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1  Gaming / Console / PC Gaming / Re: What are you buying this week? (4/28) on: Today at 04:19:49 AM
I just finished downloading the full version of Broken Age, so there's that. Backers got it one day early, it seems.
2  Gaming / Console / PC Gaming / Re: [PC/XB1/ps4] The Witcher 3: Wild Hunt on: April 23, 2015, 04:57:14 AM
Looks like Microsoft has actually publicly apologized for misrepresenting the video:

In a statement sent to GameSpot this afternoon, a Microsoft representative said it never intended to misrepresent the visual fidelity of the Xbox One version of The Witcher 3, and apologized for any confusion caused by the video.

“This morning we posted a new trailer for The Witcher 3: Wild Hunt to our YouTube channels featuring footage provided by CD Projekt Red that was captured from the PC version of the game and may not be reflective of final Xbox One gameplay," the spokesperson said. "This was in no way intended to misrepresent the title on Xbox One. We have updated the description of the asset to make clear the source and platform of this footage. We apologize for any confusion and look forward to the game arriving on both Xbox One and PC on May 19, 2015."
3  Gaming / Console / PC Gaming / Re: [PC/XB1/ps4] The Witcher 3: Wild Hunt on: April 22, 2015, 08:42:36 PM

Quote from: farley2k on April 22, 2015, 07:22:27 PM

Can someone help me explain why it looks so....weird.  I can't even figure how to describe it but when you watch movement and action in this video  vs. this one it just looks very different and I can't articulate why.

Weather conditions, environment, time of day... There's a lot of variables factoring in. There's stronger bloom in the second video (which in its description notes that it was recorded on PC), but that can also be a weather/lighting thing. It could even be something as simple as YouTube compression.

Also, keep in mind that the first video is built with so-called "bullshots", and shouldn't be trusted. When you don't see the UI in promotional videos or pictures for a game, assume that you're being lied to.

Edit: Looking more closely, you can see several shots at the end of the first video that look similar to the second.
4  Gaming / Console / PC Gaming / Re: [PC/XB1/ps4] The Witcher 3: Wild Hunt on: April 22, 2015, 07:14:54 PM

Quote from: farley2k on April 22, 2015, 06:37:30 PM

This is a video of the Xbox version I believe.  I am showed by how bad it looks compared to the videos I have seen up until now. 

At 60 fps? That's the PC version.
5  Non-Gaming / Off-Topic / Re: [Movie]Star Wars Anthology: Rogue One on: April 20, 2015, 08:20:01 PM

Quote from: Caine on April 20, 2015, 08:06:27 PM

This would also be the third take on the 'stealing the death star plans' plot I remember.  Both X-Wing and Dark Forces had missions devoted to it. 

And since all previous EU sources are now non-canon, this is the perfect opportunity to set the record straight and give us the official story of what happened, one that is likely to be very different from previous ones.

I'm intrigued by how the movie is supposed to be tonally inspired by Zero Dark Thirty and Saving Private Ryan, with next to no Force users. That's a pretty bold direction to take Star Wars in, and I like it.
6  Non-Gaming / Off-Topic / Re: [Movie]Star Wars Anthology: Rogue One on: April 20, 2015, 07:30:50 PM

Quote from: Blackjack on April 20, 2015, 07:10:17 PM

My main issue with prequels is that generally speaking, they're attempting to build suspense when the audience already knows how it ends. It's like, you know how Star Wars Episode III ends, and it wasn't like it was going to have a twist ending or surprise you in the end (twirling/leaping CGI Yoda or not). I'm sure Rogue One will attempt to be an interesting journey but the destination (stealing Death Star plans) seems pretty set in stone.

Sure, we know what happens to the Death Star, but we don't know what happens to the characters. If you think they're going to build the tension around the Death Star itself in this movie, you're in for a surprise.

Quote from: leo8877 on April 20, 2015, 07:12:34 PM

Many Bothans died to bring us this information.  They're shoehorned into Bothans already!

Wrong Death Star. Bothans died to get the plans for the second one, not the first.
7  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] Lords of the Fallen on: April 20, 2015, 08:09:47 AM
From what I've seen in YouTube videos, this particular boss is the only one in the game that doesn't have a cheap way of dealing with it. My biggest problem is that my shield doesn't have sufficient fire resistance, and the only one I have that does requires too much agility.
8  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] Lords of the Fallen on: April 20, 2015, 06:48:59 AM
Of course, after writing my last post I realized that the 7th boss is the hardest in the game so far and is really kicking my ass, Souls-style. Tongue
9  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1] Lords of the Fallen on: April 19, 2015, 08:09:59 AM
I think a sequel is still coming.

