I always check in at the fan site Batman on Film, and it has mentioned several reviews. Actually the Webmeister "Jett" got to see it at a press junket and was of course blown away by it. That may seem like a given, but it's not always easy for a film to live up to endless hype and publicity.
My friends -- my Batman brethren -- it’s a CLASSIC. I was flat-out speechless during the entire closing credits and I wasn’t the only one who lost their capacity to talk.
Props to ALL involved. But I've got to give out a "Hell Yeah!" to Jonah Nolan, David Goyer, and Chris Nolan for writing one HELL of a story and script.
My review is forthcoming [July 8, he says], so stay tuned. But I will say that THE DARK KNIGHT moved me -- as a Batman fan -- in a way that I’ve never experienced in my life. My eyes welled up and y’all can laugh if you want. But your’s will too very soon…
If you read his various interviews from the press junket, he also shares some of his thoughts on having seen the movie. Those can be kind of spoiler-ish but generally he's good about warning about things like that.
Some other review tidbits Jett posted:
Kevin Smith's blog review:
"Without giving anything away, this is an epic film (and trust me: based on the sheer size and scope of the visuals and storytelling, that's not an overstatement). It's the Godfather II' of comic book films and three times more earnest than "Batman Begins" (and f***, was that an earnest film). Easily the most adult comic book film ever made. Heath Ledger didn't so much give a performance as he disappeared completely into the role; I know I'm not the first to suggest this, but he'll likely get at least an Oscar nod (if not the win) for Best Supporting Actor. F***ing flick's nearly three hours long and only leaves you wanting more (in a great way). I can't imagine anyone being disappointed by it. Nolan and crew have created something close to a masterpiece."
From the press screening [You know WB is confident about the movie when they're screening it for reviews this many weeks in advance of release ]
The AP's David Germain has an article out about last night's TDK press screening. Here's an excerpt:
The buzz over Heath Ledger's performance as the Joker in "The Dark Knight" for the last several months was justified. With his final full film role, Ledger delivers what may be remembered as the finest performance of his career.
A press screening of the "Batman Begins" sequel Thursday night had the audience cackling along with Ledger's Joker, a depraved creature utterly without conscience whom the late actor played with gleeful anarchy.
At times sounding like a cross between tough guy James Cagney in a gangster flick and Philip Seymour Hoffman's fastidious Truman Capote, Ledger elevates Batman's No. 1 nemesis to a place even Jack Nicholson did not take him in 1989's "Batman." Nicholson's Joker was campy and clever. Ledger's Joker is an all-out terror, definitely funny but with a lunatic moral mission to drag all of Gotham, the city Batman thanklessly protects, down to his own dim assessment of humanity.
To me his next graph might be a spoiler in a vague way, so...
Spoiler for Hiden:
Spewing alternate personal histories for how he got the horrible scars on his face, the Joker hides behind distorted clown makeup that looks like a chalk drawing left out in the rain. The Joker masterminds a series of escalating abductions, assassination attempts, murders and bombings, all aimed at calling out Batman (Christian Bale) and proving to the tormented vigilante hero that they are two sides of the same coin.
Our old friend "Slappy White Dog" emailed in with the following report:
Hey Jett, Today here in NYC THE DARK KNIGHT screened at the Warner Bros. screening room that was completely full and packed with industry folk -- and it received a big standing ovation at the end. Two friends were in attendance -- yours truly, Slappy -- was not unfortunately though! Here are some quotes from our conversation.
“Let me say this…THE DARK KNIGHT is the best film of the year. The screening room was packed and got a wild standing ovation at the end. I was blown away. The 2 hours and 32 minutes really move. Ledger is absolutely brilliant! You will be beside yourself.”
The other friend called me and said, “Just saw THE DARK KNIGHT. It's an absolute grand slam for Nolan! One for the books.”
The local paper here (Wash. Post) will probably not like it as they tend to tear down any comic book movie that isn't made for the kiddies. Their loss.
Although I'd love to see a midnight show, unless I can get some time off, I doubt I can do it this time. I was able to do it in 2005 for Batman Begins (after seeing Mr. and Mrs. Smith first just to waste some time that evening), and I had a great time but didn't get out of the theater until 3 a.m.
The Dark Knight is quite long (about 2 hours 30 mins. plus is my understanding) but it apparently flies by like a... speeding bullet...
Just based on the press junket screening, there's already a lot of press talk about Ledger for best supporting actor Oscar, and I doubt that's the kind of talk anyone's heard about a comic book hero movie since, well, Nicholson's turn as Batman in 1989.
Speed Racer was such a complete financial fiasco ($120 million budget, $42 million US gross to date ), you know Warner Brothers has just got to be praying The Dark Knight is both a great film (and so far everything suggests it is) and a big box office spectacular. I can only see the running time (theaters like shorter stuff they can really squeeze in extra viewings for), and the darkness of the movie (it's really not for kids under maybe 12, and both Nolan and Christian Bale both say they won't let their youngsters see the finished film until they're older) as perhaps obstacles.
The arena quest was on it's way to being fixed. The initial bug from last week was resolved in the quest but another bug arose in the testing since then. That is why you will notice some changes to the quest. The original plan was to fix the issue with not being able to talk to the NPC and fix the issue where there was no additional option in the dialogue. However as above, another thing came up which had to mark it as still a bug.
We will still continue to work on this issue as we know it is one of the top community concerns. We will continue to aim for getting this resolved as soon as possible.
Every fighting animation in the game are originally MOCAP'd and not hand-animated, so yes, there are differences in length.
Almost every combo-finisher will have its length adjusted during this process. In most cases the female ones will be made shorter, but in some cases (if we are unable to make the female version short enough without impacting the visual quality) the male counterpart will be lengthened. Once the animation-length has been finalized every combo will then be re-balanced based on this new value.
What we're adjusting is the length of the combo-finishers (the animation that plays after you correctly execute all steps in a combo-chain).
I guess now my understanding is that the female characters in a given class have a *longer* (slower) animation than the male character, if they both fire the same combo off, so in that way, the female has a lower DPS (assuming the male version is using the same weapon, combo etc.), so that's what they're trying to bring back into balance. ================
As promised, we have performed a full review of all magical damage sources triggered by the Herald of Xotli class. As it is intended for bonus magical damage (specifically fire damage) to be an effective way to increase the damage output of the class, we have implemented and adjusted the magical damage coefficients on all fire-based magical effects.
