January 19, 2017, 11:35:29 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
  Home Help Search Calendar Login Register  
  Show Posts
Pages: 1 [2] 3 4 ... 287
41  Gaming / Console / PC Gaming / Re: Helldivers: "Come on you apes! You wanna live forever?" on: October 27, 2016, 02:13:16 PM
I forget if you played Helldivers on PC (I can only play it there and via Vita on PSN), so glad to play it with you if you get back into it.  icon_smile

While we fans are definitely frustrated Sony doesn't seem inclined to give us Mohr Helldivers beyond these occasional special occasion tokens so to speak, Arrowhead's been really awesome interacting with the community.  icon_smile As far as the commemorative WWI-era rifle, while it's nice unofficial cross-marketing with fellow Swedish dev DICE's Battlefield 1, I would've preferred maybe a WWII-era M1-Garand rifle with its 8-round internal clip.  icon_cool

The designer Patrik answered a few questions I posted on Reddit.

*Funniest thing he confirmed is that when a player joins a game in progress, and your pod drops in -- the precise drop point is a random "dice roll," and like we all thought, it DOESN'T take into account if a player is at the landing spot. It just determines if it's a "valid" landing spot. So a patch of ground with another player on it is considered a perfectly "valid" landing spot as far as the game is concerned. We're all just flesh standing in the way of the pod.  icon_lol

Their September newsletter suggests they are still "anxious" to get approval to announce their "secret next project," which is under development by the combined dev teams of Helldivers and the Gauntlet reboot. Although I remain lukewarm about Gauntlet - and Arrowhead officially discontinued development on that some time ago and is no longer involved even in terms of updates - Steam Spy suggests it sold quite a bit more copies on Steam than the Helldivers PC version did. Though I get the feeling maybe Warner Bros. expected more.

At least one Steam fella has nominated me for that "Community Cape" (it has yellow stripes  icon_smile) so here's hoping my Steam forum blathering about Helldivers pays off.  icon_cool

I played in several groups last night, added lot of folks to friends list. The only jerk I ran into was a higher (L39) player who kept insulting me and others (nothing scatalogical, just a lot of snobbery) every time we died or die something he didn't like. I figure if that's the worst I run into in Helldivers -- everyone else I ran into was cool, funny, friendly, self-deprecating etc. -- then it's a good testament to the playerbase.  icon_smile

I confess I take breaks from Helldivers time to time but I always come back to it.  icon_smile Other than maybe Killing Floor 2 -- which has no friendly fire and is a vastly different co-op experience -- I haven't really found any other co-op experiences as much fun. I tried to get back into Left 4 Dead 2 last week but found I still had some motion sickness issues there. Source engine games give me more problems than Unreal-engine games, generally speaking. Alien Swarm was awesome, and if it was procedurally generated or the devs had been allowed to add more official maps, perhaps I'd still play that too.
42  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] The Division (Tom Clancy) on: October 26, 2016, 05:43:30 PM
I re-rolled a noob character and put some time in the wee hours last night. Difficult to tell any specific differences in early going. I guess the early boss you encounter was a little less bullet sponge as long as you had a fully automatic weapon to wear him out quickly.

I'm not saying it really bothers me THAT much, but to me in the end it's not as fun to mass murder essentially looters and rioters in a game as it is zombies/Zed (Killing Floor 2, L4D etc.) or space aliens (Helldivers, and a zillion other games). And to me cosmetically it's easier to accept a KF2 Scrake or Fleshpound soaking up a zillion AR and SMG rounds, than it is some paunchy looter with maybe a kevlar vest on seeming like Robocop in The Division.

Still reasonably fun, but I just don't have a feel yet for how the update affects the experience from 1 to 30. I'll put more time into it the next few days and provide my report on the Low End.  icon_smile

I didn't have any server or lag issues last night fwiw.
43  Gaming / Console / PC Gaming / Re: Helldivers: "Come on you apes! You wanna live forever?" on: October 26, 2016, 01:13:49 PM
As I hoped, we're at least getting a little cosmetic (Liberty Cape) and a new weapon (a WWI era rifle -- must be a Battlefield 1 tie-in?  icon_smile) And various events today for Liberty Day, including devs popping in to play though I'm guessing that's on PS4.

Helldivers celebrating Liberty Day 2016! – Competitions, Livestream, Reddit AMA
Citizens of Super Earth,

Thanks to your bravery in the Galactic Wars we are once again able to wish you a magnificent Liberty Day!
 In celebration of this historical anniversary we are hosting some competitions and other events, as well as giving away free equipment to all Helldivers. Read on for full details.

New Liberty Day equipment

To celebrate Liberty Day all players will receive the new rifle M2016 ‘Constitution’ and the Liberty cape.

The M2016 ‘CONSTITUTION’ is a reproduction of the old M1903 service rifle used in ancient times. It is fairly ineffective in combat but is used within the Super Earth Armed Forces as a ceremonial rifle. Every citizen is issued one once they turn 16 to encourage service.
 While not recommended to bring into the field, it is certainly possible to use for the very skilled or the very brave.

The LIBERTY CAPE is given to every Helldiver so they will be able to celebrate the big day in style, while also showing their dedication to protecting the precious Liberty we enjoy today.

In addition to the new Liberty Day gear there are two more capes which have been added to the game – the Community Cape and the Developer Cape.

The COMMUNITY CAPE is given as a reward to outstanding individuals who have participated in – or helped out – the Helldivers community in various ways. Whether that be assistance in solving bugs, guiding new recruits, winning competitions or actively participating and engaging in forum discussions, these individuals can be distinguished from other recruits.

The DEVELOPER CAPE allows you to recognize members of the developer or publisher teams amidst the chaos of battle. (Shooting or badgering developers will not earn you any rewards, rather the opposite. We just wish to enjoy spreading democracy side by side!)
Also some fun "create your own" cape contests and a contest involving posting a comment on that blog URL's comments thread.
44  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] The Division (Tom Clancy) on: October 26, 2016, 12:36:08 AM
Final 1.4 patch notes:

The only pull quote EngineNo9 needs to see  icon_smile
Time-to-kill enemy NPCs has been lowered.

The Gameplay tweaks: (threw in some spaces to break up the text wall)
Gameplay Changes
*Time-to-kill enemy NPCs has been lowered.
*Many improvements were made to enemy AI.
*Player ammo capacity has been increased by 50% after level 30.