I've actually been playing this game quite a bit for the last week myself, after having shelved it the same week it came out when it crashed after I killed the second boss, but before I could save. When I first played it, the game felt really challenging. Now that I've returned to it (and after playing Bloodborne), Lords of the Fallen feels almost leisurely in its difficulty. While the game requires concentration, it rarely feels truly difficult. Even so, it is enjoyable.

The game gave me a weapon before the second boss that I'm still using much, much later in the game, which is weird. I'm about to fight the 7th boss right now, and I'm still using it. Every other weapon I have has obvious drawbacks that makes it less suitable than the one I already have.
10  Non-Gaming / Off-Topic / Re: Star Wars Episode VII Director Revealed on: April 18, 2015, 07:51:02 AM

Quote from: Turtle on April 17, 2015, 11:22:46 PM

Also, I noticed in the SW Battlefront reveal thread they mention female stormtroopers, probably wearing the same armor. Not too surprising considering one of the lead villains is the same actress as Brienne of Tarth from GoT.

Yeah, speculation has it that she's playing the chrome trooper we see in the teaser. If that's the case, I'm very glad to see that Lucasfilm managed to avoid the temptation to create a "feminine" stormtrooper costume.
11  Non-Gaming / Off-Topic / Re: This Is Fun Pt 3: This Time It's Personal! (possibly NSFW) on: April 17, 2015, 06:23:06 PM

Quote from: Lee on April 17, 2015, 06:18:54 PM

Quote from: ATB on April 17, 2015, 05:39:35 PM

...and images and also lighten  up Francis.

So I can post a picture mocking Christianity that involves someone being violently killed and just tell you to lighten up because it's social commentary? F*** off ATB.

Yeah, I think this is part of the issue here. ATB's choice of religion is widely known around here, and he feels very strongly about it. That makes a "joke" like the one posted above feel enormously inappropriate and like an attack on a different religion, regardless of whether or not that was the intention in the first place. It doesn't belong in this thread.
12  Non-Gaming / Off-Topic / Re: [movie] Terminator: Genesis + a TV series? on: April 14, 2015, 01:34:07 PM
The CGI looks really cheap in this movie, the kind of CGI that would look nice in a TV show, but not a movie. It becomes especially noticeable when we've got the practical effects from the earlier movies to compare to, and those look much better. Compare the liquid metal effects, for example.
13  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 10, 2015, 06:20:46 PM
The Cleric Beast teaches you to relax and look before you react. The main trick to beating it is to be patient and watch for it to attack before attempting to dodge. Jumping around semi-randomly will get you killed. It's actually a pretty relaxing fight compared to most other boss battles I've done in this series. Wait for it to attack, dodge behind it, and punish it. Don't overdo it. Keep repeating. Pull back when he becomes overly aggressive or if you need to restore some health. He always clearly shows when he's about to attack.
14  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 09, 2015, 02:01:14 PM

Quote from: Crabbs on April 09, 2015, 01:53:48 PM

What I got from the article was that you needed to turn Power Saving OFF - so that the PS4 never goes into rest mode and let it run for 12 hrs straight before it would do this. Just suspending game and letting it go into power saving mode is the same as restarting a fresh game --- as I understand it.

I'm not sure I understand what you mean. Are you saying that there are two ways to suspend/resume games on the PS4? I thought there was only one.
15  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 08, 2015, 08:30:57 PM

Quote from: hepcat on April 08, 2015, 08:23:09 PM

Sorry if this has been asked already, but does this have the same limited respawn rule as DSII for non-boss creatures?

No, but it does remain the mechanic that has been around since Demon's Souls where certain non-boss enemies will never respawn once killed. I know this at least goes for the hunter-type enemies in Bloodborne.
16  Gaming / Portable Gaming & Apps / Re: NEW 3DS and XL on: April 08, 2015, 07:56:57 PM

Quote from: Teggy on April 08, 2015, 06:41:41 PM

I'm all transferred over. I know that this thing was going to be slightly larger and no longer fit my charging cradle, but it's like 3mm larger, and they moved the charging contacts anyway. You think they would have tried...and just to add insult to injury, the stylus is actually shorter now. The new 3D does work better, though.

