I've been playing on PS4 since around launch. As of this year it has been pretty stable
Posts by Algor
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Never before have I gotten so excited, followed by immediate disappointment
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Issues with Pay to Win setup of game
http://www.bbc.co.uk/news/technology-26033685
QuoteDisplay MoreDungeon Keeper gives the player the job of constructing and running an underground lair to which they attract monsters that are then used to defend the place against attackers. Minions called imps dig out rooms and corridors to create the dungeon.
Many complained that the imps work much too slowly unless players buy gems. Without this resource the game makes players wait four hours to dig out some types of territory and 24 hours to dig out rockier parts.
Peter Molyneux, who designed the original 1997 Dungeon Keeper game, said he too was shocked when he saw the time it would take to dig out some sections of the map.
"I felt myself turning round saying, 'What? This is ridiculous. I just want to make a dungeon. I don't want to schedule it on my alarm clock for six days to come back for a block to be chipped,'" he told the BBC.
Mr Molyneux said some of the criticism came from fans of the original who simply wanted an updated version of the game they fondly remembered.
He added: "I don't think they got it quite right, the balance between keeping it familiar to the fans that were out there but fresh enough and understandable enough for this much bigger mobile audience."
Users can't rate Dungeon Keeper less than 5 stars
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Quote from Vilham
lol, fucking namco trying to make the story relevant. Dark souls has a rambling incoherent story, no one cares. they should solely focus on the gameplay and advertise that.
What? The story in Dark Souls is really well thought out. Much of it has to be pieced together from the scraps they give you, and they intentionally leave out parts to allow for speculation. There are tons of great youtube videos on this
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The final comment from the host to the Remedy team was "you guys look like models out of a J Crew catalog!"

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Quote from [HP]
Hey guys, question. Should I play The Witcher 2 right away and skip Witcher 1?
I tried to play Witcher 1 about a year ago and thought it was kind of neat, if not really janky. Then there was a boss a few hours in- fighting against some wolf beast that was one of the worst experiences I've ever had in a game. Brutally difficult, very long, and no way to defend yourself against it. I quit the game and I'll never go back.
You might have a different experience and I've heard the game is really cool, but not worth it in my experience.
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Quote from Sjonsson
If it actually was a rail-shooter for tablets it would be reaaally good!
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Are you the same Swedish mr P by chance that released hundreds of maps during the goldsource days?
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Equally important to your layout is lighting. I'm not saying you should have final lighting already, but even functional at this point is critical to good feedback. Generally calling out the exits to different rooms is a decent starting point. A good article on this;
http://magnarj.net/article_funclight.html
I haven't played Skyrim in a long time so I can't remember how the flow of things often goes, but I don't know if it makes sense to have the secret room very hard to find in the final encounter area. From a pacing or player mindset, the final encounter room is going to be the peak intensity of this quest. Only players who wipe the room and then explore every corner will find this thing (and that's fine if that is what you want). From the perspective of time you put into creating this content, you may want to consider something like an obvious tease of this treasure/secret room earlier on in an area without combat that players are likely to see. That way players are going through the dungeon with the goal, "I have to find and kill this named guy..." and then they can create a second goal once they see this room, "How do I get inside that room?" Maybe the entrance to the room is somewhat hard to find and is in the final area, but at least players are anticipating it. This way you can also make players feel smart for seeing it, remembering it, and finally getting inside.
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If you're looking for help debugging something very specific, you should post most information about your problem. Exactly what water material are you using? What are your compile settings? Are your video drivers up to date? Does water in other maps look fine on your machine?
Just did this test with dev_water4, all compile settings "normal", no HDR. Also tried water_aztec and works fine.
[Blocked Image: http://cloud-3.steampowered.com/ugc/1045125262782995795/93771FEEB71FB68C94415E0773B696C179A33E2C/1024x576.resizedimage]
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Tried the MP last night and I was really disappointed. I expected it to just be a free form, chaotic version of the story with players just screwing around in the world and missions naturally presenting themseves, but it felt even more constrained and linear than the story. It starts with a boring cutscene that can't be skipped where your character just seems painfully dumb since they aren't allowed to speak. The NPC showing you around is one of the least likeable in the game. Then it shoves you into a bunch of shit missions that you never chose to do, where the NPC is shouting at you the entire time. I was looking to get away from the cutscenes and structured missions but it seems even worse because it's all forced. If that's what the experience is like then no thanks.
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Pretty good shit
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I think their presentation is pretty killer. I love the art style and music in the cinematics. Never played HW or HW2 though...
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An easy one (although going to create more work) is to lower the walls on the playable extents or turn them into chainlink fences or something. Inside the space you can always create different tiers of building heights but just watch for line of sight so players can't get sniped from across the map (or keep that a skill move where the only position to do this from is highly exposed?)

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- Needs a skylight badly or match your sky more closely to your intended skylight. Currently the contrast of bright sky + dark environment is tough on the eyes.
- The height of the environment feels pretty uniform throughout. It is pretty tough to create a quick mental map and gain your bearings because everything is relatively the same look (should still be possible even in this state). You might even consider a tall/unique landmark at each site that can be seen from various areas to guide players around.
- Some of the areas (like around A, or the smaller stairs leading to B) feel like they could get scaled 125% or 150%. I don't know if you plan to put railings on any of these but the space will get eaten up quick, especially if you have a troll or cautious player blocking the stairs for someone else trying to get by.
- As simple as it was I liked the interior with the columns. Also at this state you should do a quick lighting pass to call out exits to some areas. Some of this could be done by the skylight, others by hand placed that spill out of or into an area for quick reference of where to go next.
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Needs more pix
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It's interesting to see what a controller looks like when you're not held to iterating on an existing controller...
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Quote
There was an older episode where we first saw
Gordon Freeman Walt with a full head of hair in a parking lot looking at guns or something in the trunk of his car? Been a while so I can't remember what it was but it could tease what happens next...
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DK is one of my top five! Twiz, it might be one of the keys near pgup pgdn or the numpad if I remember correctly... Nope, that's wrong!
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Display MoreKey combination Effect ------------------ ---------------------------------------- Alt + R Switch between 8 bit & 16 bit resolution <, >, ^, v Move view of dungeon map / Move creature (FPV) Shift + <, >, ^, v Move view in one direction but faster Ctrl + > or < Rotate dungeon view Ctrl + ^ or v Zoom in / out on the dungeon map Ctrl + 0..9 Select marker 0..9 on map Shift + 0..9 Go to marker 0..9 on map A Go to annoyed creature F Go to fight M Go to overview map P Pause game Esc Brings up Options panel 1 Select Information panel 2 Select Rooms panel 3 Select Spells panel 4 Select Manufacture panel 5 Select Creature panel Room Shortcut key combination -------------- ------------------------ Barracks B Bridge Shift + B Graveyard G Guardpost Shift + G Hatchery Shift + H Heart H Lair Shift + L Library L Prison Shift + P Scavenger S Temple Ctrl + T Torture Room Alt + T Treasure room T Training room Shift + T Workshop W