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1  Non-Gaming / Off-Topic / Re: The Walking Dead tap dances onto AMC for Season 4 on: November 11, 2013, 12:14:39 AM

Quote from: msduncan on November 10, 2013, 05:54:16 PM

I can tell a bunch of you aren't from the south.   This get in your face forehead touching thing is redneck fighting 101.  Norman Reedus nailed that.

I'm glad I'm not the only one who picked up on this. icon_lol

2  Non-Gaming / Off-Topic / Re: Another musical project... on: November 19, 2012, 06:03:45 PM
I just wanted to say thanks to those here checking our pages out...we get stats on were our views are refered from. paranoid  There was a wee bit more interest than I suspected, and I'm a bit shameless in trying to get an extra nibble or this is also an AAR of sorts.

Atara finally had our first show at a small but fairly popular local venue and it went off well enough.

The venue had a small stage and we had too much gear. The stage created low end reverb like I've never heard sounded like we were riding a locomotive through a mountain tunnel on stage, but thankfully the front of house sound was good and the patrons didn't get blasted through the back wall. Personally I had a few issues. I didn't eat well that day and didn't have a chance to get some bananas for the add a bit of adrenaline and it was hand cramp city about 1/2 way through our set. It didn't shut me down, but boy it was tough to play with any finesse. I hope I didn't sound as stiff as I felt it did.

All that said, we really had the crowds attention and received great feedback through the set. The nicest part was that not a soul was sitting in the bar room during our set but were out front of the stage....awesome feeling considering very few had ever heard a single song of ours. The only ones I noticed walking out was the following band when we announced two songs left. The crowd was more attentive to this than anything I've ever been a part of before.

We received plenty of complements after the set from other bands on the bill, people we know (who we've kept the music mostly under wraps from), and complete strangers. It sure was nice to get the ego payoff after putting in so much work for the past two years. I'm not saying anyone was gushing, but just to have someone take the time to stop me and simply say that they enjoyed what we did is a good feeling.

I'm a happy bassist and things are looking up as we also were able to get a couple additional shows tentatively set up in the near future with at other regional venues.

Our next show is about a month away and we're hoping to get it on video I'll be able to share.  thumbsup
3  Non-Gaming / Off-Topic / Another musical project... on: October 22, 2012, 03:07:59 PM
I would say it's "new" but a few of us have been working on getting it off the ground for almost 2 years now.  retard

We finally have all the right players, we're working the final mixes for an EP, have a set is locked down, and we're scheduled to perform our first shows in the coming months. I'm not sure which genre we would fit in. Rock, Prog, Alt...a bit of everything? It's been a real ride to get to this point, yet now it's time to get a bit of promotion going with social media. We've put a couple songs that are pretty close to their final mix online for listening...

So go listen!  nod

4  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 (official review on pp 21) on: October 01, 2012, 05:17:12 AM
Runes act as a set, so as you add the same rune to other pieces you're wearing, you'll gain the next tier. Minor runes have 2/3 tiers (?), majors have 4, and superior runes have 6.
5  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 (official review on pp 21) on: September 21, 2012, 09:54:40 PM
Those are obviously a PTW item from the BLTC... nod
6  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 (official review on pp 21) on: September 21, 2012, 09:10:29 PM

Quote from: Roguetad on September 21, 2012, 07:27:25 PM

I always appreciate seeing character screenshots as they level.  That higher level norn armor (helmet) looks great. 

Yeah, I wanted that helm as soon as I previewed it.

I'm not fond of the exotic heavy armor sets, so the whole outfit is a hodgepodge of types. Once I've found the bits I liked I've just been transmuting the upgrades to retain the look. It might not be 'matching', but I think it looks pretty good as a being an 8 ft tall female with those huge pauldrons and wings, I look pretty distinctive running around WV3.  icon_biggrin

Quote from: Isgrimnur on September 21, 2012, 07:59:46 PM

I wanna see the stats on the helmet that the critter has on.

If you're speaking of the character and not the bitchin' ram behind's not all that impressive and something I'm looking to upgrade soon. I'm not sure of the original stats, but it's currently Def:107 - 28 Precision - 28 Toughness - 40 Condition
7  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 (official review on pp 21) on: September 21, 2012, 02:13:17 PM
I'm playing daily and still lovin it.