EDIT: well, I spoke to soon, a bunch of my games won't launch after the transfer. Might have to redownload, which is annoying.

You don't have to redownload anything as long as you did the system transfer AND copied the contents of your SD-card, or alternatively just moved it from one 3DS to the other.
17  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 07, 2015, 02:30:20 PM

Quote from: msduncan on April 07, 2015, 02:13:52 PM

Quote from: Gratch on April 07, 2015, 02:12:17 PM

Quote from: msduncan on April 07, 2015, 02:10:05 PM

Quote from: EngineNo9 on April 05, 2015, 09:53:21 PM

Quote from: Gratch on April 05, 2015, 06:22:11 PM

As cool as Bloodbourne appears to be, I think I'll just sit on the sideline and continue to wish someone would make one of these awesome looking games (Dark Souls, Bloodborne, Lords of the Fallen, etc.) with an Easy mode for those of us who are action-game-challenged and aren't motivated by a sheer wall of frustration in our games.   crybaby

Yeah, I may not wish so much for a straight Easy mode but I do wish somebody would make a game like this without all the BS.  Fix the camera in tight areas so I don't have cheap deaths, or the forced death to the first monster, or the fact that you have to see the boss (and almost always die) before you can even level up the first time so you lose all that progress, tell me what my stats actually do, or just all the things they just refuse to tell you, all the design choices that in any other game would be criticized as total garbage.  

You'd be wrong then.   I've testing it myself and the bug is real.

Wrong about which part?

Sorry I quoted the wrong message.    The part about the bug being bullshit.    Tilt is wrong as usual.

Oh come on, at least be specific. I'm not denying that there's truth in Polygon's article, but they've made claims in it that are clearly false. At the very minimum, their claim about the game becoming easier overall when using the PS4's suspend feature was something I've tested and proved to be false myself, with video evidence posted earlier.

Tilt is wrong as usual.

And what the fuck is this supposed to be? Are you trying to pick a fight or something? If so, why?
18  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 06, 2015, 06:23:04 AM

Quote from: EngineNo9 on April 06, 2015, 01:36:15 AM

Out of curiosity, did any of you play Lords of the Fallen and did it fix some of the things that certain players complain about with the Souls/Bloodborne games?  I know it had a few patches to fix the main bugs so I was thinking of going back to it and see how it compares.

Lords of the Fallen does things in a very similar way to the Souls series, but at least you've got checkpoints right in front of the bosses. It's also got a much, much, MUCH prettier and more modern interface, while the Souls series (and Bloodborne) still stick to the ugly and clunky old interface they used in Demon's Souls as if there have been no developments in gaming since then
19  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 06, 2015, 06:20:14 AM

Quote from: EngineNo9 on April 05, 2015, 09:53:21 PM

or the fact that you have to see the boss (and almost always die) before you can even level up the first time so you lose all that progress

They actually improved this quite a bit since the earlier games. In Bloodborne you can start leveling up as soon as you've encountered the first boss, regardless of whether or not you win, and you can purchase equipment almost right away to tide you over. While I died on my first attempt at the boss, I lost pretty much nothing as I started that run with no unused blood echoes. In Demon's Souls, you had no way to use souls until you actually beat the first boss.
20  Gaming / Console / PC Gaming / Re: What are you buying this week? (4/7) on: April 06, 2015, 06:15:29 AM
Nothing. I've got enough quality games to last me for months.
21  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 05, 2015, 07:14:51 PM

Quote from: Autistic Angel on April 05, 2015, 06:46:40 PM

because the claim is actually true.  The article includes the video proof.

Yet their claims directly contradict what I can see for myself by simply turning on my own PS4. If I were to choose between my own experiences and Polygon's claims, I know which one I'd trust. I'm proof that Polygon is bullshitting here, so their entire article has no credibility to me. Their video of the stupid boss could be just about anything unrelated to their claims. Maybe it's a bug, maybe it's something else. We don't know. What we do know based on the available information is that Polygon's claims are wrong. This is the only thing we can be certain about right now.
22  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 05, 2015, 06:12:42 PM
I call bullshit. I've been keeping the game on suspend for days now, playing a little bit at a time and then suspending it once again. Enemies are behaving exactly like they're supposed to, and yes, I've compared to other people's recordings. The game is balls hard. Here's a video of me beating the Cleric Beast after a day or so of suspend, just as an example.

