Couple general pix -- riding a motorcycle is so much fun, you could just skip the rest of the game maybe. I just find the vehicles generally have two modes: Screaming like a Bat out of Hell, and Handbrake. I guess I wished there was an accelerator pedal so to speak - feels more like a toggle Nitro Boost to me.
PC version does have text chat (T key default) as well as integrated VOIP.
I have 3 invites for this weekend's beta test if anyone interested (PM me here, I'd need a webmail address to send it, and you might need to log into Ubi's site to claim it, which is what worked for me). Yeah I know we have few PC gamers here anymore, but I might as well offer. Bleah - I misread; if you got an invite from a friend, then you yourself don't get to invite 3 others.
Finally got to play beta a bit this morning. Total blast. Had no performance issues. I think the vehicles can be a bit challenging to temper speed wise with keyboard controls. As others pointed out here, it's no Division in some good ways imho -- it's true open world, you can one shot kill enemies as in GR and R6 in the day etc.
It's a bit Division-y in terms of skills variety (but these are very different), weapon modifications, gathering resources/supplies for tech upgrades later, and what seems to be a Ubi server set up rather than player-dedicated servers. Or maybe it uses their servers to track levels and it's really client-hosted? I'm a wee bit unclear.
There's no NDA afik, so I'll post some screenshots. Some interface type stuff:
Quote from: Caine on January 30, 2017, 12:41:08 AM
Played a bit of this in the back to basics mode. For anyone who complained of how every gun feels more like WW2, this is the mode to play. You are limited to a small handful of weapons, mostly bolt action. There are limited number of vehicles and the game is a lot more infantry focused again. Played a lot of it Saturday night with a small group of friends and had a lot of fun.
If they'd have set up servers that didn't allow sniper rifles, I might've gotten the game. But I'm a wuss at these things and realized all I'd ever do is keep getting shot in the face before I'd barely even moved, as was happening during my public beta experience.
That Dutch Steam pal I mentioned sometimes, he offered to send a beta invite as he got into some sort of beta for this and as with For Honor they let you invite a few friends. So hopefully I'll get to try it.
I uninstalled the For Honor closed beta since that ended and it releases pretty soon. While I don't need 100GB free on my 2TB hard drive I just like to try to keep around that much leeway. I'm sure at some point the temption to add another hard drive to accommodate increasingly large monster install footprints will be too great to ignore.
Embodying the greatest warriors of each faction, players experience some of the defining moments that led to the war. Dealing with manipulation, betrayal, and catastrophic reversal, they will need wits and skills to ensure victory.
Storming castles and fortresses, turning the tide of key battles, and defeating deadly bosses in intense duels, players will incarnate as battle-hardened heroes who will shape the course of a violent history.
Obviously, not much gruel to go on. I'd probably be more into it for that and the 2-player co-op, but perhaps that's not enough reason to go for a premium priced game like this.
I found with Star Wars Battlefront that I could get into team vs. team play for a while but it didn't keep me invested all that long, and I dunno, something about adversarial games gets this hateful mojo juice churning in my brain while playing -- I don't like the feeling. I get sort of a comfortable gaming buzz going on when playing Helldivers and Killing Floor 2 (co-op; it does have a PvP mode now), or the 2 player co-op mode in SW Battlefront.
Tutorial was a hoot (I'm on PC). I was worried it'd feel awkward on mouse/keys but I think it's awesome really -- really feels like you're swinging big ass swords and stuff in the 'guard mode' one on one battles, and then it's more akin to maybe Shadows of Mordor on the larger battlefield and it just feels and looks so great. I wish the light saber stuff in SWTOR had worked this way but maybe it's not realistic within mmorpg limitations.
I suspect I might have difficulty remembering all these different combos and stuff, but maybe it's 2nd nature with practice.
I don't know about the depth, and I'm wondering also too about the single player. Just my initial impressions went from "meh, I dunno if this is my thing" to "This is my thing!" I love online co-op games, I guess I wonder exactly how we work together in this and I guess I just gotta join some games and find out.