I was going through my screenshots and found it cool to see how my main had progressed. I'd almost sent the second and last ones in for the GT review because I really liked the way they turned out, but just procrastinated. smile

8  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: July 25, 2012, 05:25:15 PM
Speaking of absolutely biggest issue regarding GW2 is which one to play first!  The Warrior, the Mesmer, and the Thief all have mechanics that strike a chord in me for different reasons.

The thief is just so quick and active that it's really rewarding when you're in the groove with it. The whole 'float like a butterfly sting like a bee' vibe is cool, plus it has some of the best combat animations I've ever seen in an MMO....there's just something I really like about it.

The mesmer I enjoy because it's a bit more cerebral. Even though you create a bit of confusion, it can be a bit confusing to track/manage your clones and illusions. Alot of folks find this to be an underpowered class, but I honestly don't feel it particularly underpowered. Fights may be a bit more protracted in all situations, but I feel as if I can take on a larger number of opponents. As far as sPvP...I find it to be beastly. Considering every time I drop a clone, my opponent drops target and has to reacquire me amongst the clones, I can really cut down on the time they are able to attack. If I have my head on straight during PvP, not doing something that gives the real me away, like jumping, unnecessarily dodging, or swapping weapons, while smartly using stealth and shatters, I feel as if I'm in control of the fight.

Then the warrior is always useful in a group due to it's high number of finishers. This allows it to take advantage of every field that's laid down by others and have a constant stream of cross-profession combos. Another thing that makes it attractive is the number of weapons it's able to use, and with the main hand/off hand combos, it has such a huge and varied skill set that could keep it playing fresh for a long time. Add in the fact that it's so damn visceral performing crowd control via greathammer and I have a feeling this will be the class when playing with friends. Which after the last stress test and BWE3, two of my regular mates had the game 'click' for them despite their earlier reservations.

Which classes are you all in love with and why?
9  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: June 11, 2012, 05:21:02 PM
Teggy, that's part of the reason I found the low-pop worlds to be a better experience....a chance of failure. It didn't happen much more often, but it did occasionally happen.
10  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: June 11, 2012, 05:01:33 PM

Quote from: Arclight on June 11, 2012, 04:10:00 PM

But the one big thing I look for in a MMO, at least for the first few months is immersion, and atmosphere. I think GW2 suffers in both these areas.
Its too sand-boxy for my liking.

The combat mechanics are what really grab me, but I absolutely understand the concerns on atmosphere as I felt the same way during the first BWE. That said, I found there is a good bit of atmosphere with politics, NPC interactions, factions and whatnots that go into giving a world life....but it is very much a sandbox and you have to 'find it' because it's in no way obvious. It's somewhat similar to ES games where you have to talk with or follow NPCs on the chance something interesting may happen.

I'm not trying to say "you don't get it" (because I hate that phrase with a passion), just saying there is more world depth than appears on the surface.

The scouts will give you some info on the area geography and it's background, but there is more to been seen than their 20 second rundown.

A good example of this was in the Kessex Hills over the weekend, an area where the humans are battling the centaurs, where I was approaching a human settlement and saw an unusual looking non-targetable centaur walking into the city. I just followed them in and watched as it introduced itself to the towns sheriff as an emissary and proceeded to discuss the situation...during this, a local citizen interrupted and started blasting the sheriff for dealing with them and threatening the emissary. Nothing came of this in the way of XP or anything, but it did give me some insight on what's happening in the world and what my purpose in it was past the personal story.

I would like to know if the world drama ramps up and becomes a bit more obvious as you get into the upper levels, without it I'm not sure it will have the lasting appeal for a vast number of players.

As an offshoot of the way it's all set up, I may look to choose a lower population world at release to avoid the zerg mentality I saw on the high-pop worlds. I did a bunch of server bouncing the first two days to find balanced WvWvW matchups and found the lower pop worlds to be much more enjoyable in PvE. I likely be spending a good bit of time doing both WvW and PvE so I hope the matchup system gets straightened out so that I'll be able to enjoy PVE in smaller groups (where the game shines imo) and WvW where one world isn't steamrolling the others.
11  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: June 11, 2012, 04:02:10 PM
Well, once again I barely got into any other activities other than GW2 over the weekend. I went a bit more in-depth with a couple of the classes that I'd neglected in the 1st BWE, all fun enough, but the Mesmer has become a must-roll for me. thumbsup

I normally dislike playing caster classes, but this is a fun class that seems like it will take some time to master. The whole mechanic of using multiple clones to produce damage or induce conditions on the enemy is really interesting to me.

