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 on: October 19, 2016, 01:45:27 PM 
Started by metallicorphan - Last post by farley2k
Final Fantasy XV: HIGHLIGHTS from the FIRST 15 HOURS (Spoiler-Free!)
via Polygon

 on: October 19, 2016, 12:54:13 PM 
Started by warning - Last post by farley2k
Best of Fails

 on: October 19, 2016, 12:41:42 PM 
Started by Larraque - Last post by farley2k
Listen to John Cleese Delightfully Recap All Six Seasons of The Walking Dead

 on: October 19, 2016, 08:43:40 AM 
Started by Caine - Last post by Turtle
So, which pornstar are they going to copy for the sidekick this time?

 on: October 19, 2016, 12:20:34 AM 
Started by metallicorphan - Last post by Gratch

Quote from: Jimmy the Fish on October 18, 2016, 09:09:01 PM

I think the story got terribly convoluted in the second half, which I've come to expect in a Final Fantasy property. I still don't know why Nix didn't die in that pivotal scene near the end. He was special somehow and it totally went over my head why he was. Oh well.

Yeah, they kinda lost me with the whole demon vs. giant-living-statues-that-were-summoned-out-of-nowhere battle at the end.  Were those supposed to be the "kings" Nix talked to when he put on the ring?  No idea, but damn if it didn't look absolutely amazing.  Like, jaw dropping, "I've never seen CGI like that before" amazing.  That smoke demon was just...incredible.  Might watch it again tonight and see if I can catch a few things I may have missed.

It was cool to see some of the little FF touches they added as well.  Behemoths running wild in battle, ahriman's attacking, Speedy Chocobo, etc.

 on: October 18, 2016, 11:19:05 PM 
Started by forgeforsaken - Last post by Blackjack
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. Its 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.
Weve 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, weve 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

Weve resolved a number of Ballistic Shield bugs with the PTS week 4 patch. With the recent changes to threat, its 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.

 on: October 18, 2016, 11:17:13 PM 
Started by Caine - Last post by Dante Rising
I might be in on this one. It sounds like the single player content is quite good.

 on: October 18, 2016, 11:11:57 PM 
Started by EngineNo9 - Last post by Blackjack

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.

 on: October 18, 2016, 09:18:19 PM 
Started by Caine - Last post by jztemple2
Ubisoft posted the PC features that they will be using the delay to add...

  • Stuttering/lag framerate optimization We made all controls much more responsive and less framerate-related. Weve optimized resource creation, GPU VRAM upload and required VRAM for the game.
  • No FPS cap
  • Full SLI/Crossfire support at launch
  • Extra Details Options Increases the level of detail for all objects in the game, and adds more details to objects in the distance.
  • FOV sliders
  • Ultra Textures pack available at launch
  • Were using raw mouse input to reduce latency and use the Windows hardware cursor throughout the game without any additional signal filtering to smooth or accelerate mouse movement by default
  • Advanced keyboard support Keyboard hotkeys for every menu and app for faster access. Additionally, all hotkeys can be remapped.
  • Mouse-centric UI any UI screen, menus or smartphone app supports full mouse interaction, so the player can finish any UI task with the mouse only. Everything is clickable and has appropriate button states.
  • Driving has been adapted to suit the keyboard controls, with adjustable steering sensitivity. Same goes for driving camera sensitivity and auto-centering camera behavior.

As with Mafia III, I intend on picking up the PC version on release day and barring another hurricane Roll Eyes I'll be posting impressions of the PC version as I play.

 on: October 18, 2016, 09:09:01 PM 
Started by metallicorphan - Last post by Jimmy the Fish
I watched Kingsglaive recently as well. Aaron Paul's voice acting was surprisingly excellent. I think the story got terribly convoluted in the second half, which I've come to expect in a Final Fantasy property. I still don't know why Nix didn't die in that pivotal scene near the end. He was special somehow and it totally went over my head why he was. Oh well.

That being said, the CGI animation was quite possibly some of the best CGI I've ever seen. Really quite spectacular, especially the photorealism of the people's faces and their expressions. The whole way the mercenaries used their weapons to instantly teleport from place to place was really cool.

I'm totally ready to play the game because it looks like the end of the movie ties in directly to the beginning back story of the upcoming game.

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