Posts by Puddy
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Steam Language: English.
Some specs below, please let me know if you need something else.
I tried verifying integrity of local installation; no change.
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Display MoreMachine name: PATRICK-DATOR Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120330-1504) Language: Swedish (Regional Setting: Swedish) System Manufacturer: System manufacturer System Model: System Product Name BIOS: BIOS Date: 02/05/10 19:13:52 Ver: 08.00.10 Processor: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (4 CPUs), ~3.4GHz Memory: 8192MB RAM Card name: AMD Radeon HD 6900 Series Manufacturer: Advanced Micro Devices, Inc. Chip type: ATI display adapter (0x6718) DAC type: Internal DAC(400MHz) Device Key: Enum\PCI\VEN_1002&DEV_6718&SUBSYS_E182174B&REV_00 Display Memory: 1762 MB Dedicated Memory: 2030 MB Shared Memory: 3828 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Allmän PnP-bildskärm Monitor Model: DELL U2311H Monitor Id: DELA05F Native Mode: 1920 x 1080(p) (60.000Hz) -
Quote from robert.briscoe
Can anyone who owns the game on steam please do me a favour, just run it and tell me if the main menu font looks like this:[Blocked Image: http://i.imgur.com/GDopf.jpg]
I get the lower font.
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yeah, Up was actually not so good imho

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Oh right, I forgot about those hick-ups.
Then it becomes a bit more grounded in reality. 
Also, I think his wife is kinda hot.
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I only played like 20 minutes yesterday. I'm still in starting area and I've gained just two levels. But man, it was fun right from the get-go... and now I'm sitting at work, shivering like a junkie, because I want to to get back in the game and spam attacks at shambling zombies.

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Quote from Chimeray
The next 3 days, good movie and excellent acting
Very believable scenario, some things fell a bit too perfectly into place like it only happens in the movies but nothing that would make you cringe, not that cliché overall at all.Def recommend it! Movie from 2010 so probably a lot of you guys have seen it already...?It's a very unbelievable scenario imho.
As you said, things line up a bit too much. But that film is fucking great. It's just so enjoyable; I was taken by surprise! -
Puddy#2275
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I was never a Diablo player so I'm not too hyped. I missed the open beta too.

Probably gonna pick it up shortly after release though; we'll see if I take a liking!

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Quote from generalvivi
I couldn't launch it. kept kicking me out to the front each time I joined a server. [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]
Have you opened the ports for the game? The game kept kicking me out too before I did that.
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tried it out for about an hour today! it's really, really cool although it's really, really rough around the edges
haven't encountered anyone yet, I've just prowled around some villages, scavenged and killed some goats for food.... this shit got potential!
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insta & KungFuSquirrel
Thanks! I may revisit the concept in the future.
The reason I halted production was that I really wanted a different mood / setting more akin to L4D1 (rainy, dark and grey urban landscape). Left 4 Dead 3 maybe? 
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Scrapped scavenge / survival L4d2 map where one player was to be located in a completely secure apartment, able to survey the map and cover his friends with a sniper rifle (pic2). If everyone died on the ground, it would be game over (regardless of the sniper's condition). The challenge of the map would be for the 3-man team to maximize the sniper's opportunities and avoid blind spots as much as possible (apartments, sewers etc). The map never came too far along and looks horrible in this state.

[Blocked Image: http://i.imgur.com/5hwFV.jpg]
[Blocked Image: http://i.imgur.com/duCHV.jpg]
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Aren't the maps stored locally somehow in any case?
If I worked with this tool I would definitely look into a bulletproof backup option. You just never know...
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From what I've heard we may want to nail the coffin shut?
Congrats again on UWE! -
Quote from Mazy
Still waiting for somebody to do a proper open world zombie game (plz Rockstar). Maybe having a randomized destination you have to reach and then loads of forests, villages and cities to cross and scavenge. Seriously don't get why somebody hasn't done this yet. Tho mods like this are nice, then having a proper game could be amazing.
Word.
Sentura: They're a welcome antagonist.

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This looks and sounds really cool!!! Will try and find the time for it

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Quote from Sentura
you can't have great products without great challenge. all i see here is excuses that should never have been made, essentially forcing what could have been something amazing into the framing of something mediocre.
I just have a hard time hearing the word "mediocre" when in a discussion about Portal 2's design. It's a truly great game and, as you said, it just comes down to taste if you agree with me on that or not. Actually, it was an amazing game.
Quote from Senturasomething that happened while i was playing through portal 2, was that i got fed up with how complex the puzzles had become. by the end of the game i was really annoyed with the chambers because of all the new mechanics that did nothing to help the (my) player experience. and i think this is a huge problem in the industry actually, that games focus on mechanics and quantitative results to attempt at making something better. a game doesn't need new mechanics to be more enjoyable, because mechanics aren't inherently affecting the player experience. people are only starting to become aware of this now, but i'm hoping that this will become a stronger point in game design; especially in triple A development.
For me, every new mechanic was a puzzle initself that I had to wrap my head around. I liked figuring out the capabilities of each mechanic and what kind of combinations you could make. I can't say I've observed the problem with the increasing quantity of mechanics in games in general; not in a negative light anyway.
Quote from Senturacase in point: the best part for me was definitely the beginning of the old aperture science, where exploration was key and all you had was portals. which, when i think about it, ties in nicely to what i stated before with the environment.
I loved that part. It was a nice detour and I'm a huge fan of such epic exploration setpieces. However, it couldn't, and shouldn't, last for a full game IMHO. I like my gels, my lasers and my light bridges.
Quote from Senturathis statement is ironic seeing as you wanted to put down Pogop for his opinion.
It's just the PogoP "meme" that he's trying to shake by nervously proclaiming he's not a troll every now and then.

I hope he wasn't offended.

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Quote from Sentura
i doubt that the game would fall short; there's a ton you could do with different environments, and especially making exploration a big part of it. it's not so much what you can do, it's what you can do within an environment. the test chambers were very limited in portal one, it would seem a natural progression that the outside and regular buildings and stuff would provide a new challenge to the same mechanics.
Moving away from chambers would drastically increase the cost of creating puzzles. The chambers are a great fit for Portal as the player accepts them as plausible constructions even though they are very simple and only feature basic detailing (Portal 2 increases this level of detail of course). Simple detailing and simple geometry means fast and cheap construction times, which is great when a puzzle is bound to go through many iterations before being final.
Furthermore, it would probably be hard to divide up "regular" buildings into portable and non-portable surfaces. Props and details could get in the way of the player's escapades. Also, being forced to construct plausible real world locations that work great as puzzles would be a time-consuming challenge and if the environments are designed after the puzzles, players might possibly feel the environments are contrived.
Quote from Senturain the vein of what Chimeray said; now when you use every mechanic available in a puzzle, the puzzle becomes cluttered and obfuscated in complexity, and that is detrimental to the player experience because of the frustration it will end up causing. in the first game, you could use every mechanic and still be within a player-friendly frame that would not frustrate them.
User-made chambers are not a good showcase for the new mechanics. I loved Portal 2 and never found the various mechanics combinations to be frustrating. Just refreshing. Virtually every game can be subject to this kind of abuse. Throwing too many mechanics at the player at once is usually never a good idea.
Quote from Senturai'm not saying you can't have your opinion, i'm just stating my opinion.
Whenever there's a clash of subjective opinions, this goes without saying (unless you are talking to a fanatic of some sort). It is also applicable to the Bioshock thread...