I found that a sword/torch weapon set is very much to my liking. One of my favorite moves was to use a skill that produced a clone that would quickly close with your target and leave you the option to swap places with it, pop a skill called "The Prestige" that would stealth you for 3 seconds, then reappear with an AOE/DOT fire blast (great skill name smile)...yep, swap with the first clone before you reappear, exploding back onto your target before letting loose an additional skill that was a flurry of sword swings that leave you invulnerable during it's channel. Shatter a clone to daze the target and you can get out while summoning another...the joy on casting on the move.

There are some other unusual skills in their bag of tricks. Like placing a dome over an enemy where and ranged attacks are deflected back at them, creating a wall that will stealth your allies if they pass through it, or creating a portal on you that will teleport your allies to another portal location placed by you.

I found the Mesmer to be great in pvp. With the clones/phantasms, being able to swap positions with certain ones, teleports, stealths, etc., you can really keep the opponent off-balance if they aren't paying attention to where the real you is at. It's not all that powerful in terms of health or damage, but can sure make a mess of things and allow your teammates to work.

So it seems like I'll definitely be playing a warrior, a thief, and a mesmer....but which one is to be the first at release.

Overall a good experience over this weekend. Throughout all the time I spent playing, I only ran across one bug where an caravan event was stalled just outside a town. Performance was improved a good deal, sure it needs more optimization and a bit more balance, but it's on the right track. I'm really hoping release isn't too too far ahead as I think I'll be mostly sitting out any future BWEs, I'll log in long enough to check performance things or any major changes, but not spending the whole damn weekend playing. :p

One thing that has surprised me is how polarizing the gameplay is amongst my friends who are typically MMO junkies. Out of the 4 that I regularly play with, I'm the only one who really digs it...they don't have any particular reason for their ho-hum attitude towards it, but it's just not gripping them. Looks like I'll be guild hunting...
12  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: June 08, 2012, 04:53:33 PM
Tips and Tricks for GW2.
13  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Planetside Next (Planetside 2) on: June 08, 2012, 11:18:44 AM

Quote from: Elmo on June 08, 2012, 10:34:42 AM

Tried to post for a key and it said I was rejected due to their anti-spam system?!  WTF!   icon_mad

I get the same anti-spam message without even trying to post. Hell, the page doesn't even give me a box to post in. retard

Edit: Just tried again and was able to type up a reply...but still received an anti-spam message.

Edit Part Deux : Even though I received the message, it appears my comment went through.
14  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: June 01, 2012, 05:01:28 PM
If anyone is looking to get a key for this upcoming beta weekend, this link is keeping an ongoing list of the various sites that are giving them away.

15  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: May 29, 2012, 01:34:08 PM
The next Beta Weekend will be June 8th through the 10th.


16  Gaming / Multiplayer Madness (MMO or otherwise) / Re: [PC/360] The Secret World MMOG Announced: I'm Pumped on: May 11, 2012, 06:30:12 PM
IME: The biggest issue is that the combat is awful and really drags down the parts I could see some potential in. Not to say there aren't other failings that I could complain about, but the combat is just so completely uninspiring that any other complaints (or complements) are moot.
17  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: May 10, 2012, 02:45:42 AM
Stress Test on Monday the 14th

"We’ll be conducting a stress test on Monday May 14 from 11 AM to 6:00 PM PDT (-7 GMT).

This special test event is open only to Pre-Purchase customers who have registered their accounts......"

Full quote can be seen on the beta forum.
18  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: April 30, 2012, 09:06:03 PM

One other thing I forgot to mention is the elephant in the room. Cash Shop!

It's appears early on that you are introduced to the cash shop in a sneaky manner that may be offputting to many folks, I know it was to one of my mates.

Everyone I spoke with ended up with a dropped chest added to their inventory and the only way to open it is through a specialized key that can be purchased through the cash shop, with gems that can be acquired with real currency. So you instantly see the 'need' for the cash shop.

Well what's not so obvious there, is that you can trade in game currency for gems through the trade window and it honestly doesn't seem all that prohibitive. It might not be something a level 5 player wants to spend his coin on, but you can see where anyone with a bit of time in game could do this without too much remorse.

...and on the other hand, this same key may drop from a mob.

The part that is the best? The items within were handy, but far from impressive. An hour long buff to run speed, a couple crafting items and a fairly common weapon/armor piece.  