*When matchmaking the game will now attempt to refill empty slots if the group privacy allows it.
*Incendiary and Explosive Rounds will no longer apply status effects like Stagger and On Fire.
*Accuracy will now be lowered for a short duration after performing a combat roll.

*Added a delay between leaving a group and signing up for matchmaking.
*Weapon magazines are now refilled when restocking from an ammo crate.
*The crafting material drops from the Base of Operations will now reward High-End quality after level 30.

*Removed scavenging from the game. Scavenging is removed as a secondary stat on all gear pieces. New gear pieces can no longer roll scavenging.
*The Map indicator for Rogue players now increases in size the closer they are to the player.
*Player grenade damage now scales with the current World Tier to ensure consistent efficiency against NPCs across World Tiers.

*Shotgunner NPCs: their damage falloff and accuracy have been slightly reduced. This should limit their range and lower their lethality in long to mid-range combat.
*Several improvements to NPC AI.
*Player health will now progressively regenerate to full when out of combat.

*Updated the ways NPCs react to Player Threat, now allowing players to more predictably manage enemy agro
Lot of "quality of life" UI improvements and inventory handling stuff sounds promising.

"World Tiers" seems an effort to address the L30+ issues:
New Feature: World Tiers

Upon reaching level 30, players are now able to select a World Level Tier that controls the level of enemy NPCs encountered and the quality of the loot they drop

There are a total of 4 World Level tiers:
Tier 1: enemy lvl30, gear score rewards 163
Tier 2: enemy lvl31, gear score rewards 182, unlocks Challenge difficulty, unlocks Incursions
Tier 3: enemy lvl32, gear score rewards 204
Tier 4: enemy lvl33, gear score rewards 229
Activity difficulty in a same World Tier (Normal, Hard, Challenging) will provide more rewards
45  Non-Gaming / Off-Topic / Re: [TV] The Walking Dead Season 7 (Careful there will be Spoilers!) on: October 24, 2016, 02:07:17 PM
I watched it, and Talking Dead -- held at a massive fan-screening at a Hollywood cemetery with nearly the entire cast showing up there including Jeffrey Dean Morgan, and eventually in unforecasted, pouring rain -- was a 90 minutes special and hoot and also touching to watch.

Scott Grimes denies TWD has become "misery porn," though I'm not sure what else to call last night's episode? And then
Spoiler for Hiden:
it tries to get uplifting at the end, which seemed to me like putting a Band-Aid on an amputee. icon_smile
While I'm still invested enough in some remaining characters to want to keep watching (and heck there's nothing more interesting to watch Sunday nights imho), I feel like the show at times is tipping so far into torturing characters and allowing no remaining hope in its world, that there is the feeling creeping in of "why watch anymore?"

It's like, more characters will die (except presumably Rick, I feel like everyone else's number could come up eventually), another would-be sanctuary/haven will prove to be not, some other megomaniacal maniac villain (Governor, Negan, 'good characters gone bad' etc.) will rip people up and/or trick/mislead people, survivors will take a road trip somewhere. That's the show, and it still tops basic cable, still sells merchandise and draws a zillion fans to special events. So maybe that's fine...
46  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: October 21, 2016, 07:42:19 PM
So I tried another clear case, End Scene brand found at Target ($10 off this listed online price):

While it's pretty protective (hard shell structure), I found it again too heavy and also because of its rigidity, extremely difficult to remove.

So back to Target it goes today. I guess I'll just go nudie (sans case, I mean), and at some point invest in a screen protector of some sort.
47  Gaming / Console / PC Gaming / Re: Nintendo Switch - the NX unveiled on: October 21, 2016, 05:30:12 PM
I skipped Wii, but did get (and still have, it's dusty  icon_smile) Gamecube, GBA, DS, 3DS, 3DS Max but confess they're all gathering moss and dust somewhere. I mean, the games are the thing, and if you find something you truly love, they're all great systems. I found stuff I liked, but not in the end anything that kept me hooked.

Same with Switch, I'd say. I mean, it's the software. If the games are there, I'd probably get it, if I can't find something that calls out to me, I won't.

I do find a little peculiar the idea of a system where you're essentially "hiding" a tablet inside the console. I mean, does the tablet need to be in there if you're playing the game on your TV? Or is it just there for recharging? Guess I don't understand that part.

Suspect this is their maybe last ditch effort to stay relevant as hardware-maker in a world taken over by smartphones and tablets. I mean, I see little kids out and around playing with iPhones and Android phones, and tablets of both type all the time. It's not 1985, 1995 or 2005 anymore. Very different competitive landscape.
48  Gaming / Console / PC Gaming / Re: Red Dead Redemption 2 on: October 21, 2016, 05:24:51 PM
I wonder if there'll be a PlayStation VR version where you spin your VR hand controllers...  smirk
49  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: October 21, 2016, 05:01:13 PM
Depends on what reviews you read. Ones I read suggested the single player AI is generally atrocious/brain dead, and the vignettes don't really offer any replayability. But I doubt it's what anyone's buying BF1 for.

It's released:

Good luck in the meat grinder, dough boys!  paranoid
50  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] The Division (Tom Clancy) on: October 21, 2016, 02:08:37 PM
The 1.4 monster update launches on all platforms Oct. 25 (next Tuesday):
Last week’s State of the Game discussed a lot of the changes that were implemented with Week 4 of the PTS, which came to an end on Tuesday.

As we wrap things up, we are very excited to announce that Update 1.4 will be available for all platforms on Tuesday, October 25th!

We are looking for your feedback on the Skill changes we made in Update 1.4.
If you need a refresher on everything 1.4 is tearing up to try to improve (theoretically)....

(Update 1.4) The Hunt for Loot

(Update 1.4) Introducing World Tiers
(emphasis is on trying to "fix" the L30+ game difficulty/reward aspect afik)

I haven't bothered logging in for months and did not try the test server, so it's all greek/new to me.

I'm sure this massive update will install without a hitch. "Yeah, tell me another one, Blackjack!"  retard Roll Eyes

Santa Claus is real! Easter Bunny too! And Leprachauns! "Yeah, Blackjack, tell me some more whoppers!"  saywhat
51  Gaming / Console / PC Gaming / Re: Tiny Metal [PC] - Advance Wars spiritual successor on: October 19, 2016, 01:52:15 PM
Funding canceled just around midnight EST this morning apparently.  icon_frown

Fell about $17,130 shy of its $50,000 goal.

