on Dec 4, 2015, 09:49:
One bad thought:

Despite them saying it's all seamless, there's nothing in here that shows that it's seamless, and I remain very skeptical about that claim.

Also, dear God, what kind of computer will you need to run this decently?

Looking at the videos it is totally seamless. As in walk on station to ship, take off, fly to satellite, go eva etc.

If you really have not seen the non-stop seamless transitions before, just check this part on citizencon 2015 https://youtu.be/IehITxsK4Fs?t=26m40s

The 2.0 trailer itself is a serious letdown in my opinion because it does not really show of the technical challenges they have managed to overcome, mainly ability to move on ship while it's flying around, second crew member managing shields etc.

Though my experience is based on videos alone of others playing. Got into PTU but currently I got some strange freeze quite often when cpu spikes to 100%. So PTU unplayable, beginner training too, while hangar and arena commander are just fine. Thats alpha test server for you.

But what it has done so far is made people realize that the core functionalities are starting to work together and it is looking good.

Doubters probably have the proof they need that the game is not a vaporware and chronic haters will still hate it no matter what.

14.
 
Re: Tom Clancy's Rainbow Six Siege Released
Dec 2, 2015, 03:59
14.
Re: Tom Clancy's Rainbow Six Siege Released Dec 2, 2015, 03:59
Dec 2, 2015, 03:59
 
CJ_Parker wrote on Dec 2, 2015, 00:52:
yuastnav wrote on Dec 1, 2015, 21:20:
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.

Same here. Best game in the series by far.

Nostalgia mode kicking in.

We used to play this exclusively for few years on LAN events using the gun mod to bring in extra option. G36k7 was my toy.

Fond memories of few minutes of preparation in the lobby only to have the game be over 20 sec later when one 8 man team wiped out the other.

When you know exactly how fast you need to be in order to clear that corner a second faster than opposition and when it's needed to take another route when the man in front of you bumbled with opening a door and you lost that second.

Or the feeling entering a building from the lower level and leaving it 10 sec later with 5 kills on your belt.

I'm pretty sure I don't have those reflexes anymore, but damn that game was fun.

We even found a program that monitored our stats on how many times we hit and where etc, so that when someone was still alive after the round with 3-4 hits, he probably had to be a cheater right

Good times.


Regarding Siege, played beta. It has issues, mainly with finding games. The weekend was fun as long as there was 1-2 friends with me. Got hectic as soon as there were 5. Just could not get that decent teamplay to work.

could get the game for 26-30 euros, ok for that price, but need to get FO4 out of my system + JC3 coming now. I guess ill take a look in a month to see how the game is doing.
88.
 
Re: Star Citizen Status Update
Oct 19, 2015, 18:40
88.
Re: Star Citizen Status Update Oct 19, 2015, 18:40
Oct 19, 2015, 18:40
 
Krovven wrote on Oct 19, 2015, 18:29:
RedEye9 wrote on Oct 19, 2015, 18:07:
Krovven wrote on Oct 19, 2015, 17:48:
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?

While I don't disagree, you making a comment about him trolling is pretty ridiculous considering all the other bullshit that gets posted around here and you say nothing about. In fact his comment was really tame and harmless by comparison. But I guess we know where your priorities are.




Krowen, would you like some cheese with that whine.

I'm not whining. Merely pointing out the irony in Blue calling out an entirely harmless post when considering the regurgitation in so many of the Star Citizen threads and the frequent blatant trolling by some in other threads.

Of all the anti-CIG posts and pro-CIG posts...yet Blue decides to call out this one guy today when what he said was harmless.


Sadly the bias is strong in Blue. Let's just accept it and move on.

AC 2.0 demo looked nice, but like it was mentioned here I would also like to see it in wild. Preferably this year, I dont mind if it's just before xmas, more time for everyone to enjoy it. But alas, time will tell.
6.
 