The flip side is the beta forums are well.... you can guess the general behavior there. I'm shallow. Probably the game has all sorts of issues I don't know about yet.
Also, although the beta warned me my Asus gaming PC is "below minimums," the game runs like a dream on the venerable if aging GTX 970. So I'm not sure what it's talking about, but maybe it'll be different in an online session.
afik, there's no NDA on this brief closed beta so hopefully OK to share these.
As old fart (51), I have fond memories of my mom, brother and I (dad died in '73) huddling on the floor in my bro's bedroom to enjoy CBS's excellent Sunday lineup. I get the order mixed up, but I believe it included MTM show, the Bob Newhart show and the Carol Burnett comedy/variety show. I want to say there was one other show (MTM and Newhart were half hour sitcoms; CB a one-hour show), but I draw a blank on what that was.
I actually bought the first season of MTM on DVD way back. While I still enjoyed it, I think it was after the Phyllis and Rhoda spin-off shows that the focus shifted almost entirely to the newsroom, and those later years ended up being amongst my favorites.
I'm sure in today's world, CBS would've forced everyone to keep doing the show for 10-15 years. I think in most network shows (22-26 episode types; today is shifting towards fewer episodes per season) then, you sort of started repeating yourself after 6-7 seasons.
Ron clued me in on Steam chat that this is 3rd person (I tagged it myself on Steam to at least remind me). I swear I can't find a single reference on the store page or the web page or the gameplay videos even -- I really couldn't tell because the camera is swooping all over the place aside from one 3rd person view of a player manning a turret in a vehicle, and much of the footage is cinematics stuff. It doesn't bother me, I just found that odd.
Certainly sounds like fun, and vehicles certainly weren't something in The Division. I guess I'm leery of running into drastic difficulty spikes as in The Division or scripted enemies that are too predictable. I did sign up for PC beta so hopefully I'll get to enjoy some impressions soon.
Steam pal got me into the PC beta. Although the whole system seems messed up atm, and the key's not showing in my account or his other invited pal's account. Their forums have some instructions, but I mean it's just not showing up as available for us yet.
While I loved it in 2005, I had way more motion sickness issues with it than Sierra's SWAT 3, so I didn't really put as much time into SWAT 4 as I would've liked. I don't recall if the game had a FOV setting.
I think it used a "powered by Gamespy" game browser for co-op then, so I'm uncertain of this release's online co-op functionality.
Quote from: rittchard on January 25, 2017, 12:15:31 AM
Quote from: Blackjack on January 24, 2017, 11:56:56 PM
I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?
They let you go to 125 in the interface, you can see it in the screenshot you posted earlier
OK, another player's older KF2 screenshot showed a lower maximum FOV number, that's why I thought may have modified it. Perhaps that was for the console version.
I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?
Got SWAT Perk to L25 today: *Read up on Steam forums about the two final Zed Time skills. Battering Ram apparently works against Scrake and Fleshpound but not when they're in midst of certain animations; and on Bosses, which seemed like it could be invaluable at times, but you have to luck into that pesky Zed Time at the right moment. Seems like it would make more sense visually if the perk got some sort of a riot shield.
I'm asking about whether Rapid Assault provides "infinite ammo" even if your favorite SMG is out of actual ammo.
I looked up SWAT Perk's last two SMGs on YouTube to see what they're like in real life use on a shooting range:
DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered.
* TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates. * A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer. * CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal. * THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable. * INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.
Console versions may happen if the PC release's a success, according to their post in the FAQ on Steam forums.
The footage I've seen is really fun. At times it's like FPS Dig-Dug crossed with sci-fi Aliens-ish type shooter. Graphics are very colorful. I think it's purposely closer to say a TF2 in visuals, and it seems like some sort of voxel type stuff for the destructible mining rocks and cave walls and stuff.