However, a dev rep seemed to indicate they plan to release the game whether the Kickstarter succeeded or not:
AREA 34, INC. 2-time Creator about 11 hours ago

@ bonuswavepilot: Thank you! We will still release TINY METAL whether we succeed in this campaign or not.
52  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] The Division (Tom Clancy) on: October 18, 2016, 11:19:05 PM
Another blog update Oct. 13:

State of the Game
As we head into the final week of the PTS, we wanted to take the opportunity to highlight a few key changes we are making with week 4.


As the biggest topic of discussion recently, difficulty is the focus for this final PTS week. It’s clear that there are two strong opinions on the subject right now, those who though the PTS week 3 was fine and those who thought it was too easy. Our goal is to find a solid middle ground.

Additionally, it became clear that there was an inconsistency in the difficulty between Underground Challenge Mode and Main Mission Challenge Mode. This was caused by the fact that Underground does not scale with group size like Main Missions do. To address this, we made the following change:

Underground Challenge Mode will now scale with group size in terms of enemy health and damage, but no longer in enemy quantity. This means that when playing solo or in a smaller group, you will face more enemies in Underground Challenge Mode than in the past.

To go with this change, chances to drop items from random enemies in Underground have been slightly lowered to ensure that an increase of enemies does not lead to even more loot.

In PTS week 3 we announced that we would reduce the damage that NPCs do by about 15%. Thanks for the recent discussions, we identified a bug that added another 15% on top of that, meaning that NPCs dealt 30% less damage instead of the intended 15%. This has now been fixed and the following change reflects this:

Fixed a bug where NPC damage was reduced by an extra 15%, leading to a total 30% reduction in PTS 3 instead of the 15% announced. Their damage is now correctly reduced by 15% compared to PTS 2, and thus increased by 21% compared to PTS 3.
We’ve also decided to revert the change to Elite Armor that we made for PTS week 3.

Reverted the change done in PTS 3 to Elite and Named NPC Armor, to bring it back to the level of PTS 2. This equals an increase of 20% armor compared to PTS 3.

Health on Kill
There was a significant amount of feedback during PTS week 3 that Health on Kill had become very strong. While it should provide you with a solid amount of healing if you invest into it, it should not be extreme enough to overshadow medkits or other healing skills. To answer this feedback, we’ve made the following changes:

Path of the Nomad

2 pieces: Reduced Health on Kill bonus from 20% to 14%
Reduced Health on Kill rolls on items by about half

Ballistic Shield

We’ve resolved a number of Ballistic Shield bugs with the PTS week 4 patch. With the recent changes to threat, it’s crucial to ensure that this skill works properly. Play around with it and give us your feedback or let us know if you run into any issues!

Double XP
This weekend we will also be testing out a system that allows us to award you with Double XP over a certain time period. Consider this and take it into account when providing feedback! Please let us know how this system feels and any other feedback you may have.
I'm afraid the impression I still get at this point is the game is almost completely broken in many ways, and Ubi's trying desperately to fix it, but I can't imagine how many early adopters already flew the coop.

The game certainly had a lengthy alpha-beta phase, I'm guessing they just didn't have enough data-metrics to realize what was off until the game launched and the masses all barged in, including me.

I do want to check it out once the major changes are in place, and the dust hopefully settles, so I'm going to try to check the official blog more often.
53  Gaming / Console / PC Gaming / Re: Tiny Metal [PC] - Advance Wars spiritual successor on: October 18, 2016, 11:11:57 PM

Quote from: EngineNo9 on October 18, 2016, 03:50:50 AM

Unfortunately it looks like this one won't be hitting it's mark.  They are only 61% of the way to their goal with just over a day to go.
Bummer  icon_frown, I'd gotten an email reminder yesterday.

I'd love to chip in $17,745, but I'm holding that back for the new car I need to get some year before my '96 Corolla disintegrates around me.  icon_biggrin

Most recent comment made a good point, that it seemed like an unwise idea to have rewards for funding jump from chipping in $100 to $1,000, with nothing in between.
54  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: October 17, 2016, 06:01:19 PM
More peaches and cream Polygon take...
Small issues aside, Battlefield 1 marks an impressive, risk-taking reinvention for the series. That the multiplayer is as good and distinctive as it is is less surprising than a campaign that takes a difficult setting and navigates it with skill and invention. The end result is a shooter than succeeded far beyond my expectations, and one that exists as the best, most complete Battlefield package since 2010.
I'd still like to see a review by someone with little or no experience in the previous Battlefield games (like me, but don't look for a hopeless BF schmuck like me to review this  smirk)
55  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: October 17, 2016, 01:22:15 PM
Partial-reviews starting to show up...

'Battlefield 1' Review (Xbox One): History Repeated
In the end, Battlefield 1 will almost certainly not disappoint fans, but it’s hard to know how much it will expand its core playerbase either. All the game’s strengths are still present, from its gorgeous visuals to its sprawling battles, but so are its weaknesses. Battlefield 1 is a brilliant game in many ways, but it can also be an immensely frustrating experience at the same time, particularly in its most popular multiplayer modes.
Fundamentally, Battlefield 1 is a great-looking skin for past Battlefield games. That’s not an insult, as the series has a storied legacy and the game can be very fun. But despite the switch to World War I, the changes feel mostly cosmetic, and though those cosmetics look fantastic, I don’t know if the game has what it takes to convert those who weren’t already fans. Maybe that’s fine, and clearly the game has gotten many people excited, but my only warning is to not go in thinking that this is going to be some dramatic leap forward for the series. It looks great, sounds great, and has those “holy crap!” moments the series is known for, but it is fundamentally not all that much different than what’s come before, and that includes some of the inherent faults of the series.
Based on my beta experience, I don't plan to enlist. The single player vignettes sound interesting I guess, but seems more like training stuff essentially. Can't really call that an SP campaign per se imho.

imho what DICE can't program is human nature, which is to spam anything effective (including grenade spam, sniper shooting, running over folks w/ tanks, circle strafing, bunny hopping) and essentially to play as selfish as possible even in team vs. team modes because I never saw anything resembling people working together in a BF1 battle. Getting shot in the face and blown up by enemies I can't even see is maybe a BF Norm but just didn't find it much fun.

I loved riding the horses, though I suspect a Battlefield game where they'd serve more use than as a way to race to checkpoints -- like Battlefield Cossacks -- is probably not happening.  icon_razz
56  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: October 14, 2016, 05:39:32 PM

Quote from: Mystic95Z on September 20, 2016, 01:32:51 PM

Blackjack, have you heard any hissing coming from yours under heavy load?
Although I have not heard any hiss -- I did read about this on AppleInsider and the like -- on occasion it has felt a bit hot to me (maybe a given given the thin-ness). It has not pulled a Galaxy Note on me yet.  paranoid

I tried a clear Silk brand case:
*But the 7 is so dang light, and this case just made it feel like a brick to me. It was sort of a hybrid hard plastic/soft silicone inner lining, which made it protective and easy to put on, but just too heavy. I returned to Amazon for store credit.