The main sources of scaling from +magical damage will be from Hellfire Breath (as before) and Burn to Death, as they are primary damage-dealing effects. Additionally, moderate to minor coefficients have been added or increased on all secondary fire damage hits and damage-over-time components.
While the balanced values will not be equivalent to the erroneous 100% coefficients being applied to some spells prior to last patch, there were many spells which were not scaling previously that will after the update. Given that we have adjusted all spells to have a bonus equivalent to their base power, the contribution from +magical damage should be much more consistent across all spells.
After reviewing the situation, we agree that Dark Templars should have +unholy damage as a viable way to increase their DPS, along with other forms of "generic" melee damage increases and other forms of item modifications.
As such, we have evaluated and implemented coefficients on all Dark Templar self-only unholy damage sources. In the process, we have made some other changes to similar abilities.
Whew. OK, hope someone finds something useful or hopeful in all this info.
Diablo "1" consumed my life in about 1996-1998 [technically Diablo came out in January 1997, but I had so much fun with the "Butcher demo" included on a PC gamer disc in late 1996], although that nasty Ultima Online ultimately peeled away nearly all the Diablo battle.net buddies that I made at that time, including the guild (Alliance of Divine Harmony) I was in. For a time, I played it so much that my weekends would be a complete blur, and I'd be stumbling into grocery stores at 11 p.m., or taking out the trash at midnight Saturday, wondering where my day went.
I thought what made it more strategic than Diablo II was simply the inability to run (Sierra's Hellfire add-on at least added a sort of "jogging" ability in town). You couldn't just run like a jackrabbit out of bad decisions. You'd have to fight it out.
I think that's partly an outgrowth of Condor (David Brevik and the Schaefer brothers) originally doing the game as a turn-based RPG. If I remember my Diablo history correctly (it's explained in the Diablo strategy guide), Blizzard suggested the switch to "real-time," they begrudgingly (at first) made the switch, and realized they had something special.
And some of us still think the game actually looks better in some cases than the sometimes pixelicious-looking Diablo II (esp. in D2's early, first levels). I remember some complaints in 2000 claiming that D2 "looked worse" than D1, if you can believe it.
OTOH, when I tried the Diablo demo last year (Fileplanet was doing a fun thing of digging up demos from past classics), the 640X480 VGA graphics basically made my eyes bleed. I just couldn't bear to look at it for very long. But the music -- wow, still sent a shiver up my spine to hear that familiar theme.
The gold duping ultimately was ridiculous, and I got tired of teaming up with people who simply didn't want to do anything but "jiggle" gold piles all night long. Little did I know what it would lead up to in MMOs, gold farming and the like.
Although I'm not a PVPer, my best Diablo bud (a Texas 7-Eleven clerk, he would tell me later) came about because he and I had teamed for the first time. We let some higher level player (who turned out to be a warrior with Godly everything) join us, and he promptly chased down and cut down both of us as we fumed about it. The 7-Eleven guy tracked me down in chat, said he enjoyed playing with me, and then we teamed up regularly probably for a year or more, and stayed in touch on ICQ for some years after that.
I can't really explain why but I made more gamer buddies playing Diablo "1" than I did D2, or really most other games in general. I guess it was just so easy to get into, and so much fun in co-op that it had that effect, for me, fwiw.
Sorry, I'm rambling. I'm perhaps strange in that I'm far more nostalgic about Diablo "1" than the better known II. The rogue was my favorite character, and even though she really had no bow "skills" in the first game (it was just a matter of getting bows that did fire damage, ice damage etc., if I recall), I had the most fun with that.
The game's lead designer moved on to a different project some months ago, though that probably happens a fair amount in the post-launch phase of MMOs (fixing/updating being a lot different than creation/designing).
I'll keep my eyes open. I have to hope that Netdevil learned something from the Auto Assault experience (which I played in beta, and then subscribed to for a month or two after it had been out a while).
I'll keep my fingers crossed that w/ Jumpgate they find a way to do missions that are unique to the setting, and not "go kill 25 alien bugs, and come back to me." A lot of us disappointed AA players felt the game could've done things unique to a vehicular-MMO (stunts, races, etc.) rather than simply doing WoW/Everquest type quests (kill 25! Blow something up! Set something on fire! Then come back!") that didn't help differentiate it.
I really liked Freelancer, and would've played it longer if I could've ever found a reliable player-hosted server. I was disappointed Microsoft backed out of what seemed to be its original MMO-style plan.
I got to do my L60 Destiny quests last night. Pretty fun, if nothing fantabulous.
Some observations from it. Might be spoiler-ish, so I'll use the spoiler buttons... fwiw, though I don't think it's spoiling to try to share a couple positive things that might motivate you to reach L60. Still, if you don't wanna know, don't click the button!
I mean it!
Spoiler for Hiden:
* The L60 Instance cave was unique in layout but there was nothing terribly different aside from some red water pools (blood pools?).
* The end boss has a pretty awesome attack. I don't really know how to describe it. When you get it down to a certain degree of health, he summons weird walking dead pets and becomes invulnerable. Meanwhile he's got geysers of blood shooting up all over him (protecting him I guess?).
The dead pets swarm you, and you've got to get every single one of them down before the boss starts taking damage again. It wasn't as difficult to defeat as I thought it'd be (once i realized The Trick), but I thought it was a very cool, unique boss. I mentioned in a chat channel that it seemed to be channeling "early Clive Barker." The game could use a lot more of this twisted nature, though I guess the book's lore doesn't really let you throw this kind of thing at the player out in the regular play areas.
* You get to meet Conan! (back in Nobles). I stayed up late cause I couldn't stop playing until I got to meet him. His voice sounds noble, but maybe a little too much like an English actor doing Shakespeare if you ask me. He wears some unique looking armor. For an MMO, the dialogue is pretty interesting, and you get an idea of some of the Hyborian politics and conflicts that are going on.
