Warning, and anyone else having trouble with the difficulty. Turn down the difficulty slider just a few notches.
The game provides a difficulty setting slider that's in the gameplay options screen that you can change at any time. I have mine set at just a few notches under the default setting, and I'm playing a knight-like character just like you.
At this setting, it's still pretty challenging, but no longer frustrating, and if you find it to be too easy, you can just turn it up again. The best thing though is that this only affects the combat damage values. You take less and give more damage with the slider lower, and vice versa. The rest of the game is unchanged.
When I first played I had the same problem at Kvach, this time around 3 of the city watch survived, albiet at very low health, at the end of the mission and the whole process was still very challenging.
Yes, it may seem like cheating at first, but honestly, why play a character you're not interested in just to play the system? Why not play the character you want to play and make the game cater to you like it should.
Have you got the "IWIN" mod yet? You install it and when you load the same, you solved it.
Have you seen the "play the game how I want to" mod yet? I hear it makes people stop trying to dictate to others how to play their own single player game instead of wasting their breath trying to get others to conform to their standards.
I like the idea of the bodyguard mod. It's a bit more realistic that the blades would send a bunch of bodyguards with you.
One of the things I wanted to do for a future game design was make it so that a player who didn't want his actual character to be a fighter, was that he can easily hire bodyguards or find faithful companions to fight for him.
This way, you could make a sort of genious character with all non combat skills, but still be able to make it through the game.
Oh wait, that's what RPGs have been doing since long before Oblivion.
Actually Atragon, you can't. Game netcode is a mishmash of assumptions and predictions of player movement and what he can see currently. This is then matched up to the actual reality of what the player has done once the server gets the real info and sends it to clients.
Sure, it's certainly possible to tell a client that box A got bounced in so and so direction from a stand still position. But what you arne't factoring in is that now that the box has moved, clients much update its position every frame from the server, just like another player.
Not only that, what if another rocket detonates nearby, or a bullet impacts the box in mid air? What if it lands on a player, or maybe even a dynamic wind pushes it a little?
Well, yes, they are currently doing this in games where you have server side physics objects like HL2 Deathmatch. However, you'll notice that these objects aren't too common since each of these objects is essentially another player's worth of data to transmit.
Probably Top Spin 2 if the reviews are decent. I need a casual game that can be played with 4 players.
After getting GRAW and finding that the 4 player mode was unplayable, I'm now left with 4 460 controllers and no games that can really use them.
I'm also getting Full Spectrum Warrior: Ten Hammers since I liked the changes in the demo and the new multiplayer modes really intrigue me. Now it's just a matter of whether I should get it for Xbox 1 or the PC.
Physics objects on internet game servers works in one of two ways.
The first way is that the physics object is entirely client side. This is usually the case with ragdoll corpses, such as those in Counter-Strike. When you see a ragdoll online, it won't be in the same spot as ragdolls on other players' computers. The same can be said for other non-important objects that are there just for show. Players can still interact with these objects, but nothing they do to it will show up on other players' screens. So, if you ever wondered why a CS player will sometimes shoot the ground near a corpse in an odd pattern, he's shooting at the corpse on his screen.
The other method is that the physics object is server tracked entity, just like the players. For example, in HL2 deathmatch, there are large objects on the map that can be picked up using the gravity gun and launched at other players. In CS, some maps like Office have such objects, like the filing cabinets that people often use to block entrances.
That gameplay trailer with people blowing up all those boxes and pipes on the Agea site is with people playing on a lan. On a lan the data transfer rate is at least 10mb/s if not 100mb/s. So lan games can handle a lot of information being passed between computers, but we couldn't see that kind of stuff for online games unless T1 connections became standard.
For those that don't know, you can yield to enemies if you don't want to fight them. If they accept, combat will end and you'll have to deal with the consequences depending on what started the fight. Most times they won't accept, but it's useful for accidental attacks.
To Yield, hold down the block trigger, then press the use button on the person you're fighting as though you were going to talk to him. There'll be a message saying whether he accepts the yield. If he accepts, he'll usually put away his weapon.
For instance, I got in trouble with the guards and accidently hit resist arrest. I simply yielded to him and restarted the conversation, going to jail and serving my time.
I haven't encountered an NPC yielding to me, but they said it's possible.
If you're finding a segment too difficult, go the the Gameplay options menu and adjust the difficulty slider down a few notches. Then when you're satisfied, you can bring the slider back up.
That's one of the best features of the game in my mind. I can play the game as difficult as I like. But, my friend who prefers simpler hack and slash games puts the difficulty way down low so he can just mow through enemies.
I think I'll make a sneaky assassin/thief character next to see why everyone's saying it's so weak. I know my Agent/archer guy was just plain deadly.
It's perfectly reasonable that you can't use this kind of physics interaction online simply because no internet connection besides giant corporate T1s could ever handle the amount of data being transferred for these physics interactions.
It's not their fault the internet only has so much bandwidth at a cost.
That said, I'm not sure I'd buy a physics only card for $200-$300 right now, but it'd be a big factor in my next big PC purchase.
Hah, if you guys see me online at the time, invite me to the chat because I'm really liking the game too.
I let my friends play Oblivion, and even one that hated morrowind with a passion likes Oblivion. They just got it right.
However, I also had a story where they were unprepared for the new feature of monsters going across zones.