I want to try this Cygnett case (Aussie web site) but the Aussie-based company seems to be dragging its feet here in US and offers no iPhone 7 cases here yet.

I think I'm OK with the non-physical home button now, but it did take me quite a while to get used to it. I still miss "slide to unlock."  tear

One expensive mistake for me -- my 7 came with 'use cellular connection to download apps/app updates automatically' enabled. I wasn't paying attention, so that's apparently why I topped my pretty generous monthly data allowance (4GB) and got socked with a nasty overage fee for the first time in my 4 years with iPhones.  retard
57  Non-Gaming / Off-Topic / Re: [TV] The Walking Dead Season 6 (Careful there will be Spoilers!) on: October 13, 2016, 07:53:53 PM
I assume Maggie's offed, gives birth to a Zombie Baby  The Weghted Companion Cube will never threaten to stab you.. Hilarity ensues, as well as a spinoff show called "That Zombie Baby!"  We put the fun in funeral

I'm not 100% sure I'm watching anymore, depending on if the first few eps this year hook me. Fear the Walking Dead lost my interest long ago.

With TWD, I feel like even the best show starts to repeat itself around seasons 5-7 (which is presumably why plenty of successful shows pull the plug around that point; while others often drag on repetitively into double-digit seasons as long as the ratings are still there), and don't expect Walking Dead to be any different.  Beat that horse!

I mean, how many times can we watch The Group try to reform civilization or fit in at a pseudo civilization, then fail while battling some evil arch nemesis group, then go on an epic road trip, then find another prospective home? Then lather-rinse-repeat. Can't argue with the ratings, I just find my interest level dwindling.

I'm sure it's faithful to the comics, and that just a continuous circle of failed hopes leading to anguish/misery is its route pattern. Along with killing off a couple fan-favorite characters each year and replacing them with characters often not quite as compelling.

I dunno. Maybe the first time I hear Rick screeching, 'CAAAA-AHRL!!!! MEESHON!!!!!!!!!!!! DAAAA-RRREEELLLLL! MAAAGGGIIIIEEEE!!!!! GLUHN!!!!!!!!!!!!!" I'll just be a sucker and take all this back.  icon_razz
58  Non-Gaming / Off-Topic / Re: [TV] Fall 2016 Season Begins! on: October 13, 2016, 06:04:45 PM
I really enjoyed the pilot episode of Timeless. I was busy watching baseball Monday, and forgot to catch episode 2.  retard

I found it sort of a hybrid of stuff like Nicholas Myer's 1979 film "Time After Time" (H.G. Wells using a time machine to chase Jack the Ripper into modern day San Francisco); Stargate; and to some extent the alternate reality-stuff in CW's The Flash. I guess I wonder if the network will support a show with what looks like a really expensive costume, settings and FX budget over the long haul.

I liked the cast/characters right away. Hope to catch up on it soon.  icon_smile I'm not saying the show is genius, only that it hooked me quickly and I guess I'd call it easy to sit down and watch.
59  Gaming / Console / PC Gaming / Re: Star Citizen, space combat simulation game (Chris Roberts' latest) on: October 10, 2016, 03:59:28 PM
Star Citizen Single Player Campaign Delayed Into 2017

A delay involving Star Citizen? Next you'll tell me Santa Claus isn't real!!!!  crybaby smirk

P.S. Santa put Chris Roberts in charge of North Pole flight operations. Xmas might be delayed a while...  Juggling!
60  Non-Gaming / Steals and Deals / Re: Steam Deals Thread: Daily, Weekly, Midweek, Weekend and all other sales! on: October 03, 2016, 01:43:53 PM
The Division 40% off ($35.99)

Weekend deal that ends in 3 hours 18 minutes....

No, I don't know if I can recommend the game in its current state, but if you think the promised upcoming mega overhaul will "fix" it, it might be worth taking advantage of this.  icon_smile
61  Non-Gaming / Off-Topic / Re: RIP: Arnold Palmer on: September 30, 2016, 08:03:36 PM

Quote from: EngineNo9 on September 26, 2016, 02:45:00 PM

I will always remember him with my summer ice tea and lemonade drinks.
This was one of my favorite ESPN commercials both because it's So Subtle and Because It's Also Not, at the same time  icon_smile

Arnold Palmer makes an Arnold Palmer...

My late father earned a little "I Beat Arnold Palmer" wooden plaque at an army base in Seoul, Korea, in the early 1960s. I think Palmer played a tourney at the base course during a visit with troops (probably USO event).  icon_smile I need to see if I can find it somewhere at my mom's house.
62  Non-Gaming / Off-Topic / Re: [netflix] Luke Cage on: September 30, 2016, 08:00:12 PM
All episodes debut today.  icon_cool

Reviews generally good though of course we'll all make up our own minds.
63  Non-Gaming / Off-Topic / Re: [Netflix] Stranger Things on: September 30, 2016, 07:58:31 PM
I thoroughly enjoyed it, finally binge watched it this week in a couple days. To me it's the kind of show you're better off seeing months later after the hype has faded away. Then you judge on its own merits. I'd say the same for a lot of summer movie blockbusters and Oscar winning movies too.

Think it also helps to watch the whole thing and and get caught up in its momentum. I think if I just watched an episode or two, I might've moved on.

I did feel like certain characters' sudden change in behavior (including the kids), or going from "this is unbelievable" to "I believe all this!" happened in too much a blink of an eye. Maybe that just comes with the 8-episode territory.