Of course my FPS motion sickness bugaboo but KF2 is heavily modified Unreal 3 engine and gives me no issues, so here's hoping.
Although it's a closed alpha now, they seem to be encouraging folks to share feedback and videos publicly. The videos suggest either it uses dedicated servers or perhaps even MMORPG-type servers (the servers having names makes me think that), I'm not quite certain.
The procedurally generated levels atm seem to lead to some navigation issues from time to time. It'll be interesting to see if they can keep that from becoming a problem.
I'm tired of spending $49-$59 on AAA-budget overhyped titles that lost my interest (and most of my forum or Steam pals who buy them seemed to lose interest quickly as well) within a couple months. I think I won't do that anymore this year.
Finally got my favorite Perk (Class, most games would call it), Commando to L25 to unlock the Advanced Training ability: "Zed Time" is like The Matrix/Max Payne slo-mo, and each Perk has a L25 ability to choose that gives mega bonuses during those Zed Time periods.
My SWAT Perk (L24) will be next and maybe Support (L23). All my other perks are in single digits up to maybe 11 or so.
I'm mostly a "bullet hell" fan in this type of game, but it's really classes like the Demolitionist and Sharpshooter on the high end that can really make the difference in battling the nastier Zeds (Scrake and Flesh Pound), along with the Beserker. I find a lot of my "job" with SWAT and Commando is simply to help "rinse off" lesser enemies as much as possible and let the mega damage Perk players focus on the rougher enemies.
Gotta say this Corsair gaming mouse has held up great in KF2, and I feel like somehow the LMB clicker lets me fire handguns in the game faster than on my trusty Logitech MX510. I still think if Corsair released a version minus the fat "sniper" button on the left (which gives you a temporary dpi setting of your choice), that would be perfect for me.
Official Orwell site: http://orwellgame.com/ *Free playable demo available, either on Steam or in a DRM-free version at the site.
Cool, thanks for sharing.
I was fascinated by it, but eventually removed it from my wishlist after reading it really had no replayability. Still sounds intriguing.
I remember some game several years ago that fascinated me in that the NPC characters were supposed to communicate with you in your 'real world' via text messaging, emails, phone calls etc. Can't remember the name.
Big TropicalBash update dropped, including a new Lost-inspired Jungle Island Map: http://killingfloor2.com/tropicalbash/ *The new Gorefiend is a whirling, twirling arm-blades pain in the ass, and my groups had some trouble adjusting to it last night. Which is a good change of pace imho. *I haven't tried the mace/shield combo that was added yet. Beserker's just not my thing. It's really meant more for players who like to parry enemy attacks, and I haven't really gotten hang of that.
*The map has some interesting environmental stuff including a periodically blasting volcano in the background, and changing tides at the teach. I haven't really noticed a gameplay impact from these.
*Multiperk adds some new, "makes sense" weapon choices for each Perk (i.e., Class), and still earn your "own" Perk XP when using it. So like the SWAT Perk gets access to the Medic Perks' SMG (which has a healing dart ability like all Medic Perk Weapons). Commando gets access to various assault rifles from other perks, etc. This does open the door to more hybrid-Perking where you're still earning XP for the class you're playing, while using a weapon previously tied in to a different perk. However, this does to my eyes really clutter up the vendor weapon screen, and can make a little rough to sort through in the 20-40 seconds you might have between game rounds.
Some changelog details:
We would like to welcome all Killing Floor 2 players to the Tropical Bash and join us for some bone breaking fun on sunny Zed Landing! With a special thanks to everybody who helped us test this update over the holiday season, let the hunt for (Alan) Wilson begin!
This changelog includes all the changes from the beta with a special section on fixes from the beta and since the beta. Full crafting/econ changes are still in the process of going live as database is being updated. They should come online shortly.