* L60 destiny sends you out to various different zones (three I think), and you'll find it a lot less time-consuming with the mount and the PC Gamer "totam", esp. if Tarantia was your "home town" after leaving Tortage.
I've already beaten the dead horse (mammoth?) about the need for at least a dedicated LFG channel in the game. LOTORO has one, and it made teaming up often (for those that want to do that) so much easier than forcing people to basically spam their LFMs and LFGs into various Regional and OOC channels hoping for a bite. I'd rather know that everyone reading a channel (even if it's fewer than the number viewing Regional/OOC) was actively interested in teaming.
My metaphor is, do you want to fish (seek teammates) in a pond that has maybe 10 fish (people interested in teaming) and 90 old shoes (people not interested in teaming); or in a lake (LFG channel) that has 50 fish (people interested in teaming) and nothing else? Yes, I know, you're a shoe salesman so you preferred the first one. Sorry, there's just no hope for you.
I'm under the impression they are revamping the friends lists and hopefully the player search/looking for functions, but I still think simply having a channel for it would make teaming easier to find and easier to do.
I don't think there's a shortage of people who want to team, but the game's tools need to do a better job of helping you seek teammates or teams. I have no problem with them stealing ideas from other games (LOTORO, COX, WOW whatever), it's not like you can patent a game's LFG/LFM/LFT functions.
I got on a solid team doing the Whitehand Officers in Eiglophian last night, and once we sort of worked out our roles a bit, we did well and had a good time. The xp from it was excellent even though I'd technically out leveled it a bit.
As far as XP on a disc, I'm going to assume no. Unless you buy from a boutique-PC/laptop maker, most companies are lazy about including an OS disc, and nowadays make you do your own system restore discs too.
I think the last time I got a PC that came with an OS disc, was a Micro Center system in about 1998 (450mhz Pentium II), I think that came w/ the initial Windows 98 version.
Just don't ask me why the guy is trying to open the box with an open pair of scissors in his hand. I'm surprised he doesn't self-amputate himself by accident. The box has a couple of CDs (DVDs?) but there doesn't appear to be an OS disc.
I'd like to see "dismounting when in combat" graphical bug fixes (I again had my horse turn invisible, but "lock" me to the invisible horse last night). I took a gameplay movie. It's hysterical. But I'm starting to think that and my horse sometimes falling through the ground during combat dismounts are simply engine limitations they can't fix (kind of like clipping in military shooters).
I believe some of the PVP improvements/new features, esp. the ones meant to reduce ganking (or at least make it more risky) are in the pipeline - just from reading forum posts and interviews - but that'll probably need some test server feedback before it goes in. Then again, since I don't pvp, maybe they're already in.
Also of note, Advent is apparently releasing an officially licensed "MSI Wind clone," for sale only in the UK (279.99 pounds/about $558 U.S.). It's identical (it seems like a silver finish), and is presumably because the MSI brand isn't much known in that particular market.
It awesome.. if you haven't been try it before, it's light to take along.. well it's 1 Kg.. well, that the main point isn't, the weight..
Yes, the touchpad is small, so explore the screen will need more repetition that normal touchpad, but you get to used i think.. about temperature, i can't still figure it out, i just trying it for a minute.. Haven't install anything, but there already Adobe reader in my Wind, and it's open fast and also for the booting (like you see in many video ).. For that minute moment, i reckon the battery life is 47% and with full brightness without any connection on, wind can life up to 1:17, so i think 100% will be around 2.5 then.. And you doesn't get the manual, you just got the quick manual (and in my case it's 9 languge : english, 2 chinese, Japan, Korean, Herbrew :?: *why in asia*, Tien Viet, Thailand, and Indonesia)
For the wobble screen.. Let this be the example : you sit in chair, and put your wind on your thigh, then you shake your feet, it look the screen has it's little movement it's self; i'm not sure if that is a so-called wobbling or not, but hope that shake ur feet story can tell you something or make it by urself.. Still you put it on non-movement object, the screen look very rigid, also if you move the screen by yourself, it like it's very solid built one..
Other thing, it was IE 6 and WMP 9 that happen in my Wind, so :cry: :cry: *can't speak anymore..* for Desktop Background, MSI just give me 1 kind (i just skimming, so maybe i'm wrong) it the Wind and Dandelion think, and that the only one that 1024 x 600 screen, so you might think to take the pic from "anything goes topic"..
it's just my subjective opinion, the MSI bag look significantly bigger than a glimpse of seeing wind.. But it doesn't take much, it's lovely bag to cover up your wind and got the right load of foam.. and even i got the white wind, it's bag line is black..
I was crazy about my PSPs (I have original model, and a slim) in 2007, amazing lineup last year. Outside of God of War, and maybe the Pursuit Force sequel (both of which I bought but really didn't play much), nothing this year got me excited. I dropped my Gamefly membership in part because I didn't see anything on PSP worth a rent anymore. I haven't used my PSP in months. I probably oughta put it up for sale here too. Maybe eventually...
The sad reality of PSP game development is the 3rd party devs don't make much money on PSP games, and they only see PSP development as a stepping stone to the big consoles. e.g., Guerrilla games puts away its PSP dev kits after Killzone: Liberation (still probably my favorite PSP game) to focus on the PS3 Killzone game that might release later this century , and now Ready at Dawn has abandoned PSP to work on games for consoles (was in the news a while back). I was crazy about SOCOM: Tactical Strike, but its dev has no more PSP plans either.
The fact most PSPers seem more excited about the machine's home brew abilities (which does nothing to sell the games for the system) than actually buying games for it, probably doesn't make it any more appealing to game developers, though I certainly don't hold that against people. To fiddle with techie gadgets is human.
Of course you can dig through its back catalog and find great stuff, and classics like Killzone: Liberation are now cutout bin games.
I actually originally came here because I was combing the cosmos for a board where people actually talked about PSP games, and weren't 100% fixated on the home brew side of things. At least here there was some actual discussion of games. Most other places I checked, the idea of playing a retail-bought PSP game was... alien.
* Tome of Erlik now has effects and sounds. * Purge now has sound and particle effects associated with it and should now go on the appropriate cooldown. Purge now provides 5 seconds of immunity in addition to removal of effects. * Misdirection now has received a better visual and should no longer look like a lightning strike. * Weakened Protection will no longer refresh itself after the player cancels his own Absorb buff.