I guess my concern about the confirmed Season 2 is where to go without repeating itself. Also that the kids are at that age where they start changing drastically physically, and in voice. Perhaps that'll play into the story.  icon_smile I mean, I didn't change much from age 12-13, but I did sprout up about 10 inches from 14-15.
64  Gaming / Console / PC Gaming / Re: [Kickstarter] Hyper Light Drifter on: September 30, 2016, 05:51:22 PM
On the Newcomer mode, people trying that so far report that they get one more health bubble maximum, and that enemies and traps in general seem to do a little less damage to you. Not sure yet how/if it affects the boss battles.
65  Gaming / Console / PC Gaming / Re: Tiny Metal [PC] - Advance Wars spiritual successor on: September 29, 2016, 09:33:42 PM
Cool. I posted brief blather about it in my Steam activity feed.  icon_cool

This is also up for Project Greenlight voting at Steam fwiw:
66  Gaming / Console / PC Gaming / Re: Wasteland 3 [PC/Mac/Linux/PS4/XBOne] on: September 29, 2016, 04:06:50 PM

Quote from: Lordnine on September 28, 2016, 08:08:16 PM

Wasteland 2 was my game of the year when it came out so I am all for another one.  What is the deal with using Fig though?
Great question imho.  icon_smile

Eurogamer piece speaks a bit more to financials and reason for the change (Brian Fargo being on Fig's board is probably the big gorilla in the room reason).

Also maybe I should've played up the new co-op multiplayer option though it sounds a bit dangerous to me in the wrong ways (your teammate can purposefully screw up your savegame/progress etc.)

inXile announces Wasteland 3 - and it's got multiplayer
As with previous inXile games, Wasteland 3 will be crowdfunded.

But it's ditching Kickstarter in favour of Fig, the program set up by video game developers including Double Fine's Tim Schafer that lets people not just back projects, but invest in them. (inXile's Brian Fargo is on the Fig advisory board.)

The Wasteland 3 Fig campaign launches next week, 5th October, with a funding target of $2.75m. Of that, $2.25m is the maximum inXile will take for equity. The minimum investment is $1000, but if you want to simply back the project you can do so at a much smaller amount.
I'm doing OK but I'd say about one less digit ($100) is about the tops I'm comfortable backing a game.  icon_smile

My educated guess on "investor" is that if you invest $1,000+, you get some tiny cut of game profits perhaps? Whereas backer, you just get at best some doodad backer rewards (poster, game on discs in a box etc.). I wouldn't think they would want investors to get too much power per se. I mean, if everyone with a $1,000+ investment gets some say in how the development goes, then you'd probably have a hornet's nest of opinions.

I had a great time with the Arizona part of Wasteland 2, though for sure the early access builds were often buggy as heck if not broken, and by the time they cleaned up everything up with the late director's cut type release, I just wasn't much into playing anymore. As far my being hopeless in California, I suspect maybe I should've "grinded" further in the Arizona area to try to keep improving gear and weapons etc. But I was tired of the area and really wanted to move on to the next part of the campaign.
67  Gaming / Console / PC Gaming / Wasteland 3 [PC/Mac/Linux/PS4/XBOne] on: September 28, 2016, 05:47:39 PM
*Now with co-op multiplayer...

*Crowd-funding launches on Fig Oct. 5.

Press release pablum:
What is Wasteland 3?

  • A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
    By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
  • Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and tons of other content.
  • Your Ranger Base is a core part of the experience. As you help the local people and improve your Ranger Base, quests and narrative will force you to make decisions on how to lead.
  • The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy ending is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
  • Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera

Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One

Explore a New Frozen Wasteland

You start the game as the sole survivor of Team November, a Ranger squad dispatched to the icy Colorado wastes. This is a land of buried secrets, lost technology, fearsome lunatics, and deadly factions. No one here has ever heard of the Desert Rangers. Your reputation is yours to build from scratch, and your choices may save this land or doom it. With a renewed focus on macro-reactivity, you’ll be picking between warring factions, deciding whether locations are destroyed or saved, and other far reaching decisions that have a marked impact on the shape of your world.

Bring a Friend

For the first time in the history of the Wasteland franchise, you will be able to take a friend with you on your journey into the post-apocalyptic wastes! Wasteland 3 opens up the possibility to play through the campaign with a friend; both of you controlling your own squad of Rangers.

The core of Wasteland 3 will still be a rich single-player experience. If you play with a friend while both online together, you’ll be able to share many missions, and join up to hit key story beats, but you can also split up and cover more ground. Once a game is started, you can play Wasteland 3 while your friend is offline, and do a lot of missions without them. Be aware, however, that the actions you take while your friend is off-line are not without consequence!

By making the decision to include multiplayer early on in the process, we will be able to design a game that is true to the core principles of the Wasteland franchise and our studio. Wasteland 3 can be played as an offline, single-player game, and is built from the ground up with a focus on story and reactivity that makes no sacrifices to the multiplayer experience. At the same time, co-op players will enjoy working together to change Wasteland 3’s highly reactive world… or finding ways to destroy what their friend has worked to accomplish.

Expanding on Wasteland 2 Designs

Our strategic turn-based combat is core to the Wasteland experience. Wasteland 2’s rangers could use cover, flank their enemies, and attack from rooftops with deadly precision and horrific status effects. Wasteland 3 will build and polish this existing system while adding a new feature: team-focused abilities. Your rangers will have an arsenal of combat skills with special tactical effects, usually focused around weakening the enemy while protecting their squads.

Another big change this time around will be the addition of vehicles. Your ranger will use your upgradeable vehicle for travel, storing essential goods, exploration, and survival. Gear up your vehicle well enough, and you’ll be able to use it for moveable cover in combat, or – if you’ve installed a turret – deal with fools crazy enough to tangle with the Desert Rangers.

Finally, the Ranger base is a key location in all the Wasteland games, and Wasteland 3 will be no different. This time the experience will be much more involved, as you are setting up and reinforcing a brand new Ranger base to survive and even thrive in the hostile snowscapes of Colorado. Rather than the base being primarily a place to pick up new missions and replacement squad mates, we’re expanding it so that it is a full base of operations, allowing you to gather materials, do research, reach out to factions over the radio, try to set up supply lines and trade routes, and more!

A Brand New Atmospheric Experience

Looking around at the rich possibilities of our setting, it struck us how often we do return to the desolate dry desert and ruined cities. We still think that’s a great core setting, but it is also more limiting when in reality the world after mankind can encompass many different settings, from overgrown wilderness thriving on former cities (something we explored more in Wasteland 2) to the remnants of mankind trying to survive in a hostile, frozen landscape. More than anything, a solitary building or town amidst an unblemished field of snow emphasizes an overwhelming sense of isolation that is key to the post-apocalyptic story. It is this rarely found setting and aesthetic that we want to explore in Wasteland 3.

As part of our improved presentation, we’re updating the way dialog is built and presented. Wasteland 3 will feature a complex dialogue based on the ideology behind Torment: Tides of Numenera’s branching system. Players will choose lines of dialogue that lead them through branching conversations. Choosing certain skills for your character may spell the different between success or catastrophe. And last but not least, in key conversations the camera will pan in to show a closer shot of person you’re talking to.