For the record, Polygon is a site that uses click-baiting as a major source of revenue, deliberately posting misleading, outright false, or just plain controversial stuff in order to make people link to them. Don't give them the traffic.
23  Gaming / Console / PC Gaming / Re: Pillars of Eternity on: April 05, 2015, 01:48:51 PM
If you manage to defeat a monster in an area you find to be tough, try looking up that creature's entry in the bestiary. One of its available stats is its level. If the level is above yours, you might want to hold off on that particular area for a while.
24  Gaming / Console / PC Gaming / Re: Ori and the Blind Forest - a platformer made around the world on: April 03, 2015, 07:51:30 AM
It's pretty shameful that there hasn't been a single patch for this game, considering the amount of trouble people have had with it. I shelved it after the first day, expecting a quick patch, but there's nothing quick about this.
25  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: April 02, 2015, 10:47:11 PM
Finally started playing this for real today, after having put it off for Pillars of Eternity since launch day. Managed to take down the first boss on my second attempt, and unlocked a bunch of shortcuts. Haven't died much yet, but I'm sure that's going to change.

Bloodborne sucked me in today to a greater degree than any of its predecessors managed to do.
26  Gaming / Console / PC Gaming / Re: Pillars of Eternity on: March 31, 2015, 09:40:53 PM

Quote from: Lee on March 31, 2015, 09:16:34 PM

In my experience, there is no banter. You can talk to them by clicking on their portrait to find out more about them, but I haven't seen them talk to each other like the old games.

You are wrong. There is indeed banter, and it is glorious. That part of the game doesn't really pick up until Act 2 though.

Here's one example of banter that had me chuckling:
Spoiler for Hiden:
Édér: "Sagani, does your fox bite?"
Sagani: "Yes."
Édér: "Can I pet him anyway?"
Sagani: "It's your hand."
Édér: "I'm gonna pet him."

Followed up later by this bit of banter:
Spoiler for Hiden:
Sagani: "How's the hand?"
Édér: "Turning purple. Might have to cut it off."
Sagani: "I warned you not to pet him."
Édér: "If I'm not supposed to pet him why is he so soft?"
27  Gaming / Console / PC Gaming / Re: on: March 31, 2015, 04:30:02 PM

Quote from: Destructor on March 31, 2015, 03:21:03 PM

The crash on transition bug (Redrick's Hold) is something anyone can hit

Of course anyone can hit it. That doesn't mean most people do. I can only speak for myself, but I went through that whole quest without a single crash. These bugs are very visible because there's a ton of players coming together to report them. If it wasn't for forums like these, most of us would be completely unaware that there are bugs in the first place. The reviewers managed to completely miss it, for example.
28  Gaming / Console / PC Gaming / Re: Pillars of Eternity on: March 30, 2015, 08:14:22 AM

Quote from: Gratch on March 30, 2015, 01:34:57 AM

Also need to do some research about character builds, as I feel like I'm gimping my party.

Pillars of Eternity's game mechanics have been designed in such a way that you almost deliberately have to gimp your party to do that. Your character might potentially not be at his most optimal build, but he'll still be effective.
29  Gaming / Console / PC Gaming / Re: What are you buying this week? (3/31) on: March 30, 2015, 08:12:45 AM
I'm knee-deep in Pillars of Eternity (and after that: Bloodborne), so nothing for me.
30  Gaming / Console / PC Gaming / Re: Pillars of Eternity on: March 29, 2015, 07:33:21 AM

Quote from: Dunamis on March 29, 2015, 06:57:48 AM

Really liking this game.  Reminds me a lot of Balders Gate.

I got stuck at the bells though.  Anyone have the key to ring the bells?

Use stealth mode when exploring dungeons. There are plenty of secrets in this game, and you'll only find them in stealth mode. I believe this includes clues you need to solve that particular puzzle. Apart from that, the below is what I think was the solution, based on memory alone:

Spoiler for Hiden:
Right, middle, left, right
31  Gaming / Console / PC Gaming / Re: Pillars of Eternity on: March 27, 2015, 09:39:45 PM
Steam says I've played for 6 hours (though one of those has probably been spent multitasking), and I don't recall seeing a single bug yet.
32  Gaming / Console / PC Gaming / Re: Orbis. aka PlayStation 4? The rumors are put to rest. on: March 26, 2015, 07:37:33 PM

Quote from: Turtle on March 26, 2015, 06:55:39 PM

So, they kind of have a suspend mode in now? However, looks like they limited it to only when the system isn't being used further?