* Mountaineer, Distraction, and Concealment effects are now innate in the feat and will not take up space in the Rogue's buff window. They will still provide a buff to the Rogue's teammates. * Distraction will now properly apply to the Rogue's teammates.
* Reaper Claws will no longer disappear when you zone.
* Feint Attack combo animation speed will now scale correctly for both male and female. Now the male and female should do equal damage.
* The splash damage of the Deathless Acolyte: Magus has been increased from 10% to 30%, with 4 meter range and a maximum of 5 targets * The Deathless Acolyte: Reaper and Deathless Acolyte: Arcanist now have 30% splash damage with 2 meter range on a single additional target * The Deathless Acolyte: Arcanist's chance to trigger the Arcanist's Knowledge has been doubled * The Arcanist's Knowledge effect will now display the current stack count in the buff GUI * Casting Frost Blast will no longer cause the Necromancer to get stuck in a casting animation * Flash Freeze now additionally decreases the casting time and increases the damage of Freeze * Freeze will now clear the target of all Necromancer damage-over-time effects when cast, this will reduce the chance of it breaking accidentally on damage * Ice Shackle no longer has a chance to break on damage * The debuff effect applied by Wither Soul should now have the appropriate icon
* Thrown weapons have had their range increased: Light throwing weapons now have a range of 15 meters, up from 12. Heavy throwing weapons now have a range of 18 meters, up from 16. * Generic NPC crowd control effects have been tweaked. Resistances from feats and other player effects should now help against NPC crowd control. Stun, knockback, charm, and fear will now grant the player immunity.
* Battlekeeps now have resurrection points for the attackers, that are located near the front gate of the city. * Fixed an issue that disabled Siege Weapons if the target was out of range. * NPC's will properly respawn when a building is repaired. * Players are now able to use a siege weapon after the player using it has gone linkdead. * Players now get a notification when they are about to get teleported out during a Massive PvP battle. * Damaged playerbuilt curved walls now have correct collision so they can not be walked through before they are completely destroyed. * Lacheish Plains: Several holes have been closed in the West Battlekeep so players can no longer bypass the walls there. * Poitain: Several holes have been closed in the West, South and East Battlekeeps so players can no longer bypass the walls there.
* Moving around while mounted should now correctly interrupt spell-casting. Items
* Fixed a tooltip error on the crossbow Skysmite causing the bonuses to be illegible. * The recipe for Steelsilk Belt has been changed to Fine Steelsilk Belt. * The recipe for Steelsilk Leggings has been changed to Fine Steelsilk Leggings. * Selling a gemmed item to a shop and undoing the sale will no longer remove the gems.
* Doors should no longer be targetable in the Arena. * Fixed an issue where players managed to get locked inside the monster cages in the Arena. You should now be able to get out using the Lever.
* all the levers for each door in Stonehammer battlekeep should now work properly.
* A progress bar will appear whenever gemcutting is performed. * Crafted armor pieces no longer incorrectly have more defense rating than normal pieces of armor. * Resolved a level check for the response to give when character is below level 70 and tries to learn gathering Oak. * The Weaponsmith workshop plan can now be correctly learned from the Architect trainer. * Blue Iron can again be mined from the correct mineral veins.
* Stonecutter Trainer: Fixed a dialogue issue so the trainer will now accept Basalt and Adamant to resolve the quest. * Cannibal Commotion: Fixed an issue where Attadeus would become stuck and not allow you to update the quest. * The Bearer of Ill Tidings: The Field of the Dead quest "The Bearer of Ill Tidings" and "Allies of the White Hand" are now level 48. * The Den of Wolves: The goal name was changed from "The Den of Wolves" to "Kill Plains Wolves". * The Wolf Hunt: The goal name was changed from "The Wolf Hunt" to "Kill Yukagi Wolves". * Death to the Undead: The goal name was changed from "Death to the Undead" to "Destroy Conriocht werewolves in the Haunted Forest". * Greater Prey: The goal name was changed from "Greater Prey" to "Kill werewolf Rippers, Antagonizer, Slasher and Slicers". * The Curse of the Werewolves: The goal name was changed from "The Curse of the Werewolves" to "Kill Conriocht Menaces, Slayers and Goremuzzles". * Fit for a Chieftain: You will now correctly receives the item 'Fur of Bloodclaw' in the quest inventory. * Attack of the Savages: An issue where the goal text was not clear has been changed to "Kill Raiders at the Guard Post". * Castle of King Conan: Pallantides now doesn't display an exclamation mark over his head unless you can get the quest from him. * Tortage: Renton should now have one coherent look as opposed to changing look between quests. * Paetus & the Nemedian Crown III: Gavion now gives the player the map and letter back when he ask the player to go talk to King Conan about this treason. Players will need to delete their old quest "Paetus & the Nemedian Crown III" and speak with Gavion again to continue this quest line. * Lusts of the Flesh: You now get a cask of Tainted Ale to give to Tuthmekri. Players who want to finish this quest will have to delete it from their quest journal and get it again. * Master of the Silver Peacock: Vistrix now finaly gives in and surrender his teeth on defeat. You are now able to complete this quest, and thereby advance to The Black Ring Citadel. * Alchemy quests: The dialogues with the Alchemy trainer should now all work correctly and give and complete the needed quests. * Common Gems II - Return to the Gemcutter: The quest can now be completed by handing over the needed gems to the trainer. * Tear 2 gathering quest - Return the Illustrium: The quest can now be completed by handing over the illustrium to the trainer. * Woodcutter quest: Players will now be able to get the 'Gathering Oak' quest when having the correct level.