We’re very fortunate to have concept artist, Andrée Wallin of Wasteland 2 and Star Wars: The Force Awakens once again on hand to help us establish the look of this game, providing key art pieces that we’ll be used for inspiration and reference throughout the game’s development.

Additionally, we’ve been working closely with Christopher and Nic Bischoff of Brotherhood Games, the team behind the widely celebrated STASIS and Cayne isometric adventure games. In fact, they’re responsible for the beautiful prototype screenshots and video you’ve seen so far![/size]

This is where a cynic would warn you to wait for the inevitable Director's Cut release.  Roll Eyes

I had something of a great time with Wasteland 2, but my character builds that were effective in Arizona were ill-suited to the 2nd half of the campaign in Los Angeles. My guys were constantly eviscerated there, and I never got it figured out. So to this day I feel like I played half of a good game.  disgust icon_redface
68  Gaming / Console / PC Gaming / Re: [Kickstarter] Hyper Light Drifter on: September 28, 2016, 05:22:17 PM
Engine No 9 pointed out to me yesterday that a new update in public beta on Steam now both adds 60 frames per second (original release was locked to 30fps as I understand it, which was a deal breaker for some); and a new "Newcomer" mode with limited achievements for new players or, ah, sucky players like me who want a "less intense" experience.  icon_smile

You do have to start a new game in order to choose Newcomer difficulty. Other difficulties are Standard, and a tougher difficulty that unlocks if you complete the game on Standard.
Many moons ago, shortly after launch, we stated that a 60 fps conversion of the game was no small task; it would take a large pile of months and much effort to implement, if it was even achievable at all.

Now we can proudly present our latest update and say it has absolutely been worth the work.

It's still in our BETA branch and Windows only at the moment; we want to test a bit further before pushing to our main branch and other platforms.

To opt in right now:
1) Right click on Hyper Light Drifter in your Steam Library
2) Click on "Properties"
3) Click on the "BETAS" tab
4) Click the drop down menu and select "next_update"
5) Click the "close" button and your game should start updating immediately

*Note: There is a toggle in the options menu that allows you to switch between 60 and 30 fps in case it causes performance issues on your system. You can also revert back to the default branch.

This conversion was indeed a massive task to undertake: we worked through over 115 thousand lines of code the past several months in order to make this happen, manually changing timings of each object and enemy, fixing the dozens upon dozens of little problems that arose when changing frame timing, optimizing the game and testing the bits out of it internally.

Boss Rush + Newcomer
As no small aside, in addition to the frame rate boost, we have a Boss Rush mode with new achievements! It can be unlocked after you beat the game in the standard mode.

We also have a "Newcomer" mode for folks looking for a less intense challenge. It will have a limited set of achievements in it, so players will have to beat the game on the standard mode in order to get everything.
You do have to opt into the public beta build on Steam, it's not been added to the "main" release yet. Guess the sucky thing is I'd have to replay huge portions of the game to get back to the two bosses (North and West) I'm stuck on, and I really have no way of knowing if this Newcomer mode will help me finally complete those or not.

Game's also on sale for about $6 off or so, but this is the wrong thread to discuss that, right?   icon_smile
69  Gaming / Console / PC Gaming / Re: [PS4, XB1, PC] Battlefield 1 (Alt-history WW1) on: September 21, 2016, 01:27:28 AM
Modes spelled out:

Maps spelled out:

All sounds great but my beta echoes will be getting shot in the face by circle-strafing bunny hoppers and shot in the face by snipers 1,000 yards away I can't even see, people running in random directions from spawn points trying desperately not to get slaughtered etc. etc. etc. I'm unconvinced anyone actually wants to play BF1 as a tight knit team or squad. Why should they when they can just snipe and bunny hop and run people over and spam grenades etc.? I guess it was the same when BF1942 came out way back when. Maybe a bit late to complain about humanity now.  icon_razz
70  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 17, 2016, 01:35:43 PM
Did I mention the solid-state capacitative home button is way more annoying than the absent earphone jack? imho, it'll be the biggest stumbling block to customers moving to 7. It's really more of a vibrating home button than a click now.

Also, you won't be able to use regular gloves with it.  disgust I thought the fingerprint sensor stuff was great -- this so far just strikes me as weird and difficult to get used to, and "gizmo-ing for the sake of gizmo-ing."

I wonder how they marketed it in meetings. "Now, you don't have to deal with that annoying home button click you've been so comfortable using for 9 years! We'll also remove that pesky 'finger swipe to unlock your iPhone' feature, because you didn't want that feature anymore!"

I'm not planning to return it or anything. Just I think the non-physical home button may prove to be a bigger "get used to it" stumbling block than other aspects of the iPhone  7 or iOS10. fwiw. Maybe I'll feel differently in a week.  icon_smile

71  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 17, 2016, 05:37:34 AM
I promised some stupid unboxing, so here ya go! With cameo appearances by JJ the cat.  icon_smile Works better if you hum the 2001: A Space Odyssey theme while viewing these...

iPhone 6 black had a silver back. The new flat black has a sort of matte black back. I like it, and I bet it's pretty much fingerprint smudge proof.  icon_smile

Oh crap, I already got cat hair on it!  icon_razz

I already thought 6 had a beautiful screen, so I can't really say whether the hype of 7 having a snazzier screen jumps out at me by comparison. But hey, Gaming Trend never looked better on an iPhone, fwiw.  icon_smile
72  Non-Gaming / Off-Topic / Re: Let's talk Iphone on: September 17, 2016, 05:09:05 AM
I kinda miss the days you could tell what model it was by the wording on the box, but for years now it just says "iPhone"  icon_razz

Only the tiny, teeny back box print gives it away. It doesn't thankfully say you pledge your soul to Apple.  retard

The famous (infamous) dongle is really quite tiny. Though I would've thought by 2016 wireless charging without needing a special case would be doable, but it seems not. Or like a magnetic headphone/earphone connector that didn't require an open jack port. But I guess not. The 21st century is just one disappointment after another.  Roll Eyes

I had some high comedy activating, as I hadn't updated my iPad to iOS10. The Cloud verification code gets sent to your other iOS or OSX product. Or in a pinch they use an automated calling system of some sort. Finally sorted all that out.

While the earphone/headphone jack removal doesn't bother me (earbuds don't work w/ my ears well, and I've used Bluetooth headsets for years), getting used to this "taptic" or whatever home button in place of the distinctive physical click may take me some getting used to. Not sure how to describe it -- sort of a mini vibration behind the button (you get 3 choices of I guess how strong a feedback it is) instead of a physical click. Hopefully it'll become 2nd nature with time.