In one instance, my friend had gone into an old fort, got in a little too much trouble and ran for the door zone. As he stepped outside he breathed a sigh of relief, but I was grinning an evil grin as he did so. When he asked me what was up I told him NPCs can now go through zones, and just then the imp that had been chasing him showed up and nailed him with a fireball. He freaked out, but finally managed to kill it.
Oblivion has amazing physics and it runs well enough. I don't see why it can't be done on todays cards, unless they passed the money hat around to UbiSoft...
Most current games have physics, but the key here is that those physics are only working on a few things at the same time, and are limited in how they can react and collide with each other.
The videos they show have hundreds of not thousands of physics objects that can all be affected by physics at the same time.
You know how in some games with physics objects will get stuck inside each other? This is because collisions in video games or the digital world in general are very difficult to handle correctly. It takes quite a bit of power to handle collisions well, a physics processor can help a great deal with that.
Speaking of mods, I just wanted any modders here to know that I'm offering my artistic skills for anyone making a mod and needs original art assets. These will be free and so long as I get to use them for my portfolio. I'm finishing up my animation degree so anything that'll help me get hired later I'll do.
Also, I'm looking to make a mod that turns Oblivion into a western. If you think about it, Oblivion already has many things that make westerns. Wide open landscapes, horses, small isolated towns, etc. It'll be a lot of work, but for a fan of westerns it'll be worth it.
It's not that I have blind faith in Blizzard, but I do know that Blizzard has a very well established releasing very well polished games that while they may not innovate, they are certainly very fun.
They're also unafraid to can something, even if it's a long way into development, just to make sure that their record remains untarnished, and that's really saying something.
If you really think about it, SC Ghost would be perfect if entirely rebuilt for next gen consoles.
The next gen systems can handle massive amounts of troops on screen at the same time with a very long draw distance. So, you could play as a ghost doing missions in the midst of battles straight out of the SC RTS. For instance, you could play a ghost sneaking into a rebel base that's currently being swarmed by a zerg army, with thousands of zerglings running across a plain towards the base as marines mow them down.
It's kinda funny that these days are also kind of like spokepeople for Rotorooter. But, I do like how practical these guys are about the whole thing.
They also know about homes, construction, etc... so things that might seem odd to normal people they can explain.
Like the Queen Mary episode where someone thought an area was haunted because some equipment kept turning on that was supposed to be disabled/broke/out of use. It turned out it was a water heater that was running fine.
Eh, I think it was only by the quality of Alan Moore's writing and setting up memorable scenes that the movie didn't suck. In fact, I think it's a good movie, but it could have been much better with a few small changes.
I do like how they kept quite a few very critical scenes from the comic.
About Evey's ordeal:
Spoiler for Hiden:
In the comic, she goes through her breakdown and liberation just as quickly as in the movie. However, in the comic there's much more dialogue to the breakdown and it's not for some time afterwards does Evey really forgive V.
Here's my thoughts and spoilers covering the differences and similarities to the comic.
Spoiler for Hiden:
The V and Evey love storyline was contrived, like they put it in just to have a love story.
They missed a big opportunity to highlight the differences between V and Evey, when they were in the room filled with roses and the actress's posters. There's a key line of dialogue from the comic where V offers to kill someone for Evey, saying that all she has to do is pluck a rose for them. Every says, to let it grow. This really highlights the difference between V's destructive nature and Evey's growth, and really hammers home why V must die at the end.
I dislike how they tried overly humanize V, whereas Evey is supposed to be the human link to the movie. In the comic, V is always acting crazy, never doubting his actions. Seeing how in the movie V doubts his own words at times really went against his character.
One thing I do have to respect the director and writers were not removing his mask. That was a key element of the comic, that V should remain faceless. However, they really should have kept V's ailment mysterious. Not showing anything like the burn hands would have made things interesting.
C'mon now.. can anyone confirm if mercenaries made it into the game or not? My decision to buy the game is based on that feature alone and I'm ready to head out to compusa today if it's in before they sell out all their copies.
I suggest you get the PC version then. One of the more common mods in the PC version were NPC companions and mercenaries of all sorts.
I'd actually feel offended about the picture and how the woman is depicted, but that's such a ludicrous picture I find it funny these days. I especially find it funny how her facial expression does look like the big "O". Especially considering the smug expression on the guy's face.
That said, I definitely feel the whole lonely thing.
And not surprisingly, ever since I made some small but important changes in my life things are getting much, much better. I started working out, which gives me the confidence to just talk to new people, whereas I'm normally shy. Starting to look for new hobbies that get me outside, like swing dancing for instance.
More people are playing GRAW right now, CoD2 has some big problems with its Live matching service, you can't make your own server, just auto matches.
CoD2 does have a very good SP campaign, and the multiplayer is great. It's just the matching service that sucks and there's a bug where once you get one small lag spike the network code chokes up and it'll stay laggy (whereas normally it should return to normal after a player leaves the server).
GRAW on the other hand has very good Live play, albiet it's a very lethal and long ranged game. Expect to get killed in one shot by people you don't see quite often.
denoginizer, that certainly wasn't needed. You're only adding to the problem now.
I respect LE's opinion, but I don't necessarily agree with them. I do admit that screenshot doesn't look that great, but I suspect that it's more some wrong settings on that person's PC or some strange incompatability.