* Tarantia Noble: Zhu-Khang no longer has flickering clothing. * Armsman's Tavern: Sarissa's upper chest should no longer go through her dress. [Awwwww... ] * Tortage Jungle: Poacher Marksman should no longer shoot invisible arrows at players. * Eiglophian Mountains: Added two vendors to the Mountain Hunting Lodge. * Conall's Valley: The Gravesinger now has an improved look that fits more with the description of him. * Conalls Valley: Supply Master Vorgir has been given a slight makeover and should look better now. * Tortage Underhalls Day: NPCs will now respawn slightly quicker than before. * Lacheish Plains: Tiggle Knucklebone has been removed from the playfield to stop players from confusing him as a Trader. * NPCs will no longer inappropriately receive player buffs such as Lotus Overload, Blood Pit, Embrace Death, Overpower, and Pact of Dread. * Vendor bought resources have been reduced in price. * Sanctum of the Burning Souls: It is now possible to spawn the Dark Beast boss just by interacting with the Sacrificial Altar while holding a Ritual Chalice. The specific quest requirement has been removed. [I encountered this fairly early on, glad finally fixed-bj]
* French: Many of dialogues that were still in English have been translated. * all languages: All Feats, Special Abilities, Skills, Spells and Combos have been reviewed are now fully and consistently translated.
* Updated/improved descriptions of following abilities/feats/combos: >From the Darkness, Overpower, Blood Rage Stance, Secondary Laceration, Crippling Bloodbath (Crippling Bloody Hack), Improved Inspire, Focus, Burning Vigor, Covenant of Invulnerability III, Focus, "Secondary Laceration" changed to "Conquest" * Players will now be able to exit Dance state while in combat.
Now they just need to change the Tarantia' Destiny quest contact's outfit so it doesn't look like she's wearing a potato bag sack.
Thanks, I guess my take on the video is those short-lived AI buddies are NPCs as part of a quest (perhaps a storyline quest, seemed a little too complicated to be one of the random quests). Anyway, I certainly don't *need" hireable henchman in my Diablo to be happy. It was just a nice feature of DII, esp. if you didn't find anyone to team up with on a given outing.
I was genuinely excited about the Gods & Heroes MMO for a time -- until I actually tried it in beta -- cause I assumed designer Steig Hedlund was a driving force behind the D2 mercs and that's what had inspired him towards Gods & Heroes' AI-group play focus. I still hope that idea latches on somewhere else, even if, God Forbid, it's in some Diablo III CloneTM down the road, instead of an mmo.
If you think about all the former Blizzard devs -- not just the high profile guys like Bill Roper and the Brevik/Schafer brothers misadventures in Flagship, but various lower profile types whose games were billed as "from the creators of Starcraft!" and "from the masterminds of Warcraft II!" and simply crashed and burned on release, or in the case of Steig never got off the launchpad, you really have to wonder why anyone leaves Blizzard. I can understand wanting to make a name on your own, or maybe not wanting to get locked into doing the same thing over and over, but I would hesitate to leave somewhere with such a fine track record, and of course now record revenues. But people are restless, I understand only well.
btw, I think the "other" studio formed by former Blizzard North folks (Hyboreal Games, in 2005) must've went out of business a while back. Their debut game was going to be something called "Starfall." http://www.hyborealgames.com/
And yeah, Blizz games have never been too hardware-heavy. I had to laugh when I read some news item the other day claiming that Diablo III and Starcraft II "won't help NVIDIA sell $600 graphics cards." Well of course not -- Blizzard has never been about making bleeding edge shooters that makes $600 graphic cards and $3,000 gaming PCs cry.
I do bet that SCII and DIII might help sell PCs in general, or draw some console enthusiasts back to their PCs, at least for a while. And that's a good thing if you're a PC-focused gamer.
I was excited about STO for a while before realizing what a Hindenburg Meets the Titantic disaster Perpetual was (taking this and Gods & Heroes down in flames).
But yeah, the question was whether the game was going to be "WoW with Phasers" - with Tribbles instead of rats -- or if you were going to command your own starship full of other players or an AI crew, etc.
All I knew was that I would be an ideal "Red Shirt," since I spend so much time in mmo's getting killed.
Eve of course being the notable exception, the mmog world hasn't been too kind to vehicular or space-type MMOs. I can't even really name all that many (Auto Assault, Earth and Beyond, various smaller ones). I just think it's harder to get attached to an inanimate object than it is to an avatar of some sort.
Not quite time to start a new STO thread just yet, but the scuttlebutt is Cryptic's "27 days and counting" countdown at their site is a countdown to their announcing themselves as the new Star Trek Online developer: http://www.crypticstudios.com/index.php
The countdown is a little square image in the middle, under games.
Please let the audience throw their stones and tomatoes, and then they'll move on soon enough.
I love the game, in spite of a few crazy bugs, and I'm honestly just trying to have a little fun with some of the things I read. I no more think I can convince someone to like AoC who has soured on it, than one of WoW's 8 million players has any chance of convincing me I want to return to (I played WoW 3 weeks early on, and never had the urge to play again). People make up their minds pretty fast, and then it generally hardens like concrete.
OTOH, if someone just is frustrated by the bugginess and technical glitches (I got disconnected twice during "lag bubbles" last night for example), I certainly don't blame them for canceling and would hope maybe they'd check back in somewhere down the road to see how things shape up.
I can say that at 60 I'm having even more fun than I did at 40, or at 20. When you have higher combat skills, and more abilities and feats and special powers and such, it really gives more variety in combat and I like figuring what to use in what situation. And you do here and there get to fight things you've not encountered in other mmogs.
So I was having some problems in Atzel. What it turns out is, certain Atzel Pickets will run away from you and activate a Raid Horn (my term for it). This calls out some big AI Raid Party (no bosses, but it's a nasty group you probably don't want to tackle solo). It won't go right after you though. It'll sort of sweep around the vicinity a bit before going back to its base.
So yesterday, I was more careful about avoiding it, and knowing if I saw a Raid Party to keep a safe distance. It was actually kind of fun, added a bit of tension. I haven't figured out exactly which Pickets (an Atzel warrior type) run back to the horn.
Yeah and it doesn't even retract all that smoothly.
Hey I was at Target the other day and looking at an iPod Classic screen protector (clear, sticky-free film for protection). Turns out the Zen and iPod Classic have *exactly* the same size screens (2.5"), so this was perfect for the Zen screen and really you don't notice it once it's in place.