I'd like to get Cygnett's clear iPhone 7 case but right now it's only available in Australia/New Zealand where Cygnett's based ( I love my clear Cygnett iPhone 6 case in part because of its "knurled" edges that made it easier to grip, and kinda bummer the 7 version doesn't have that. Also loved it because it added no discernible weight -- I tried two other brand clear cases later but both added just enough weight to be annoying.
73  Non-Gaming / Off-Topic / Re: [Movie] Rogue One - A Star Wars Story on: September 16, 2016, 06:13:09 PM
'Star Wars: Rogue One' Replaces Its Composer
Alexandre Desplat was originally slated to compose the music for the new movie. Then the reshoots happened.
Rogue One: A Star Wars Story, the first stand-alone movie in the Star Wars franchise, will be whistling a new tune.

Michael Giacchino, the composer behind such films as the Star Trek reboot and Pixar movies ranging from The Incredibles to Inside Out, will score the upcoming pic, stepping in for Alexandre Desplat, who was originally slated to work on the movie.

The recent reshoots are behind the switch, according to sources.

Rogue One underwent extensive reshoots this summer that saw writer Tony Gilroy take on a filmmaker role during the shoot and the postproduction process as Disney and Lucasfilm sought to clarify story and tonal issues for the pic that is set to open Dec. 16.
I still get this feeling it's like Marvel yanking Edgar Wright off of the Ant-Man movie. That Disney suddenly decided with the whole movie, "Oh WAIT, we didn't REALLY want to be 'different.'"

Of course I'll always know Giacchino as the Medal of Honor: Allied Assault game music composer.  icon_cool
74  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 16, 2016, 05:01:33 PM
I wrote an extensive review late last night, albeit in a bleary, fugue state (OK maybe I didn't have reverse amnesia  icon_razz):

BJ's Bloated Everspace early access review

Dev's pretty up front about what's missing, that they want to have implemented by the time of full release, including:

-Ballyhooed non-linear story with characters, voice work etc. Really is not in this build aside from some text logs you can pick up here and there.
-Getting VR support fully working (it's really sort of a wonky, not quite implemented properly feature right now)
-The other two player ships (which you can see in outline in the hangar now)
-Maybe not so critical, but making the HUD dials/readouts working and useful (they're static "flair" atm).
-Joystick support (site mentions it and gamepads as a feature "once stretch goals are met" -- so I'm a little uncertain of the joystick status, as gamepad support is in)

From what I read, am unsure what kind of content there might be. They don't seem interested in traditional campaigns or mission objectives per se. I'd like a little carrot beyond gathering loot/resources, pew pew pew, and whoosh to the next sub-sector. For now (only really 4 hours of play so far), I'm just maybe still goo goo eyed at how good it looks and runs, and the basic fun factor of whooshing around, to be really critical about wanting more interesting things To Do. If it's going to be something that pulls me into 50-60-70 hour territory, there'll need to be more There There, I think.

The early access reviews are certainly enthusiastic (whether by players like me, or people given free keys, per the new reviews system), and it seems neck and neck with the big Divinity Original Sin II release on the Early Access sales charts. So hopefully this will help the dev keep it going and keep improving the game. Like they've put tremendous bread around Everspace, now it's time for the meats. Oh there I go with the food metaphors again...

While I've had fun with many EA titles, I've been burned by games where the dev team is so tiny that one person leaving or becoming ill, and *poof* the game is derailed. This one seems to have a decent size team, and did pretty well with Kickstarter to start off, so here's hoping they follow through on everything.
75  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 16, 2016, 04:08:07 AM
Ok, another eye candy batch, more dogfighting-focused.  icon_smile The basic trick with these early pirate fighters is to take their shields down (using laser or missiles) and then finish them off with your gatling cannon. There are other goodies (shield buster missiles, mines you can drop, much more powerful weapons later on), or you can choose to upgrade the starter weapons to give them more punch and more ability to impact shields. Exploded enemies drop various types of loot/resources you pick up via tractor beam.

Took on this friendly mining ship after some goof I did turned it and its escorts against me, so I figured, let's just salvo it with missiles and see what happens.
76  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 16, 2016, 03:55:46 AM
Sorry, guys, no specific joystick support yet (devs suggest they do plan to add it). Some testers experimented using keyboard mapping software as a workaround but I didn't see anyone terribly happy with that solution.

Freelancer (which has great kb/mouse controls) is really their control inspiration. So their explanation is getting crisp kb/mouse controls done right was their first priority, gamepad 2nd since the game was planned for XBox One. The game's web site mentions, "Gamepads and joysticks will be supported once the respective stretch goals are met, as it takes a lot of work." Just haven't seen dev posts giving an eta.

Also keep in mind this is billed as an arcade space combat game, not a "space simulation." Currently it doesn't have a throttle system per se -- you keep pressing one button for regular thrust, another for temporarily boosted thrust. I'm not precisely sure how that would work on joystick (the throttle wheel on most joysticks would have no function, nor would a fancy throttle probably). A dev posted yesterday that they would likely test offering an optional throttle control system -- I'd think that'd be necessary for joysticks to work with this well.

A big part of the game is making precise, hovering-type maneuvers (ala Descent, or even a Helicopter game) close in to asteroids and spacecraft ruins and the like. I think a hat switch could be useful for that.

Also, the reticule on the game's HUD is one that moves all over your HUD (your moving it around with your mouse; or with a thumbstick) -- it's not a fixed reticule in the center of the cockpit windshield. That could be a challenge using a joystick, unless they just make a fixed center reticule as an option for joystick users.

*To maybe better explain, with kb/mouse in Everspace, essentially your ship's primary weapon is almost like a ball turret on a B-17 -- you can swing the targeting reticule all over your visible windshield to fire at a target. So it's not like, say, piloting a WWII fighter where the guns are fixed in place on the wings and fire at a fixed crosshair you're using to aim with.