I'm not sure I understand what you mean. This is a full suspend mode from what I understand. The limitations are probably only going to be related to online-only titles.
33  Gaming / Console / PC Gaming / Re: [PS4] Bloodborne (previously known as Project Beast) on: March 24, 2015, 06:19:07 AM
The game is getting nothing but stellar reviews so far. Every reviewer out there seems to like it.
34  Gaming / Console / PC Gaming / Re: So 2015 the year of VR? on: March 23, 2015, 05:19:58 AM

Quote from: Zinfan on March 22, 2015, 10:31:38 PM

This is a cool demo of AR,  would be nice if it worked like this video shows.

As a developer myself, videos like this frustrate me. Real AR won't work anything like how this video shows. All this does is build undeserved hype among people who don't really understand the technology and what it's for. AR has got serious strengths to build on (which are completely different from VR's strengths), but playing first-person shooters in real-life environments isn't even close to being one of them. What you see in this video is never going to happen.
35  Gaming / Console / PC Gaming / Re: What are you buying this week? (3/24) on: March 23, 2015, 05:16:00 AM
I'm probably going to get Bloodborne at some point, but right now I'm dedicated to finishing some of the games I've already got lying around, not to mention Pillars of Eternity for which I am a backer.
36  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 09:06:54 PM

Quote from: Lee on March 19, 2015, 08:59:07 PM

Did it fix your city then Tilt?

Absolutely. I'm now seeing a healty demand for both commercial and industry, where I previously only saw demand for residential and offices. I hadn't even seen a pixel's height of blue on the demand chart for many hours of play before this patch hit.
37  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 08:54:02 PM
As mentioned, they have confirmed that it was a bug earlier. I suspect the "nerfed" wording in the patch notes doesn't mean what it typically means in patch notes.
38  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 08:20:40 PM

Quote from: Lee on March 19, 2015, 07:27:05 PM

So they nerfed the parks thing. It was intenional then.

What was intentional? They've confirmed that what we saw was an unintended bug.

After starting up my city and letting it run for a little while now, demand for commercial skyrockets, and when satisfied makes demand for regular industry skyrocket as well. The problems with getting normal industry (ie. not offices) running in a large city seem to have been another consequence of this bug. At last I can start to tear down some of my massive amounts of offices and replace a portion of them with commercial districts without hurting my industry.
39  Non-Gaming / Off-Topic / Re: This is my thread on: March 19, 2015, 05:19:10 PM
Nice thread. It'd be a shame if something were to happen to it.
40  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 04:02:07 PM
By the way, the first patch is out. Here are the patch notes:

Greetings Chirpies!

Colossal Order have been hard at work and we're now ready to release the first post-launch patch for Cities: Skylines. The main theme of this patch, as you can see, is bug fixing.

We have isolated and eliminated a large part of the most pressing technical issues, meaning this should get the game working for many who haven't been able to play before.

As we're rolling out the update via steam it might take up to two hours, or so, for it to go live everywhere. Please re-start your steam or verify the game cache if the game does not automatically download the patch.

You can see which version number you're running in the lower right corner of the main menu, if you're not sure that you've gotten it.

1.0.6b - Patch notes
Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
Linux: various runtime optimizations
Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
Mac/Linux: fixed a crash when selecting a building in the Asset importer
All platforms: added some debug info which may be useful when trying to help users in trouble
All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
nerfed parks decreasing commercial demand
road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
building effect radius is more accurate
added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
added a chirper volume slider in the Audio options
intro screen can be skipped with mouse click or key press
fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
fixed holding down mouse button and release over ui keeps some tools active
fixed tooltip stays visible when using shortcut to open area view
fixed parking spaces still working for burned down buildings.
fixed mouse raycast use normal mesh for burned down buildings.
removed airplane engine sound from unlockpanel... :p
fixed minor text issues in different languages
fixed wrong tree shadow alpha with pollution or water
fixed bulldozeing ship/airplane paths in map editor even when they are not visible
fixed pedestrian bridge color slightly wrong from far distance

Please note: if your specific issue has not been fixed, it's of course still on our to-do list. Do not worry!

Huge thanks to everyone who has contributed to bug researching, reporting and helping us smile

The Cities: Skylines Team
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