Highlights New Weapon - Bone Crusher New Map - Zed Landing New System - Multi-Perk Weapons New Zed - Gorefiend
General New System - Emotes - Players can now equip an emote and trigger it during gameplay
Multi-Perk Weapons Weapons can now be tied to multiple perks allowing for perk bonuses Example: Support Perk will now gain benefits from the Medic Shotgun
Inventory Crates can now be broken down into craftable items Game will now check for players purchase of KF 2 during early access via API and grant players the early access rewards As part of this previously granted EA rewards have been made non tradable Slightly sped up first 10 level experience gain Players can now turn off the auto-upgrade system
Quote from: rittchard on January 16, 2017, 05:33:15 PM
I only got to play a little of this so far, but I liked a lot of what I played. Unfortunately it did make me a bit nauseous/motion sick after. I tried enabling the crosshair and I turned on the "anti-motion sick" switch (no idea what that does but cool that there is one). I think I need to slow down the mouse look some more. It's been a while since an FPS got me dizzy, I'm not sure why this one in particular had any effect, it could be because I'm still getting over a cold.
My only complaint so far was that in the match i joined, they threw me in at the end and it was a pretty high level group fighting a boss. I died in about a minute and spent the rest of the time watching. Surprised there isn't any kind of respond or method to bring players back? I went back and played some more solo which was still pretty fun. I can imagine if I got the right video settings and into a more suitable group it could be a lot of fun.
On that same Gameplay Options screen, you might make sure the FOV setting is set to WIDER (maximum), which is 125 (narrow FOV is a motion sickness trigger for me and others in many multi-platform titles): Interesting about the anti motion sickness, I should look up what that does. Perhaps it reduces "weapon bob" or "head bob while moving," which are motion sickness triggers for a lot of people.
I believe KF2 uses a heavily modified version of Unreal Engine 3. Virtually all Source-engine games (even Portal!) give me severe motion sickness going to the original Half-Life, I think due to a "gliding" feel in the movement where I feel like I'm moving on rollerskates/ice skates instead of moving around. I generally have fewer issues with Unreal engine games.
*If you die, you're just done for that "round" (I think games can be 4, 7 and 10 rounds; with a countdown timer break to visit the weapons/equipment vendor in between). You can still chat, and sometimes I'll holler out about a Scray or Fleshpound that's on the way. Note that if you die with upgraded weapons, those will drop on the ground. Nicer players may pick them up and then drop them (select weapon, then BACKSPACE key by default) near the vendor machine between rounds; but if it's a heavy weight weapon, nobody likely will. You can backtrack to get them but there's no overhead map and sometimes you don't have time to go back and find 'em.
KF2 uses dedicated servers. While I guess anybody can start one, I miss client-based titles like Helldivers where it's very easy to invite a Steam friend into your game, set up games for Steam friends only etc.
A big TropicalBash update just came out. I'll make a separate post on that. It's fun to have a new map, and some other changes freshen things up, but I really would rather get an Objective mode as in KF.
Quote from: rittchard on January 10, 2017, 10:10:17 PM
This looks like fun, is BJ the only person who played it all this time?
I think that's always been par for the course for any threads I post a lot in. SWTOR in 2011 was maybe an exception.
I think like any horde shooter, you have to enjoy repetition even if the game imho does a great job of always throwing mixes at you from different directions, and the higher difficulty levels toss different enemy behaviors at you. If you don't dig repetition or need a story, etc., it's the wrong game.
I certainly love the weapons feel, though the Beserker's bobbing melee weapons feel isn't my cup of tea.
This did launch on PS4 in November, but I think for better or worse it's perceived more as a PC only title.
If there's tactics, it's -- and I had to read the various KF2 Wikis to understand this -- in understanding the types of Zed your particular Perk's weapons are best directed at. If you can get a 6 person group going with six different perks, then it's interesting to watch them work together.
As I blathered, I don't make any new Steam friends playing this, as opposed to Helldivers where probably 80% of the folks on my friends list are out of playing that. Most games people just can't wait to leave when it's over. I'm not sure why that is.