Alas, like I always do, I did it right but a little crooked the first time. So I tried to re-place it yesterday, and of course I messed up the lower left corner and there's a little bubble I can't remove (even after trying to move it again). This has happened to me numerous times with screen protectors for my Palm PDA and a StuffBak level that I tried to move. Oh well, I'll buy another one ($9.99, it's by Belkin) if it really bothers me in the long run...
Why do I never learn?
I've been downloading a lot of stuff via the Zencast site (basically an audio and video podcast for anyone, but in theory for Zen users). I can't seem to get the Web site ones to subscribe unless I manually paste in the RSS feed URL (no biggie, just an annoyance).
Of note for fans of Hardware Geek Supreme Lloyd Case (a mainstay at CGW/GFW for many years) is a tech/gadget/hardware show he often co-hosts. I forget what it's called, but it's regularly updated and is available from the ZenSynch menu that highlights a few Zencasts. The show is a huge filesize (122MB) and takes a while to get converted and transferred.
Funcom -- which has U.S. offices in Durham, N.C., btw; they're hiring customer service folks for the location -- put out a press release that it has about 700,000 registered AoC accounts at this point. The other day the game director mentioned in an interview that the 1 million number bandied about it is "the number of copies sold to retailers," and they didn't have a number yet for games sold-through to customers.
Anarchist: "The game sold 1 million copies and 300,000 already quit!" Pessimist: "They sent 1 million copies to retailers and 300,000 are rotting on shelves and in warehouses!" Optimist: "They sold out 700,000 copies and they sent 300,000 to restock shelves and warehouses!" Non MMOGers: "Meh. All mmorpgs suck. I'm too cool to play them."
In conjunction with the test server going live, they're changing the update schedule to once a week (which should give at least a little time to test these things on the test server for player feedback):
Now that the first month after launch is behind us, we have decided to change from two game updates a week to one (Wednesdays, 4am GMT).
There is a number of reasons for this, but these are the most important ones:
* We want to reduce the downtime. * We want each new update to be on our test server a few days longer to ensure that everything works as intended before releasing it.
The number of updates and bug fixes we do to the game will not decrease because of this change. We will work at the same pace, and if anything we will be more efficient since there has been a fair amount of overhead involved in releasing two updates each week. Urgent issues will still be addressed as they arise, but we no longer need scheduled downtime twice a week to do that.
I hope somewhere on the "bug to be fixed list" is being able to dismount in combat without becoming A) A screaming torso that glides around the ground like a lawnmower but can't damage anything, and can't be remedied unless you can glide into water , or B) A flying horse rider on an invisible mount who again flies through the air but can't damage anyone, and can't be remedied except by logging out. I'm not really upset about it though, because they're the two funniest graphical bugs I've ever seen in my life.
We are proud to announce the launch of our new Age of Conan Testlive Server. This server is open to everyone with an active Age of Conan account. If you can log onto the Live servers you will be able to log onto the Testlive server. Until today our test server has been limited to former beta testers only so we are very excited to open it publicly for all Age of Conan players!
The Testlive server will be the first place to see and experience new updates before they reach the Live servers. In addition to this you will have the opportunity to speak directly with developers and QA staff that are working on the Testlive server.
In order to streamline the testing process we will be placing out special Testlive vendors that will allow you to level up your characters to various levels. This leveling process will also give you appropriate equipment for your level. These vendors will appear on Testlive in the next few weeks.
That forum post has information on their duplicator tool and how to get set up.
if we move onto ‘combo’ damage, which is what is causing the notable part of this issue, there are suddenly several factors that come into play when determining the final damage. I won’t be wasting too much time in this update to go into detail about every factor, but to quickly list a few they would be stat/modifier/multiplier (which in turn depends on class, level and weapon equipped), length of animation and, although irrelevant to this exact issue any longer, amount of steps in a combo sequence
The main reason for the discrepancy in damage output that you’re seeing is that the length of an animation isn’t equal for both Male and Female characters in many cases. This is what we’re currently fixing, but there’s roughly 800 to 1000 animations in total that are involved here, and that they are significantly more “complex” than the ‘white damage’ [he means "non-combo", regular attack] animations mentioned above this naturally takes a lot more time.
Of course, once the length of the animations have been fully corrected/tweaked either by an animator or BCC designer then every rank (of every combo for every class) has to be re-balanced by the System Designers because, as I mentioned above, one of the factors that come into play when determining the combo damage is animation length.
I’m afraid I won’t be able to give you an exact date for when this issue will be fixed, but we’re working internally towards a goal of having everything finished during the next two to three work-weeks, depending on how much we need to re-adjust after the initial tweaking. This is including the majority of QA testing, which can be performed during the process as we’re working on a class-by-class basis. That being said, and even with on-going testing during this process, everything still needs to be verified by QA once more after we merge our changes into the system data to ensure that we’re not breaking anything else.
We will however not be patching this out to Live on a class-by-class basis, but rather in one big “collective” fix to all classes. I will make another promise right here and now though; I’ll be investigating whether or not we can introduce these changes to the public Test server (which Famine has promised everyone a bigger update on soon) at the earliest possible convenience.
I hit 60 tonight. Although I had a pretty good Igneous Falchion sword (I say it looks like the Prince's sword in Prince of Persia ), I bought for a a reasonable price a pretty hefty different 60 sword with some good attributes (stamina and health tap %'s, and a decent amount of extra physical damage). And I just like the look...
So is *this* really how armored horses work? The Captain rides his armored horse standing (as if it were a snowboard), and zaps me with attacks that way. I was able to knock him off though. It was pretty cool once I got over my flabbergastedness about it...
On second glance of my video of this, I think it's just a mount bug. Right now, if you have to suddenly dismount in combat, it seems to have a fair chance of bugging-out (vs. when you just get knocked off your mount, that seems to work fine).
I bet when it releases, there will be more threads here than for Age of Conan. And then the inevitable backlash will occur. And then someone will create a, "Now that I've returned to Titan Quest Immortal Throne, it Really Was Awesome!" It won't be me, unless I get a bionic wrist...
If they can make "using the environment" an innate part of your combat skills (maybe dropping trees on big mobs for example, as well as what the video shows), that'll be by far the freshest injection I've seen into the "Diablo clones world" yet.