All of our group felt much better when we looked a bit deeper than what is initially shown. Nothing offered in the shop seemed to be must-have items for any of us at least.
19  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: April 30, 2012, 08:26:04 PM
After spending far too much of my time playing over the weekend...I really like where GW2 is going and I can't wait till it's ready for release.

Awooooooogaaaaaa! Awooooooogaaaaaa! Incoming wall of blabbering text!

Performance was typical early beta for any other MMO I've tested, though the developer statements about how CPU dependent it currently is, is concerning. Changing the graphical settings made very little difference in how well it played. It was definitely playable for me on my (sub) mid-level rig, but during larger encounters it would be a bit too choppy to really get into the groove of the combat.

They need to get the dynamic event scaling correct as it seemed a bit hit or miss over the weekend. There were times when it was perfect, times when there where just too few mobs for the number of players, and times when there were obviously just too many mobs. I heard that they were aware of this issue, so hopefully they can work it out.

Playing with friends was an exercise in frustration the first day. Being in separate overflows from the main server without a way to band together is not good. They absolutely need to keep party's together. Granted, it was far better on days 2 and 3, but there were still a few occasions were we'd lose a member of our group.

More information needs to be given to the player during the first couple of hours on their take on "normal" MMO concepts. There are so many little things that have changed that I believe tool tips could solve, but there would be a ton of tool tips popping up. Examples: No face to face trading, it's done through the mail system which can be accessed through a panel anywhere. You can draw, set waypoints, and ping a spot on the map that is visible on all your party member maps. You can deposit items to your bank directly from your inventory. You can access the auction house from anywhere, but you'll still need to go to one to pick up any items you purchased. There are just so much of these type of changes from standard fare, that it was a bit confusing...not that any of them were bad concepts, they're just not very obvious. Some of these may be explained later in the game (I didn't take anyone past 20), but some would be really handy earlier.

Enough bitching! I'll just try and describe the gameplay for those few who might not know what what to expect.

Combat is an absolute blast! They've definitely breathed some fresh air into the stale MMO mechanics. Sure it may look fairly familiar, but the application is far from it.

The pacing is quite quick and and is reflected in the duration of buffs and debuffs (termed "boons" and "conditions" in GW2). Something that lasts 10 seconds is a long time here....stealth may last 2-5 seconds as a Theif, a Guardians ward maybe 3 seconds, a warriors stun or knockdown maybe 1 second.

Positioning is so important, especially with the number of mobs that will be thrown at you. With the way the mob will somewhat intelligently position itself, melee in front casters in the rear with some have to make snap decisions on where you need to be. With the holy trinity biting the dust here, getting caught unprepared in the initial rush guarantees falling in battle regardless of class. As a heavy warrior, sure I may last a couple seconds longer standing there than a light caster, but that's it...seconds, as in very few.

You will fall, it's just a fact of the way the game is built. There's nothing wrong or embarrassing in may get revived on the spot by anyone, or you might be able to fight back to your feet with the abilities you have when on your back. You kill a mob from your back and you rally, no one damages you any further and you use certain skill and you'll rally. If you end up losing the last bit of health and actually "die", you will suffer a death penalty to your total amount of health and damage to your gear. At that point you still may be revived by other players, or you can pay to teleport to any waypoint you've uncovered. Repairs and teleports are fairly inexpensive, so it's not a big issue to die. You want to prevent it, but doing so doesn't mean you lack skill, or the game is too hard for an average player like me.

This is where the dodge mechanic comes into play...use it or die even more often. For one thing, you're invulnerable during the roll, secondly it's a great way to get to an enemy flank. There doesn't seem to be any advantage from hitting someone from the flank or rear, but it does mean that they can't hit you when you're hitting them. Everything hits hard in the game, both the mobs and the it boils down to avoiding hits, getting your damage in where you can, then getting out for a few seconds before jumping back in. It's all very active and constantly puts you on the move.

The beauty in it is that almost every class is fairly self-proficient, depending on your weapon very likely have the ability to proactively cope with any situation. I spent most of my time as a warrior or a warrior I found that I really enjoyed a Greatsword/2H Hammer combo. When wielding the hammer, I was capable of many AOE movement impairing effects that coupled with a bit of damage. Cripples, stuns, knockbacks, and knockdowns galore...but most very short range. Then the Greatsword allowed me to close on mobs quickly and do a ton of damage. Of course I had a personal heal skill and a few AOE I'm actually fully capable of a wide range of abilities that wouldn't normally be available outside of very specific spec in most MMOs. This combo worked for me, but I could have spent time with so many other combinations. Swords, maces, axes, shields, so on. Even down to the main hand vs. off-hand combinations, where axe/mace is going to be completely different from mace/axe, that's right...nothing on the weapons bar would overlap.