This has remained my 2nd favorite co-op game on PC behind Helldivers. While I haven't made any new Steam pals playing it, and sometimes people get kicked for no discernible reasons, the playerbase is still generally OK I find. The forums maybe not so much -- the usual screaming, yelling and insults that every big-selling game seems to generate.
I have a few Perks (classes) up near the L25 cap now: Commando and Support at L23, the SMG-focused SWAT at L20. I've tried everything else, but those are really the sweet spots for me.
Was on a good team last night, suicidal difficulty (intended loosely for L13-25 perks) that extinguished the Patriarch boss in what seemed to be record time:
I can play this FPS for hours and hours with zero motion sickness. If I knew why, I'd ask other FPS and even 3rd person games to bottle it up.
While they added a "vs" mode (player-controlled Zeds vs non-Zed players), it doesn't interest me.
A new map is available in beta at this point. I think a co-op mode other than Survival is planned, but it seems bizarre to me they had the game in early access forever and never got a 2nd co-op mode implemented.
Disappointments for me on PC: -For me The Division -- I've never been in a game with millions of players that lost so many of them so quickly. Not even Bioware's Star Wars The Old Republic drove off its excited pre-order player base so quickly. I knew several folks who bought the Season Pass and don't appear to have ever even returned to see how DLC (Underground et al) turned out.
Guess it's old news that until you reach The Dark Zone, it simply isn't the promised 'open world' game -- it's more akin imho to Guild Wars 1 with guns (hubs with instances in between). I'm not sure the 'bullet sponge' aspect bothered me as much as the Clancy IP elminating any room for imagination in weaponry or enemies. Maybe a game like this with more of a sci-fi/Fallout/zombies/muties type background and non-restrictive IP would've hit the mark for me.
I revisited a bit after it's ballyhooed mega-update and it just didn't feel much different/more fun. And for a game "built from the ground up for co-op," co-op players were just not terribly friendly in it, in my experience. I'll probably uninstall it soon to get back its oceans of hard drive space.
-I refunded the recent Space Hulk: Deathwing after spending months trying to help hype it up. It has its fans, and its toxic official and Steam forums are mostly people attacking each other over whether its prematurely released trash or an "underappreciated gem." imho it would've been ideal for a lengthy Early Access period on Steam not just to optimize the game and implement player feedback, and clean up the often baffling interface/UI, but just to better figure out what kind of game it was trying to be. Is it really trying to be Warhammer Left 4 Dead? Or is really a single player game and they never intended for you to get much out of its multiplayer at all?
I wasn't really sure because the devs never bothered to have any sort of 2-way communications with us -- aside from a dev Stu who answered a few questions on Steam and then disappeared as if a trap door opened beneath him in late October. :p I should've seen on the wall when they desperately started up pre-order beta and open beta a couple weeks before release (!) and acted like that was normal and like they could actually address everyone's concerns in that amount of time.
The main goal of this first patch was to eliminate any game breaking bugs, crashes and severe FPS drops. We hope many of you are now better able to enjoy the game! That said, we’re aware that some players are experiencing occasional lobby connection errors and performance issues, and that’s our current focus as we continue to read your messages on social media.
Space Hulk: Deathwing - Hotfix 1.06 - 231MB Various performance optimizations (this is also an ongoing process). Inventory crash (in multiplayer) fixed. Major FPS drop on Chapter 1 experienced by AMD processors fixed. Input loss upon door interaction in multiplayer fixed. Potential crash using NVIDIA graphics card fixed. Multiplayer connection timeout increased, allowing more modest systems greater time to connect.
Myself I just put in for a refund -- Steam credit as I'm sure the upcoming holiday sale will bring something I much more enjoy.
Co-op is a mess for the most part. I just don't really think it's Warhammer L4D or Warhammer Vermintide. It's also about next to impossible to find any games to join (or people to join you) atm. The entire UI is a mess (imho). The single player AI is generally brain dead. The Genestealer AI or patterns are not really interesting or varied imho -- compared to L4D or say how KF2's enemies' diversity in tactics and swarming patterns.