Re: Infinity: Battlescape Video; Kickstarter Plans
Oct 19, 2015, 18:17
6.
Re: Infinity: Battlescape Video; Kickstarter Plans Oct 19, 2015, 18:17
Oct 19, 2015, 18:17
 
Whoa, this is a blast from the past. I am not sure why they went with very Elite like ship models, but regarding the engine, it indeed is the infinity space engine.

While they have totally missed their release and even KS window (I think the forum had a KS thread up years ago) I would still like to see what those years of slow development has done to the engine itself, how much different features and visual galore can we expect compared to the latest Elite landing expansion.


Here's hoping that they have a tech demo to offer with their KS and that is an enjoyable one.
30.
 
Re: The Witcher III Cost $81M
Sep 10, 2015, 11:28
30.
Re: The Witcher III Cost $81M Sep 10, 2015, 11:28
Sep 10, 2015, 11:28
 
Retired wrote on Sep 10, 2015, 10:50:
Verno wrote on Sep 10, 2015, 09:56:
What does the number of posts have to do with the content? He's not spamming about chinese shoes.

75% of his posts are SC related. I assume the first one was a mask. In 3 years of being signed in to the site, only felt the need to talk about SC? hmmmmmm.

So apologies for the derailment. Skip to the end for Witcher comment.

Hey, it's just 4 comments, just read them through, it basically explains everything you would ever want to know about me, even too much. But to recap: Yes im a lurker, no I am not a resident commenter, just a resident reader since the beginning.

Why is it so hard to imagine that there are people like me here who are not really in it for commenting. I comment when I feel the need. Do you really need a massive post count to be noticed?

Let's do count my first post a a random fluke. DayZ mod was initial fun, but reading my post, the honeymoon was over.

Many years passed, SC was announced and I logically kickstarted it, got friends in, was initially excited, then at times got a bit annoyed for the lack of progress until finally I just decided to stop constantly following it, it's gonna be game with a proper development cycle as it probably should looking at the budget. I just read the mails or skimmed reddit once in a while.

So here I was, reading news about SC and random news about it the comments were constantly negative and I decided to comment at the toxicity in BN community against SC. Another time I commented when someone got trolled just because he/she did not have the proper amount of comments to be "important" in this SC news commentary and now as a followup to my last comment I actually was baited here (because hey, its "Lets bash SC in a non-SC thread").

In that comment I did presume that some people really hate SC. Infact so bad they would bash it where ever possible. If they got spouses i'm sure they're pretty bored of the topic already.

So here we are.. reading a lurkers recap of his posting history. All because some commenters here find it important to point out that quantity > quality.


Now to stay on topic. All this w3 success has gotten me to finally give up my attempts to try to finish w1 first. i'll just watch the unplayed parts in a 3h youtube movie and then get on with w2 and off to w3.

edit: typos

This comment was edited on Sep 10, 2015, 11:43.
24.
 
Re: The Witcher III Cost $81M
Sep 10, 2015, 09:45
24.
Re: The Witcher III Cost $81M Sep 10, 2015, 09:45
Sep 10, 2015, 09:45
 
theyarecomingforyou wrote on Sep 10, 2015, 09:32:
Kxmode wrote on Sep 10, 2015, 01:02:
If CDPR was making Star Citizen do you think it would be in a better state or closer to release?
Is there any topic in which you don't bash Star Citizen? Your trolling is pretty extreme.

What you know, a SC bashing in a non-SC thread, who would have thought it would be possible.

Also I don't think they know any other way. The hate has gotten deep inside their skin. It's in their thought patterns as you can see.


But to stay on topic regarding CDPR. They announced Cyberpunk 2077 in 2012 and initial release date is somewhere 2017, it's seems they need *at least* 5 years to complete a game based on an existing IP.

So I imagine them taking even longer to finish a game based on some completely new IP.
43 Comments. 3 pages. Viewing page 2.
Newer [  1  2  3  ] Older