I can say state that the classes seem to play very different from a traditional MMOs version of the same thing once you're past the surface. As a thief, stealth wasn't something you depended on as heavily as you would fact you can't depend on it because it doesn't last more than just a few seconds. But you are chock full of evasion/damage jump in, blast away for a few seconds, and get out. The skills include a lot of flanking, but burn up initiative fast (thief version of mana here) so you can't stick around. One neat thief skill with a main hand sword was to tap it to teleport you to a target, do what you need to for a couple seconds, and upon the second tap it teleports back to the spot you initiated it from. The initial spot is marked, so you could use it with the intention of kiting the mob back to that spot as you take a few seconds to recover.

This simple mark brings me to another thing I really like about GW2, the presentation of combat. To me at least, even with the unbelievable amount of things happening on screen it was fairly obvious what was happening to my character. If you are crippled you stagger, you're taking fire damage and you're definitely on fire, stunned and you wobble, poisoned and you turn a shade of green, there are also colors/textures that flash on the edge of the screen that give you cues your condition. Sure, there are icons on screen that you could hover over for additional details about the effects, but everything happens at sure a breakneck speed compared to a traditional MMO...that you'd likely be dead before you had a chance to read it. This also appears to apply to AOE conditions too...Red circles are bad, blue good, white neutral. You see a big blue bubble pop up and arrows bouncing off of it...pretty obvious eh? smile

The audio cues are of the same quality. There are sounds that can give you as much feedback on the situation as the visuals once you realize what they are. A miss sounds like a miss, contact with certain weapons sounds certain way, same with a block , or a final killing blow. Part of the reason the 2H hammer was such a blast for me was the sound it made, the combo of screen shake and an audio thud/tink made for a really satisfying experience. And yeah, making contact with a mob produced a very different sound than making contact with the ground.

As for questing...

Your personal quest, which is customized to the background choices you make during character creation, guides you to new areas of the world and is the only traditional questing you'll find in the game. Within my group of friends, there were some personal quests that were vastly different and some that would occasionally intersect. So we quickly realized that there are branching paths, but who knows how different they become as you move on. I can't really comment on the quality of the story as I skipped through the dialogue. For one thing, I didn't want to spoil it, secondly...the VO is not nearly as well done as say SWTOR, but it still tries to set the same kind of tone, so it wasn't hitting for me. I gather from word of mouth that there is ongoing work in this area, so I'm hoping the quality improves before release.

Anyways...arriving at a new area you'll speak to a "scout" that will automatically open your world map and give you a brief rundown on the local happenings while scrolling your map around to show you where the local villages are. Even though there are level recommendations to the villages, there is nothing to prevent you from going to any of them.

So you head to a village to participate in the village "quest". These are represented by a open heart on the map. Once you get there, the quest log in the upper corner will give you instruction on how you might help the village in some way...collect/kill/interact, and contribute. Once you've done enough, the heart solidifies on the map and you can assist no more. These just put you into a position to encounter the dynamic events happening in the world. As you're assisting the village, a dynamic event may be occurring nearby. You'll get visual and audio cues to alert you to this, or perhaps an NPC will speak about it in passing. This NPC doesn't stop you, and you don't interact with them, but he'll run by you telling you the situation before running to the next group of folks to tell them as well.

In one moment, I was heading out to a new waypoint that was showing on my map when some chap ran up yelling that a ranch was under attack from bandits. I took off that way and found about 10-15 players defending the ranch from waves of mobs 30-40 thick. When getting close, the quest tracker pops up telling me that we need to defend x amount of waves and that it's on x wave. What entailed was a long scenario where we beat the bandits off and were all credited for our contribution via XP, coin and karma (karma is an additional currency to buy specialty items) and watched the bandits run off toward their camps in the hills above the ranch. As I ran around collecting the massive amount of loot, the ranchers decide they want to take the bandit camps and so begins another event to raid the bandit camps. I've also ran into this area on a different character where the bandits had killed off the ranchers and held the ranch and the players we're task with driving them there are multiple ways that you may initially run into this scenario of ranch vs bandits.