I'm also wondering if they're retaining or enhancing the Mercenaries (hireable NPC buddies) feature from Diablo II.
This has been a hard year for the "old" Diablo team what with DII Lead Designer Steig Hedlund's Gods & Heroes getting canceled before it ever launched, and Brevik, Roper and Co's Excellent Adventures in Hellgate. I forgot that they left Blizz (June 2003) long before WoW launched. There was actually a lot of hand-wringing back then about losing the Diablo "team." All water under the bridge now...
Just kidding. I don't begrudge anyone enjoying PVP. Glad it hooked you. In fact, I want them to make it better in AoC cause I know it's important for the game's long term future.
I just tend to play games to make some friends (however temporarily), and I generally have found co-op and the like more conducive to that. Getting face-stomped by someone who then runs away in glee, never found any friendships growing out of that. otoh, I have on occasion had friendships grow out of getting mutually PVP'd, and then working together (happened in Diablo "1" sometimes). Probably if I was in a PVP-focused guild that teamed a lot I might feel differently.
I think though I would get pretty ticked off if I traveled a zillion miles through various zones and then got wasted by someone as I was merrily running to Mr. NPC (esp. if I didn't have a mount). I think also if another player just waited until some AI enemies had worn me down, stepped in and finished me off, I think I'd be ticked off and wouldn't feel all that positive about the game anymore.
I have felt the sweat-inducing tension and occasional bursts of adrenaline in limited doses of PvP in City of Heroes and Ultima Online, but I'm generally more a fan of having designated PVP areas and not otherwise having to be paranoid that every other player I run into is going to stab me in the back. I know others find it invigorating. I think the key is to just give players both options, so I'm glad it seems to be providing that choice (even if it needs work).
On the solo side, I've seen some things that give me a little hope for unpredictability, including roving patrols with what appear to be unpredictable patterns, enemies that run away to get reinforcements (it seems, I'm not really sure what the heck they're doing sometimes ) and then come back at you, and quest twists that can be a little surprising. I guess the danger of that is people who enjoy predictable grinding (like me, on occasion) can get upset when the AI suddenly does something unexpected or said roving patrol suddenly walks in on you when you thought you'd found a peaceful corner...
They did mention something about improving the text descriptions of various things. Some of that may be just because English isn't their native language per se, though that doesn't explain having nothing at all for the "special powers." I'd love to just see a separate tab added for "special powers" so that you have at least a little insight into what they do, what triggers them, etc.
The other thing I could use is a quick hotkey for turning off certain things, like Lumbering Hulk. I love Hulk (Hulk smash! Oh, oops, wrong Hulk), but when you get overwhelmed and decide to run, the speed debuff is killer. afik, you have to right click and choose to turn it off from the buff icon up top in the UI (I don't think you can just hit the Lumbering Hulk hotkey again to turn it back off). I just find it a clumsy 2-step process when I'm running for my life. I might just be missing something there, but that was my understanding.
At 59 I could finally get the feat that enables 2-hand combos to trigger Furious Inspiration (until then it's basically only triggered if a teammate gets hit with melee damage):
FURIOUS INSPIRATION - What it is: A proc that all conqueror's receive at level 5, and improve on at level 10, without you ever knowing about it. How to get it: Be grouped with someone who is struck with melee damage, or pick up feat Angel Fury in Brute tree and successfully complete a 2handed combo. There is a chance on group member getting hit this ability will proc and show up in your buff bar. It can proc very quickly, and will at the most reach 10 stacks, or 'rank' 10. The buff lasts for 15 seconds. It does FIVE THINGS! First: Learned at level 5. After 4 ranks are built up, it has a chance to heal your group members when they do any type of damage. It will heal for increasing amounts of health based on the amount of stacks, the maximum of which are 10 stacks. Thus, the largest heals will be cast at 'rank' 10 Furious Inspiration.
Second: Learned at level 10. After 10 'ranks' are built up, there is a chance on successful melee strike for you to cast FURIOUS RESURGENCE. This will resurrect any dead group members in one cast, i.e. you have four group members, one furious resurgence proc will res them all. Resurrected group members will res with 10% hp, mana, and stamina. [earlier, I was rezzing teammates with no idea I was doing anything...]
Third: Adds a self buff of +% damage, 2% for each rank, thus +6% damage for rank 3, and +20% damage for rank 10.
Fourth: Once Furious Inspiration is 'active', i.e. in your buff bar, you can hit Defiance for an additional heal (FI must be active for this skill). You must put a feat in Defiance to learn a new ability... Defiance. This ability, fully feated, will heal your group members for 223 hp at level 80. Improved defiance gains 333 mana/stamina as well.
Fifth: Similar to Defiance, Bladeweave must have a feat spent in it for you to have it. Once FI is up, you use this feat to increase the hit rate of your offhand.
Furious Inspiration will heal more hp based on its rank: Rank 10 (24-35) Rank 9 (21-31) Rank 8 (18-26) Rank 7 (15-22) Rank 6 (12-17) Rank 5 (9-13) Rank 4 (6-8) Furious inspiration will heal even more if fully feated (Improved Furious Inspiration) Rank 10
It's pretty great stuff, but since the effects are random and it isn't listed on any of your abilities/skills list in-game, it's hard to get a handle on what it's all about. I just don't quite understand having a skill where you can't ever figure out what it does *in* the game [i.e., you have to exit the game and go Web surfing to figure out what it does]. I hope some day they provide some in-game information about it.
I hope you guys will let this thread remain focused on dev posts and not become the Optimist vs. The Pessimist discussion thread.
I'm just saying AO is/has had lots of technical teething pains so for the game director to say it's had surprisingly few technical problems seems like a strange thing to say. That's all I meant. And I was trying to have fun with it. I give AO credit for what it *became*, but the initial launch is still considered something of a historic launch disaster (along with World War II online the same year), but people learn from their mistakes and get better. AO is still running and getting updated (as Turbine continues to do with its venerable warhorse Asheron's Call).
As long as they can keep up this two-updates a week pace, I think AoC will be fine. They just need to be stubborn and keep ironing out the bugs, while keeping an eye on the end-game and PVP stuff (even if the latter doesn't interest me much).