The devs really don't communicate at any of the forums in any useful way (not even their own forums much less Steam's). I don't consider a vague one-way statement once in a blue moon as meaningful communications. Don't think they're really much interested in addressing specific player concerns, complaints or suggestions. The vast majority of games I love, the devs or at least designated reps are willing to wade into the muck and mire and talk to us have have conversations, explain/justify their decisions and why they can/can't do something. This dev? Not so much. Maybe it's some sort of publisher interference, but whatever the case, it's not something I'm keen on supporting.
Generally those are my reasons for refunding and moving on to other games. I don't do it easily because I spent a LOT of time pimping this game and hoping the co-op would be great, but it's just not really what I was hoping it would turn out as. I'm glad at least I could refund for reasons other than motion sickness so thanks to EngineNo9 for pointing out that one setting and reminding me about the FOV.
So my general impression from nearly 30 minutes (!) of trailers before an IMAX Show of Rogue One Friday (thanks in large part to the neverending extended Dunkirk trailer) is: -Did we always see trailers for movies that are 8-9 months (!) away from release? What happened to the idea of trailers for movies a few months away? -Will they ever, ever stop stamping out Transformers and Fast and Furious sequels? -Other than Spider-Man: Homecoming and possibly Dunkirk (and really just because Chris Nolan's work is always interesting at the least), literally I don't think a single one of the movies in the endless trailer reel was anything I want to see. Outside of the Spidey trailer, it didn't seem like in my audience any of the trailers built any sort of buzz at all. Maybe we've finally outgrown Hollywood. Or perhaps it's just an IMAX focus on bombastic movies and people are just tired of it.
My issue with the Dunkirk trailer is it didn't give the audience even enough info to understand what the heck was going on (no year, location etc.). I suppose that's in keeping with Nolan's mysterious ways.
I found it entertaining to see DV act essentially as I did when using the DV token in last year's Star Wars Battlefront. You just quickly rampage and destroy everyone else who isn't also a Hero character. I found it entertaining to see just how many different ways he could destroy rebel troops individually.
And I agree with some takes that the brief glimpse helps "re-establish" him as a true bad ass villain -- someone to be terrified of for more reasons than just basic Force choke holds -- and even maybe helps explain why he's just So Angry at the start of Episode 4.
I found it entertaining enough. Felt like by trying to tell a Dirty Dozen type ensemble story in a very limited amount of time, some characters just barely registered. I mean, they're all appealing, just some I felt I barely got to know anything about.
I didn't experience that fizzy fun feeling I got from Force Awakens a year ago (to be fair, plenty of people didn't respond that way and thought FA was a lazy reboot/remake of the '77 original). Found Rogue One riveting -- I regret that when I ran the restroom I missed a key scene -- and yet I didn't really feel any pull when I left the theater of running back and seeing it again, and folks here know I did with Force Awakens and at least most things Marvel.
Obviously some of that is different tone for Rogue One. And maybe some of that is Lawrence Kasdan and JJ Abrams having years and years to work on a screenplay, and Rogue One not so much time.
My best friend asked me if I "enjoyed" it, and I'm just not sure that's how I would describe the experience. We all applauded at the end, but there wasn't that sense of joy from a year ago. Other than the funny droid, there's not much humor to be had, and while I guess that makes sense in a battle movie, TESB had tons of humor in spite of all its dark story.
Apples and oranges I know, and who knows -- maybe all that joy for Force Awakens was just finally washing out the bad taste of the previous prequels, and future SW films won't get that kind of reaction.
My comment on stuff near the end...
Spoiler for Hiden:
really it is a spoiler....
Spoiler for Hiden:
I thought the ending was basically a rewrite of Captain America: The Winter Soldier, right? The crashing Star Destroyer even looks like a Hellcarrier? Or were Hellcarriers copying Star Destroyers? And she's fiddling essentially with a Western Digital plug-in hard drive instead of 'server blades.' Or is everything Disney destined to end the same?