I feel that "Scenarios" is the best way to describe the basics of the dynamic event system. There is a finite number of states the area may be in, but there is a constant ebb and flow of battle.

There are also occurring bosses, which is a ton of fun when you have enough folks around. There were no obvious prerequisites, but they happen often enough that they kept me entertained.

There area also the skill challenges marked on your map, and completing them adds skill points. Skill points are what you spend on the utility skills and where you can start customizing your classes playstyle beyond just weapon combinations. I couldn't even begin to go through all the possibilities, but suffice to say there is enough there to keep things interesting. You never know what to exactly expect from your fellow players. The combinations in weapons alone are so wildly varied that the guy beside you could be a ranged AOE caster in one second and a clone creating, teleporting, melee fighter the next....and they're effective at both.

Quick notes...

The art style is very much to my liking. Fairly detailed with a well done, graphic novel look. ANet wanted concept art in motion and I think they've accomplish it. The effects are informative, but also very pretty and fit right into the overall look of the rest of the world. It's even down to the dodge effect surrounding a thief or mesmer is very much in line with the rest of the classes effects art. Yeah, each class seems to have it's own art style down to the effects, yet still blends in. Very very cool.

Sound, outside of the current VO work, is supurb. As I mentioned, the audio cues are great feedback. The soundtrack is epic. The class sound effects are of the quality of the class art, sure it sounds different than the other classes, but they all seem to fit.

There are no mounts and the distances can be daunting. The pay to teleport waypoints are handy and you need to grab them when you see them. No cooldown here, but you will be spending coin frequently. Run speed seems a bit plodding, but your class will likely have a speed buff somewhere. The Cities are HUGE. There are plenty of NPCs that will grant you a speed buff and several waypoints with each city, but you still have to hump it to a waypoint on foot for it to be available to you. Plan on spending a good bit of time exploring.

I didn't touch crafting as it's not something I spend too much time with. There are some interesting things going on here, but didn't delve into it enough to know if it's good or bad.

I absolutely love the level downscaling to the area you're in. I was able to take a higher level character to anywhere one of my friends may have a new character running, and still be presented a fun challenge.

Set PvP is fun. Like the rest, very fast and active.

Spent around two hours in World PvP, participating in a very intense but also very localized fight. Two hours of fighting is fine, two hours of ebb and flow over the same 200 yards of ground without any real sense accomplishment by either side wasn't so much to my liking. Very curious to how this will play out long term because I can see the possibility of some truly great gaming experiences.

Will it get stale too quickly? I can't say...if the events keep growing in stature or complexity as you level, I think it will be fine. Yet, if it stays the same, I could see folks tiring of it.

Anyways, that's enough thoughts for brain is hurting trying to cover it all.
20  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: April 28, 2012, 10:06:13 PM
...and back down. Ahhh, the joys of beta.  retard

That said, I have enjoyed the majority of it over the past day. Wielding a two-handed hammer as a warrior has been one of the most visceral gaming experiences ever, the sound of it alone gives the combat heft that I'm not used to hearing. I could blather on about the games audio, but I'll just say that I've been really impressed.
21  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: April 26, 2012, 10:04:29 PM

Quote from: Grimwar on April 26, 2012, 09:53:20 PM

So I am curious, I have the client downloaded and even though I preordered the first day it was available, I have yet to get an e-mail about the beta weekend.  My retail key is registered, so would I still be able to play this weekend or am I boned?  I did some searching for an answer, but I didn't come up with much other than people complaining about not being able to download the client.

From what I've gathered.... one way is to check is by starting the client and providing your log in info, if you get an error roughly stating that "Your account is all prepared, but there are no events running at this time", then all is good.
22  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: April 25, 2012, 06:26:34 PM

Quote from: Blackadar on April 25, 2012, 05:57:47 PM

Quote from: Knightshade Dragon on April 25, 2012, 03:41:02 PM

I'm finishing my writeup today, but we'll have ooooh.....around 300GB of video to share with you guys over the next few days before the beta opens, plus my writeup, and over 100 minutes of interviews.  Yea...we're doing it up like that.

Don't keep us in suspense.  Thumbs up or down?  Those of us on the preorder fence need a push one way or another!