If you visit the Steam community hub for the game, the videos tab, you can watch the game in action and understand maybe what I"m trying to say here more. smile
*Click the VIDEOS tab there, I can't seem to direct link to that section.
77  Gaming / Console / PC Gaming / Re: Steam Reviews update Sept 2016 on: September 15, 2016, 09:05:11 PM
Jab -- a YouTuber I befriended on Steam back when he was playing a press key copy of Helldivers last December -- posted a column about the issue with his thoughts on some possible solutions, from a press reviews standpoint:

How Steam Review Changes Perpetuate a Vicious Cycle

The problem in a nutshell is that Valve, and by extension Steam, have no way of controlling keys outside of the platform. Bot accounts can easily be setup and it’s easy to generate keys.  It’s sadly naive to think that every developer is on the up and up and no one abuses the system. The current solution is essentially amputating a foot when only a toe is infected.

We can’t do anything with the keys outside of Steam, as there doesn’t appear to be a way of effectively authenticating them and users. Sort of telling the system, “This key was bought on humble bundle as a legitimate purchase.” Unfortunately, for games bought outside of Steam, if Valve wants to block those reviews, there’s not much we can do unless they change their minds.

In my opinion, a workaround would be with the users themselves. Let’s face facts: Valve has analytics on everyone who uses Steam. It shouldn’t be that hard to determine what accounts are legitimate and which ones aren’t.

For professional reviewers, a vetting system could be used to figure out who is legitimate. Similar to other platforms, it should be easy to cross check someone’s public information with their steam account to determine if they are who they say they are.

Once someone has been verified, there could be a new rating for critics on the store pages.  Many sites will show both professional and consumer reviews, so why not Steam?
78  Gaming / Console / PC Gaming / Re: Steam Reviews update Sept 2016 on: September 15, 2016, 08:31:55 PM
Kinda useful Eurogamer coverage of this:

Valve finally takes on Steam user review score manipulation
Valve said customers who received a game from a source outside of Steam can still write a review of the game on Steam, and it will be visible on the store page, but it will no longer contribute to the score.

And that's the sticking point for a number of developers who have reacted to the change with concern.

Maia developer Simon Roth, who successfully crowdfunded his colony building game on Kickstarter, took to Twitter to say the Steam user review change could put him out of business.
I was chatting with that Steam pal El Kemosabe (who generally does reviews on Steam based on playing "press key" copies provided by devs -- including Arrowhead's Helldivers).

He's upset, and feels like the change means his reviews will be essentially worthless on Steam. So he's considering not doing them on Steam anymore, and perhaps joining some friends who want to do a web site with reviews on it instead. His point was a lot of people who buy the games don't bother doing a professional or constructive type review -- much of it is is ranting about a game not running, or fanboil babbling without saying anything specific about a game.

His point is most folks who get actual "press keys" are trying to do professional-type reviews, offer constructive criticism, etc. And the new rule essentially marks anyone who got a key without paying it as someone whose opinion doesn't matter. I suspect they'll fine tune things, but it does seem like they used a scattergun approach rather than a precise beam.  icon_neutral
79  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 07:35:06 PM
I should say that for the full version, "a captivating, non-linear story featuring interesting and thoughtfully designed characters" through cutscenes, voiceovers, narrative, lore, etc. is promised, but talk is cheap during early access, right?  icon_smile

This post from official forums suggested a few upcoming adjustments:

Hi! Thanks for your feedback. Glad you like the game so far.
About the bad:

-I have put an *alternate throttle control* to our list of things to test because I heard that more than once. I'm not convinced that it really fits the fast pace of the game but maybe if it's ok we could make it an option.

-There is a bug with the Tractor Beam and with loot in general: If loot is spawned INSIDE the pickup radius of your ship then it won't get attracted. This gets worse the larger the pickup radius is (with a Tractor Beam). Currently, the Tractor Beam only works as intended if you approach pickups from afar. We will fix that soon.

-We think the Fuel balancing is quite good at the moment. Yes, there can be areas where there is no fuel but if you perk your fuel capacity, shoot down enemies, find fuel asteroids and destroy fuel containers then it should not be that hard. In the beginning, it is intended that you run out of fuel in higher sectors if you don't use all tricks.

-Yes, some (voice lines) are a bit cringe worthy. I think there will be more changes to that in the future.
I'll post a Perks screenshot later. That's what you can continue upgrading from run-to-run. Essentially when you go kaput, you restart in your hangar -- you have whatever credits you had, and your Perks screen upgrades are retained from run-to-run. However, all your resources go away, and any cool equipment you'd gotten on the prior run.

As far as these battlecruiser things that keep hyperspacing in and obliterating, I'm told that's essentially punishment for lingering too long in a zone, rather than Jumping to the next sector. I think what's tricky is there's no ticking timer telling you that you need to jet or somebody's going to get upset.
80  Gaming / Console / PC Gaming / Re: [PC/XBone] Everspace (roguelike space shooter w/ persistent progression) on: September 15, 2016, 04:18:03 PM
Let's try some initial Pros and Cons (will upate this later). As always just imho, you can find vastly different ones at official forums and Steam forums.

-Controls crisply with kb/mouse (controls inspired by Freelancer, dev has said)
-Looks fabulous (explosions, missile controls, laser blasts, etc. all very snazzy imho; asteroids, gas fields, derelect ships, etc. all snazzy too)
-Sounds fabulous (more voice work is promised; you do hear some chatter from enemy pilots)
-Space combat very playable from both cockpit view and "chase cam" view
-Descent-style precise maneuvering available - hover, stop, strafe, turn on a dime. Meaning you can precisely weave through asteroids, derelect space ships etc. If you're getting pounded, you might slow to a stop behind a big asteroid and try to take cover, etc.
-Lot of ship ability customizing through weapons, devices and consumables.
-After dying, you keep the credits and can spend them at the start of next run through (if I'm understanding it, you then lose any unspent credits upon starting the new run)

CONS (some of this is due to my personal preferences; and some of this is "Early Access build" syndrome, maybe):
-It's a roguelike (this would be a Pro to some people  icon_smile)
-To me, it could use maybe a smattering of specific objectives beyond harvesting, battling, and a handful of hackable objects.
-Not much story in current build, aside from some recently added text-logs.
-No "throttle presets," so you constantly need to adjust thrust and boost during space combat (I just miss having like 1/3, 2/3, full speed throttle toggles; such that I don't have to press a thrust button constantly).
-If you liked balancing shields in other space combat games, doesn't have that; instead you can choose different types of shield generators, and shield generator perks for customizing.
-No inventory per se for weapons, devices, consumables. You can unlock more slots, but for better or worse often need to make tough decisions on swapping two items, or salvaging one of them.
Pages: 1 [2] 3 4 ... 287
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines
Valid XHTML 1.0! Valid CSS!
Page created in 1.691 seconds with 20 queries. (Pretty URLs adds 1.14s, 1q)