On that CGI stuff....
Spoiler for Hiden:
Spoiler for Hiden:
Why not just limit him to appearing as a hologram? I think that way we wouldn't be expecting a 'perfect' replication. Honesty, I kept feeling like I was watching a "digital zombie" and it was distracting but didn't ruin the movie for me.
Others on blogs have argued, 'why not just re-cast the role?' It's been decades. Doing it this way opens a huge ethical can of worms after the Tron sequel first cracked the door.
Thanks. I did that and set FOV to the 90 max. It did reduce motion sickness issue.
Although this is listed 2nd on Steam's top sales lists (hacking a turret reconfigures your weapon choice for example; people getting stuck in MP, etc.), it sounds from forums (both Steam and official) that it's also going to be leading in Most Refunds Requested.
Lot of seriously game breaking bugs in multiplayer apparently, and most are struggling to keep co-op games connected (it's client-to-client and game session ends when host leaves; rather than a host migration like in say a Helldivers).
I think the single player is OK, I just don't think in the end it's worth putting up with its technical problems, balky UI and radial menu (imho) or the devs' apparent disinterest in any real 2-way communication with players. To me the game would've been a natural for a lengthy Steam Early Access period, and give Streumon all the time it needed to fix and polish and add and tweak over time. I'm assuming publisher Focus just wanted to get those Warhammer IP sales quickly.
I think I got maybe a half hour of game time before refund limit so maybe best for me to wait a week or so to see if any patches/updates work some magic.
Probably this will be a motion sickness refund for me (I got maybe an hour of gameplay left before exceeding Steam's 2-hour limit).
Turns out that running around constant claustrophobic tunnels in an FPS in an armored suit with weapons that bob (the 'head bob' adjustment menu does NOTHING afik) up and down like a pogo stick is, duh, not good for me and my motion sickness issues.
As far as the game, it runs well for me and the loading screen times do seem faster now. I still find the interface at times baffling and the radial menu -- given lack of proper game support in the PC release build; and they haven't even started working on the 2017 console versions -- to me just is clumsy and unnecessary.
Also the Steam forums are about as toxic and nasty and unfriendly as I've ever seen. I know Steam forums have that rep but for example the admittedly far less busy forums for say, Helldivers, Everspace and now Shadow Tactics are not like that at all. Something about big IPs seems to bring out the worst in people.
I exchanged (thank God for Fandango) my 7 p.m. Friday ticket for a 12:50 p.m. Friday ticket (I have the day off) to avoid some Friday slippery winter weather forecasts around here.
I haven't read any out and out "this is horrible" reviews, but certainly some aren't terribly enthusiastic, while others deem it "The Best Star Wars Movie Since the Empire Strikes Back." I think some of it depends on if you thought The Force Awakens was great, or was too much of a retreat/remake. Will start making up my own mind in about 47 hours.
While it's currently one of the top selling games on Steam (console versions are planned for 2017), think it's fair to say the Steam forum and the official forum at Streum's site are pretty toxic. We'll know in a few hours if the game still desperately needed weeks more work as many say, or if they were able to pull off some minor miracles the last few days.
I'd say from my brief foray it has some co-op potential. Perhaps a bit more in the Left 4 Dead vein (working through a map to reach the end), plus some objectives (few things in the ship to interact with), and less like Killing Floor 2 (per below, no leveling progression retained in MP sessions; and in KF2 the maps are more like an arena you're running around in - not something you're trying to get to the end of).
It didn't have persistent level progression in the beta build's multiplayer (you level and unlock during a session but it's all gone next time you play; whereas the single player campaign does have such progression).
Dev talked about how campaign has around 8 massive missions, and the idea is in MP you select any combination of them to work through (or just one, or the whole campaign).
As far as my infamous motion sickness, I'm not 100% sure yet. On the footage in that video above, I didn't have motion sickness. When i tried to play it again a couple days ago, I did have some. So we'll see...