I've already pre-purchased, but I want to know the answer too. I'm having a bit of buyers remorse because of the lack of release I just want some outside validation.  paranoid
23  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Guild Wars 2 on: April 24, 2012, 03:15:54 PM
When it come up, the client should be available at

Not that I'm keeping an eye on it or anything..... ninja
24  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Firefall Invite Thread on: March 06, 2012, 07:13:17 PM
I'd love to get an invite if there are extras once the current list is taken care of. thumbsup
25  Non-Gaming / Off-Topic / Re: 80s Music on: March 01, 2012, 01:35:45 PM
Duran Duran's "Rio"

I didn't appreciate it at the time, but I think deserves a listen.

26  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: November 29, 2011, 08:53:40 PM

Quote from: jersoc on November 29, 2011, 08:41:56 PM

It is near impossible to heal in pvp. They still put the frames way off the left, this draws your focus out of the action and to the side of your monitor. Healing frames should always, ALWAYS be in the middle, or at least have the fucking option to move things around. Which is another point. let me move my ui. The healing frames are also delayed. They do not update in real time. There's no indication where people are relative to you. You just get a message, that you'll miss because you aren't looking there, that says not in line of sight. Or maybe there's arrows, but again, you'll looking to the far left. This means you miss the hoard of people running to you. By the time you see them, it's too late. There's also no indication you're low on mana/energy until you try to heal and you're wondering why you aren't casting. Could also be solved by MOVING THE DAMN BARS TO THE CENTER.

Set your preferences to show operation frames as party frames, adjust size of health bars to your liking, unlock the panel and move where desired.

Couple vids with more details on party frames and target focusing:

27  Non-Gaming / Off-Topic / Re: Holy shit, it's a funnel (and other unrecognized icons) on: November 23, 2011, 02:36:52 PM
I know the epiphany was the arrow in the FedEx logo.  retard
28  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: November 22, 2011, 02:12:49 PM

Quote from: Asharak on November 22, 2011, 01:42:00 PM

Quote from: Booner on November 21, 2011, 02:35:01 PM

They've revamped the difficulty on the current build...not just for flashpoints. There's a some grumbling that it's too difficult as you climb in levels now, but I personally find it much better now that I can't zerk out and easily cut down tons of mobs using super-streamlined tactics.

Hey Booner (or anyone else in the general beta), I'm just curious: have they nuked characters from the previous beta for the current build? I imagine the answer is that they did but I'm wondering if I'm going to be starting new characters again this weekend or if I'll be able to pick up where I left off with my Bounty Hunter.

- Ash

Hehe...I was writing up some speculative comments for you when I ran across this on the tester forums...

"I have previously tested Star Wars: The Old Republic - will my characters be available in the upcoming Beta Testing Weekend?

If you played in the 11-13th November Beta Testing Weekend, or if you are already part of the General Game Testing program, then your characters will be available for play in the upcoming Beta Testing Weekend. However if you played The Old Republic during an earlier Beta Testing Weekend or event, then your characters will not be available"

29  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: November 21, 2011, 02:35:01 PM

Quote from: Blackjack on November 21, 2011, 02:10:35 PM

I definitely found the first Flashpoint too easy (even for a "it's the first one, it's supposed to be easy" type thing) aside from sometimes one early boss, and one late boss who isn't even the "end" boss.

They've revamped the difficulty on the current build...not just for flashpoints. There's a some grumbling that it's too difficult as you climb in levels now, but I personally find it much better now that I can't zerk out and easily cut down tons of mobs using super-streamlined tactics.

I'm actually having to use skills that I would rarely use unless it was an elite or boss, and for's a good thing. I believe it's a good thing for the game too, as my biggest concern was always the difficulty. I realize that the goal is to make you 'feel heroic', but burning through levels and content because it was too easy wouldn't be good for the longevity of the game.

I imagine there will be some more difficulty tuning, but I hope it stays closer to where it is now.

30  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: November 20, 2011, 03:59:53 PM

Quote from: Elmo on November 20, 2011, 03:18:08 PM

So what do those numbers by the dialog choices mean?  I'll be getting into the next and last beta, as my first beta, and would like to know.  Thanks.

It's a random roll for your character to speak in the scene. This includes making decisions on how some things play out in a flashpoint. Some choose plan A, others choose plan B...the plan goes with the highest. This could also be a lightside/darkside decision, but you will still get LS/DS points on your personal choice and not the way the scene plays out.