I do think it's instructive that the game's popularity has far outstripped Funcom's expectations/projections (thus like Godager said, completely overwhelming them on the customer service side of things). I tend to fume about MMO launches not having enough servers, enough tech support, enough people but I doubt most businesses (esp. in today's economy) are comfortable spending a zillion dollars because they *think* they'll be popular. Certainly they hyped the game to the high heavens, but did they think it would sell a million copies (worldwide) so quickly, and sell it in so many places? It's kinda hard to tell -- if you guess wrong, you end up with Auto Assault (which I enjoyed, but which had roughly 8 mostly empty servers after launch).
Here's a new fan AoC news site that seems fairly useful. Check out the cool, supposedly leaked Ranger PvP armor: http://aoc-hub.com/
I moved onto Atzel. Visually it's a pretty cool "glacial" world. I've run into mount bugs yet again there (I tried to dismount, and basically the game made my horse disappear but I remained in mounted position and while it was again hysterical to watch, it was frustrating to play.
Also, the Atzels have this nasty roving patrol and apparently "emergency kill the player team" of... well, it's a helluva lot of Atzels, and apparently if you fight a picket they'll go run to some horn thing, blow it, and bring this Raider group on you to kick your behind. As below...
Blackjackian may be "good" at 59, but he ain't That Good.
I had a great time playing today but this particular zone's ticking me off, so it finally brought things to an end for the night.
However, I do think the screenshot would make a great Conan comic book cover.
Well, I was working at Relic Entertainment. I started on RTSs originally and I interviewed at Blizzard ... I was actually very happy at Relic, but I had friends who had moved to Blizzard and they got me an interview. I was like, "Cool, Rob Pardo! I get to be interviewed by him and he's an idol of mine!" For me, it was just a cool experience to be able to talk to Rob for an hour. And we continued to talk and I went to the first BlizzCon [October 2005] and they just talked me into it. Essentially, I've always been a huge fan of Blizzard and it just felt like a natural fit.
I hadn't seen the unveiling, and like most Blizz announcements, it's treated like some Greek God walked down from the heavens to give the people a gift. Diabloii.net and, from the looks of it, about 2,000 other people filmed it...
If you're impatient, the Diablo III announcement is at about the 31min23sec mark and you can move the slider over to that...
It's interesting in a way that their earlier "entries in the franchises" didn't have to cope with this degree of hype (there wasn't any conference/ceremony with thousands of people on pins and needles for Diablo, Starcraft etc.). Not sure if that's good or bad. It's great they're treated like rock stars now, and that the Blizzard name has more weight than any one developer type, but I don't think you'll ever see a Blizzard game sneak up on people again via word-of-mouth again (or in the case of Diablo "1", a terrific 2-dungeon level demo most people got via gaming magazine CDs).
I thought it was pretty awesome of them to dig up the original "Tristram music" from the first game, for the "foreplay" leading up to the announcement. It really does give me goose bumps to hear it again.
Technically it's been smooth, in fact a lot smoother than we'd expected. I was actually a bit surprised at that, because based on previous launches and what we've seen from other games, I was expecting more technical troubles.
quote. AHAHAHAHA! That's a good one, Gaute! Give us all some of what you've been smoking! To be fair, I think he means in comparison to Anarchy Online's historically disastrous 2001 launch. Old-timers may recall AO was Computer Gaming World's (rest in peace ) "Coaster of the Month" when it launched.
Anyway there are some useful things to read:
PVP Fugitive System
Gaute Godager: Yeah. The method that we're using is one where you get something called "Fugitive Points" for certain types of behaviour. You get them from attacking someone, being the aggressive party, you get them from killing someone much lower than you - and certain other types of behaviour too. It's focused around never telling the player that they can't do something - but if you do it, it will have a consequence.
The consequences that you have are Fugitive Points. Those points will dribble away with time - they time out - but you can also grind them off by doing communal things. We're trying to make a penal system without actually making one. Basically, if you help with guild activities, for example, you'll get a faster reduction of fugitive status.
There are two steps of fugitive status. The first one we call Orange, and if you're in Orange state then other people can attack you without themselves being flagged as a fugitive. The second state is Red - and then not only can everyone attack you without being flagged themselves, in addition to that there's a chance of you dropping an item. It's a bit like a bounty on your head.
It's something we've been playing around with for some time, and there are a host of technical and balance issues to make this work so that it's not hugely exploitable.
Fleshing Out Quests, Quest Pacing
Gaute Godager: I think there are a host of issues and a host of reasons for that. First of all, I think we have actually already addressed quite a few of those things. We did have a lot more chaining - which means that you need to do an early quest to get the later quests in the chain. Let's say that you're 27 and you arrive in an area - if you haven't done the 20 and 22 quests, you don't see the 27 quests. We've broken quite a few of those chains up so that they'll be more available to people.
Secondly, we have added quite a lot more content in the early and late thirties, which are the places where people were making themselves heard most clearly about these issues. I do also think that we need to promote the quests that we have - because we do have a lot of quests. It's just about finding them. [It sounded from previous dev postings that the upper 50s is due to get some quests-transfusions soon too - bj]
Let's say you do Conall's Valley when you leave Tortage. Then you arrive in Khopshef Province, say, and you don't see any quests there. That's basically because you now need to go to another quest hub, rather than the one on the docks where you arrive. We don't have enough funnelling quests to push you into that new area. Even though when we discuss it internally, we say, well, we actually have the same amount of quests in sheer numbers as we have at lower levels - they aren't advertised and available enough.
Tabula Rasa had a bit of this situation going on too. You'd need to reach certain contacts in certain zones to have anything to do, but sometimes the previous quests (or the general storyline) wouldn't nudge you in the direction of where you needed to be.
Class popularity or lack thereof
I'm not saying by any means that it's perfect - but we're actually a bit surprised that we haven't seen any classes being singled out as excessively popular, because of huge imbalance or huge exploits. I just don't see that in my statistics.
There are some classes which are a bit more popular than others, but there are also classes which we are surprised by the popularity of, even though they are so different. The Herald of Xotli is one of those. We're just not seeing that any class is either very unplayable, or very popular, due to imbalance.
He also said the game population is about 50-50 split between North America and Europe right now.