As far as the co-op aspect, one class can heal/repair other players. And one class provides some passive buffs to the squad. Per Aliens, you can choose to shut certain doors to shut off incoming alien.... er, Genestealer routes, but a lot of players took joy in just bashing the metal doors in which of course means they can't be sealed.
Quote from: Gratch on December 07, 2016, 05:24:29 PM
This looks neat, but I don't think I have nearly the patience or level tactical savvy to be successful. Will be a bargain bin pickup for sure though.
Bought it yesterday. It has 3 pretty different difficulty levels, and you can quick save (and these are multiple, not overwriting) and manual save as often as you like. While this feature can be disabled, the game by default shows you how long since your last save.
I think the middle difficulty is about right for me. Some tough areas that take me some experimenting to figure out, but not in ways I find exasperating. And it's possible to trigger an alarm and still be OK if you can get back into full hiding -- in some cases you trigger "too much" of an alarm and the guards usually find you.
The Shadow Play option (Shift key for each character you want to set it for -- then you hit ENTER Key to trigger their actions) really opens some interesting tactical stuff. And sometimes you don't want to set all characters in Shadow Play -- for me I found it more useful to set one character in shadow play, let him do his distraction action, wait a couple seconds and then manually control the other character.
The Samurai (though not always available in a mission right away) ability to zip in and slash 3 enemies before they sound alarm really opens up some choices. The sniper character too though he has limited ammo that can't be (afik) replenished in a mission.
The game's on a modest sale ($35.99 from $39.99) through Jan. 2 as part of publisher Daedelic's Steam sale.
The game engine doesn't work with NVIDIA's Shadow Play recording unless you enable "desktop capture,' just fyi.
Some funny stuff I learned last night: -You get a badge for crushing two guards with one falling boulder. -You can't take down an enemy Samurai with a shuriken due to his armor, and that also prevents an easy kill of him period aside from using said boulder. -You can toss corpses off of ledges and cliffs. -The Samurai can toss barrels up to higher elevations, which proves useful. -As you progress, you run into smarter enemy classes who don't so readily run after distractions (tossed stones, sake wine etc.). You can still get their attention very briefly with those, but it requires a bit more care to take advantage of that.
Sure - also just noticed they updated the demo on Steam, think just to fix bugs and added a Mac version and Linux demo.
While no price is listed yet, I suspect the reportedly $39.99 price (according to several Steam forum posts and devs have not corrected the citations) may scare some folks off, though perhaps it will participate in the upcoming Steam winter sale. Maybe I'm out of touch, I just think most folks associated $40-$60 price points with FPSs and big sequels. An isometric title reviving the Commandos format? I don't know how the masses will respond to the price. It's certainly still on my list.
Initial reviews on full version by European gaming news sites are very glowing, but it sounds like the game's still struggling to get more visibility.
Quote from: Punisher on November 27, 2016, 03:22:31 PM
Does anyone know of a way to get steam to stop offering me things that are already in my library?Typically about 75% of things on my screen are already in my library. No matter how good the sale is, I'm not buying it again.
Your best best is when you see that, click on the arrow icon in the upper right corner of that listed game's (one you already own) screen, choose "Not Interested," and it shouldn't show up in Steam sales lists or the generated queue of "games you might be interested in."
I don't know of a filter to skip games already in your games library.
You have checkboxes in preferences for these: PRODUCT TYPES Include the following types of products in my store:
Show Early Access titles
Show Prepurchase offers
Show Videos & Movies
Show Virtual Reality content
You can filter out uber violent or 'uber sexy' games/content.
You can filter out by Tag so if you never want to see games in a particular category, or a certain type of game, you can filter those out. Preferences also has a list of every game you've chosen to mark as "Not Interested."
It's a one-time hassle but you could just go through all your game's store pages (at least the ones showing up in sales), click the big NOT INTERESTED button, and it should no longer appear in featured areas or be recommended to you. I think that extends to not showing up in your list of sales, but I'm not positive.