You'll also get social points for every group dialogue interaction (that'll unlock some items/titles later on), but double points if your 'roll' is highest.
31  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: November 18, 2011, 08:56:08 PM
Got specific questions? Ask away...I've been playing for a while now (late July/early Aug?) and have fooled with most classes up to around level 25.
32  Non-Gaming / Off-Topic / Re: This Is Fun Pt 3: This Time It's Personal! (possibly NSFW) on: November 18, 2011, 03:22:50 PM

Quote from: USMC Kato on November 17, 2011, 03:18:54 PM

Malinois are all kinds of awesome.
33  Gaming / Console / PC Gaming / Re: The Elder Scrolls V: Skyrim - Impressions, tweaks and more! on: November 14, 2011, 01:19:38 AM
For the arrow issue there is a quick and easy fix for PC users.

Open the console (~ key), type 'sexchange' and enter, then type 'sexchange' again and enter, close the console. All good.

All I want is a mod for companion horses along with saddlebags or a packmule, then I would be absolutely thrilled with Skyrim instead of 75% thrilled.
34  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Looking for Hot Battlefield 3 Cyber Hookups? (PC) on: October 31, 2011, 03:00:57 PM
"Vespillo13" - Hot conquest junkie and combat medic extraordinaire (PC version)...I would love to run my defibrillators all over your body.

Quote from: Razgon on October 31, 2011, 10:31:23 AM

Its a bit annoying that I cant see what kind of server you guys are playing on, when I see you have entered a game. There are some kind of matches I have no interest in, like Deathmatches for instance.

If it's PC, I believe if you just click the server name on battlelog, it should show the mode the server plays.

35  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: September 30, 2011, 04:52:16 PM
If I wasn't covered under the NDA, I'd really like to expand on Lockdowns 'speculative' comments in detail and let you know how 'right' his assumptions are. Especially on how many good things a tester could say about the game. I also wish I could recommend checking out the Imperial Agent class...but I can't because of that pesky
36  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: September 30, 2011, 04:58:09 AM
To those who received this may want to log in to the "Tester" page on the official site. Sometimes that will update you beta status before your e-mail will.
37  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: September 24, 2011, 04:03:26 PM

Quote from: Arclight on September 24, 2011, 03:25:27 PM

Yep, with the early access perk I should be in the game around the 15th-17th. Should be a blast.!

I'm curious as to the early start'll be great to have a toon 'count' and be able to play it without concern of spoiling it for myself. I'm pretty sure what my first will be, but this game will be ripe for those with an alt fetish.

I'm also very curious about how it will be received by the general gaming community. I've played enough to have a solid opinion formed, but the in-game chat will be very interesting over those first few days. nod
38  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: September 24, 2011, 12:09:54 PM
Release dates set : Dec. 20 NA/Dec. 22 EU
39  Non-Gaming / Off-Topic / Re: What's your daily routine? on: September 22, 2011, 03:31:05 PM
Pretty typical weekdays for me....

7:30 AM : Get awoken by dog in one of several annoying ways. The face nudge, the lay on my feet, the rope toy on the chest, the repeated dropping of the food bowl on the tile...all in play.

7:35 AM : Get out of bed, make coffee, feed dog, brush teeth, check e-mails and the happenings in the world via internet.

7:45-8:00 AM : Drink coffee on deck, have a smoke or two.

8  AM : Sit down at PC and check work e-mails.

9  AM : Make work related phone calls.

9:30-noon : Draw lines and circles for money while consuming vast quantities of coffee and nicotine.

Noon-1 PM : Cook lunch, eat, wrestle with dog, shower, powernap.

1-4:30 PM : Draw more lines and circles.

4:30 -5 PM : Make final work related calls and e-mails.

5 - 6:30 PM : Chore time, cooking, eating, feed the beast...another powernap if I'm not in a rush to get out of the house.

6:30-11:30 PM : Twice a week means off to the studio for a music session, all other weekdays are a various mix of practicing on an instrument, gaming, doggie play time, visiting family/friends, going out socially, perhaps more work if a deadline is coming fast.

11:30 PM-1 AM : TV time, late night snack, last check of the world via internet...then crawl into bed.

1 - 2 AM : Slowly drift out for a few hours of REM.
40  Gaming / Multiplayer Madness (MMO or otherwise) / Re: Star Wars: The Old Republic announced on: August 22, 2011, 03:18:54 PM
I wouldn't be surprised to see another huge wave of invites go out this week. I have absolutely nothing to back this up, but I just have a hunch.  ninja
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